this post was submitted on 20 Feb 2024
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Again. Ideologically, I agree with you.
When devs are already crunching 60-80 hour work weeks to launch a game and are increasingly worried about their studio being shuttered because they only have one or two fan favorite games in the pipeline? I don't at all blame them for not taking the time to prioritize it to the 10 people who want to play the game three years after their unemployment benefits ran out.
Then they can't blame me when I buy from their competitors instead, who prioritized a critical feature in the development of their game. (And also, building the game this way is a larger drain on their resources than if they built it without the server requirement. They just want microtransaction dollars.)
Okay? Obviously you should buy what you value and if LAN support is a high priority, buy based on that.
The point I have been making is that preventing the 50 people left playing a game after ten years from continuing to play is not "planned obsolescence". It is just the reality of software development.
It is planned obsolescence. I'm quite familiar with software development and its realities. They knowingly built a game that won't continue to function in multiplayer after the plug is pulled.
In any case, you and I aren't going to agree, but I take issue with their definition of "full offline" for the reasons we've already discussed, and I'm disappointed that the answer I found in this thread is that they're not interested in adding LAN to this mode.