While it's mainly about why and how live games took over in the last 10 years, and this reasoning now feels obvious, it's interesting to see how Nexon was already firmly on that trajectory more 15 years ago, and still are, with new flavours like Arc Raiders.
The main point is how to look at the current situation with this lens:
"Most people reason from mental models inherited from past success, even after the conditions that made them effective have changed. When those models stop working, it feels safer to defend them than to replace them. Going against the crowd is difficult not because the evidence is unclear, but because it threatens both identity and status.
In its pursuit of live service games, the industry’s constraint has not been capital or talent. It has collectively spent many billions on live-service development and M&A over the past decade, yet most of the largest publishers have struggled to produce durable, growing franchises. The problem was the mental model used to deploy those resources."
As usual, Owen Mahoney's article is well worth a read.
New Essay: Stairway to Heaven. We are prisoners of our experience. Escaping the Product Lifecycle view of online games requires overturning nearly every core assumption. Link in comments.
Really love the card design!