1. Success is not guaranteed. At all
2. Things enjoyed by the masses don't need additional support to stay alive
For games like Quake 3 it was quite open before it was old. The game was community mod'able during its prime. You had mods like OSP being "the" mod for competitive game play (1v1 DM, Team DM and CTF). It being fully open sourced later on was icing on the cake.
Wikipedia said it sold 319,970 copies for about $15 million[0]. It was a 1 time purchase game for like $50 at release. It took 1.5 years to make with a team of 9. Not a bad turn out for a single purchase and open game with a self hostable server component. Keep in mind that was 20 years ago when gaming was way less popular.
Why should a matchmaking/game browser use proprietary code? Create standards and use off the shelf components for common problems. Whenever I go into the settings menu of a game I wonder how much time has been spent reinventing it.
I'd like to see DLC die tomorrow please and we get back to passionate people making maps and mods again.. maybe have a community where people build things, become game developers because they enjoyed the hobby.
I completely agree. Game devs have stripped so much away from the user. Matchmaking, lack of server hosting, no mods. It feels like much of the community has gone.
I play BF5 regularly and there's still a large number of 64 player servers full all day, every day. However, there's very few community servers and cheaters are so common. EA/Dice have abandoned it and there's no way for the community to keep it going.
Another game I used to play, Wolfenstein: Enemy Territory, is free to download [1] and still has plenty of community hosted servers/mods. That's a game coming up to its 20 year anniversary.
[1] https://www.splashdamage.com/games/wolfenstein-enemy-territo...
There are pros and cons to both. But is this a forced choice, or can we have both?