How Would a God Of War Live-Service Game Work?

Kratos Battle Pass
Credit: Epic Games, Sony

Kratos Battle Pass
Credit: Epic Games, Sony

Recently, a wave of Sony news revealed the cancellation of several upcoming titles. According to a report by Jason Schreier in Bloomberg, Sony has scrapped two live-service games based on major IPs, including a God of War live-service title.

A God of War live-service game!? Really? How would that even work? Can you imagine Kratos enduring life as a demigod plagued by seasonal updates and battle passes? That might be worse than being in Hades' Underworld.

With this cancellation, we’re left wondering: how could Sony Santa Monica have pulled off a live-service God of War game? Let’s imagine.

Mythological Multiplayer

If a God of War live-service game had been an online multiplayer experience, players might have taken on roles beyond Kratos, stepping into the shoes of gods and goddesses from various pantheons.

Zeus, Athena, Odin, Osiris — perhaps even more obscure figures — could have been playable, unlocked through gameplay or monetized mechanics.

Kratos Mist
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Credit: Sony Santa Monica

Imagine a gacha system ala MiHoYo’s titles: Want a five-star Thor? Better try your luck pulling him — or pay real money. Kidding aside, this could have led to a Destiny 2-style action-adventure game.

Combat might have retained the series’ signature third-person perspective, with the over-the-shoulder camera familiar to fans. The gameplay could resemble For Honor, where mythological icons clash in brutal close-ranged combat. Who knows?

Raid Bosses Against Mythological Entities

If the game leaned toward an MMORPG structure, it could have featured epic raid bosses inspired by mythological creatures. Players might have battled the Phoenix, the World Serpent, or even primordial beings like Chaos in intricate, high-stakes encounters.

Ice Troll Giant Boss
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Credit: Sony Santa Monica

Drawing inspiration from Destiny 2 or Final Fantasy XIV Online, these raid bosses could require coordinated mechanics. For instance, a raid against the World Serpent might involve damaging it to activate a horn that weakens him, setting up for its damage phase.

I know these are bad examples, but they’re arguably better than a God of War live service game.

Mythological Loots

A live-service model could have opened the door to an array of mythological weapons for Kratos (or other playable characters). These could span various pantheons, much like Tyr’s collection in the Valhalla DLC for God of War: Ragnarok.

Leviathan Axe Weapon
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Credit: Sony Santa Monica

Weapons such as Odin’s Gungnir, Osiris’s Flail, or even a mythical artifact like the Hammer of Jesus Christ (Ha!) could have been introduced. Imagine picking up a god-tier Bow of Artemis with perks like +100 Accuracy and Critical Hit bonuses, complete with wall-piercing capabilities for PvP battles. (Don't tell Destiny 2 PvP enjoyers about this.)

Dungeons Across Time & Space

Sony Santa Monica’s talent for world-building would have been invaluable in crafting intricate and atmospheric Dungeons. The Nordic realms in the new God of War games showcased their expertise, and a live-service game could have extended their talents to new mythological settings.

Freya's Garden
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Credit: Sony Santa Monica

Picture an expedition into the Pyramids of Giza, navigating traps and enemies to recover a relic of King Tut. Each level could culminate in a boss fight, with challenges testing strategy and skill. It would be impressive if they could pull it off.

A Battle Pass Focused on Other Mythologies

The inevitable hallmark of live-service games: the Battle Pass — could have featured themes from various mythologies. Imagine an Aztec Battle Pass rewarding Huitzilopochtli’s armor or a Chinese Mythology-themed Battle Pass with weapons representing the 12 Zodiac signs.

Versus Freya
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Credit: Sony Santa Monica

The potential is vast, albeit nerve-wracking to consider.

Battle Royale?

No. Let’s not go there.

The recent cancellations highlight the decline of the live-service gold rush. Despite numerous attempts, many companies have struggled to succeed in this space, often resulting in disappointment. (See: Concord)

Sony’s decision to cancel its live-service projects is a positive step, sparing its developers financial losses and frustration. While it’s unfortunate to see years of work shelved, it’s better than a public failure.

The gaming industry remains volatile, and developers are often caught between greedy executives and an unpredictable market. Let’s hope Sony learns from this and focuses on fostering creative, sustainable projects that respect the talent and effort of its teams.