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servicegames

Service games, also known as live service games or games as a service, are video games designed to be maintained and expanded long after their initial release. They rely on ongoing content updates, social features, and continuous online connectivity to keep players engaged over time rather than presenting a finished, one-off product.

Common features include regular content drops such as new missions, maps, or story chapters; time-limited events

The business model aims to maximize player lifetime value through sustained engagement and recurring revenue. Metrics

Design and development considerations focus on cadence, balance, and content quality, as well as moderation, anti-cheat

Historically, the term should not be confused with Service Games, a separate 1960s company that helped establish

and
seasonal
or
battle-pass
systems;
live
balance
and
community
management;
and
cross-platform
play.
Monetization
typically
centers
on
cosmetic
microtransactions,
battle
passes,
subscriptions,
or
other
ongoing
revenue
streams,
rather
than
a
single
upfront
price.
These
elements
are
coordinated
by
a
live
operations
team
that
monitors
performance,
implements
patches,
and
schedules
events.
used
to
gauge
success
include
daily
and
monthly
active
users,
session
length,
retention,
average
revenue
per
user,
and
lifetime
value.
While
popular
examples
include
Fortnite,
Destiny
2,
Apex
Legends,
and
Genshin
Impact,
the
term
encompasses
a
broad
range
of
genres
from
shooters
to
MMOs
to
role-playing
titles.
measures,
and
user
support.
Challenges
include
maintaining
long-term
player
interest,
avoiding
fatigue
from
constant
monetization,
and
mitigating
risks
such
as
content
droughts
or
crunch.
Critics
often
discuss
concerns
about
monetization
ethics
and
perceived
pay-to-win
elements,
highlighting
the
need
for
transparent
practices
and
sustainable
live-operation
planning.
arcade
distribution
and
the
early
path
to
Sega
Enterprises.