Live service spel vågar inte sätta punkt
The author expresses a personal struggle with the endless nature of live service games, contrasting them with traditional games that have a definitive end. Despite investing hundreds of hours into titles like Phasmophobia, the lack of a conclusive ending leaves them feeling unfulfilled, unlike the emotional impact of finishing a single-player game. They question the business model's focus on perpetual engagement over satisfying conclusions.
- Entities
- Game: Sea Of Thieves
- Game: Dead by Daylight
- Topic: Game Design
- Game: Phasmophobia
- Game: Arc Raiders
- Topic: Live Service Games
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