Back in the 2010s I used to be a pretty hardcore World of Warcraft player - a game which still sercves as a shining example of a service game.
Yet I always felt that a "singe-player WoW" would have gone through the roof - yet it never happened.
Big open world, endgame dungeons and raids, quests, (unforced) Coop, farming for progress...
You could argue that Diablo or similar games are that - but still feel different enough in their scale. Other modern service games like Destiny all focus on the Multiplayer aspects.
Now, 10 years later, Genshin Impact does feel abit like that, but sadly has a shitcrown of F2P mechanics ontop.
Looking at Ubisoft and co forcing live service elements into their single-player games - isnt this a game formula that combines single-player experience with the live service trends of today?
Oh and by single-player MMO, I obviously dont mean 1.000 kill and fetch quests (hello Kingdoms of Amalur) - but escalating challenges, regular new content etc.
Yet I always felt that a "singe-player WoW" would have gone through the roof - yet it never happened.
Big open world, endgame dungeons and raids, quests, (unforced) Coop, farming for progress...
You could argue that Diablo or similar games are that - but still feel different enough in their scale. Other modern service games like Destiny all focus on the Multiplayer aspects.
Now, 10 years later, Genshin Impact does feel abit like that, but sadly has a shitcrown of F2P mechanics ontop.
Looking at Ubisoft and co forcing live service elements into their single-player games - isnt this a game formula that combines single-player experience with the live service trends of today?
Oh and by single-player MMO, I obviously dont mean 1.000 kill and fetch quests (hello Kingdoms of Amalur) - but escalating challenges, regular new content etc.