The second game even repurposed large parts of the not-particularly-impressive campaign of the first game. They weren’t going to fool me again by making me buy the same game a third time.
I think keeping you addicted so as to continue to paying a monthly subscription is bad on its own, and I don’t think it needs to be qualified by how much you spend overall if they’re still knowingly capitalizing on that addiction in an unregulated environment. But also, while I don’t know the answer to your question for a fact, I would imagine that they do have ways to spend unlimited money in that game if you’re so inclined.
You could throw most of this same argument back at gachas. They’re just gambling because the world sucks, or something…
No, my understanding is that the reason people get addicted to this stuff is that we evolved to gather finite resources when they’re available, even if it’s rare, so we’re prey to systems like this that can control that rarity. WoW absolutely did this, just without putting a price on each interaction.
The core of lots of games revolve around random chance, and plenty of those exhibit no addictive behavior whatsoever. I’d certainly like to hear a research psychologist’s take on it though.
Without being a gacha game, World of WarCraft is guilty of a lot of the same stuff. You probably know people who flunked out of college due to the addiction, or have heard of parents who neglected their child over that game. It preys on a lot of the same impulses that Diablo and Diablo II seemed to have found by accident, before they were monetized by subscription fees and then microtransactions. And you can see a lot of the same in games like Destiny.
I don’t think it’s a good argument to say that it’s okay for a game to inevitably die because they’re doing better right now. Brink, Overwatch 1, and HyperScape are fully dead, btw. I’d rather be able to pay $60 and have a game I can play forever than save money on a game that’s designed to self destruct.
I’m way into fighting games. Even the ones with a battle pass and such can still be played offline (except maybe for 2XKO and Brawlhalla) and quite frankly can’t match the content churn that other genres do in the live service space.
If someone 50 years from now wants to see what this game Fortnite was all about, they should be able to get a reasonable approximation of it by booting it up and playing with 100 other people. That’s what it means to preserve it. We’ve had and will continue to have competitive games that are not live service.
The inevitable outcome for every live service game is that it becomes inoperable and unplayable, even the good ones. It doesn’t matter if it’s Suicide Squad or Fortnite. They all should still be preserved. Open source is appreciated but not necessary.
You can emulate machines that can run Windows, and that’s very effective at preservation. Wine is already better than modern Windows at running software that relies on deprecated dependencies. But live service is just purposely killing games that didn’t need to die.
Any game that doesn’t last forever was robbed of doing so arbitrarily. If they never updated Palworld again, in its current form, it will last forever.