Then why make it live-service?
What’s the reason?
First of all… CoF is a major mistake for a live-service game itself. Don’t get me wrong… I love the mechanic, absolutely! But it’s designed counter to the enforced community aspect which a live-service game needs.
It causes solely costs for the company but provides no returns.
No guilds. The market is half-assed at best, group-play is really badly designed as you cannot exchange items reliably when you’re not directly playing together (which hinders friend groups), rewards are not well scaled for anything but monolith running together. No hideout style area to build up stuff and show off (be it Lost Ark style island, a home like in Everquest 2 or the PoE style Hideout).
What exactly does the live-service aspect provide outside of costs?
And hence: Why have it?
And following hence: Why designing it counter to your game-type in the first place?
There’s a few interesting aspects here.
Yes, when you play 1k hours it’s likely you’ll have got your value out of it. True. But it changing away from your liking is still loosing the product you paid for, and you paid for ‘indefinite access’ of the product you personally wanted. It’s similar to taking away something you own no matter if you’ve gotten the value already out of it.
Imagine reading a book and re-reading it for 15 times… you love it, you want to re-read it, you’re one of the few doing it. But suddenly someone shows up, takes the book and leaves, and you got no way to stop it.
It was enjoyable, but isn’t anymore. Got the value out of it? Sure… pissed off anyway? Sure! Because it’s shit and shouldn’t happen, it was yours and someone has taken it away.
As for the last part, with ‘other games cost more and you play for less’. So? I use my oven a lot more then my raclette stone… so should someone be able to take my oven away which cost me triple the amount of the raclette stone because I used it 5 times as much? Got my value out of it, right?
Depends if you derive the enjoyment from the gameplay process itself or from the push towards a goal.
If it’s the first: Yes.
If it’s the second: No. Since you’re deprived of the grand success following which makes the vast majority of your enjoyment. Everything before hence feels ‘worthless’.
Plainly spoken I looked forward to the results as it’s one of my personal experiences. It’s one of the few instances where the journey for me personally wasn’t the fun but the outcome is. So no, not really, I had excitement for the outcome, which could be described as fun… but if the excitement leads to disappointment then ‘no’ I would say.
And this split is present in nigh everything, some things are huge for the process itself, others lean more towards the outcome.
Game of Thrones ![]()
Prime example I would say. Top-tier stuff at the beginning, it builds extreme excitement… but the whole backstabbing and politics aspects there is only enjoyable when it leads to a half-way decent outcome of some sort, meaning for the actions.
Not having a dude which does nothing become the king after having a lovely siege where you sent the cavalry into fog as the first attack line and position your siege weapons at the front for easy pickings.