Michael Blaker’s Video Game Tuesday: The Failure of the FPS Concord

Michael Blaker
Game Industry News is running the best blog posts from people writing about the game industry. Articles here may originally appear on Michael's blog, Windborne's Story Eatery.

Hey all, I’m back with a look at the failure of a recent first-person shooter for this week’s Video Game Tuesday. It’s all about why the live service shooter Concord failed so badly.

Concord’s failure?: Concord was released back in late August of this year and failed so hard it was pulled from shelves and completely shut down just two weeks after release.

What happened?: Well, it was a multitude of things, from huge costs ($400 million in development costs) and terrible advertising to forgettable gameplay. Honestly, I had heard about it, but it was always couched as being some sort of Overwatch clone and not particularly noteworthy. Given how badly Overwatch has been doing the past few years, I personally didn’t really pay it any more mind.

It was yet another live service game that wasn’t particularly appealing to me. Live service games are very much a commitment in terms of playing, and playing more than one is highly difficult if not outright impossible for the average person. Even for me, who plays a lot, I’d be hard pressed to juggle multiple live service titles.

What now?: Well for Concord, sadly the entire franchise which was going to be huge if successful is no more. Hopes for Concord to be brought back as possibly some sort of free to play model were crushed when on October 29 Sony announced the closure of Concord’s developer Firewalk Studios and the permanent shutdown of Concord. Personally, I think any live service game without a lot of unique innovation is going to have a hard time in today’s market.

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