Soldiers Inc Overview (The Big Picture)
I've heard some posts from players that amount to "they just want money".
I thought that putting things into context might help both the players, and the company providing the games.
To develop and release a MMO typically costs about $30 million. (That's a 3 followed by 7 zeros.)
Most people in this world don't have that kind of money to simply make a game with, and those that due tend to not just waste it for the sake of entertaining others. That means the money tends to come from investors. Those investors expect to get not only their money back, but also a "usage fee" from having their money used. This is sometimes called interest, dividends, or profit. This is not going to the company that developed and released the game, it is what they must pay to the people that fronted the money.
How much do these investors want for their money? Typically about 20% per year for a project with this kind of risk. That works out to about $6 Million per year. Unlike a mortgage on a house, this $6 million doesn't reduce the outstanding debt. The company must pay back over $6 million to reduce their future payments.
Another important point is that this $6 million doesn't go to paying the staff to fix bugs, answer questions, power the servers, change light bulbs so that they can see the keyboards, etc. The brick and mortar, as well as the staffing and office equipment, are all extra.
Soldier's Inc got a bit of a break though: the company was able to make 6 clones using the same game engine. Only the graphics change between them. (For the most part.) Assuming the graphics were free, made by artists doing it for the sake of their artistic pursuits, that would allow the company to divide the investment of $30 million across 6 games, and each game would only need to generate $1 million a year to support the payments on the debt to investors.
It also means that chasing down bugs can be paid for by all 6 games, then applied to all, making the staff requirements nearly 1/6 the size for any specific game.
The down side is: the code for all 6 games needs to stay nearly identical to prevent running up staffing costs. In other words: you played 1 game, you played them all. It also means you can't switch games to avoid changes you dislike, because their other games will have them also. While they might not be released into all games at the same time, eventually the changes will affect all.
This is one of the reasons the company will say things like "We are not going to reverse the change we just made." Because quite simply: they can't.