Well, the short answer is “hell no”.
In the blandest, most generic definition a “Game as a Service” is defined with a game that recieves support past its release date.
This is an incredibly wishy-washy definition that would make every game that ever released a post-release patch a GaaS. Which is bullshit, of course.
A more realistic definition would be either a game that extensive support in the form of added content after after the point of sale, rather frequently with continued monetization.
Look, I like my games as bug-free as possible, so I wouldn’t bitch about patches, and some added love after the main course can be a good thing. But there’s a time and place to call it quits.
Allow me to elaborate in the shape of a few examples:
Warframe has had content added since its release back in 2013. Since then, pretty much every system in the game has experienced several overhauls and extensive changes. And so much stuff has been bolted onto the basic game that a newcomer cannot hope to comprehend or navigate it without either help (and thank goodness that the community of the game is among the more friendly tribes out there) or without digesting about 2 wiki’s worth of content.
Also, while the monetization is amongs the least obnoxious examples out there, it’s still present, and it permeats nearly every aspect of the game. A newb and his premium currency are soon parted. Trust me, I’ve fleeced about 6 grand worth of platinum from others.
Final Fantasy XIV is held up as one of the shiniest examples of what a MMO can aspire to be, and is lauded for it’s friendly (well, some would say passive-agressive) community and exquisite storyline. However, in order to get to the late game content your friends probably want to play, you need to complete the entire main storyline of each expansion in sequence, OR buy a skip. That used to be okay when it was 2 expansions. Right now, you’re looking at several months of playtime just to get to the current stuff.
Not to mention that the engine is creaking, suffering from spaghetti code issues and database limitations.
And since the class abilities have a hard cap (number of abilities assignable to a controller), they get either stretched out to the degree that classes feel incomplete 3 expansions in, or suffer from having a stale rotation with minimal upgrades.
And for a non-monetized example: Stardew Valley
Since release there’s been a slew of updates that added some (comparatively minor) gameplay elements and QOL features. Which is nice. And it’s free.
But let me be honest: Most games are played once or twice with today’s amount of new stuff rolling in. It’s totally nice that there’s a new romanceable partner and that I can turn my kids into doves now, but does that justify a new 40+ hours playthrough, slogging through the same elements I’ve done a crapton of times before?
There’s not even the mercy of procedural generation, most of the elements are exactly the same every time around.
And that’s the “good” examples.
If you use this ruthlessly, you get World of Warcraft, where hopelessly addiced people grind happily ever after without even considering how shitty their favorite pastime has become compared to newer entries.
No time for other games, monthly sub, in-game shop, cheating, botting, toxic community, and a publisher that could probably eat babies on prime time TV without their customers considering NOT giving them money for a change.
And those guys don’t hold a candle to the inherent cuntishness of the mobile game market and the wallet abuse that is gatcha gaming.
If getting the entire content of your game requires me to mortgage my house and sell my firstborn, in addition to involving gambling and pychological hooks that would make a drug pusher pause, then there is something inherently wrong with your game design and your perceived value as a human being. Full Stop.
I don’t mind an expansion pack. Hell, I don’t mind 3 if we really must. But at some point it’s time to leave stuff be and think about a sequel or something new, not constantly re-treading the same tired game until the heat death of the universe.
In Conclusion:
The concept of “Games as a Service” deserves to be gently lead behind the shed and mercilessly clubbed to death like the abomination that it has become.
It’s all fun and games until “how addictive can we make it” becomes a defining feature of the design process. Sequels instead of in-game shops. Not “in addition to”