There’s a lot of noise online about live service games being detrimental to the quality of games, such as initial launches being bug ridden and with incomplete features. Is there any truth to this last statement? And are the spending patterns reflecting the idea that people are dissatisfied with this model of monetization?
I think that it is true that initial launches are indeed more bug ridden today than they were before day 1 patches were possible, but the reason for this is much less nefarious than most are imagining. I was already working in games before that big change happened and I saw what happened from the inside.
Before we could patch, producers would cut content and features much more mercilessly because we lacked the time to finish that content properly and still pass certification. We couldn't ever modify or add stuff to the disc or cartridge, so we had to make sure that what went out was the most stable thing we could. Stability was more important than scope, so we'd see stuff get cut near the end all the time. There were a lot of features and content that players never saw because we couldn't get them polished and stable before the game had to ship. If we were lucky we managed to save some of it for expansion packs but most of it never saw the light of day. The last few weeks of the project were mostly wasted sitting around and waiting because we couldn't ever risk making any changes that weren't addressing cert-blocking bugs and we would mostly wait around to find out if cert had gone through.
Back then, the burned and duplicated disk sent to retailers was the final pencils-down-step-away moment. The gold master is what got used to duplicate all of the discs and we couldn't make a new one. Further, all of those duplicated disks out in the wild would forever hold the "final" version of the game, bugs and all. The only way a new version was possible was another print run, and that only occurred in very rare cases where the entire first print run sold out and there was enough demand to print a second run... and the publisher felt it was worth going through certification a second time.
With the advent of internet-connected game consoles and networks, we got the ability to push out post-launch patches including day 1 content updates. With the ability to patch came the potential to finish some of that nearly-complete content that we used to have to cut for stability purposes. Instead of focusing on stability, we could actually push fixes later and fit more content into our releases. This meant that we could also shift people to work on post-launch content, rather than simply sitting around and doing nothing while waiting for cert results. We could fix bugs and work on new content and features during that time and we could leverage all the expertise and experience we had earned in the years of development up to that point.
To summarize - in the olden days, we had to cut a lot more content and features that were close to being finished because we needed to go pencils-down for certification. Today, we can continue working on content that would have been cut because we can patch fixes into the game. This results in overall buggier content and features on average at launch but it also results in significantly more content and features on average at launch than before.
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