The question of the financial viability of single-player AAA games was raised following the closure of Visceral Games by Electronic 2️⃣ Arts (EA) in October 2024. Visceral had been a studio that established itself on a strong narrative single-player focus with 2️⃣ Dead Space, and had been working on a single-player, linear narrative Star Wars game at the time of the closure; 2️⃣ EA announced following this that they would be taking the game in a different direction, specifically "a broader experience that 2️⃣ allows for more variety and player agency".[6] Many commentators felt that EA made the change as they did not have 2️⃣ confidence that a studio with an AAA-scale budget could produce a viable single-player game based on the popular Star Wars 2️⃣ franchise. Alongside this, as well as relatively poor sales of games in the year prior that were principally AAA single-player 2️⃣ games (Resident Evil 7, Prey, Dishonored 2, and Deus Ex: Mankind Divided) against financially successful multiplayer games and those offer 2️⃣ a games-as-a-service model (Overwatch, Destiny 2, and Star Wars Battlefront 2), were indicators to many that the single-player model for 2️⃣ AAA was waning.[7][8][9][10] Manveer Heir, who had left EA after finishing his gameplay design work for Mass Effect Andromeda, acknowledged 2️⃣ that the culture within EA was against the development of single-player games, and with Visceral's closure, "that the linear single-player 2️⃣ triple-A game at EA is dead for the time being".[11] Bethesda on December 7, 2024, decided to collaborate with Lynda 2️⃣ Carter to launch a Public Safety Announcement to save single-player gaming.[12]
Game elements [ edit ]
As the narrative and conflict in 2️⃣ single-player gameplay is created by a computer rather than a human opponent, single-player games are able to deliver certain gaming 2️⃣ experiences that are typically absent—or de-emphasised—in multiplayer games.[15]
Single-player games rely more heavily on compelling stories to draw the player into 2️⃣ the experience and to create a sense of investment. Humans are unpredictable, so human players - allies or enemies - 2️⃣ cannot be relied upon to carry a narrative in a particular direction, and so multiplayer games tend not to focus 2️⃣ heavily on a linear narrative. By contrast, many single-player games are built around a compelling story.[16]
References [ edit ]
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