That's pretty much what you're signing up for when you buy a console game-as-a-service from one of the big publishers these days. These games are made to be huge hits; they make their money from having some critical threshold of players that can be milked with battlepasses and microtransactions. If a GaaS doesn't hit that threshold then the publisher fast tracks a sequel and has to find a palatable way of ushering all the players from the older installments to the newest one. Every bit of marketing that Ubisoft does for the latest Crew game probably ends up seeing some percentage of those prospective sales cannibalized by the older and heavily discounted iterations of The Crew. The fact that Ubisoft continued to support it for 10 years after multiple sequels is actually pretty commendable. It's only when you look at PC games where you get services that seemingly operate in perpetuity. UO, Everquest, DAoC, etc I believe are all still operating today.