Have you noticed how live service games donāt really finish? Ever? Oh, they most definitely shut down. Heck, sometimes they even crash and burn spectacularly, as was the case with EAās Anthem. Neatly finished with a bow on top, though? Hardly ever. But why?
Now, Iām not interested in mulling over live service game failures here. That tired old topicās been tackled time and again to remarkable effect, and Iāve got precious little to add to the discussion. Instead, todayās topic is kind of the opposite: the live service titles that succeeded and continue to succeed, but which weāve got no real hope of actually finishing in the sense of thoroughly completing them.

Can you actually finish a live service game, as a player?
Unless youāre actively trying to avoid anything that even whiffs in the general direction of a live service trapping, youāve most certainly played something relying on the model. Between Warframe, Genshin Impact, Destiny 2, and ā more recently ā Helldivers 2, thereās certainly much to enjoy playing these games. Doubly so when youāre looking for something thatāll keep you busy for thousands of hours on end.
Of course, live service coverage doesnāt have to be that comprehensive. For a smaller-scale and somewhat more manageable look at how an experience like this might work, look no further than the modern Forza games. Oh, youāre a car enthusiast and a completionist? Good luck staying on top of these without missing out on a single new vehicle.
Forzas, though, are eminently finishable. Pushing through and keeping up with, say, Forza Horizon 5 for years on end just to gather all of its unicorn cars is no mean feat, for sure, but this is still nothing compared to one of the aforementioned live service giants.

One could certainly argue that a game that keeps going infinitely can ostensibly be wrapped up: when youāre done with it and youāve played your fill, itās done and dusted. Move on, play something else.
These games donāt generally want you to do that, though. Itās in Destiny 2 and Warframeās absolute best interest (for example) that their fans spend as much time with them as possible. Ideally, all your gaming time should be dedicated to your favorite live service title. Or, at the very least, for them to replace any and all potential competitors you might be interested in.
I am, of course, being cheeky here, albeit just slightly. Thereās only so much time a working gamer has to spend on playing video games, and itās generally in a live serviceās best interest that they spend this time playing it. Thatās where all the continuous log-in rewards, daily and weekly quests, content updates, and expansion packs come into the picture: play our game, and keep playing it for as long as possible!

To be perfectly honest, I donāt see an issue in having access to effectively infinite content on a long enough timeline. If a game is good enough to keep you entertained for so long, then why wouldnāt you want to knock yourself out on it, after all? No, the problem I have with modern live service games, instead, lies in my not being able to end them in a sensible and meaningful way.
Whereas a regular, non-live game lets me follow its narrative to some type of meaningful conclusion, which I can then ingest, think about, and (eventually) reminisce upon as time goes on, I cannot say the same about my time with Warframe or Destiny 2, for example. In some cases, itās even impossible to return to older content releases due to their removal from the rotation or permanent updates. Thatās sunsetting for you.
These gamesā stories simply continue trucking onwards regardless of whether I keep up with them or not, and then itās my choice whether I want to jump back in for the next major content update or pay the price of the next annual expansion pack, respectively.

Note that I donāt necessarily think that this is fixable, as such. A live game needs a constant influx of content, certainly. There are always players itching at the bits to grind away at Warframe and Destiny 2ās exciting new gameplay systems. Often, Iām one of those players. Iām simply bemoaning the fact that I wonāt be able to go back to re-experience them in the same way I can do with non-live content.
Case in point? Destiny 2ās Red War campaign. Objectively, Iām well aware of the fact that the gameās very first campaign wasnāt all that good. It was fine, certainly. Phenomenal compared to what came before in the Destinyverse, yet positively mediocre compared to Halo proper. Still, though Iāve played better FPS campaigns before and after Destiny 2ās Red War, Iād like to go back for nostalgiaās sake and re-experience it. I cannot, of course, as Bungie cut Red War out of Destiny 2 so that the game could support newer and better campaigns that, more often than not, ended up being anything but.
Further, even back in 2017, when the Red War was all we had as far as Destiny 2 was concerned, it was obvious that Bungie was going to use it as a jumping point for future content. So, one might argue whether it was a standalone piece of content in the first place or just the first piece of something that was very clearly a multi-year endeavor.

To continue using Destiny 2 as my go-to example of a live service that mercilessly keeps pushing onwards, the gameās next major DLC ā The Final Shape ā is ostensibly the end. This is the grand conclusion of the Light vs. Dark saga that weāve been waiting for since waking up in the Cosmodrome car park a decade ago. The main narrative beat ends here.
But⦠Destiny 2 itself does not. Already, Bungie has made it clear that players should not stop playing the game after finishing The Final Shapeās campaign, Raid, and immediate post-launch content. Theyāve got Episodes coming in throughout 2024 and 2025! Almost certainly beyond 2025, too. So⦠even when the game wraps up the story thatās been its driving force from day one, it doesnāt truly end, and you most definitely shouldnāt drop it and let it rest.
Itās not that I canāt take a break: I do and I have, often, but all the truly successful, unique, and engaging live service games are unwilling to gracefully wrap things up when the time is right. Itās a function of the video game industry, certainly, and itās built into the niche because of course the companies in charge want and need to keep making money. Itās just that the side-effect of this being the case is that itās virtually impossible to think of a live service game in the same sense as you can of a regular, non-live title.

The only way a live service game ends is that it stops being actively supported by the developer, and this only ever happens if itās financially unsuccessful. To circle back to Anthem, specifically, though you can still play the game, itās left in a limbo of unrealized potential thatās only barely worse than what happened with Marvelās Avengers, as far as mainstream games go. This is what happens with unsuccessful live service games, and we see something similar taking place with Suicide Squad: Kill the Justice League.
Graceful wrap-ups are not something that live service games receive. Instead, itās either a bombastic shutdown, or the content continues coming in until itās so watered down and uninteresting that the players donāt want to engage with it. Which of the two is preferable to you?
In the end, this is a relatively minor fault of the live service system compared to these gamesā sheer transience, considering just how fragile they are in the grand scheme of things. The obvious, if painful, conclusion is that finishing a live service game isnāt something you can do because these games arenāt made to be finished in the first place.