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> I don’t think The Witcher 3 is a good example of a game as a service. The DLCs added amazing new content (Blood & Wine won GOTY), but they didn’t change aspects of the game, add in many new features (I can only recall a few small ones), and weren’t constant updates adding more and more new content and tweaking the game. They took a fully polished and beautiful game, then added even more content in addition to that that could be treated as a separate game eve.
Witcher 3 is not a good example of a bad example of live service games. Witcher 3 had more than just Hearts of Stone and Blood and Wine added. Free DLC was added to the game multiple times, including new quests, weapons, and armor/gear. Witcher 3 was not completely without bugs and CDPR fixed bugs as much as they could (they didn’t fix all of them, though).
I think Witcher 3 can be looked at as a live service game in some aspects. As a single-player game, though, obviously the live service takes a different form from live service multiplayer games. H5 was 343’s first real foray into drip-feeding content over a long period of time. The feedback on that was pretty clear: too little was provided at launch. Now, with Infinite likely being another live service game, we shouldn’t immediately assume it’s going to be another bad instance. We have yet to see whether 343 will learn from the mistake of launching H5 with too little.
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> Any DLC released at a later date should expand on things such as story (adding something independent to the main story like the DLCs for the Witcher 3 did), new maps, etc… The game’s meta shouldn’t change as gameplay elements are tweaked to better balance it, those balancing issues should have already been fixed with any betas/flighting programs. The game should play the same as it does at launch for it’s lifespan, maybe adding new gamemodes every so often, but not entire things such as forge. Games such as Reach kept my attention span for years and didn’t function like this. It just isn’t needed.
No Halo game has ever had story DLC. I guess, in a way, H4’s Spartan Ops was kind of story-based DLC. But expecting Witcher 3-style paid expansions in a Halo game? That’s unrealistic. Witcher 3, unlike Halo, lacks multiplayer, so heavy expansions were needed for its longevity. Halo, on the other hand, keeps players coming back regularly for the multiplayer. Now, as far as multiplayer-based DLCs go, map packs of old divided the player-base, resulting in dead playlists or nobody being able to play the new maps they purchased since not everyone in their queue owned them. So adding maps for free is a much better system, and I’d like to see that carried over to Infinite. As for weapon balancing, metas change on their own as players learn weapon roles and functionalities. It’s impossible to predetermine a meta before launch, as no test program will ever hit the numbers that a full launch will bring, and its those numbers that result in the finding of the best weapons for particular situations. Even Reach changed drastically with it’s huge Title Update, tuning things like bloom, damage bleed through, armor lock, camo, and more. Sandbox tuning is a regular aspect of a shooter game like Halo and I expect such maintenance to continue in Infinite.