Let me use a few of the games from before as examples. These lead to a consistent pattern: A game that could be an incredible back and forth battle turns into a zerg rush. For a significant portion of the gaming demographic, if someone doesn't feel assured that they're going to win at the game's objective, they make their own objective. Shooters like Overwatch are notorious for this in competitive, with people "getting gold elims' even as their team fails to secure the objective. Call of Duty Domination maps are typically 10% people trying to win for their team, and 90% people who want easier kills going for those foolish 10% trying to cap objectives. Even when there is a stated objective, many players are not playing to that objective.It's a small percentage of the players, but it's a significant percentage. Joining a game with 10 seconds left and getting a victory screen is the same satisfaction to them as a long hard-fought battle. They want to win, they don't care how they win. A certain percentage of the playerbase HATES to lose.A game where you're fighting "For the sake of victory" will lose to one where you're fighting "to unlock that next accessory on your gun" or "To get a fancy hat." Progression systems have become integral to big online video games.Penalizing players for dropping out of such a game will kill sales. Thus mass warfare games are all drop-in and drop-out. ![]() If a round lasts half an hour or more, you can't expect the people at the end to be the same people you started with.
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