What reaching 25 million users says about Rainbow Six Siege and games-as-a-service
Siege is an outlier, and one the publishing giants can learn from
Ubisoft has announced that two years after launch, Rainbow Six Siege has over 25 million registered players.
Now entering its third year, Ubisoft has lined-up more content to prolong the life of the game for another season, proving that games-as-a-service can be done properly in the AAA space.
When Siege launched at the tail end of 2015, critics took the game to task over its threadbare offerings, which featured a single PvP mode, no campaign, and only a handful of maps, not to mention a litany of bugs.
Since then, however, many of the criticisms have been dealt with and Siege has held a regular spot in the UK top 20.
What's especially interesting about the success of Siege is how quiet it's been. With each competitor that shambles onto the market, whether that be Star Wars Battlefront II or the latest addition to the monolithic Call of Duty franchise, Siege has rarely attracted the same level of controversy, despite employing the most common games-as-as-service monetisation techniques.
With games-as-a-service reportedly having tripled the value of the industry, and EA looking to replace annual sports games with live services, has Ubisoft laid out the framework for how to do it right?
"Player investment has been core to the success of the game with longevity being always very important to us. As the game progressed, we continued to develop it with the community in mind," said Alexandre Remy, Rainbow Six Siege brand director in a statement.
A community-centric approach is the obvious answer to increasing the longevity of any game. Over recent months, we've seen a great deal of discussion around finding the "sweet spot" for monetisation techniques, and we've also seen the fallout of what happens when communities feel disrespected. Loot boxes and season pass DLC can work, Siege has demonstrated that, but striking that delicate balance is something publishers have long struggled with, and continue to do so.
That said, it's important to consider the particular niche that Siege operates in. Yes, it's a competitive online shooter, but unlike many of its contemporaries, it's a much more strategic and team-focused affair. While there is definitely a crossover between Call of Duty players and Siege players, the latter has a niche appeal the former cannot possibly hope to replicate without disenfranchising its mainstream audience.
The likes of Activision and EA can certainly learn from Ubisoft's approach to games-as-a-service. With no immediate Siege sequel on the horizon, a further cash investment into the game is a relatively easy thing for consumers to justify.
However, when players know that the life of a game will be artificially shortened by an annual release, rather than extended by DLC, it becomes difficult to rationalise spending anything above the $60 entry price, especially when the monetisation techniques are perceived to be so aggressive.
Ubisoft is not the only publisher to have successfully implemented these techniques with minimal backlash. Blizzard, for example, kept its hands relatively clean with Overwatch and only recently got caught-up in the Belgian Gambling Commission's investigation which mainly cast its attention towards Star Wars Battlefront II.
But with Siege, Ubisoft has employed the delicate and reasoned approach that's been missing from the industry's clumsy, heavy-handed adoption of the games-as-a-service model. As a result, the two-year-old game boasts a large, dedicated community that numbers in the millions and is willing to spend.