Spectre Divide shutting down six months after launch reminds us how hard it is to make a live-service game
Submitted 19 hours ago by ZippyBot@lemmy.zip [bot] to gaming@lemmy.zip
Submitted 19 hours ago by ZippyBot@lemmy.zip [bot] to gaming@lemmy.zip
maniel@sopuli.xyz 19 hours ago
Poopfeast420@discuss.tchncs.de 18 hours ago
Don’t think the last point is true, since there was a report recently that said almost 50% of game time over one month was spent on live service games.
Chronographs@lemmy.zip 18 hours ago
Because they’re designed to suck up as much time as possible. You can easily have half the time soent in live service games but not half of the gamers playing a live service title at any given time.