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2. We have been given a new region. Beiting Remnant. It's only 2/3rds of a whole act, but that still counts as it has new maps with a different look and new enemies exclusive to it.
3. We have been given a new boss. Gluttony wasn't there at official release.
4. Duoyi Games didn't abandon consoles. The company they gave the porting rights to, 505 Games, did and are refusing to give back the rights. Blame them for their total lack of work instead of Duoyi Games.
&
2. Acknowledgement of new bosses was made
1. There is just one region.
2. There is no new boss.
so what?
What kept a game alive? Well, as long as the producer see potential profit from it.
If the game is dead for you, move on.
if the game is alive again, come back anytime.
It's almost like this is a live service game and they haven't made any official remark about ending development.
The game is playable offline, the only thing you can pay for is permanent DLC and the developers have made an effort to avoid FOMO.
The term 'End of Service' would only apply to the devs shutting down the multiplayer servers (assuming they aren't just hosted by Steam itself), and the game will likely still remain playable even if that happend.
Fortunately, it's safe to assume that the devs still seem to intend to keep on supporting the game with periodical updates and DLC for the time being.
Honestly personally I think it's great that they still support the game the way they are, and stuff like characters and seasonal modes help keep the game more fresh for me than another environment to just kinda steamroll over.
Though I wouldn't be against an additional extra stage build to expect the higher end of successful builds...
no it isn't, it's a single purchase game with a very small handful of character dlc packs. play until you are satisfied and then stop. it lacks any monetization traditionally associated with live-service games that would compel them to create infinite content.
please understand that I am not making fun of you when I say this but you really need to like, unlearn whatever got into your head about how video games work because treating every game this way is bad for basically everyone involved, yourself included. Your long-form post unfortunately does not change this, as you simply wrote a lot of words to be wrong. Monetization really is the defining trait here.
Mhh. No. No it's not.
Besides the fact that I had google searches with popular definitions, as well as games that used that descriptor themselves, with varying levels of 'monetization'.
The only thing that term means is prolonged content.
It's an extremely vague term that people like to throw at anything they deem bad practices.
Would you like to try to explain how, explicitly, Gunfire isn't?
I decided to -once again- google the definition;
"A Live Service Game, sometimes also known as Games as a Service (GaaS), is a model where games are designed to be continuously updated and supported long after their initial release. Instead of a one-and-done experience, these games evolve over time with new content, features, and events. Dec 1, 2024".
No mention of monetization.
That's -three- different definitions of that phrase that says nothing about anything other than long-form content.
Would you care to try to argue how Gunfire, as well as many other games, somehow do not fit that definition?
Edit: during that google search there were articles about Minecraft, both Bedrock and Java being a live-service game.
Loads of MTX in Minecraft Java, as we all know.
It is and you can keep writing massive walls that I'm not going to read but you will remain deaf to the realities of game production. Live service is a business model first and foremost and business models tend to be defined by the monetization structure. Nothing else is really germane to this discussion. Gunfire lacks just about any form of live service monetization, ergo it is not one and should thusly not be subject to the same weird, unhealthy expectations you are imposing. Have a nice day!