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Harmonix

Harmonix Music Systems, Inc., doing business as Harmonix, is an video game developer specializing in and -based games, best known for creating innovative titles that enable players to interact with through mechanics like simulated instruments and . Founded on May 10, 1995, by Alex Rigopulos and Eran Egozy—two alumni with backgrounds in and —the company originated from a mission to democratize creation for non-musicians by leveraging to make musical expression accessible and enjoyable. Early in its history, Harmonix developed foundational rhythm games such as (2001) and (2003), which introduced players to syncing actions with music tracks, followed by contributions to the series for starting in 2003. The studio's breakthrough came with the series, where it developed the first two installments (2005–2006) for , revolutionizing the genre by simulating guitar playing with plastic controllers and popular rock tracks, which sold millions and sparked a boom in music gaming. In 2006, Viacom acquired Harmonix to align it with Games, enabling the creation of the Rock Band franchise (2007–2015), a multi-instrument rhythm series that expanded on by incorporating drums, vocals, and band simulations, achieving over 17 million units sold across its iterations. Under Viacom's ownership, Harmonix also launched the Dance Central series (2010–2012) for Xbox Kinect, utilizing motion controls for full-body dance routines synced to hit songs, which became a flagship title for the platform with strong critical acclaim for its choreography and accessibility. In 2010, Viacom sold Harmonix to firm Nova for an estimated $150–200 million, allowing the studio to operate more independently while continuing support for Rock Band and developing new projects like Fantasia: Music Evolved (2014) and Fuser (2020), a DJ-mixing game emphasizing creative remixing. Since its acquisition by on November 23, 2021, Harmonix has integrated its expertise into the ecosystem, developing Fortnite Festival—a rhythm mode launched in December 2023 that features rotating song packs, instrument play, and jam sessions within the title, aiming to blend music gaming with social and live-service elements. As of November 2025, the studio remains focused on immersive music experiences, supporting legacy titles like while contributing to Epic's initiatives, though it has faced challenges such as the delisting of and its from and digital stores on October 5, 2025. Harmonix's innovations have profoundly influenced the music gaming industry, earning multiple awards including BAFTA recognitions such as a win for Best Soundtrack for and nominations for .

History

Founding and early innovations (1995–2003)

Harmonix Music Systems was founded on May 10, 1995, by Alex Rigopulos and Eran Egozy, two graduates who met while working on projects at the university's Media Lab. The company's initial mission centered on developing accessible music creation tools that would allow non-musicians to engage with and produce music intuitively, drawing from their research in interactive audio interfaces at the Media Lab. Rigopulos, with a background in and , and Egozy, holding degrees in and music, aimed to bridge the gap between technology and musical expression for everyday users. In its early years, Harmonix explored hardware-inspired interfaces to facilitate music interaction before shifting toward software-driven experiences. One of the company's first commercial products was The Axe: Titans of (1998), a PC-based music improvisation system that used a standard as a guitar-like controller, allowing users to "play" lead melodies over backing tracks from songs. Despite innovative that simulated sessions without requiring musical expertise, the title sold only a few hundred copies, highlighting early commercial hurdles. By 2001, Harmonix released for the , its debut rhythm action game, where players matched beats across multiple tracks in a tunnel visualization to mix and remix electronic music tracks. Published by Computer Entertainment, Frequency received strong critical acclaim for its addictive gameplay and soundtrack but achieved modest sales, prompting a pivot to refine software-based rhythm over hardware peripherals. This evolution continued with Amplitude (2003), a direct sequel to Frequency that expanded on track-mixing by introducing more intricate layering of beats, melodies, and effects across up to four channels, enabling players to create dynamic song es in . Also published by , Amplitude enhanced the core loop with improved visuals and multiplayer remix modes but faced similar market challenges, selling under 100,000 units despite positive reviews praising its innovative depth. Early funding was precarious, with the startup relying on limited and grants while navigating high development costs for audio synchronization technology; this led to a strategic emphasis on console software to leverage publisher support rather than standalone hardware. These milestones, including the partnerships, established Harmonix's expertise in rhythm-based interaction, setting the stage for future breakthroughs in music gaming.

