The Shutdown of MultiVersus Highlights a Troubling Trend in AAA Gaming

The Shutdown of MultiVersus Highlights a Troubling Trend in AAA Gaming

MultiVersus, the ambitious crossover fighting game, is set to shut down following its fifth major update, delivering disappointing news to its community. Many fans devoted considerable time and financial resources to unlocking a diverse range of characters, making this closure especially disheartening. This development underscores an ongoing concern in the online gaming landscape, raising awareness of a troubling trend that has recently intensified.

The decision to discontinue MultiVersus not only exemplifies the challenges facing online games but also accentuates the ongoing shift toward a more collective online experience that often strips ownership from players. With its freemium model and considerable backing from Warner Bros., the game’s downfall resonates deeply with players, highlighting an increasingly relevant industry issue.

The Shutdown of MultiVersus: A Warning for Online Gaming

Continuing an Unfortunate Industry Trend

MultiVersus gameplay featuring Powerpuff Girls
Batman and Shaggy in MultiVersus
MultiVersus character roster image

The online gaming ecosystem has always been turbulent. While mainstream games like Fortnite and GTA Online capture the majority of attention and player bases, numerous others struggle to stay afloat, hiding in their shadows. The viability of online games hinges on attracting and maintaining an audience that covers operational and developmental costs. This challenge is reflected in the growing list of failures among live service games, including those based on popular intellectual properties such as DC Comics.

The failure of MultiVersus serves as a stark indication of online gaming’s instabilities. Influenced by Warner Bros.’ legacy franchises and the successful formula seen in Nintendo’s Super Smash Bros., MultiVersus appeared to be poised for success. Instead, it joins the ranks of other high-profile misfires like Suicide Squad: Kill the Justice League.

The closing of MultiVersus is part of a broader crisis affecting several online titles, such as Concord, XDefiant, and Foamstars, compounded by Sony’s decision to cancel various online initiatives, including a live service variant of God of War. The implications are profound; fans of live service games face an uncertain future, where even the most promising projects can vanish without warning, casting significant doubt over releases scheduled for the near future.

The Negative Impact of Server Shutdowns on Offline Modes

Impact on Progression and Accessibility

Cast of MultiVersus characters

Despite the existence of an offline mode for MultiVersus, which allows players to access some content after the shutdown, this option is fraught with challenges. Players who invested in the game will maintain access to their unlocked features, but they will face significant limitations. Specifically, they cannot access all content, a restriction similarly seen in previous canceled titles like Marvel’s Avengers.

To utilize the offline mode, players must install the latest update before May 30, 2025, creating local save data per platform. Once this is done, they are unable to uninstall the game, as doing so prohibits reinstallation, nor can they migrate their offline mode access to another platform. This situation underscores that while some games provide an offline option, it remains far from standardized practice.

Moreover, the absence of a dedicated offline mode in numerous games leaves players without recourse. For instance, The Crew is entirely unplayable post-shutdown due to this oversight. Even when offline modes exist, progression often is not included, resulting in a diminished gaming experience without the online elements that previously sustained it.

The Challenges of Ownership in a Digital Era

Lack of True Ownership in Digital Gaming

Concord game poster

The closure of games like MultiVersus raises fundamental questions about game ownership in today’s digital landscape. In prior generations, physical copies provided a semblance of ownership; even when online services were terminated, players still had access to their games. Unfortunately, experiences like shutting down Concord demonstrate that possessing a physical copy does not guarantee ongoing access, leading to concerns among gamers regarding their rights as consumers.

In a notable discussion earlier this year, Ubisoft’s director of subscriptions, Philippe Tremblay, suggested that players should adapt to the notion of not owning their games, drawing a parallel to the treatment of CDs and DVDs. Although his comments may have been dismissed by some, they highlight a significant shift in gaming culture that is becoming more apparent. As the landscape evolves, it is clear that consumers may not own their purchased digital games as they assume.

As our world increasingly shifts towards digital content, it raises concerns about ownership. While physical media offers convenience and less environmental impact, the decline of such media signifies a loss of tangible ownership. The fate of online games like MultiVersus exemplifies a broader worrying trend wherein media consumption, regardless of dependency on online services, is not as secure as it once seemed.

Source: MultiVersus/YouTube, gamingindustry.biz

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