> Thats a cynical take.
Primarily driven by my utter disgust for modern monetization mechanics, corporate greed and gambling. Cheaters, IMHO, are an inevitable side effect of combining gamification with gambling, with no barriers to entry, and with removing social barriers of entry.
> The requirements change drastically when you have a larger audience.
The market has exploded in the 12 years between UT2004 and The Division.
> The market has exploded in the 12 years between UT2004 and The Division.
Yes, and you can’t assert that it didn’t happen at least in part due to efforts to make games more accessible.
You couldn’t release a game like UT2004 today with the same UX and expect competitive sales. Even if you did, the experience would scale very poorly.