That said game design and moderation can help alleviate the toxicity. FFXIV is fairly decent for this, as raids tend to have zero setup so at worst you just waste time attempting them. Contrast with other MMOs where you have to earn entry or face significant costs to attempt, then more costs when you fail, that's understandably a recipe for toxicity even in a supposedly cooperative game.
Team Fortress 2 also comes to mind, what a beautiful community.
They spent a lot of time tuning those mechanics with the stated intent of making multiplayer that was cooperative and positive.
I think what they achieved is generally quite impressive.
I do continue to see this mentioned on Reddit. I've got hundreds and hundreds of hours in DRG and it's all solo aside from literally 5-10 games I played with friends-only (but none of them play regularly). I'm so glad DRG support single player, gives you a bonus (Bosco), scales the game, and lets you pause. I'm glad the multiplayer is good, I'm happier that I don't have to deal with it at all if I don't want to.
It's been really sad to see my favorite franchises slowly go online/multiplayer (Elder Scrolls/Fallout) and I constantly worry that the games I've been playing for over a decade (like Oblivion, Skyrim, FO3, FO:LV, FO4, ME1, ME2, ME3) are the last of their breed. For me even having multiplayer/online (more specifically, a recurring revenue stream) taints a game in the same way that IAP taints mobile games (with the exception of "remove ads", "full unlock", or "unlock level pack", if I see "500 gems" I run in the other direction). It skews incentives and ruins games. No matter how much you swear up one side and down the other that it doesn't, it's not true. PvZ 2+ was ruined by IAP and EA even went back and ruined PvZ 1 (even for people who bought it). "Where's The Water?" was also a great game that was littered with IAP in the second version, Angry Birds as well has fallen. It makes me incredibly mad and sad that there are so few good single player games and the ones that do exist aren't coming from AAA studios/big names. DRG is a good example, so is something like Factorio (which does have multiplayer, but don't monetize it). Cosmetic-only DLC/IAP seems to be pretty safe overall but I still worry how much longer it can last when assholes like the CEO of Unity thinks anyone not prioritizing monetization are "Fucking Idiots" (His "apology" is meaningless, he meant what he said and fully believes it).
It just feels like we will never see something as pure, wonderful, and buggy :) as Skyrim again. Even that game has the shitty "Creation Club" or whatever they called it trying to monetize mods. ES:O/FO:76 are garbage compared to their predecessors. Indie games are great and seem to be the only place you see a real desire to create something fun, not just something that will print money, but I yearn for the kinds of games we just don't see from indies (again, ES/FO/ME to name a few I've loved, if you know of any like this please let me know).
I desperately hope I'm wrong and we see a resurgence of games that try to be fun instead of casinos in disguise. Until then I'll keep playing my old games and the few indies that make me happy instead of feeling like a second job.
Is more of an action rpg, but its also has very satisfying crafting system.
They have a lot of DLC's but all of them are just gestures and skins for your various npcs.
IMHO, Paid upgrades are better than IAP or subscription models from a user perspective. Moreover, they encourage innovation rather than revenue stream cultivation.
Out and out capitalism does not optimize for the value to the consumer - that is merely a constraint to be minimized in the name of cost control and revenue maximization, I would contend.
My fiance definitely prefers SPGs over mplayer, mainly because she never has to consider dealing with this BS or playing on someone else's time. And she gets sadder and sadder every time she is forced into some mplayer experience when she just wants to enjoy a game alone. And I can completely empathize.