Why live service games can't have endings
DiscussionComments
If they keep deleting old gear to make room for new stories, how is a casual player supposed to catch up? Does the story even matter if you have to restart your build every six months?
We saw this with the early era of themed expansions where the endgame was just a placeholder until the next patch. The result was always a plateau of boredom followed by a frantic rush to catch up.
But what about episodic storytelling... like how some long running comics manage it... could that work if the stakes shifted from a final goal to character growth?
Why does a story need a resolution to have meaning? Some of the best digital experiences are those that leave the player in a state of permanent, unresolved tension.
This overlooks the shift toward seasonal resets. Some titles now attempt to prune legacy content to create artificial endpoints for narrative arcs.
The problem with those resets is that they often involve sunsetting gear. It solves the narrative bloat but destroys the player's sense of long term progression.
the incentive structure of battle passes creates a forced cadence that overrides any organic pacing.