We already struggle with preserving games, but how do you preserve a game like Paragon? You don't really, and so players who loved it must now be content with the memories they made during the game's brief lifetime. It's the extra layer of uncertainty that comes when games exist as a service - meaning that even if you love it one month, you may hate it the next, or in this case, it could be gone the next - that gives me pause. Did you pick up that SNES game back in the day because your friend at school wouldn't stop talking about how cool it was, only to be letdown? Did you buy that PS2 game based on a review you read in a magazine, but found you vehemently disagreed with its assessment? Or maybe you didn't read any reviews or hear any word of mouth, but grabbed a game based purely on trailers and/or box art, only to find it was nothing like you imagined? That's the nature of 'games as a service,' and it highlights why some are so skittish about getting involved with modern games.ĭon't get me wrong - any game can be a risk, and to varying degrees, that's always been the case. And going forward, there will always be a chance that money spent could end up being money thrown down the drain. Epic is doing right by its consumers to give refunds, but there was always a chance it, or any other studio, wouldn't.
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