Quick answer: If your game has servers or online services, yes, launch traffic can be many times your test load, and discovering your backend can't handle it during launch is a disaster. Purely offline games don't need it.
Load testing simulates many players hitting your servers at once to see if they hold up. Whether you need it depends entirely on whether your game has a backend that launch traffic could overwhelm. For online games, it's important insurance; for offline ones, it's irrelevant.
It Depends on Having a Backend
The deciding question is simple: does your game rely on servers, multiplayer, accounts, or online services that all players hit? If yes, those can be overwhelmed by a launch surge, and load testing tells you whether they'll hold. If your game is purely offline single-player, there's no shared backend to overload, and you can skip this.
So this decision splits cleanly on architecture. Online games, read on. Offline games, this isn't your concern, focus your pre-launch effort on client stability and crash reporting instead.
Launch Traffic Dwarfs Your Test Load
The reason load testing matters is scale. During development your servers see a handful of testers; at launch they may see thousands or tens of thousands simultaneously, orders of magnitude more. Systems that work perfectly at small scale, databases, matchmaking, auth, can collapse under real launch load in ways you'd never see otherwise.
Load testing surfaces those breaking points before launch, when you can fix or scale them, rather than during your launch when every minute of downtime costs players and reviews. It's how you find your backend's limits on your terms.
Pair It With Real-Time Monitoring
Load testing predicts behaviour under load, but you still need to watch the real thing on launch day, real traffic always differs from simulated. Pairing load testing (find limits beforehand) with real-time server monitoring (catch problems live) covers both the predictable and the surprising.
Bugnet captures server-side errors and crashes with context and monitors in real time, so a backend problem during the launch surge surfaces fast even if load testing didn't predict it. So: load test before launch if you have a backend that launch traffic could overwhelm, and back it with monitoring, if you're purely offline, you can skip the load test.
Yes if your game has a backend, launch traffic can be many times your test load, and finding out it can't cope mid-launch is a disaster. Offline games can skip it.