FBC: Firebreakmarks a major departure forAlan WakeandControldeveloper Remedy Entertainment, as the spin-off explores the online multiplayer space with a gameplay and progression loop similar to other live-service games like it. InFBC: Firebreak, players complete missions called “Jobs” to collectLost Assets and Research Samplesthat can then be used to unlock Requisitions and Perks, respectively. Progression in the game is free-form, meaning there are no random loot boxes, and all gear and unlocks remain available. However, while that might sound like enough to keep the game going, there’s a bigger problem beneath the surface.
One of the main reasons live-service games have such a tough time staying afloat lies in the way they balance what players put into these games versus what they get out of them. Should players feel the time they spend playing these games significantly outweighs the reward, they might quit playing altogether as they feel it’s not worth the effort. As it turns out, that may be one ofFBC: Firebreak’s biggest current obstacles, and it happens to be the same thing thatDestiny 2has struggled with for years. Perhaps then,FBC: Firebreakcould useDestiny 2as an example of what not to do, as well as how to turn a sharp corner before it’s too late.
FBC: Firebreak’s Progression Could Struggle With the Same Problem That Plagues Destiny 2
Early Progression Feels Like a Chore, Not a Reward Loop
As of right now,FBC: Firebreak’s progressionfeels more like a chore than anything else. Firstly, there are a limited number of Jobs to choose from, and enemy variety is lacking as well, so the gameplay loop gets repetitive rather quickly. However, repetition in a live-service game is not only expected, but it has also proven to work within the right context. Unfortunately, context is exactly whereFBC: Firebreakfalls short, as that repetition is accompanied by a reward loop that is anything but rewarding.
A full Clearance Level 3 Job run inFBC: Firebreakcan net around 20 Lost Assets, but these are time-consuming and can be a bit more challenging as well.
The grind to unlocking fungear inFBC: Firebreakis very real, as each mission yields limited Lost Assets and high-tier perks and gear cost dozens of points. In fact, it’s a bit ironic thatFBC: Firebreak’s missions are called “Jobs” because the game can truly feel like a second job at times, where long, eight-hour workdays are only a small portion of what’s required to actually earn a substantial paycheck. More or less, there’s little incentive for players to keep playing the game’s missions over and over when it takes so long to get anywhere.
Destiny 2 Shows What Happens When Loot Chasing Becomes a Job
Again,FBC: Firebreakis far from the firstlive-service gameto fall prey to this imbalance, andDestiny 2is one of the best examples of that. At its core,Destiny 2is a loot chase, despite having a deep, ongoing narrative and plenty of unique activities for players to complete. However, chasing specific god rolls for weapons or pushing through seasonal milestones has often highlighted the tension between rewarding progression and burnout. Especially early on inDestiny 2’s lifespan, some players might spend dozens of hours in the game, only to never see one Exotic item drop, while their friends get multiple Exotics after being online for just a couple of hours.
The grind to unlocking fun gear inFBC: Firebreakis very real, as each mission yields limited Lost Assets and high-tier perks and gear cost dozens of points.
Those problems have persisted throughoutDestiny 2’s life, causing many players to leave the game permanently. Now,FBC: Firebreakis at risk in the same way, drawing players in with chaotic,fast-paced gameplay, but ultimately pushing them away with a grind that eventually feels like busywork instead of play. Fortunately, Remedy has already confirmed balance fixes and updates aimed at improving progression pacing inFBC: Firebreak. However, these changes may need to happen sooner rather than later if the game hopes to retain its current community of players.