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The question of the financial viability of single-player AAA games was raised following the closure of Visceral Games by Electronic 💶 Arts (EA) in October 2024. Visceral had been a studio that established itself on a strong narrative single-player focus with 💶 Dead Space, and had been working on a single-player, linear narrative Star Wars game at the time of the closure; 💶 EA announced following this that they would be taking the game in a different direction, specifically "a broader experience that 💶 allows for more variety and player agency".[6] Many commentators felt that EA made the change as they did not have 💶 confidence that a studio with an AAA-scale budget could produce a viable single-player game based on the popular Star Wars 💶 franchise. Alongside this, as well as relatively poor sales of games in the year prior that were principally AAA single-player 💶 games (Resident Evil 7, Prey, Dishonored 2, and Deus Ex: Mankind Divided) against financially successful multiplayer games and those offer 💶 a games-as-a-service model (Overwatch, Destiny 2, and Star Wars Battlefront 2), were indicators to many that the 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 Effect Andromeda, acknowledged 💶 that the culture within EA was against the development of single-player games, and with Visceral's closure, "that the linear single-player 💶 triple-A game at EA is dead for the time being".[11] Bethesda on December 7, 2024, decided to collaborate with Lynda 💶 Carter to launch a Public Safety Announcement to save single-player gaming.[12]

As the narrative and conflict in single-player gameplay is created 💶 by a computer rather than a human opponent, single-player games are able to deliver certain gaming experiences that are typically 💶 absent—or de-emphasised—in multiplayer games.[15]

While a multi-player game relies upon human-human interaction for its conflict, and often for its sense of 💶 camaraderie, a single-player game must build these things artificially. As such, single-player games require deeper characterisation of their non-player characters 💶 in order to create connections between the player and the sympathetic characters and to develop deeper antipathy towards the game's 💶 antagonists. This is typically true of role-playing games (RPGs), such as Dragon Quest and the Final Fantasy, which are primarily 💶 character-driven and have a different setting.

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