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Robert Bowling’s //18.bravo vows “forever play,” not live service

A Modern Warfare creative strategist is building a first-person shooter around P2P and open sourcing if the studio shuts down.

ByMaha Al-JuhaniEntertainment Correspondent, The Executives Brief
·4 min read
Robert Bowling’s //18.bravo vows “forever play,” not live service
Executive summary

Robert Bowling, formerly a creative strategist at Infinity Ward during the original Modern Warfare trilogy, is launching //18.bravo. His new studio says its first game will be a first-person shooter with single-player narrative and PvP, with an online foundation designed for “forever play,” not live service.

Robert Bowling is betting against live service before live service betting even gets a chance to cool. The ex-Infinity Ward creative strategist behind the original Modern Warfare trilogy announced his new studio, //18.bravo, on LinkedIn, and immediately drew a hard line: the game will have an online component, but it will not be “live service.”

Bowling’s stated target is a game people can keep playing even if the studio that built it “collapses.” The mechanism is unusually specific for a space that usually sells seasonal updates: the foundation is focused around “forever play,” which he ties to optimized P2P architecture so the community can keep playing together even if the company moves on. While the studio will support dedicated servers during “peak / launch periods,” Bowling’s pitch is that the longer-term survival of the game should not depend on a single operator staying in business.

That may sound like a technical detail, but it is really a business philosophy with teeth. In his IGN interview and in his LinkedIn post, Bowling argues that video games have been “over commercialized,” and that the industry has “neglected our players and abused our staff to focus on ever increasing profits projections.” He frames live service as the engine behind multiple problems at once: “live service is killing development teams,” free-to-play content treadmills drain players, and the AAA studio system has “failed.” Whether you agree or not, he is trying to rewire the incentive structure that typically sits behind content schedules, monetization plans, and ongoing operations.

For decision-makers, the more interesting angle is not that Bowling dislikes live service. It is that he is designing a studio operating model to resist the very pressures that make live service the default. //18.bravo leadership compensation will be tied to employee success. There will be a royalty program for staff, and the studio will also offer profit sharing opportunities for external talent like voice actors, mocap performers, and contractors. This is a direct attempt to align people with outcomes beyond a quarterly release cadence. If the goal is “forever play,” the team needs incentives that reward sustainable product health, not just short-term engagement spikes.

The studio also plans to reduce the risk of a game disappearing when a studio ends up in a bad spot. Bowling said that if //18.bravo ever shuts down, the assets and code would be open source by default. He further explained that it is written into the studio bylaws that if the studio shuts down, the studio’s assets, code, and everything required to extend the game (with exceptions for third party integrations and licensed music) become open source. He also said that the studio will release the legal paperwork and processes publicly so the model can be replicated easily and at low cost for anyone who wants to mimic the approach.

In other words, Bowling is not only building a product architecture for continuity, he is building a legal and operational architecture for continuity too. That matters right now because the gaming industry is in a churn period where studio shutdowns, layoffs, and cancellations are not hypothetical. The source notes that Bungie laid off nearly half its studio after winding down support on Destiny 2, and that Xbox is preparing to execute massive cuts that could lead to studio closures and game cancellations. It also says Microsoft is reportedly considering cancelling Marvel's Blade and shutting down studios like Undead Labs. Even if your company has no immediate plans to fold, the market context makes Bowling’s “game that can be enjoyed, even if the studio behind it collapses” message unusually resonant.

The stakes for peers with similar roles are straightforward. If players increasingly ask whether their purchases or progress outlive a studio, the “forever play” framing becomes a competitive differentiator and a reputational issue. If executives keep pushing the traditional live service treadmill, they may be betting that continuity can be guaranteed by ongoing corporate investment. Bowling’s approach argues the opposite: assume corporate risk, architect around it, and offer an off-ramp that keeps the community playing. And for boards and investors, the second-order implication is that the business case for sustainable incentives, open assets, and P2P resilience might be shifting from “nice-to-have” community goodwill to a hedge against the industry’s current pattern of cuts and wind-downs.

Bowling’s first game at //18.bravo, he confirmed exclusively to IGN, will be a first-person shooter with a single-player narrative and PvP multiplayer. The combination is notable because it keeps one foot in traditional game design (narrative single-player) while still acknowledging online play through PvP, dedicated servers at peak and launch, and the longer-term “forever play” plan. If this studio can execute, it would be a rare attempt to make online longevity a product promise rather than a corporate promise. In a market where companies can disappear faster than content cycles, that is the real boldness.

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