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00:00:00 – 00:10:55
The video by Falcon from "Gameranx" critically examines live service games, focusing on their design, monetization strategies, and impact on player experience. Falcon notes that live service games, characterized by ongoing updates and financial investments through expansions and microtransactions, often lead to an incomplete and overwhelming gaming experience. Unlike traditional games with a clear start and finish, live service games can feel like unending commitments that resemble unpaid full-time jobs. The video criticizes these games for prioritizing continuous profit over player satisfaction, often launching in poor states and requiring significant fixes post-release. Examples like "No Man's Sky," "Star Wars Battlefront II," and "Fallout 76" illustrate these problematic launches. Despite these issues, the video recognizes that some players find enjoyment and skill development in sticking to a single live service game, although only a few succeed in the long run, with "World of Warcraft" cited as a rare success. "Anthem" is pointed out as a major failure in the genre. The speaker concludes by encouraging viewer interaction and promoting the channel's content.
00:00:00
In this segment of the video, Falcon from “Gameranx” discusses the reasons behind the widespread dislike for live service games. He acknowledges that these games are designed to keep players engaged (and spending money) for extended periods through regular updates. Despite their popularity, many gamers criticize live service games for rarely offering a complete experience. Falcon compares these games to traditional, one-off games that provide a clear start and finish, leading to a more satisfying and less time-consuming experience. He highlights that the perpetual nature of live service games can feel overwhelming, likening it to an unpaid full-time job focused on continuous spending.
00:03:00
In this part of the video, the speaker discusses the monetization strategies of live service games, categorizing them into expansions and microtransactions. The speaker argues that these games are designed with a business model focused on continuous profit, often leading to a never-ending game experience that requires ongoing financial investment from players. Expansions, like those for “Destiny,” add new content but can accumulate significant costs for players who already paid for the base game. Microtransactions, on the other hand, are highlighted as disruptive and exploitative, altering the game focus to incentivize spending rather than providing a genuinely fun experience. The speaker criticizes how these models degrade player satisfaction by making it perpetually just out of reach unless additional money is spent.
00:06:00
In this part of the video, the speaker critiques the excessive sense of completion players feel after finishing some games and discusses how this impacts player engagement. The segment highlights the issue of always-online requirements for many games, which can be problematic for those with unreliable internet access. Additionally, it addresses the poor states in which many games, particularly live service ones, are launched, often requiring significant patches and updates to become playable. Specific examples like “No Man’s Sky,” “Star Wars Battlefront II,” and “Fallout 76” are mentioned to illustrate problematic launches and the gradual improvements these games sometimes experience. The speaker acknowledges that not all live service games are bad, citing “World of Warcraft” as a successful example.
00:09:00
In this segment of the video, the speaker discusses the popularity and controversies surrounding live service games. Despite their issues, some people prefer to stick to a single game as it provides comfort or a platform to hone their skills. The segment criticizes live service games, noting that only a few are successful while most either fail or linger without much traction. The mention of “Anthem” serves as an example of a significant failure in the genre. The speaker concludes by inviting viewers to share their thoughts on live service games in the comments, promoting engagement, and reminding them to like, subscribe, and enable notifications for more content.