this post was submitted on 08 May 2025
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[–] Merva@sh.itjust.works 35 points 2 days ago (7 children)

As long as there continues to be succesful live service games, they will never stop attempting to make new ones, because the succesful ones are the most profitable forms of entertainment ever devised.

Of course there is only room for a limited amount of live service games on the market (since gamers only have one life to waste on them), so most of them will fail, and many of them even before leaving the drawing board it seems.

[–] Don_alForno@feddit.org 1 points 1 day ago (3 children)

But then, why do they keep canceling them before release? They don't know if they'd have been hits or failures.

[–] Merva@sh.itjust.works 3 points 1 day ago (2 children)

Of course we can't really know what goes on behind the scenes. But obviously these kinds of games are designed by committee (namely board members). So every single detail is going to be dictated from above, and as new games are released by other publishers with new succesful features these dictates changes mid-production. I can't but imagine that the development of live service games are a complete shitshow from start to finish.

So perhaps at some point they decide to get rid of the entire mess and start afresh, only for the process to beging again of course.

[–] RedAggroBest@lemmy.world 1 points 19 hours ago

Also worth noting that getting a live service game with enough infrastructure going to immediately make them millions is a significant startup cost on its own. picking the best project of them and then putting it in its own studio seems like a very smart way to do it.

[–] Don_alForno@feddit.org 1 points 1 day ago* (last edited 1 day ago)

I've seen project managment in industrial fields go in circles in similar ways, and now that you put it this way I can totally see it.

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