Not as much as you’d think. I keep my soldiers faceless and unattached until they are fairly leveled up. By the the time they get customized, they tend not to get meatgrindered. Usually.
Keep in mind Freelancer was released after Microsoft acquired Roberts’ company, kicked him out of a leadership role, and drastically slashed the scope.
Star Citizen is what happens when there is nobody above Roberts to say no, and now after years plenty of people under him with an interest in keeping the development churning.
People are buying the dream. There is personal investment now- this isn’t a game, this is their game. Supporters tend to talk like this is a community project, not a transaction between a customer and a studio.
Whenever the studio finally folds, I guarantee there will be whales lamenting that if they’d only spent a little more they’d have kept the game afloat.
Wikipedia isn’t the end all, but in this case I think it provides a working definition.
Enshittification (alternately, crapification and platform decay) is a pattern in which online products and services decline in quality. Initially, vendors create high-quality offerings to attract users, then they degrade those offerings to better serve business customers, and finally degrade their services to users and business customers to maximize profits for shareholders.
There’s a danger in any game where it might be largely designed and marketed to be one thing, and then has lengthy mandatory sections where it becomes another.
Poorly made stealth sections are a prime example. Game designers want to change things up, but if the game isn’t made to do stealth, it can easily turn into an annoying mess. There are a few (not a ton, but a few) games where the mandatory stealth sections are well liked, but they were made to carefully take advantage of the game’s strengths and knew when to end.
Hold up, “enshitification” is just turning into a buzzword now.
Enshitification has from the beginning described a service or product which is first released one way, and then over time is made worse for the users in ways designed to squeeze more profit out of them.
Without some serious mental gymnastics, forced stealth sections tend to just be bad design choices. Not every bad thing is the same kind of bad thing.