Marc Merrill, co-founder of Riot Games, reflected on the development of 2XKO, expressing disappointment over the game’s performance and its inability to meet the expectations laid out by the company. Despite a talented development team that created a visually appealing game, Merrill acknowledged that it failed to resonate with enough players to justify a long-term live service model. This was particularly glaring when compared to the recent release of Street Fighter 6, which dominated the market shortly after 2XKO’s introduction.
On the podcast Lemonade Stand, Merrill noted that to sustain a live service, the game would require a user base in the “high hundreds of thousands, if not millions.” This assertion, however, has drawn scrutiny, particularly given concerns over realistic player numbers in a competitive gaming landscape.
Staff writer Harvey Randall expressed confusion about the discrepancies between Merrill’s expectations and the actual player base numbers. Current player estimates for popular fighting games indicate that the numbers needed to sustain a live service for 2XKO were unrealistic. Comparisons to other titles, such as Guilty Gear: Strive, further underscore the challenges the game faced.
Ultimately, the conversation raises important questions about Riot’s approach to market research, development efficiency, and the risks taken in creating a new fighting game amidst established heavyweights like Street Fighter.