š® Why Every Game Wants to Be Live-Service Now ā and Itās Killing Fun Lah
Pok Gai rants about how āforever updatesā turned gaming into a second job with worse pay and more meetings.
š§© The Game That Never Ends (and Never Improves)
Remember when finishing a game meant you finished?
Now itās: āSeason 12 drops next week, grind for your new legendary emote!ā
Pok Gai downloaded one shooter just to chill. Two hours later, heās in a spreadsheet calculating XP efficiency like a stressed accountant.
The problem: developers donāt want to sell experiences anymore ā they want monthly users.
āEngagement metricsā killed creativity. Fun became a KPI.
šø Battle Pass Brainrot
Every live-service title has the same formula:
Login bonus š
Battle pass šÆ
FOMO event š„
Emotional exhaustion š®āšØ
The battle pass is a subscription in disguise ā a treadmill you pay to stay on.
You donāt play because itās fun; you play because you already paid for the grind.
Publishers love it because it keeps you in the ecosystem.
Gamers hate it but canāt quit because our brains love completion bars.
Congratulations, youāre a hamster with RGB lights.
š§ The Psychology of āJust One More Seasonā
Pok Gai read a study once ā variable rewards activate the same dopamine loop as gambling.
Live-service studios built their empires on that line.
You log in ājust to checkā and suddenly three hours gone and youāre level 72 in digital purgatory.
The game doesnāt respect your time; it harvests it.
Even single-player franchises are turning āliveā now. RPGs with login streaks. Story games with ādaily challenges.ā
Bro, this isnāt storytelling anymore ā itās corporate cardio.
āļø Why Studios Love It (and You Hate It)
For studios: predictable revenue.
For players: perpetual homework.
Live-service sounds great to investors ā ārecurring user monetization.ā
But to gamers? Itās burnout disguised as content.
Pok Gaiās biggest fear isnāt AI replacing devs ā itās CFOs replacing fun.
š The Pok Gai Verdict
Live-service gaming is the MLM of entertainment.
Everyone promises ācommunity,ā but only the top 1 % get rewarded ā the rest grind until they uninstall.
Games used to give joy; now they give anxiety notifications.
Pok Gai just wants to press āStart,ā not sign a part-time contract with a battle pass.
š¬ FAQ
1ļøā£ Why are so many games live-service now?
Because publishers want recurring income. Subscriptions, passes, and microtransactions create steady profits long after launch sales fade.
2ļøā£ Are live-service games bad for players?
Not always ā but most overuse FOMO tactics, forcing grind and monetization that burn players out faster than they can enjoy updates.
3ļøā£ Will this trend ever stop?
Only when gamers stop rewarding it. Once engagement metrics drop, studios will pivot back to complete games again.
