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by The_Stone 621 days ago
Add to this the appeal of a live service model:

* Committed playerbase that stays around for a long time

* Dev time focused on making new assets and gamemodes etc. rather than needing to develop entire new games

* Designed with an intentional grind (leveling systems, battle passes, random drop chances) which slows down player progression to acquire before-mentioned aesthetic items or even mechanically important upgrades, can provide shortcuts via payment

Of course, new live services are sinking now because each one depends on attention economy. If potential players are already committed to a different live service, they don't have the time or interest to re-commit to some other new one.

We've been watching for years now as major companies sink millions into games that are DOA because they never actually had an audience willing to commit to yet another major continuing time investment that these games represent.