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
x as a service has always been a net negative for the consumer, and a net positive for the seller.
It strips them away from responsibility, because you can sell incomplete dogshit under a promise of future patches, or push something out for a price, and then continue raising the price, as you pump out more stuff into the system.
In the case of games specifically, we’ve all seen the typical outcomes. Low effort slop, with a flood of “micro” transactions at a later date, or complete abandonment
x as a service has always been a net negative for the consumer, and a net positive for the seller.
It strips them away from responsibility, because you can sell incomplete dogshit under a promise of future patches, or push something out for a price, and then continue raising the price, as you pump out more stuff into the system.
In the case of games specifically, we’ve all seen the typical outcomes. Low effort slop, with a flood of “micro” transactions at a later date, or complete abandonment
I can’t read anything about this concept without hearing Liz from TrueAnon saying “Bee to bee SaaS” sarcastically