Lesson 11 of 13
Selling forever
Explain live service — selling a game forever, and the fun-versus-never-end tension.
01 · Learn · the idea
There used to be one moment that mattered: launch day. A game shipped on a disc in a box, you bought it once, and that was the end of the money. The studio counted the copies sold and moved on to the next box. Play it for a year or quit after an hour — the publisher had already been paid the same amount either way.
That world is mostly gone. The big games now are not sold to you. They are rented to you, a little at a time, forever. The box was a moment. Live service is a faucet that never quite turns off.
Selling once versus selling forever
Call the old way sell once. You make a finished thing, you sell it, you’re done. A £40 game, two million buyers, and you have £80 million. After that, those two million players give you nothing more. The line goes up once on launch day, then flattens. To earn again you have to build a whole new game.
Call the new way sell forever — the industry’s name for it is live service: a game kept alive with constant updates, and sold in small ongoing chunks. The usual chunk is a battle pass — pay a small fee each season to open up a track of rewards you earn by playing. Seasons last a few months, then a fresh one arrives, and you pay again.
The numbers work differently, and the difference is the whole point.
A worked example
Same two million players. Two ways to charge them.
Sell once: £40 box × 2,000,000 players = £80 million. Once. The end.
Sell forever: a £10 battle pass. Not everyone buys it — say 30% do each season. That’s 600,000 players × £10 = £6 million per season. Run four seasons a year and that’s £24 million a year — and it comes back next year too.
Now stack the years up.
- End of year 1: £24m
- End of year 2: £48m
- End of year 3: £72m
- End of year 4: £96m
- End of year 5: £120m
Watch what happens against the box. The box earned its whole £80 million on day one and then sat flat. The live-service game is behind for years — only £72m by the end of year 3. But it keeps climbing. Somewhere during year 4 the running total passes £80 million. After that the box is a memory and the faucet is still running. By year 5 it has earned half again as much, and year 6 is already on the way.
The publisher didn’t make a bigger game. They made the same game pay rent.
Why publishers love it
Two reasons, and the second one quietly reshapes the game.
The first is obvious from the numbers: recurring revenue. Money that comes back without a new product is worth far more than a one-time spike. A studio can plan, hire, and keep the lights on against £24 million a year it can count on, in a way it never could against a launch that might flop.
The second is engagement. To sell the next season’s pass, players have to still be here when it drops. So the number the studio watches stops being copies sold and becomes time played — daily players, hours per week, how many came back this Tuesday. Time-played becomes the target. And remember from earlier in the course what reliably grows time played: the reward schedule that keeps the next prize one step away, the daily login that punishes a gap, the small set of heavy spenders the whole thing is built to keep. Live service isn’t a new trick. It’s all the earlier tricks, now with a business reason to use every one of them, every season, without end.
The tension at the centre
Here is the part that pulls the whole thing out of shape.
A game you sell once can be finished. It can have an ending, send you off satisfied, and let you go. The studio was already paid. A grateful, completed player is a fine outcome.
A game you sell forever cannot afford to feel finished. A player who feels done stops logging in. A player who stops logging in won’t be there for the next pass. So “satisfying” becomes faintly dangerous, and “done” becomes the enemy. The grind gets a little longer. The reward sits a little further away. The season ends on a cliff so you’ll want the next one. None of this makes the game more fun. It makes the game harder to leave — and those are not the same thing, even though they’re easy to confuse from the inside.
Fun and never-ending now compete for the same design decisions. Every studio running a live game is choosing, dozens of times, between the version that satisfies you and the version that keeps you. The money points one way.
On the whole
A box is a transaction. A live service is a relationship — and the trouble with relationships is that one side can be quietly engineered to keep the other from leaving. Once the target became time played, the question stopped being “is this game good?” and became “is this player still here?” Those drift apart slowly, season by season, until a game can be enormously successful and not very good at the same time.
This isn’t only a gaming story. Anything you can be sold forever — a feed, a subscription, an app that pings — runs on the same logic: the maker’s reward is your continued presence, so the thing gets tuned to hold you, not to finish with you. We are not customers who paid and left. We are the recurring revenue, kept on the books one season at a time. Seeing that doesn’t mean the next pass isn’t worth buying. It means knowing, when you buy it, which side the design was built to serve.
02 · Try · the lab
03 · Check · quick quiz
1. A £40 box sold to 2,000,000 players earns £80m once and then flat. A live-service version earns £24m a year, every year. By the end of which year has the live-service total passed the box's £80m?
- Year 2
- Year 3
- Year 4
- It never passes it — the box's £80m is bigger
Answer
Year 4 — Live service earns £24m a year, so it stacks to £72m by the end of year 3 — still under £80m. It reaches £96m by the end of year 4, crossing £80m partway through that year. The box stays flat at £80m forever, so the staircase overtakes it during year 4 and keeps climbing.
2. Why does a publisher running a live-service game start watching 'time played' instead of 'copies sold'?
- Because players who are still logged in are the ones who will buy the next battle pass
- Because time played is easier to measure than copies sold
- Because longer play sessions mean the game has a better story
- Because copies sold is illegal to track
Answer
Because players who are still logged in are the ones who will buy the next battle pass — The money is recurring, so it depends on players coming back for the next season's pass. That makes their continued presence — time played — the thing to protect. Engagement, not sales, becomes the target the game is tuned around.
3. The lesson says a live-service game 'cannot afford to feel finished.' What's the tension this creates?
- Finished games are more expensive to make than unfinished ones
- What keeps a player coming back is not the same as what makes the game most fun, and the money rewards the first
- Players who finish a game always demand a refund
- A finished game can't have good graphics
Answer
What keeps a player coming back is not the same as what makes the game most fun, and the money rewards the first — A satisfied, finished player stops logging in — and a player who stops won't buy the next pass. So 'done' becomes the enemy: the grind stretches, rewards move further off. That makes the game harder to leave, which is not the same as more fun, even though the two are easy to confuse from the inside.