The games-as-a-service trend has changed what developers need from partners, and how much input they want
The world of free-to-play games is a sort of Bizarro World reflection of the traditional games industry, with things working directly opposite the way they used to. Most obviously, the games are being given away instead of sold for $50 or $60 a pop. On top of that, a free-to-play game’s launch typically represents the beginning of the hard work, not the end. And perhaps most surprisingly, developers now want more input from their publishing partners, not less.