Palworld Dev Says Fans Should Not Play Same Live Service Games All The TIme

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This Encourages Publishers To Saturate Live Service Genre!

Story Highlights
  • The Palworld community manager says people should not keep playing the same games all the time.
  • This leads to developers and publishers doing the same thing repeatedly, leading to poor live service games.
  • He also stated that Palworld wasn’t designed to be played forever.

Palworld was among the biggest releases this year. It broke multiple records, even breaking past the 2 million concurrent players milestone, leading to huge hype around it. While most of the player base is already down, it has over 50K regular players.

Addressing the game’s current player base, Palworld’s community manager described that the game was never designed to be played forever.

Why it matters: When the game achieved those ridiculous numbers at launch, many expected Palword to stay on top for a long time. However, in just two months, it had lost 97% of the player base, leading to many people calling it a dead game.

YouTube video

Talking to Going Indie, John Buckley argued that gamers should not always play the same live service games. This sets a bad precedent, sending the message that publishers should flood the market with this type of game, which can create a diluted market in the long run.

I don’t think you need to be pushing yourself to play the same game all the time.

– John Buckley

He stated that playing the same titles isn’t healthy for the developers, gamers, or the industry. This leads to soulless live service releases that get shut down after 9-12 months because they don’t make enough revenue to keep going.

He argued that Palworld was never meant to be played forever. Therefore, with the game boasting about 60K players, it’s nowhere near dead, and the numbers are more than acceptable.

Palworld made an incredible amount of revenue with a small budget.

The community manager insisted that gamers should play other games, especially indie titles. Back in February, Buckley advised fans to try other games while Pocketpair worked on more content and updates.

This makes sense, too, as live service games have become boring over the years. We’ve had fun ones like Helldivers 2, but most, like Suicide Squad and Skull and Bones, have just been lazy attempts at the genre.

Pocketpair has already succeeded with Palworld, as the game made billions with a budget of just $6.7 million. The studio is also quite happy with the game’s current state and is believed to be working on a PlayStation port.

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