Wonder Woman

Warner Bros. Has Shot Down Rumours That Wonder Woman Will Be A Live Service Game

Whipped it in the bud.

After a recent job listing for a Lead Software Engineer on the project at Monolith Productions (developers of the Middle-Earth games) sparked panic that its upcoming Wonder Woman game might feature live service elements, publisher Warner Bros. has addressed the subject and claimed that this is not the case, and the job listing has been updated.

Feel more with PS5. Beyond the everyday. Beyond extraordinary. Even beyond imagination. Feel it now.

The listing in question caused a bit of a stir last week as it called out “experience helping maintain a live software product or game” as a boon for applicants, but in a statement to IGN the company has now said, “Wonder Woman is a single-player action-adventure game set in a dynamic open-world. This third person experience will allow players to become Diana of Themyscira and introduce an original story set in the DC Universe, while also featuring the Nemesis System. Wonder Woman is not being designed as a live service.”

It was certainly an easy conclusion to come to with Warner Bros. CEO David Zaslav having spoken about the company’s gaming business in a recent investor call, including how it wants to leverage the power of the company’s owned IP through more live service offerings.

RELATED:  A New Survey Has Found 70% Of Developers Are Worried About The Sustainability Of Live Service Games

“…we’ve led with multiple key franchises, each of which is $1 billion gaming property,” the CEO emphasised. “Harry Potter, Game of Thrones, DC, which is mainly Batman today, and Mortal Kombat, whose most recent release, Mortal Kombat 1 has sold nearly 3 million copies since its launch in mid-September. So we’ve got the proven IP and franchises, the world class studios and publishing talent and we intend to continue to invest more capital and more resources into the business.

“Our focus is on transforming our biggest franchises from largely console and PC based with three-four year release schedules to include more always on gameplay through live services, multiplatform and free-to-play extensions with the goal to have more players spending more time on more platforms. Ultimately we want to drive engagement and monetization of longer cycles and at higher levels. We have put specific capabilities. We are currently under scale and see significant opportunity to generate greater post purchase revenue.”