Breakthrough with rhythm games (2004–2006)

In late 2004, Harmonix entered a pivotal partnership with , a peripheral manufacturer seeking to publish a centered on a guitar-shaped controller. RedOctane approached Harmonix due to the studio's prior experience with music-based titles like Frequency and Amplitude, tasking them with developing the software while RedOctane handled hardware production. The collaboration resulted in , released in November 2005 for , featuring a redesigned plastic guitar controller with five buttons and a whammy bar for dynamic input, alongside the innovative "note highway" mechanic—a scrolling track of colored gems representing notes that players strum to match incoming song segments. This system built on Harmonix's beat-matching engine, emphasizing accessibility for non-musicians through simplified guitar simulation and visual feedback. Guitar Hero achieved rapid commercial success, generating $45 million in retail sales during its launch year of and selling out initial shipments of 100,000 units within hours at major retailers like . Critics praised its intuitive controls and social party gameplay, which transformed rhythm gaming into a communal experience, earning high marks for making rock performance feel attainable and fun without requiring musical expertise. The game's bundled $69.99 price point, including the controller, underscored its value as a complete package, propelling it to over 1.5 million units sold by the end of 2006 and establishing Harmonix as a key player in the emerging music game genre. The studio faced significant internal challenges during this period, expanding from a core team of about 25 developers in to over 50 by 2006 to meet demand, while iterating on prototypes to integrate the controller's tilt sensor for the Star Power mechanic—a temporary score multiplier activated by successful sequences. operated on a tight nine-month timeline and $1.75 million budget, forcing prioritization of core features amid retailer skepticism over the peripheral's size and cost. Following RedOctane's acquisition by in May 2006, Harmonix co-developed , released later that year for and [Xbox 360](/page/Xbox 360), which refined the formula with cooperative play and expanded song lists while maintaining the original's accessible design. This breakthrough revitalized interest in rock music gaming, bridging generational gaps by reintroducing classic tracks to younger audiences and turning living rooms into virtual concert venues, ultimately sparking a broader explosion in the rhythm game genre.

Viacom ownership and Rock Band era (2006–2010)

In September 2006, MTV Networks, a subsidiary of Viacom, acquired Harmonix Music Systems for $175 million, following the commercial success of , which had established Harmonix as a leader in rhythm-based gaming. This acquisition shifted Harmonix's focus toward developing multi-instrument experiences, integrating it into Games to leverage Viacom's media resources for expanded and distribution. The deal included potential earnouts based on performance in subsequent years, aligning Harmonix's growth with Viacom's entertainment portfolio. Under Viacom ownership, Harmonix launched in November 2007 for , , and , introducing full band peripherals including guitar, , , and for simultaneous multiplayer gameplay. The game emphasized collaborative performance, with 45 licensed tracks spanning rock genres, and bundled hardware sold for around $170, enabling players to simulate a complete rock band experience. Sales exceeded 3 million bundled units within the first year, driven by strong holiday demand and positive critical reception for its social and immersive features. Harmonix released in September 2008, enhancing the series with improved drum kits featuring thicker, quieter pads and better rebound for more accurate velocity-sensitive play, alongside a song export feature allowing players to transfer purchased tracks to future installments for $10. The game added online multiplayer modes and over 80 new tracks, further solidifying the franchise's dominance in the market. followed in October 2010, introducing a peripheral and "Pro Mode" for realistic instrumentation, including real guitar fretboard simulation, advanced drum charting with positional cymbals, and harmony vocals, aiming to bridge casual play with authentic musical skill development. The model became a cornerstone of the era, with weekly song releases beginning in through the Rock Band Music Store, offering individual tracks, packs, and full albums from major labels. By 2010, the library had amassed over 1,000 downloadable tracks, alongside disc soundtracks, totaling more than 2,000 songs available, with over 60 million units downloaded by late 2009 to sustain player engagement post-launch. This approach generated significant revenue but involved ongoing negotiations with music publishers for rights, often complicated by multi-platform compatibility and artist approvals. During this period, Harmonix experienced rapid studio expansion at its headquarters, growing from around 50 employees in 2006 to approximately 160 by 2009 to support development and production. Hiring spikes focused on audio engineers, designers, and licensing specialists, reflecting the studio's scaling to meet Viacom's ambitious output. However, legal and licensing hurdles persisted, including disputes with labels over and publishing rights, which delayed content releases and contributed to litigation between Harmonix stakeholders and Viacom by 2010.

