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The Problems With GaaS
Games as a Service is far from a new idea. Look at video games like World of Warcraft or even Call Of Duty on the Xbox 360 or PlayStation 3. Ultimately these games relied on a connection to the internet in order to play with other users and they also relied on the continuation of their specific services in order to keep playing their respective titles. Whether we’re talking about new content being added in like DLC map packs, performance improvements or even things as simple as a double XP event, Games as a service is relatively old in terms of video game infrastructure. With that out of the way I wanted to explain some of the problems with this commonly used concept and how these problems will need to be resolved as we move into the future.
Legacy Content
World Of Warcraft has gone through numerous iterations over the years, they usually resulted in added content or perhaps some game system changes but one of the biggest and most defining moments of World Of Craft was likely done within the Cataclysm expansion that launched all the way back in 2010 (Can you believe that that was literally 12 years ago?!). In this update not only was new content added, but a lot of old content was transformed due a story based event within the game. This ultimately meant that a lot of the legacy content players had grown used to playing through was completely wiped from the live…