this post was submitted on 30 Jun 2024
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So?
I hate how every game want to compete for current playtime.
I got way more than money's worth out of this game, but I haven't played in over a month. I hope that when I go back to it, there's still a playerbase.
But like, the developers planned for at best to get 10% of what they did....
If they dropped that extra 90%, I don't see why that should spell the end of the game. It's the playerbase the game was designed for.
There's just this weird "first or worst" mentality with a lot of studios. I hope this game is just given the room to stretch it legs over a decade or so. Something people might not always keep installed on their console, but still download once or twice a year to get some games in.
Games like that can be a success. Just because a lot of people burnt out doesn't mean they'll never play again.
It's just games like that don't maximize investor returns. They want to churn out hits that people play exclusively for 3 months then drop, only to buy the new one next year.
The game has lot of shitty online only mechanics, so while it would make a solid co-op game, it has the live service model and live service games need to keep a playerbase or they get shutdown. These types of games exist for one reason: microtransactions. They want to sell you bullshit.
That's why they need to compete for playtime. Their next game might not go viral, so losing a massive chunk of your playerbase like this is a problem.
But honestly fuck live service games and people shouldn't expect anything from them. They are made to milk your wallet.
Yeah, but their battle passes never expire, and you don't have to spend real money to get one.
They never expected it to go viral, they budget to go at least a year of story driven campaign and they probably made enough to pay for that times 10 already.
They don't need to nickel and dime the user base, if anything they can sell less premium shit.