Independence and new directions (2010–2021)

In March 2010, Viacom announced plans to divest Harmonix amid financial pressures from the declining market, leading to the studio's sale to investment firm Nova in December 2010 for an estimated $100–200 million, primarily from tax benefits and the buyer's assumption of liabilities, allowing Harmonix to regain operational . This transition enabled the studio to pursue new creative directions without corporate oversight, though it faced challenges from market saturation and shifting consumer interests away from peripheral-based music games. Following the sale, Harmonix launched the Dance Central series exclusively for Xbox from 2010 to 2012, innovating with full-body motion controls to guide players through choreographed dance routines synced to popular tracks. The inaugural title, Dance Central (2010), earned critical acclaim for its intuitive accessibility and engaging party mechanics, achieving an aggregate score of 82 on and praise from reviewers for making dance simulation feel natural and inclusive without requiring prior experience. Sequels like Dance Central 2 (2011) and Dance Central 3 (2012) built on this foundation, adding competitive modes and fitness tracking, though the series' reliance on limited its longevity as phased out support for the peripheral. Harmonix diversified its portfolio with several experimental titles during this period. Rock Band Blitz (2012), a downloadable arcade-style for and , stripped away instrument controllers in favor of dual-stick controls for rapid note-scrolling across genres, compatible with existing libraries; it received positive reviews for its fast-paced innovation, scoring 78 on and 8.5 from . In collaboration with , Harmonix released Fantasia: Music Evolved (2014) for and , a motion-controlled experience inspired by the 1940 film, where players conducted magical realms using gestures to remix over 30 tracks blending classical and contemporary music; critics lauded its creative freedom and visual spectacle, with an 8.6 from despite dependencies. Additionally, Harmonix supported post-launch expansions for The Beatles: Rock Band (2009), releasing packs through 2016 that added licensed tracks like "All You Need Is Love" and full albums such as Revolver, sustaining the game's Beatles catalog until licensing expirations. By the late , Harmonix ventured into DJ simulation with Fuser (2020), a modular mixing game for consoles and PC that let players , sample, and layer stems from licensed tracks in real-time performances; while innovative in its authentic DJ mechanics and post-launch expansions, it garnered mixed commercial reception, with awarding 7/10 for its depth but noting challenges in broad appeal amid a saturated digital music market. Business challenges persisted, including layoffs in February 2011 that affected 12-15% of the roughly 240-person staff to align with revised plans post-independence. Similar restructurings occurred in 2014 (37 positions) and 2017 (14 positions after DropMix launch), reflecting the need to adapt to declining console sales. To counter this, Harmonix pivoted toward mobile and platforms; mobile efforts included Super Beat Sports (2015), a touch-based sports hybrid, and DropMix (2017), a physical augmented by a free mobile app for real-time mixing. In , titles like Harmonix Music VR (2016) for transformed personal music libraries into immersive reactive environments, and Audica (2019) blended with tracks, showcasing the studio's exploration of emerging tech for intimate music experiences. Harmonix sustained operations through ongoing support for the Rock Band franchise, releasing Rock Band 4 in 2015 with the Rivals expansion in 2016, which introduced competitive online leagues and crew-based challenges while reviving legacy DLC compatibility. Licensing deals proved crucial for longevity, enabling weekly DLC releases—totaling over 2,800 tracks by 2021—despite post-2010 market saturation from oversupply of rhythm titles; this model provided steady revenue via digital storefronts, with relicensing efforts ensuring older content availability amid expiring agreements.

Epic Games acquisition and modern projects (2021–present)

