In a recent interview with VideoGamer, Marvel Rivals game director Thaddeus Sasser offered insights into why Sony’s Concord failed to make a lasting impact in the competitive gaming market. The live service shooter was pulled from sale just two weeks after its summer release, with Sony citing poor player reception.
Sasser attributed Concord’s struggles to a fundamental challenge in the gaming industry: the need to provide unique value to players. He highlighted the significant “switching cost” that players face when considering a new game, noting that many gamers are already deeply invested in existing titles like Overwatch.
The game director emphasized the unpredictability of game success, stating that neither developers nor industry experts can accurately forecast a game’s reception. “There’s a lot of games that come out that people are like ‘it’s going to do well’ then it flops or people come out and go ‘it’s going to flop’ and it succeeds amazingly,” Sasser explained.
In contrast to Concord’s short-lived experience, Sasser’s own project, Marvel Rivals, has seen remarkable initial success. The free-to-play hero shooter, published by NetEase, attracted 10 million players within just three days of its release.
Sasser believes the Marvel IP provides a compelling draw for players, expressing excitement about the prospect of playing iconic superheroes. “When I heard the concept of the game I was like ‘Oh my God I want to go be Storm in a game’, ‘I want to go be Doctor Strange in a game’,” he said, highlighting the game’s potential appeal.
The launch of Marvel Rivals comes in the wake of Firewalk Studios’ closure by Sony, following Concord’s unsuccessful debut. Despite the challenges, Sasser remains optimistic about the potential of new game experiences that can truly engage players.