Games as a service: Difference between revisions

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'''[[wikipedia:Games_as_a_service|Games as a service]]''' (also known as live-service games) is a business model that is designed to continuously monetize games after they are initially sold (or given out for free), typically with new updates, DLC, and microtransactions. A common practice with this business model is having the ability to pre-emptively purchase this content with the promise that it will be released at a certain time, and will feature all of the content that was promised in the products listing. Games as a service also typically have a premium currency that you purchase with real-world currency to purchase in-game items.  
'''[[wikipedia:Games_as_a_service|Games as a service]]''' (also known as live-service games) is a business model designed to continuously monetize games after they are initially sold (or offered for free), typically through new updates, DLC, and microtransactions. A common practice in this model is allowing players to pre-purchase content with the promise that it will be released at a specified time, and will include all features advertised in the product's listing. Games as a service also typically has a premium currency, which players purchase with real-world currency to acquire in-game items.  


==Issues==
==Issues==
While GaaS provides an incentive for a developer to continue to produce content for their game, once the developer or publisher decides to stop supporting the game, it often becomes completely unplayable.<ref>[https://www.youtube.com/watch?v=w70Xc9CStoE "The largest campaign ever to stop publishers destroying games"] - youtube.com - accessed 2025-01-24</ref> There is very little legal recourse for the user to recoup the cost of purchasing the game or any content purchased within. The [[End-user license agreement]] typically absolves the publisher of any such duty, as it states that you are purchasing a license rather than actually owning the software.<ref>[https://www.kelleherbros.com/blog/2024/3/27/digital-ownership-2-the-eula-era Precarious Digital Ownership: The EULA Era] - kelleherbros.com - accessed 2025-01-28</ref>
While GaaS incentivizes developers to keep producing content for their game, the game often risks becoming completely unplayable once support is discontinued.<ref>[https://www.youtube.com/watch?v=w70Xc9CStoE "The largest campaign ever to stop publishers destroying games"] - youtube.com - accessed 2025-01-24</ref> There is very little legal recourse for the user to recoup the cost of purchasing the game or its in-game content. The [[End-user license agreement|End-User License Agreement (EULA)]] typically disclaims the publisher's obligation to refund or compensate users, as it clarifies that they are purchasing a license rather than actually owning the software.<ref>[https://www.kelleherbros.com/blog/2024/3/27/digital-ownership-2-the-eula-era Precarious Digital Ownership: The EULA Era] - kelleherbros.com - accessed 2025-01-28</ref>


==Examples==
==Examples==
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===EA===
===EA===
{{Main|EA}}
{{Main|EA}}
In recent years EA has garnered a reputation for being a company involved in these sorts of practices, and have received criticism for over-reliance on microtransactions and DLC.  
In recent years, EA has garnered a reputation for being a company involved in these sorts of practices, and has received criticism for over-reliance on microtransactions and DLC.  


==References==
==References==