Jump to content

Games as a service: Difference between revisions

From Consumer_Action_Taskforce
Ubisoft: added reference to *The Crew* for offline mode.
Rain (talk | contribs)
m Fixed Grammar
Line 1: Line 1:
{{StubNotice}}
{{StubNotice}}


'''[[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==
Line 16: Line 16:
===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==

Revision as of 08:00, 31 March 2025

Article Status Notice: This Article is a stub

Notice: This Article Requires Additional Expansion

This article is underdeveloped, and needs additional work to meet the wiki's Content Guidelines and be in line with our Mission Statement for comprehensive coverage of consumer protection issues. Issues may include:

  • This article needs to be expanded to provide meaningful information
  • This article requires additional verifiable evidence to demonstrate systemic impact
  • More documentation is needed to establish how this reflects broader consumer protection concerns
  • The connection between individual incidents and company-wide practices needs to be better established
  • The article is simply too short, and lacks sufficient content

How You Can Help:

  • Add documented examples with verifiable sources
  • Provide evidence of similar incidents affecting other consumers
  • Include relevant company policies or communications that demonstrate systemic practices
  • Link to credible reporting that covers these issues
  • Flesh out the article with relevant information

This notice will be removed once the article is sufficiently developed. Once you believe the article is ready to have its notice removed, visit the Discord (join here) and post to the #appeals channel, or mention its status on the article's talk page.

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

While GaaS incentivizes developers to keep producing content for their game, the game often risks becoming completely unplayable once support is discontinued.[1] 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 (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.[2]

Examples

Ubisoft

Main article: Ubisoft

XDefiant, developed by Ubisoft, is an example of a game as a service. On December 3rd, 2024, the game announced the shutdown of its servers on June 3rd, 2025.[3] 49 days before the shutdown announcement, executive producer of XDefiant, Mark Rubin[4] posted online that the game had no plans of shutting down after season 4, while the game was still in season 2, and they had recently discussed their plans internally for the second year of content.[5] The shutdown post announced that the last 30 days of purchases would be fully refunded.[3]

The shutdown of The Crew is one of the central issues of the Stop Killing Games campaign. Despite the game containing some code for an offline mode[6] from the start, it was not made accessible to the user due to the game's digital-rights-management (DRM),[7] leaving the game in a completely unplayable state.

EA

Main article: EA

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

  1. "The largest campaign ever to stop publishers destroying games" - youtube.com - accessed 2025-01-24
  2. Precarious Digital Ownership: The EULA Era - kelleherbros.com - accessed 2025-01-28
  3. 3.0 3.1 "'XDEFIANT IS SUNSETTING' Tweet" - archive.is - archived 2025-01-28
  4. "Mark Rubin Profile" - archive.is - archived 2025-01-28
  5. "Mark Rubin claims NO plans to shut down after season 4" - archive.is - archived 2025-01-28
  6. Offline Mode is in the game steamcommunity.com - accessed 2025-02-06
  7. The Crew Offline Mode - Setting The Record Straight youtube.com - accessed 2025-01-28