Can you provide me some examples? I need to see clear axioms here.
Axiom 1) Real money markets and spend are only useful if players are playing your game
Axiom 2) Players are less likely to play your single player game once they are done playing the campaign
Axiom 3) add multiplayer to extend the life of game
Axiom 4) add more content for free to increase the time spent playing the game and ideally they will spend money purchasing with real money.
Evidence:
Rise of tomb Raider post launch support
Assassins Creed Origins post launch support
Shadow of War post launch support
Results: All single player games included new modes and content for players to chew through after launch. All games have some form of card system to spend on lootboxes/packs.
Not sure what you are asking for, seems you are pointing out you position on benefit of recurring revenue while I am posting the negative aspects of recurring revenue, somewhere between the two views is the balance required by studios/publishers; IMO anyway.
Or are you asking for more information about the EA/Respawn situation and Titanfall 2?
In the mean time.
Axiom 1) Well point 1 also comes back to then if they bought the game.
A game can be very average in terms of content/sold but the recurring revenue is what can save the game in terms of financial analysts; it does not necessarily encourage or promote good game content.
Classic example of average game would be Evolve and it was recurring revenue that helped to save that one, while it continued having critical comments about content and extra cost related DLC content - this was before the current strategy took off with online recurring revenue but fits Axiom 1 IMO.
Axiom 2) Look to how well Borderlands and Borderlands 2 did with the core game and DLC content, or Witcher 3 and its DLC along with the provision of interesting free content.
The key is providing value in terms of playing the game whether that be worthwhile detailed side-quests/levelling structures with NG+ replayability and beyond/structure to items/crafting/etc.
Where levelling per se is not part of it, well look back to Far Cry 3 with how they provided lengthy game play.
The downside of Axiom 2 is that seems your rationalising the reason to create superficial recurring costs content to gain more revenue beyond the x million games sold and importantly x million worthwhile DLCs.
All games have a lifespan but it comes down to whether the revenue earned from sales is enough for a big publisher or if they want even more money.by extending its life and encourage players to use the recurring revenue related services (helps to slow down development costs anecdotally I accept and cycle of franchise releases).
Axiom 3) that has been around before the more aggressive aspect of the current testing of recurring cost services, look back to Borderlands 1 and 2 which is primarily a single player game but also designed to be a fun small team game as well (at epic type levels).
But not all games are designed that way but still make a lot of money or seen as very succesful; Witcher 3.
Axiom 4) content does not need to be free as long as it is deemed worthwhile; again Borderlands 2 did very well with the various DLC or most of them anyway.
The concept of free content is mostly an illusion because they will balance the price with other mechanisms whether tied into gameplay content or encouragement to pursue recurring cost/DLCs.
But to just clarify you post and mine is in response to the context of single player games that are also being targetted for recurring cost revenue even if it does not necessarily fit well, furthermore where the focus seems to be on this aspect can be to the detriment/focus of the gameplay; example is that the single player campaign in Battlefront 2 is very average with the purpose of pushing people towards cheaper pvp map online fps and the recurring revenue (albeit disabled for now) - cheaper than making a good content single player game.
TBH I think a good proposition is a balance between the two views, but the concern is the giant publishers are there to make a serious amount of money, and there is just more money reducing decent single player campaigns in general and create a sort of smallish MMO game ala Destiny/Destiny 2 or PvP maps around a concept (Battlefront), or a publisher may grudgingly support a single player game but push for the game mechanics to tie into some online recurring revenue cost (has two benefits one of revenue and also to encourage younger gamers to buy the a legitimate copy of the game rather than use pirate copies missing said services).
This does not apply to all games, 1st look seems latest Assassins Creed game is nice even with its recurring revenue, but I am yet to see any comments about very late game, which is one area it seems the recurring revenue hits Shadow of War and is kinda in your face with regards to game mechanics.