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devise22

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Games With An Active Development Life Cycle; Good or Bad?

You’d be hard pressed not to know what a game having an active life cycle is by now. What used to be something limited to online only games, most notably MMO’s has permeated it’s way into pretty much every genre. Everything from sandbox survival games like Minecraft all the way to shooters both first and third person such as Destiny and the Division have featured an active life cycle form of development.

For those who don’t know, in summary it is games that have no predefined beginning an end date when it comes to the production of content. Yes often these games have stopped being worked on, or shut down, but for the duration of their existence everything from in game mechanics, to additional content can be tweaked, changed or sometimes even removed. Obviously even more traditionally limited games still do things like this now in the form of patches. On top of the day one patch issues we see, it’s also not uncommon to see games add gigs upon gigs of additional fixes, content, and changes months after the game has launched.

So my question for you all is, where do you stand on this subject? Obviously it’s a very subjective question, and it’ll also probably depend on which game in particular is doing it, and how well they do it. You can look no further than Hitman for a game that had an active development life cycle, and managed to release content frequently enough to keep interest but also sparingly enough to allow what they released to really hit the mark for their players. But everything doesn’t handle it that way. Destiny was launched almost missing content, and the developers treated it as if that wasn’t a huge deal because of the fact that they could patch and add content into the game later.

Looking outside of specifics, has the push for more active life cycles in game development had any drawbacks? Obviously. More and more games released incomplete, as developers know they have leeway to make the game right in the months post release. Of course this could also be blamed on publisher pressure to meet shipping dates, but you’d figure a conversation has to happen internally that balances a good ship date with the right amount of development time. Even still, releasing unfinished games is pretty much a standard, especially in a world where early access has also caught on.

While there has been a lot of reaction, both positive and negative, what I think I’ve found most fascinating is how it’s evolved the way people play games. Years ago I would never have thought that a person would not only come back to an active game years later, but wait until a game is later into its life cycle to even begin playing it at all. Leaving games and waiting for sales has not only become the norm because of the cost of games, but because most recognize that if a game they like launches broken, even slightly, if they wait for a sale the game will have been fixed by then. And hell it could even have added content.

Still; in the end I think I side with thinking it has actually hurt the industry probably more than it has helped. An industry as big as gaming is already divided enough, and having people divided by not just when the experience a game but what type of experience they have? Someone who invests 100 hours of Terraria the week it launched will have a completely different experience than someone puts 100 hours into now for example. It just leads to more and more divisive game experiences across the board. But like many things in modern society still remains a fascinating study in how as things grow larger they also often grow more organic in nature. Especially with humans at the helm. What are some other thoughts on this?

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bigsocrates

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For some games it's fine (Online focused games like Destiny, episodic games, games that are intended to evolve over time like Minecraft) but mostly it has been a bad change. Games used to arrive finished, and while they weren't perfect they were generally of high quality and functional. Now games ship not just with bugs and performance issues (which was always the case, but less so) but full of distracting and annoying microtransactions (most AAA active development games have them) and in-game advertising and constant downloads and updates.

That's not even getting into the fact that developers often don't bother balancing their multiplayer games until they are live.

The Division would have been better as a Gears of War-like third person shooter with drop in drop out multiplayer instead of...whatever it was, with players able to block each other from parts of the base, crowded social areas and empty city streets, server issues, and all the rest of it.

A lot of it depends on the developer. Rocket League has changed a lot since it launched, but mostly added rather than taken away, and it's done a lot to keep the community active. On the other hand For Honor's bizarre structure and grandiose ideas of a long war take away from what's good in that game and help make it kind of a slog (you're expected to assign war assets after every match...how is this fun? And the development focus on adding microtransactions instead of fixing server problems is depressing.)

I'm not someone who wants to play a game for 400 hours across a year, so having a game constantly change in small ways isn't appealing to me, while having a game that is finished and polished when I play it is.

On the other hand the added complexity and size of modern games may make this inevitable. It was much easier to deliver a polished finished product back when games were simpler and smaller in scope. Even then it didn't always happen. It's definitely better to have a live development game than a permanently broken one.

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Justin258

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Edited By Justin258

I'm fine with patching a game to fix a bug that wasn't known before launching or something, but I like buying "finished" games that I can play until I'm satisfied with them without worrying about missing out because I don't want to shell out fifteen more dollars and spend time refamiliarizing myself with the game a few months down the line.

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generic_username

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Starbound feels lacking, even though it has "officially" come out. And now development on it seems to have hit a few roadblocks (which is to be expected given how many years it spent in the early access hellvoid) and I worry that it's just not ever going to get to where I want it to be. Which is a bummer, because the time I've spent playing it with a friend has been pretty fun.

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WynnDuffy

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Ubisoft's continued support for Rainbow Six Siege turned it from a game I expected to be dead after a few months to a game that is still played today and has 3x as many players as it did back then. I'm all for the games as a service thing, Siege is a terrific game.