Laggyteabag said:
Assassin's Creed Odyssey
Now, I haven't had the chance to play this game yet - and I cannot speak for its quality - but I am pretty sure that this game, or the existence of a live-service singleplayer game like AC:Od disproves the above, or has the potential to disprove the above.
Live service games can be singpleplayer
Live service games can be played offline
Live service games can tell whatever story they want
Live service games can have definitive endings
Live service games can have world-altering decisions and consequences
I haven't played an AC game since Ezio so I don't know about it either. I did play FC5 which was single player with real-money bollocks in it. I don't know if that's what you mean specifically, but I think we're defining these games differently.
Your point on Odyssey may well be legit, but that's not what EA is making. Deus Ex: Mankind Divided got a real money shop at the eleventh hour, FC5 as I mentioned and I'm sure there are others. Borderlands 2 offered plentiful DLC packs and cosmetics, but I wouldn't define any of these as "live service" or games-as-a-service products. You do raise interesting points but I think we're talking about different definitions here.
I'm referring specifically to the Anthem model, that could also be applied to Warframe, Destiny 2, Path of Exile type of thing, or the online component in something like Andromeda. I don't know what boxes Odyssey ticks, but i will say that AssCreed by its very nature does *not* tell a story, and certainly not one with an ending. Even as early as AC3 they realised the animus and the future/Desmond plot was a serious obstacle and largely swept it under the rug now. AssCreed is a franchise Ubisoft want to churn out year on year and thus they can never tell a definitive story and certainly not one with an ending. AssCreed will never have an ending and that's why the story has always taken such a back seat. They are sandbox games full of "content" to check off a list and any plot exists to facilitate that end.
In fact, I remember hearing, i think it was about Odyssey specifically, that parts of the game were level locked, similar to DA:Inquisition. You had to have so many fuckabout points before the player could proceed with story quests, artificially padding out gameplay and prompting grinding/farming behaviour.
I haven't played it myself so cannot say if it could be defined as live-service or not (tho it did just unlock for me as May's Humble Bundle early unlock). You may be well be right, or perhaps Odyssey just has some things in common....after all
Ubisoft are all over this live service crap too. EA and Bungie aren't the only live service people. They made the Division for heaven's sake, a game where you can farm for kneepads for a +1 bonus to things. But The Division 2, clearly a live service game, is also a game with no story, a static world, no ending, balanced to the floor, microtransaction laden, grindy, always online thing. I'm not detracting from any player who chooses to play it, but The Division 2 can and will never tell a story nearly so compelling as the one where Shepard chased Saren thru the Conduit to stop a Reaper invasion of the Milky Way. Or the one where Jon Irenicus plotted to strip the player of their divine essence to assault Suldanessellar and the Tree of Life itself, to revenge himself upon the people who cast him out.
You've raised a really interesting point about how one might define a live service game, and whether or not Odyssey qualifies or the quality/depth of its story I cannot say. But I think I would define them differently and would stand by my comment that they can never tell a complete or satisfying story the way a single player RPG can. You can't have 10,000 Chosen Ones, and while I'm not saying all RPGs need to cast us as a Chosen One (far from it), the player should be the agent for driving the action and the story. My example of Skyrim vs ESO is the most apparent and clear cut one I can give (and I'm not saying anything of the quality of either by the way).
SWTOR is another good example relative to the original KotOR games. KotOR 1 and 2 told stories and had endings. SWTOR has lots of a lore, and I'm not for a second suggesting that the class storylines and companions are not well written (if not the best in ANY MMO I've played over the years (perhaps alongside Secret World)), but the world of SWTOR doesn't change. Every single planet you visit beyond the starter zones is a Sith vs Republic warzone, and they are locked like that forever. Enemies are disposable, pose no threat and respawn. Quests are of the "Kill 10 of X" and "Take widget from A to B" variety. There's no game over screen, no failure state. There are consoles to click on and hotbar abilities to rotate thru but all the classes are balanced to the floor. In fact, it originally released with skill trees, but those were too complex to balance so BW got rid of them; now every single player of a given class has identical skills as they level.
Even the agent storyline, by far the best, doesn't affect change. Major spoilers if you haven't played it, but amongst the Agent lvl 50 storyline endings are the ability to a) go rogue, b) defect to the Republic, c) reform imperial intelligence as it was. There were two further endings, but I *think* they were cut (create new "Sith" Intelligence or become right hand to a Sith Lord). Now despite the b) ending, you can never actually join the republic. Going rogue (a) or doing the opposite (c), doesn't matter, you still run around the Imperial fleet to click the auction house and item vendors. And despite being quite generous and saying that SWTOR may well have some of the best storytelling in an online multiplayer game, it still doesn't have the depth or scope of its offline predecessors (tho they absolutely do manage to make them feel quite personal and that does deserve credit).