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History [ edit ]
The question of the financial viability of single-player AAA games was raised following the closure of Visceral 0️⃣ Games by Electronic Arts (EA) in October 2024. Visceral had been a studio that established itself on a strong narrative 0️⃣ single-player focus with Dead Space, and had been working on a single-player, linear narrative Star Wars game at the time 0️⃣ of the closure; EA announced following this that they would be taking the game in a different direction, specifically "a 0️⃣ broader experience that allows for more variety and player agency".[6] Many commentators felt that EA made the change as they 0️⃣ did not have confidence that a studio with an AAA-scale budget could produce a viable single-player game based on the 0️⃣ popular Star Wars franchise. Alongside this, as well as relatively poor sales of games in the year prior that were 0️⃣ principally AAA single-player games (Resident Evil 7, Prey, Dishonored 2, and Deus Ex: Mankind Divided) against financially successful multiplayer games 0️⃣ and those offer a games-as-a-service model (Overwatch, Destiny 2, and Star Wars Battlefront 2), were indicators to many that the 0️⃣ single-player model for AAA was waning.[7][8][9][10] Manveer Heir, who had left EA after finishing his gameplay design work for Mass 0️⃣ Effect Andromeda, acknowledged that the culture within EA was against the development of single-player games, and with Visceral's closure, "that 0️⃣ the linear single-player triple-A game at EA is dead for the time being".[11] Bethesda on December 7, 2024, decided to 0️⃣ collaborate with Lynda Carter to launch a Public Safety Announcement to save single-player gaming.[12]
As the narrative and conflict in single-player 0️⃣ gameplay is created by a computer rather than a human opponent, single-player games are able to deliver certain gaming experiences 0️⃣ that are typically absent—or de-emphasised—in multiplayer games.[15]
Single-player games rely more heavily on compelling stories to draw the player into the 0️⃣ experience and to create a sense of investment. Humans are unpredictable, so human players - allies or enemies - cannot 0️⃣ be relied upon to carry a narrative in a particular direction, and so multiplayer games tend not to focus heavily 0️⃣ on a linear narrative. By contrast, many single-player games are built around a compelling story.[16]
These game elements are not firm, 0️⃣ fixed rules; single-player puzzle games such as Tetris or racing games focus squarely on gameplay.
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