For almost a decade, live-service features have been de rigeur for most games – but with live-service projects being cancelled or pivoted to single player, it a
It’s just the basic logic of maturing market. They couldn’t really increase the game prices that much more without affecting demands, nor could they improve efficiency of making games (the capital costs and team sizes have only gotten up) so they did the thing they could. Try to turn games from a product that the sell into a service they provide and can therefore lock people into their walled gardens and keep continuously charging fees and subscriptions. Too bad games are more of an art form than a news paper or a some tool maintenance contract is.
It’s just the basic logic of maturing market. They couldn’t really increase the game prices that much more without affecting demands, nor could they improve efficiency of making games (the capital costs and team sizes have only gotten up) so they did the thing they could. Try to turn games from a product that the sell into a service they provide and can therefore lock people into their walled gardens and keep continuously charging fees and subscriptions. Too bad games are more of an art form than a news paper or a some tool maintenance contract is.