None of what i said specifically is a concern for SP. It's why i said them to begin with.
My bad, didn't really bother to read your entire post.
You are actually right on what you said about player retention.
There's a huge difference between selling one or two $30-40 DLC and a 10 year support plan. Also, if you keep adding too much content to a specific game there's a real risk of scaring off new players, something that isn't an issue with sequels.
Ofcourse there's a difference.
I already acknowledged that.
The point was that GaaS titles aren't some sort of service like GamePass, but actual products with long-term support.
So I don't think a statement like "services are more difficult to sell" is appropriate.
Only because there are a lot more SP releases, they're much easier to make after all. A guy living in his mom's garage can make a SP game on his spare time.
and they are also prone to be massive flops if they can't hook the player straight away, which happens to a lot of sp games.
As I said, both sp and Gaas have their own pros and cons.
What you're failing to see here is that all the GAAS i mentioned had serious backing and were often made by experienced studios, and they still failed miserably.
I don't fail to see that.
What you fail to see is that one of the pros a Gaas title has, is the potential make a major comeback.
That's because of the concept of long-term support.
Meanwhile, SP titles don't, making them much simpler investments compared to GAAS.
Yes, but then we run into the issue of rising development cost and increasing development time, which is a major issue nowadays.
Even Nintendo addressed it recently.