3 ms·
Live service games are a phenomenon of securing income streams. In the cultural era this live service has been done by (let's face it) mostly children such as f
by RGamma 2y ago
Live service games are a phenomenon of securing income streams. In the cultural era this live service has been done by (let's face it) mostly children such as formerly you and me.
There never was a significant beneficial income (or rather: profit) stream. Only a stream of (self-limiting, but sometimes long lasting) experiences.
I have thousands of hours on a multiplayer game that cost 20 bucks. Its obscure sub-community has lived on for 20 years largely self hosted despite the formal "need for development".
I get that this also is about the ever precarious profession of an artist, but the market may simply not be as large. Content creators (hate to use the term) work for a living at the margins to create ever more stuff, to squeeze through the tight attention grid (dozens of games get published on Steam every day now!)
This creates pressure and it motivates the need for repeatability of transactions, so this story may not necessarily be about greedy execs alone (though it certainly can be!).
I find it ultimately tragic. So much creative talent chasing too little attention and only the most predative sustaining. When the market was more restricted these effects weren't as pronounced and you could more readily create mythologies (such as around Half Life or FF7)