Concord—a multiplayer shooter that was taken offline just two weeks after launch. This decision follows nearly eight years of development and an estimated $200 million investment in Concord.
In 2016—when Concord likely began development—the average budget for AAA games ranged from $20 million to over $100 million. Grand Theft Auto V, released in 2013, had a combined development and marketing budget of approximately $265 million. Given these figures, Concord was not developed on a modest budget.
However, on release day, Concord peaked at just 697 concurrent players on Steam—far below the 2,388 players who participated in its open beta. This drastic decline in player engagement post-launch contributed to the game’s early struggles and eventual failure.
While much of the public discourse focuses on the game's widely criticized character design, I wanted to explore the broader factors behind its downfall.
Loss of Focus as a Gaming Company
I believe that anything that doesn’t have a direct relationship with the core process of planning, building, and selling is either supplementary or unnecessary.
The gaming industry often faces a "chicken and egg" dilemma. Some argue that building a strong IP is the key to success, while others believe that creating a great game should take precedence.
For instance, CCGs (Collectible Card Games) rely heavily on storytelling, requiring a larger budget to craft compelling narratives that resonate with players. However, in PvP-focused genres like MOBAs or shooters, storytelling plays a much smaller role, as gameplay mechanics take precedence.
The animated series Arcane, produced by Riot Games and available on Netflix, is reported to have a total production and marketing budget of approximately $250 million USD for its two-season, 18-episode run.
Meanwhile, despite initial criticism of its characters before launch, Sony released a series of four animated shorts to introduce the game's characters and universe. The series continued with bi-monthly episodes leading up to the game's release on August 23, 2024.
Lost Market Opportunity Due to a Prolonged Development Cycle
Longer development cycles generally lead to higher costs, as labor expenses constitute the bulk of a game's budget. However, cost overruns were not Concord’s only issue.
When Overwatch launched to massive success in 2016, Firewalk Studios likely saw an opportunity in the hero shooter market. However, by the time Concord was finally released—after roughly six years in development—the genre had become oversaturated, making differentiation difficult.
While Overwatch distinguished itself with polished gameplay and a diverse, stylized cast, other games like Deadlock and Apex Legends further innovated by blending MOBA mechanics with shooters and integrating hero-based abilities into battle royale gameplay. In contrast, Concord offered little innovation, feeling like a re-skinned Overwatch with fewer distinguishing features. The removal of ultimate abilities further diluted its uniqueness, making it difficult to retain player interest.
Various Entry Barriers
Beyond gameplay and market positioning, Concord faced several accessibility challenges that hindered its potential success.
Ignoring Market Trends
One of Concord’s biggest missteps was its pricing model. Unlike successful live-service PvP games, which rely on microtransactions for revenue, Concord required a $40 upfront payment.
Games like Overwatch and Valorant thrived under a free-to-play model, attracting massive player bases and generating revenue through in-game purchases. Concord's paywall limited its audience from the outset, preventing the organic growth necessary for a live-service game.
Restricting Access for Players
Another significant barrier was Sony’s decision to require a PlayStation Network (PSN) account, even for PC players. While Sony likely had strategic reasons for this, it severely restricted accessibility. In certain regions, players could not create PSN accounts, effectively locking them out of the game entirely.
As of now, the PlayStation Network (PSN) is available in 73 countries and territories worldwide.
While insider reports should be taken with caution, multiple accounts suggest that Firewalk Studios' internal culture played a significant role in Concord’s downfall. Reports indicate a culture of "Toxic Positivity", where negative feedback was not allowed during development, and a "Head in the Sand" mentality—reportedly a remnant of the studio's Bungie roots—contributed to the project's failure.
One particularly controversial report alleges that the lead developer at Firewalk Studios required employees to address her as The Professor and held meetings under titles like "Teaching/Learning with the Professor."
Further allegations suggest contradictions in leadership, such as working on a game centered around firearms despite personally disliking them, and advocating for mandatory vaccinations within the studio. These reports align with broader claims that Firewalk Studios fostered a “cult-like” corporate culture, where employees were afraid to challenge design decisions for fear of being blacklisted.
While these claims remain speculative, the weight of such allegations raises critical questions about Firewalk Studios' leadership, decision-making, and the overall environment that may have contributed to Concord’s failure.
The collapse of Firewalk Studios serves as a cautionary tale for the gaming industry. Success in the modern market requires not just financial investment but also adaptability, player engagement, and a willingness to accept and act on constructive criticism. Concord lacked these qualities, and in the end, it paid the price.
In the upcoming blog, I will dive deep into why modern game development has become so expensive and time-consuming.
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