In November 2021, acquired Harmonix for an undisclosed sum to leverage the studio's expertise in interactive music experiences, particularly to develop musical journeys and features within . The acquisition aimed to transform passive music consumption into active participation in the , with Harmonix integrating into while initially maintaining support for existing titles. Following the acquisition, Harmonix shifted resources away from standalone projects, leading to the shutdown of Fuser's live services on December 19, 2022, after which the game and its were removed from sale but remained playable offline. This transition allowed the studio to focus on Epic's initiatives, including the development of Festival, a mode launched on December 9, 2023. Festival features seasonal themes centered on artists, support for virtual instruments, and a jam mode for mixing tracks, drawing on Harmonix's heritage to create collaborative music sessions within . Harmonix concluded its long-running support for the series in January 2024, ceasing weekly releases after 16 years and more than 2,800 songs since the franchise's inception. On October 5, 2025—coinciding with 4's tenth anniversary—the base game was delisted from and digital stores due to expiring music licenses, with removals occurring in phases based on individual song agreements. As of November 2025, additional tracks continue to be delisted in phases, including some around November 17–20. Previously purchased content remains downloadable and playable for owners. Under , Harmonix has continued contributing to 's music ecosystem, with Fortnite Festival receiving updates such as solo jam remix features introduced in April 2025, enabling individual players to create and layer tracks akin to elements of Fuser. The studio has maintained operational stability without company-wide layoffs since the 2021 acquisition, focusing on expanding live-service music experiences. As of November 2025, has committed to ongoing support for Festival through 2025 and beyond, emphasizing metaverse-integrated music modes as a core direction for Harmonix's projects.

Games developed

Early rhythm titles

Harmonix's entry into console rhythm gaming began with , released in November 2001 for the and developed in collaboration with publisher Sony Computer Entertainment America (SCEA). The game's core loop centered on players mixing pre-recorded audio tracks through timed button inputs across four lanes representing bass, drums, turntables, and vocals or special effects, allowing users to layer elements to reconstruct songs from a soundtrack featuring artists like and . This mechanic emphasized rhythmic precision and creative assembly, setting a foundation for interactive music experiences on consoles. Building directly on , Harmonix released in 2003 for the , also published by SCEA, which expanded the formula with over 25 levels, enhanced 3D visuals, and new features like a "scratch" mode for editing tracks by inserting custom scratches and effects to personalize mixes. The sequel introduced fan-service modes, including cooperative play options and unlockable minigames that encouraged community sharing of custom creations, fostering deeper player engagement and replayability. Tracks from bands such as Junkie XL and further diversified the electronic and rock-oriented soundtrack, appealing to a growing interested in music manipulation. From 2003 to 2005, Harmonix co-developed the series with publisher , shifting focus to vocal performance across multiple titles including the original (2003), Volume 2 (2004), and Volume 3 (2005). These games introduced pitch-based singing mechanics, using microphone input to score players in real-time on accuracy, timing, and , with on-screen prompts guiding and notes to simulate sessions. Supporting up to six players in party modes, the series emphasized social multiplayer and duets, drawing from pop and rock catalogs like and to make singing accessible on consoles. Prior to these releases, Harmonix explored internal prototypes and demos rooted in conceptual sketches, such as an early idea of an octagonal data tunnel that evolved into 's core visuals and mechanics, bridging experimental PC-based music tools to console adaptations. These early titles garnered a niche despite modest commercial sales, earning critical acclaim for innovative note-charting systems that influenced subsequent rhythm games like . and Amplitude in particular received high praise for their addictive gameplay and immersive audio integration, with scores of 9.0 and 9.3 from , respectively, while building a dedicated community around custom content and online features.

Guitar Hero and Rock Band franchises

Harmonix spearheaded the franchise with the release of the original in November 2005, published by . The game centered on single-instrument gameplay, where players used a five-button guitar controller to match scrolling colored notes to rock tracks, simulating performance. At its core was Career Mode, a progression system that guided players through fictional venues via multi-song sets, with success unlocking new characters, virtual instruments, and bonus tracks to enhance and . Difficulty tiers—ranging from , which used three frets for beginners, to Expert, demanding full precision—allowed accessible entry while challenging skilled players, and mechanics like sustained combos built score multipliers for higher rewards. Guitar Hero II, launched in 2006, refined these elements with expanded song lists, cooperative two-player guitar modes, and additional unlockables, while introducing boss battles in competitive formats to heighten rivalry. The title's success, generating $200 million in sales that year, prompted Harmonix to hand over the series to for future development, freeing the studio to pursue broader innovations. Shifting focus, Harmonix introduced the Rock Band series in 2007 under MTV Games publishing, expanding to multi-instrument band play supporting up to four players on guitar, bass, drums, and lead vocals for synchronized performances. Subsequent entries like (2008) added World Tour modes, simulating global band progression through venue conquests and fan-building, while later titles incorporated harmony vocals to enable multi-part singing for more immersive group dynamics. The franchise saw expansions such as in 2009, co-developed with , which blended rhythm mechanics with Lego's block-building customization, character collection, and lighter, family-oriented storytelling across 45 tracks. Both franchises pioneered shared mechanics like tiered difficulties from Easy to Expert, combo-driven score multipliers amplified by special activations (Star Power in , Overdrive in ), and competitive modes such as head-to-head battles or pro face-offs to test accuracy and endurance. integration allowed ongoing library growth, with players purchasing individual songs or packs compatible across titles. Together, and achieved over 20 million units sold worldwide during Harmonix's tenure, blending conceptual rhythm simulation with massive cultural appeal as social party staples. (2015) extended this legacy as a direct successor to , featuring full for prior libraries and legacy instruments to revive and unite the community; however, releases ended on January 25, 2024, and the game was delisted from digital stores on October 5, 2025, though owned copies and previously purchased remain playable.

