{
  "id": 2593857,
  "title": "2XKO's shutdown has me feeling glum about Riot's future MMO—because I don't think the genre can survive corporate cut-and-run tactics",
  "url": "https://urgent.news/2026/08/22/2xkos-shutdown-has-me-feeling-glum-about-riots-future-mmo-because-i",
  "topic": "tech",
  "section": "Tech",
  "published": "2026-08-22T15:00:00.000Z",
  "source": {
    "name": "PC Gamer",
    "slug": "pc-gamer",
    "url": "https://www.pcgamer.com/games/mmo/2xkos-shutdown-has-me-feeling-glum-about-riots-future-mmo-because-i-dont-think-the-genre-can-survive-corporate-cut-and-run-tactics/"
  },
  "original_language": "en",
  "account": "I'm feeling disheartened about the closure of 2XKO, but not solely due to my personal connection to the game. While I did enjoy a decent amount of time playing it during its beta, seeing it eventually shut down due to Riot announcing development winding down left me feeling a bit melancholic. However, there's another reason for my gloom that extends beyond just 2XKO. Given Riot's decision to lay off a majority of its developers just three weeks after 2XKO's release—approximately 80 people—I doubt the corporation's commitment to the genre. This move, which includes the departure of individuals like Patrick Miller, a prominent figure in the fighting game community, signifies a corporate impatience that hinders the survival prospects of MMOs. The expense of maintaining these games is substantial, and their success isn't solely attributed to a rapid gold rush mentality; rather, they've been consistently supported for over a decade once they've amassed a sizable player base. Yet, MMOs require a significant long-term commitment. The fact that Riot seemingly lacks this patience raises concerns about the genre's future. While I acknowledge that my reduced engagement with 2XKO contributes to this gloom, the underlying issue lies with the corporate culture that prioritizes short-term gains over long-term investments. As Raph Koster has noted, MMOs are financially demanding and take considerable time to develop, making them risky propositions that many corporations are unwilling to undertake. If Riot had chosen to provide the game with additional development time and resources, perhaps the outcome would have been different. The question remains whether an MMO can thrive without the patience and commitment needed to back it up. Although I recognize that my call may be premature, I can't help but feel skeptical about Riot's tolerance for mid-range hits, especially in light of their sizable investment in Arcane. When comparing every game to the monumental success of League of Legends, it's understandable that any figure, no matter how modest, might fall short of expectations. However, I wonder if Riot's MMO is prepared to secure even modest success, as even a few hundred thousand players might be insufficient to sustain the genre's survival. Unfortunately, the history of failed MMOs, such as New World, which struggled despite reaching 10,000 concurrent players, suggests that achieving such numbers may not be enough to ensure long-term viability. As I sit here, biting my nails, I cannot help but question the true resilience of the MMO genre in the face of corporate cut-and-run tactics.",
  "summary": "2XKO was losing money, but that doesn't mean it wasn't worth it.",
  "key_points": [
    "2XKO closure due to Riot's development winding down announcement",
    "Riot laid off 80 developers three weeks after 2XKO release",
    "Corporate impatience raises concerns about MMO genre's future"
  ],
  "editors_take": null,
  "illustration": null,
  "coverage": {
    "outlets": 1,
    "also_reported_by": []
  },
  "ai_generated": true,
  "disclaimer": "Summaries, key points and the editor’s take are written by software from other outlets’ reporting and may contain errors — always check the linked original."
}