

I mean, MMOs were supposed to be continuously supported and developed during the enrollment period. Earlier iterations of the model had live DMs running encounters, active continuous releases to expand the game world and advance the storyline, and robust customer support to address the bugs and defects. Also, just maintaining the servers necessary to support that much data processing was hella-expensive on its face.
Games as a service don’t need to be a scam.
But eventually, the studios figured out they can do the MMO business model on any game. Justifying a fee for Everquest was a lot more reasonable than justifying it for a glorified Team Fortress knock off. Or a freaking platformer.
True, but they are still very lucrative. You can make them, release them, generate a healthy surplus, and roll that into making the next game with plenty of cash to spare.
Also, you don’t have half your dev team stuck supporting a legacy release, constantly fixated on juicing engagement and monetization. There’s a lot less overhead involved in a single-iteration.
Had truly phenomenal marketing budgets. It’s the same thing with AAA movies. 25-50% of the budget goes to marketing, on a title that eats up hundreds of millions to produce and support.
You didn’t need $100M to make BG3. You didn’t need an extra $25-50M to get people to notice it and pony up. These bigger titles have invested billions in their PR. And that’s paid out well in the end. But it also requires huge lines of credit, lots of mass media connections, and a lot of risk in the face of a flop.
For studios that can’t fling around nine figures to shout “Look At Me!” during the Super Bowl, there’s no reason to follow this model of development.