The new co-op shooter from the Control makers deliberately avoids what many of you find annoying about live-service games

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Game Director confirms: FBC Firebreak doesn’t want to saddle you with a second job through classic live-service tactics.

This year, we are lured back to the Federal Bureau of Control, also known as the Oldest House, but not as the newly appointed Director Jesse Faden, but as the FBC task force.

As the first multiplayer game in the Control universe, FBC: Firebreak takes a typical live-service approach. However, the developers do not want to rely too heavily on the classic mechanisms of this model to keep players glued to their screens.

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“We don’t want to give you a second job”

Game Director Mike Kayatta sat down with GamesRadarand gave a first look at the future of the new co-op shooter. According to this, paid DLCs will not be part of it

All of our post-release playable content, such as jobs, will always be free. […] It was very important to us that everyone has access to the same pool of content.

In this context, “jobs” refers to the missions that your team is given in the game. You can already see one of these missions in the gameplay trailer – but be careful, you’ll see your desk accessories with different eyes:

In addition, Kayatta explains that while it will be possible to purchase cosmetic items in the game with real money, a classic battle pass will not be included. However, he did not reveal exactly how FBC: Firebreak will be monetized. Just that cosmetic items will have no effect on gameplay.

We definitely don’t want to give you a second job. We really wanted to avoid any form of FOMO [note: Fear of Missing Out; the fear of missing out], so we have no interest in a traditional battle pass.

We don’t want to tell you to log in every day, and we won’t punish you if you go away, play other games, and then come back. Of course, we would love you to play FBC: Firebreak all the time, but ultimately, our goal is to make sure you can play the game on your own terms.

Live-service games have fallen out of favor with many players due to some monetization strategies. Among the most unpopular are paid battle passes, season passes, or subscription fees.

Nevertheless, these games depend on continuing to generate revenue years after release.