Is the future of hero shooters tied to the F2P live service model?

Hero shooters are among the best genres available for gamers who enjoy team-coordinated gameplay and a mix of FPS and objective-based mechanics. These games typically feature large, diverse character rosters with multiple roles, each with their own purpose in a game. This means there is likely a character for every type of player, from large, hard-hitting tanks to useful and healing-based support/strategist characters or main damage dealers and aggressive fighters in the DPS selection.

Cependant, over the years there have been very few hero shooters that have managed to stay with fans and stand the test of time. Notamment, these games have largely shifted to the free-to-play live service format, making them more accessible to a wider audience. Instead of generating revenue through game sales, these games tend to generate revenue primarily through hero skins and cosmetic items through in-game shop systems.

The most notable and popular hero shooters on the market have remained this way for a long time. Overwatch and Marvel Rivals are currently the top picks and the strongest competition for each other. Après cela, Valorant is another popular choice, with Apex Legends still managing to maintain a solid player base over the years despite its popularity having declined significantly. Enfin, Deadlock, Valve’s in-development hero shooter, is perhaps the most notable new competitor to enter the scene and build a strong community of players. What all of these titles have in common is that they follow the free-to-play live service format.

Magik and Black Panther in Marvel Rivals

Aside from these games, a few other hero shooters have actually been released over time. But none of them seem to have ever come close to breaking into the charts and really competing with these other titles. Forteresse d'équipe 2 is a notable example of how older titles can still make it difficult for new titles to break into this space. The game launched in 2007, doesn’t have the same regular update schedule as newer titles, and still manages to maintain an incredibly active community. This suggests that once a solid hero shooter builds a dedicated audience, those players often remain extremely loyal to the game for an extended period of time. Après tout, hero shooters take a lot of time to learn properly, so they’re a commitment that many players stick to.

TF2

This presents a difficult situation for new titles trying to come to market, as they are not the type of games where players simply download, play a few games and then move on. You will learn about the individual cards, the squad and their abilities, hero counters and team compositions and develop teamwork skills with other players. The free-to-play live service approach has only increased this commitment through seasonal content updates with limited-time battle passes, events and ranked progression.

Games like FragPunk and Strinova take the same approach, offering free access, ongoing updates, interesting character rosters, and even unique gameplay mechanics. Toujours, they struggle to attract the same audience as their larger competitors, despite having engaged communities. It’s not that these games are considered bad; Plutôt, they face the huge challenge of entering a saturated market. If a player has already spent thousands of hours playing Marvel Rivals, Surveillance, Valorisation, Apex Legends or TF2, a new title needs to offer more than seasonal cosmetics and battle passes. Gamers need a compelling reason to move on from their favorite hero shooter, with Deadlock being one of the few names that have started breaking into this market in recent years.

Fragpunk

Valve’s approach may also have contributed significantly to Deadlock’s success compared to other titles. The game didn’t come to market just as competing titles (particularly Overwatch) were facing a lot of frustration in their community. The combination of MOBA and hero shooter mechanics also helped the game feel completely fresh, as there were few to no competitors at the time that blended these genres so effectively. Deadlock also decided to recruit dedicated players during the development process and involve them in the testing and feedback process. This was a very successful decision, allowing the game to build a community over a longer period of time leading up to the official release, rather than relying on one big, successful release day.

Deadlock Mina

Paid hero shooters face an even bigger challengewhy should players spend money to try out a new hero shooter when bigger competitors can already be played for free? Titles like Last Flag and Highguard are notorious examples of games that have recently tried to break into this brutal market, despite competitors already having similar experiences. Par exemple, Last Flag is a Capture the Flag-based (CTF) hero shooter, but Overwatch players have hardly felt the need to try out this title since there is already an arcade game mode for CTF and can be accessed at any time through custom games. Essentiellement, players are very reluctant to pay for something they already have access to.

Overwatch hazard splash art

This raises a somewhat awkward question for the hero shooter genre: Is the future of these games tied to the free-to-play live service model, or have players simply become addicted to a handful of dominant titles? Perhaps the biggest challenge for developers is no longer making a fundamentally good hero shooter, but convincing players that they need another one in the first place.