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byThe Meridiem Team

Published: Updated: 
4 min read

Gaming Market Locks Into Winner-Take-Most as Top 5 Titles Hold Iron Grip

The same five games dominated 2024 and 2025. That permanence signals a fundamental market shift: new games can't break through anymore. The window for builders closed.

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The Meridiem TeamAt The Meridiem, we cover just about everything in the world of tech. Some of our favorite topics to follow include the ever-evolving streaming industry, the latest in artificial intelligence, and changes to the way our government interacts with Big Tech.

  • The top five most-played games were identical in 2024 and 2025, signaling permanent competitive moats

  • Failed launches: Foamstars shut down after one year, Concord killed in weeks, Kill the Justice League lasted months

  • Why: Eight-year player investments, friend networks, free-to-play models, and constant content updates create switching costs so high new entrants can't overcome them

  • For builders: The window to enter gaming's top tier closed in 2025. For investors: consolidation thesis confirmed. For decision-makers: platform selection is now permanent.

The graveyard is growing. Foamstars, Concord, Kill the Justice League, Anthem—all ambitious live-service projects that crashed against an immovable wall. Meanwhile, Fortnite, Roblox, Call of Duty, Minecraft, and Grand Theft Auto V held the exact same positions across 2024 and 2025, according to Circana's Player Engagement Tracker and analyst Mat Piscatella. This isn't just market dominance anymore. It's market calcification. The moment when breakthrough hits became impossible and platform dominance became permanent.

The data point sounds simple, but it marks a fundamental inflection in how entertainment markets work. When the same five games occupy the top five positions across two consecutive years—and look likely to repeat in 2026—you're not observing market leadership anymore. You're witnessing market crystallization. The moment when competition becomes impossible.

Remember when live-service games were supposed to democratize entertainment? When studios thought they could launch new multiplayer experiences and grab a slice of the pie? 2023 and 2024 were the peak of that delusion. Square Enix released Foamstars, imagining it could replicate Fortnite's formula. Rocksteady and BioWare pivoted their entire identities away from single-player narratives to build Suicide Squad: Kill the Justice League and Anthem. Sony committed to launching 10 live-service games by March 2026. Every major publisher looked at the success of the top five and did the math: if Call of Duty makes $5 billion annually, we just need to execute.

They didn't execute. Foamstars ceased updates less than a year after launch. Kill the Justice League died before its first birthday. Concord, an eight-year development project, shut down in weeks. Anthem, which launched in 2019, is heading offline on January 12th. The graveyard expanded faster than anyone predicted.

But the real story isn't the failures. It's what they tell us about the five survivors.

When Ash Parrish's reporting from The Verge examined why these five persisted, the answer crystallized around something brutal: switching costs have become prohibitive. Take Fortnite. A player who's been logging in since 2017 has accumulated eight years of cosmetics, battle pass progression, in-game currency, and skill investment. The social graph matters too—everyone you know plays Call of Duty, so why would you learn a new game's mechanics? These aren't just games anymore. They're installed ecosystems. Moving means abandoning infrastructure you've spent years building.

The free-to-play model weaponizes this. Fortnite and Roblox work on any hardware you already own. Why pay $70 for Concord and drop another $500 on a PS5 when the free game runs on your laptop? Meanwhile, as game prices spike across both hardware and software, players are buying fewer new titles entirely. The addressable market for premium launches is shrinking.

Then there's content. The top five release cosmetics, battle passes, seasonal events, map updates, and game modes on a cadence that's almost industrial. Call of Duty's annual cycle. Fortnite's constant collaboration ecosystem. Minecraft's six-year release rhythm. This isn't innovation—it's velocity. New studios can't compete with the operational maturity required to ship that volume. When a competitor launches a new map in your game every six weeks, a new game launching with one map every three months looks primitive.

The network effect is the final lock. Players follow friends. Friends follow the installed base. The installed base is already massive in the top five, which makes the barrier to entry exponentially higher with each year that passes. This is the same dynamic that made it impossible to unseat Netflix once it achieved 200 million subscribers, except Netflix took a decade to get there. Games are doing it faster because the switching costs are higher.

Yet the story isn't quite "innovation is dead." Helldivers 2, Marvel Rivals, and Arc Raiders have found niches, though significantly smaller than Fortnite or GTA. Single-player experiences like Ghost of Yotei and Hades II remained culturally viable. But those games aren't challenging the top five. They exist in parallel ecosystems. The top tier has become a duopoly of scale.

This matters because it inverts the entire risk calculus for builders. In 2023, a studio could reasonably pitch investors: "We have the next Fortnite." In 2026, that pitch is a fantasy. The capital required to achieve relevance—not dominance, just relevance—has multiplied. You'd need to outspend the top five on content velocity, pay for talent at AAA rates, and still compete in a market where every player's time and money is already allocated. Most studios lack the balance sheet for that math.

Where new growth exists is in specialized verticals. Valorant succeeded because it carved out a competitive esports niche. Helldivers 2 found its lane as a cooperative roguelike. But neither will crack the top five. The consolidation is structural, not cyclical.

For builders, 2026 is when to acknowledge reality: the gaming market's top tier is closed. You're not entering that tier anymore. Investors should recognize consolidation as confirmation, not concern—this thesis plays out the same way across entertainment (Netflix), social media, and cloud infrastructure. Decision-makers choosing platforms should treat that choice as permanent, because switching costs now function as moats. Professionals in gaming should watch where the best talent clusters: increasingly, it's concentrated in the five studios that can still innovate at scale. Watch for Grand Theft Auto VI's launch in late 2026—it'll test whether the top five can even accommodate a new entrant from within their own ecosystem. That'll be the real inflection point.

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