Later music and rhythm games

Following the success of the Rock Band , Harmonix shifted focus to innovative experiences that expanded beyond traditional band simulations, incorporating motion controls, DJ mixing, and hybrid physical-digital mechanics. This evolution emphasized diverse genres and interactive music creation, leveraging emerging hardware like and mobile apps to engage players in more immersive ways. The Dance Central series, launched in for with , introduced full-body pose-matching routines that tracked players' movements without controllers, requiring accurate replication of dance sequences to score points. Each title featured story modes, with (2012) incorporating a time-travel narrative involving a secret agency combating dance crimes through missions. Over 40 songs per game formed the core soundtrack, including hits like "Rasputin" by Boney M. in the first installment (32 on-disc tracks total) and "Stronger (What Doesn't Kill You)" by in the third (45 on-disc tracks), blending pop, , and electronic genres to support varied routines. In 2014, Fantasia: Music Evolved brought gesture-based interaction to platforms via , allowing players to conduct and remix orchestral and modern tracks like "" from by mimicking conductor motions to alter musical elements such as or instrumentation. This approach transformed rhythm gameplay into a creative tool, where predefined "spells" enabled players to build beats or phrases through sweeping arm gestures, emphasizing exploration over precision timing. The game drew from Disney's Fantasia legacy, integrating 34 base songs with DLC expansions like tracks by , to create visually dynamic worlds that responded to player input. Harmonix's 2017 collaboration with , DropMix, hybridized rhythm gaming with physical cards embedded in chips, placed on a board connected to a free mobile for real-time mixing. Players built tracks by combining song strips—vocals, beats, bass, or special effects—from 60 included cards featuring artists like , competing in modes like , clash battles, or party rounds to maximize scores based on compatibility and flow. This modular system encouraged collection of expansion packs, turning mixing into a tangible, experience accessible without consoles; the was removed from digital stores in December 2022, though physical components remain usable offline. Fuser, released in 2020 across PC, , , and , advanced DJ simulation with deck-building mechanics where players layered stems from popular songs—such as vocals from Billie Eilish's "Bad Guy" over beats from other tracks—to perform festival sets and satisfy virtual crowds. Genre-mixing battles rewarded creative transitions and effects like scratches or loops, while allowed sharing of custom mixes via snapshots for replay in competitive or modes. The game supported up to four-player online sessions, prioritizing musical experimentation over strict accuracy; it was delisted from digital stores and had its live services disabled on December 19, 2022. Since 2023, Harmonix has integrated rhythm elements into ' Fortnite via Festival, a seasonal mode offering song packs like the initial Season 1 lineup headlined by The Weeknd's hits including "." Players engage in co-op jamming on the Jam Stage, selecting and layering individual stems for collaborative performances, with controller adaptations supporting standard inputs and later expansions for legacy peripherals like guitars. This ongoing project delivers rotating song libraries through free and premium passes, fostering community-driven sets in a ecosystem, continuing with multiple seasons through 2025 including Season 10 featuring in August 2025 and Season 11 as of November 2025. These titles illustrate Harmonix's progression from button-based inputs in earlier works to full-body motion in Dance Central and Fantasia, and modular, stem-driven systems in DropMix and Fuser, broadening accessibility and creativity in rhythm gameplay.

