We could argue developers lazy, or uninspired, overworked, or underpaid. But they're all breathing the same poisoned air, choked by the same concentrated formula of 'Game' that's sucked up every release with cash behind it, and spit it all back out with further microtransaction, user data collection, forced online connectivity.
Live games as a service making dead games sans servers.
i played 80 hours of it after the video release and was pleasantly surprised, but could see the walls of the garden being built in real time.
if a game has players and it's online only, execs and investors see no reason not to further monetize and incorporate that audience. even if they're hostile, uninterested, or literally unable to cooperate. if something goes wrong, that's the developers' fault, apparently.
