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报告翻译问题
That said, as long as there's people paying for this, there will be people selling this. It's pretty simple, actually.
The thing is, IN THEORY, the live service model is cool. But in practice, A game companies have found numerous ways to turn this concept into a grotesque caricature of the very idea of servicing players.
This model however is very successful irrespective of the quality of the games themselves so it will continue and only get worse. On the plus side, if you enjoy a game and it gets a wealth of new content and is regularly updated, it can be good but I'm more a fan of games being finished and released complete with no additional crap attached.
If the service shuts off, the game is gone. It's not like I have put money into a work of art that I can enjoy in perpetuity. It's gone.
Furthermore, games that have microtransaactions tend to be structured around said microtransactions. They're designed to incentivize microtransactions, such as by making doing things without microtransactions more tedious/annoying/time-consuming.
Frankly speaking, I have some friends who are into Final Fantasy XIV, and they've encouraged me to join them a few times, but I've turned them down, because...well, first I don't have the time for it, but second, I really prefer to just be able to buy my games and not need to pay a recurring subscription for them.
I can think of why companies do online games like this. There's a recurring pool of money to keep getting revenue from, obviously, and there are even some "art" ideas they can do with this, such as games as a service being updatable with new content and potentially feeling like a more "organic" fictional setting in the process. (Though this in turn also leaves a bad taste when people miss out on stuff. Also, it's technically still possible with games that have already been purchased; it's just that game companies don't get extra money out of those.)
But I don't prefer it. The design changes this arrangement incentivizes and the fact that I'd be spending my money into a bottomless pit deter me from this type of game. Not to mention the dependence on the service itself.
I don't play them. I prefer the more old fashion. GAme+dlc.
In most cases, I prefer my games to have hefty expansions that add a ton of content as apposed to said content being cosmetic and adding nothing to the overall experience in terms of gameplay.
Due to same reasons, i don't keep most of my money inside banks as digits.
I would find it great if we could still legally host things like our own Matrix online server if we wanted to.
On one hand, the concept has its merits. A game receiving continuous support post-launch is great for developers, because it means that they have a base to work on and don't have to invest loads of resources into building a new game from scratch, and it's enticing for players because they're able keep coming back to that game and get more out of it.
On the other hand, the live service model also exposes games to the problem of changing too much over time and chasing away long-time fans. This is an issue that I've had with Dead Cells, where the developers made radical changes to parts of the game's core design and, in my opinion, ruined it. I come back occasionally to see what new content has been added in the past few updates, but I don't find the experience fun like I did a couple years ago, because it's no longer the same game I loved playing.
There really isn't a solid answer to the question of whether or not they're a good thing.
I haven't played Overwatch, though one of my friends tried to get me into it and I almost got into it.
Honestly I'm not opposed to games-as-a-service existing. There are definitely interesting things that can be done with this model that can't be done with static game products.
But as far as my own enjoyment is concerned, I generally prefer to avoid them.
On average, they're a detriment for the consumer. Why?
Games that do not need a "live service" model in order to practically function for their intended use are often being manufactured, and in some cases remanufactured, in order to require that live service for it's own sake - To keep the customer exposed to their marketplace, in or out of game via the launcher, and to reinforce certain social models to keep players engaged. (Steam forums excluded, because we're all here and we already know what's really going on...:))
The important thing isn't whether or not they should or can exist. What's important are limiting the potential abuses of such shenanigans and improving the knowledge and habits of customers so they may better avoid "predatory product practices."
Some game developers are turning a game environment, which is supposed to be welcoming and fun, into a dark jungle full of dangers. It's their fault. We may fuel it because some of us still keep feeding them, but they're the ones who are designing their products to be money-printing machines with no ethics involved at all. (No matter how much they depend on ensure customers they're "one of us." They're not. That's a paid CM working for a company that is desperately trying to get a customer to give them their credit card info.)
I do agree that gaming as an environment should be welcoming and enjoyable. I also hope I'm not wrong in claiming that games should be treated as a medium of art to a certain degree, as there are some games that are absolute masterpieces in terms of art direction, or visual style. Those that do have those areas really nailed, are a rarity these days. I find it to be a bit insulting when a game has great visuals, and it attempts to try to sell me something that adds to the overall art style. It makes me say to myself "Oh ♥♥♥♥ off, can I not get the complete package, and be done with it". I don't have a problem with expansions, so long as they're content that wasn't cut from the main game. I absolutely detest mtx and have very much learned my lesson to not buy into them. I feel ashamed that I've even spent money on them to begin with.