Please, No More Live Services

Discussing the pitfalls of gaming's live service model, from failed titles like Anthem and Fallout 76 to predatory monetization and its toll on developers. Is this the future we want?

Let's have a chat about something that's been bugging us all – the dreaded live service model in gaming. You know, the one that promises endless updates, new content, and a never-ending stream of fun? Well, buckle up, because we're about to dive into why it's not all it's cracked up to be.

First off, let's talk about some examples of games that crashed and burned due to the live service model. Remember Anthem? Yeah, that game was supposed to be the next big thing – a sprawling open-world adventure with jetpacks and giant robots. But what did we get? A buggy mess with a lackluster story and a whole lot of broken promises. It's like buying a shiny new car and finding out it's missing half its wheels – not exactly what you signed up for, right?

Then there's Fallout 76 – oh boy, where do we even start with this one? Bethesda promised us an epic multiplayer experience set in the post-apocalyptic wasteland of West Virginia. What we got was a glitch-ridden nightmare filled with microtransactions and game-breaking bugs.

It's not just the failed games that make the live service model a problem – it's also the predatory monetization practices that often go hand in hand with it. We're talking about loot boxes, season passes, and all kinds of other sneaky ways developers try to squeeze every last penny out of players. It's like going to a carnival and finding out all the rides cost extra – except instead of fun rides, it's virtual hats and skins.

Let's not forget about the toll it takes on developers themselves. Imagine spending years of your life working on a game, pouring your heart and soul into every line of code and every pixel of art. And then, when it finally comes time to release it, you're forced to cram in a bunch of half-baked features and rush out updates just to meet some arbitrary deadline set by the publisher. It's like trying to paint a masterpiece while someone's standing over your shoulder yelling at you to hurry up – not exactly conducive to creativity, is it?

The live service model in gaming isn't all it's cracked up to be. Sure, it promises endless updates and new content, but at what cost? With failed games, predatory monetization practices, and the toll it takes on developers, maybe it's time we reevaluate whether this is the future of gaming we want to embrace. After all, shouldn't games be about fun and creativity, not deadlines and dollar signs? Just some food for thought.