The Live-Service Gamble: Can Marathon Stabilize Its Player Base?
Bungie’s Marathon represents a pivotal moment for the studio, marking its first new IP in over a decade following the era of Destiny. As a Sony live-service offering, it enters a market where such models are frequently viewed as high-risk.
Whereas the game is not facing an imminent shutdown and is not viewed as the next Concord, it is currently battling a steady week-over-week decline in players. Current numbers are reportedly nearing those of The Finals, signaling a need for stabilization to ensure long-term viability.
The Free-to-Play Dilemma: A Solution or a Trap?
As player numbers dip, the industry often looks toward a free-to-play (F2P) transition to remove barriers to entry. Marathon has already experimented with this through the “Server Slam” event, a free trial held shortly before the official launch. However, many of those trial players did not convert to permanent users.
Switching to F2P presents several significant challenges for an extraction shooter:
- The Cheater Problem: Opening the gates to everyone often attracts more cheaters, who are particularly destructive in “lose-everything” extraction environments.
- Monetization Struggles: Current battle passes and microtransactions have not yet “wowed” the community, and these would become the sole revenue streams in an F2P model.
- Player Friction: Those who paid the initial entry fee may feel slighted, necessitating complex compensation plans.
The Xbox Performance Struggle
The struggle for growth is evident across platforms. On Xbox, where performance has been poor, the game recently saw a 20% price drop, moving from $40 down to $32. This suggests a push to attract users through pricing, though it remains unclear if discounts alone can reverse the trend.

Future Trends: Iteration Over Price Cuts
Rather than a simple price change, the path to recovery may lie in mechanical iteration. Bungie has already introduced an “even playing field” sponsored kit mode and events that incentivize mercy toward other players—though the latter has reportedly led to more trolling than genuine friendship.
The industry has seen successful pivots before. Forbes and other analysts often look at titles like Rainbow Six Siege as a blueprint. Siege was reportedly on the brink of collapse near launch but achieved long-term success through massive overhauls and an eventual move to free-to-play.
For Marathon, the trend may involve moving away from “pure extraction” and embracing more experimental ideas to attract a casual audience.
Polarizing Perspectives: “Marmite” Gaming
Public reception of Marathon has been starkly divided. Some critics, such as those at Polygon, describe the game as “like Marmite,” where players either love it or hate it. Others, including PC Gamer, have suggested the game may struggle to become a hit because it is “too much of a sicko game.”
This polarization suggests that Marathon may never be a universal crowd-pleaser, but rather a niche hit for those who enjoy high-stakes, difficult gameplay.
Frequently Asked Questions
Is Marathon going free-to-play?
There is currently no official confirmation, though the industry debate continues. Arguments against it include the risk of increased cheating and the existing failure of the “Server Slam” free trial to retain players.

Why is Marathon losing players?
The game is struggling with player retention, partly due to the inherent difficulty of the extraction genre and a steep learning curve on maps like Outpost, and Cryo.
What is the current price of Marathon on Xbox?
The game recently went on sale for $32, a 20% discount from its original $40 price point.
Join the Conversation
Do you think Marathon should travel free-to-play to save its player base, or is the “sicko game” appeal exactly what it needs to survive? Let us know in the comments below or subscribe to our newsletter for more industry insights!