Technology and legacy

Innovations in music gaming

Harmonix pioneered the Harmonix Music Engine, a proprietary audio framework tailored for rhythm games that enables precise real-time synchronization between audio tracks and gameplay elements, including note detection and dynamic feedback mechanisms. This engine, evolved from internal tools used in early titles, incorporates MetaSound nodes in Unreal Engine for MIDI generation, filtering, and manipulation, allowing seamless integration of musical data into interactive experiences. In peripheral design, Harmonix contributed to the advancement of wireless guitar controllers introduced in 2006 through their collaboration with Red Octane on , enabling untethered play that enhanced player mobility during rhythm simulations. By 2008, the studio innovated e-drum kits featuring velocity-sensitive pads for , where strike force influenced sound volume and accuracy scoring to mimic real drumming dynamics. In 2010, Harmonix integrated Kinect's skeletal tracking for pose recognition in Dance Central, utilizing depth-sensing to detect and score hundreds of body movements against predefined dance routines in . Harmonix's charting systems employed algorithmic approaches to transcribe songs into multi-instrument harmonies, automating the alignment of notes across guitar, bass, drums, and vocals for synchronized band play. This culminated in 3's Pro mode, which simulated real instrument performance by displaying actual and / positions, bridging simplified input with authentic . Post-2010, Harmonix introduced modular DJ interfaces in Fuser, where players manipulate isolated song s—such as drums, vocals, and bass—on virtual decks to create live mixes, fostering creative recombination of licensed tracks. In Fortnite Festival, the studio implemented AI-assisted jam loops, leveraging stem separation technology to generate playable instrument loops from full songs, enabling users to build custom sessions with automated compatibility. These features draw from Harmonix's application in games like for multi-player synchronization. Harmonix's internal R&D efforts include patents on haptic feedback systems for enhanced in controller interactions and cross-platform licensing tools to facilitate asset distribution across devices. For instance, U.S. No. 8,690,670 covers methods for simulating experiences with synchronized feedback, while other filings address multi-device compatibility for rhythm inputs.

Industry impact and awards

Harmonix played a pivotal role in pioneering the rhythm action subgenre of music games, beginning with Frequency in 2001 and its sequel Amplitude in 2003, which established core mechanics of syncing player actions to music tracks and influenced subsequent titles like Guitar Hero. The studio's development of the original Guitar Hero in 2005 further solidified this foundation, inspiring competitors such as Activision's Guitar Hero sequels after they acquired the IP in 2007 and Ubisoft's Just Dance series starting in 2009, which adapted rhythm gameplay to full-body motion controls for casual audiences. The rhythm game boom from 2007 to 2010, fueled by Harmonix's Rock Band series, significantly expanded the video game market, with music-themed titles accounting for 15% of U.S. software sales in 2008 and contributing to a 32% year-over-year growth in the segment. Guitar Hero III: Legends of Rock, released in 2007, became the first video game to generate $1 billion in sales by early 2009, exemplifying the era's commercial peak before market saturation led to a sharp decline post-2010. Harmonix's innovations helped drive overall industry revenues, which rose from $9.5 billion in the U.S. in 2007 to $25.1 billion by 2010, though the rhythm genre's oversupply prompted studio adaptations toward digital and live-service models. Harmonix's titles earned widespread recognition, including Rock Band 2 winning Best Music Game at the 2008 , alongside Best Soundtrack for its soundtrack. Guitar Hero II received nominations for Best Casual Game and Best Multiplayer at the 2007 BAFTA Games Awards, while the original garnered three BAFTA nominations in 2008 for categories including Best Game and Best Original Music. Earlier works like were nominated for in 2002 for Outstanding Achievement in , highlighting Harmonix's early influence on audio . Culturally, Harmonix's games boosted music discovery and sales, with tracks from Guitar Hero III experiencing an average sales increase tracked by Nielsen SoundScan in late 2007, including DragonForce's "Through the Fire and Flames" surging from under 2,000 to over 37,000 weekly digital downloads following its inclusion. The series contributed to a broader revival of interest in , bridging generational gaps and inspiring live events like fan-driven concerts and band tours tied to game soundtracks. As of November 2025, 's 20th anniversary underscores its lasting role in reintroducing to younger players and boosting artist sales by up to 40% for featured bands. More recently, Harmonix's work on Fortnite Festival, launched in 2023, has been recognized through Fortnite's nominations for Best Ongoing Game and Best Community Support at 2024, underscoring its innovative integration of rhythm gameplay into live-service ecosystems.

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