If you really want to go about it, future available content is the ultimate decider of long-term game health.
That's really not the case, though. What determines a game's long-term health are:
1) How fun the game is, and how fun it continues to be the more you play it
This is a big one. You can have tons of content for a game, but if it isn't that fun and gets stale pretty quickly, that content won't matter. There are also a LOT of games that have had no new content for decades, yet still see plenty of people continuing to play it (either frequently or occasionally) and enjoy it--see games like Super Mario 64, Starcraft Brood War, Warcraft 3 (though Blizzard damn near killed the game with its Demaster), Zelda A Link To The Past, etc.. This is, in fact, the basis for remasters and remakes--you just make the game easily accessible for current generation hardware/software with some updated graphics (and maybe a few Quality of Life improvements), and it sells really well, because it's simply a very good game.
2) Good caretakers (if needed in the first place)
If you have a multiplayer game, the multiplayer experience is going to depend a lot on whether or not there are people safeguarding it from hackers, harassers, griefers, etc.. In games where there is no official caretaker, and privately owned servers are the norm, this can still work just fine, because those privately owned servers have their own moderators/owners that can and will intervene if someone is caught cheating or griefing or whatever.
On the other side of the coin, you get Titanfall 2, where one disgruntled former-employee of the developer used his knowledge of how the multiplayer's back-end works to relentlessly ruin the servers for players (while also backing off the moment any sufficient attention was being drawn from news or the developers), killing what would have been a very fun and healthy playerbase.
3) Accessibility, both in terms of buying/accessing the game and in terms of learning how to play it
A game is going to be better off in the long-run if it is relatively easy to get a hold of it yourself and play it. This is a big part of why emulation is so incredibly important--the number of games that are more or less unplayable or inaccessible without emulation communities/software is staggering. Backwards compatibility for consoles becomes very sketchy at best if you go back more than one generation. These days, it's all about remasters being sold at full price (which is insane).
On the flipside, accessibility in terms of learning how to play is important, too. Super Mario 64 is very easy to get into on top of easy to get running on your own PC. This means that any fan of Super Mario Odyssey can easily pick up an emulation of SM64 and have little trouble learning that game.
4) Modding! Modders are essential for a game's long-term longevity, because modders will continue to work on a game LONG after the developer will even consider working on it. Modders will, in fact, tend to put out some amazingly high-quality stuff over time. My favorite example of this is Freespace 2--the developers made the entire game and its engine open source after they lost the license to publish more games about it. The community then spent almost two decades not only adding a ton of content, features, and improvements into the game, they've been building up the game engine tremendously ever since. The best stuff that community has put out is absolutely phenomenal and actually puts most modern games to shame.
And subs are another avenue WG has to take unless the playerbase will be satisfied by ever increasingly distorted forms of napkin sketches.
This is completely false. WoWs has suffered from a number of problems as Wargaming has added more ships and mechanics into the game. Carriers have only become even more of a horrible problem for gameplay--the rework was disastrous from a number of angles: the entire intent was to boost the proportion of players playing carriers, with all other concerns secondary. As a result, when their rework failed to make the class more popular by itself, they buffed the hell out of the class until it got more popular. This came at the expense of everyone else, because now almost everyone's AA was garbage, carriers had an unlimited number of planes, a single squadron of planes could attack one ship three times in a row, and carriers themselves went from very squishy targets to the hardest ships to sink in the entire game.
The increasing prevalent of Radar has, when combined with carriers now having little reason to fear aggressively spotting DDs and the RPF skill, made DDs more frustrating to play than ever. At the same time, light cruisers are an increasing rarity at higher tiers because they tend to get annihilated by battleships, dumpstered by carriers, or outspotted and flanked by DDs. Battleships play even more passivley and cowardly because carriers, HE spam, and torpedoes that specifically dumpster them (deepwater torpedoes, very high-speed torpedoes, etc) will punish them heavily if they push in without knowing exactly what they're doing.
'Terrible treatment' is an exaggeration, really. While WG fucked up and fucked up badly with Yukon originally, I watched Sub_Octavion and shonai (high-level WG staff) literally spend weeks bending over backwards trying to accommodate LWM and co all the while the latter spent days making very vulgar remarks the whole debacle. And even if the Sackville camo became the deal breaker, LWM and her fellow Canadians managed to get some obscure from the middle of the woods Canadian ship planned as a premium, with all the work done on WG's side as new material.
Wargaming has a long and stories history of treating its CCs horribly. Remember that time when they used the DMCA feature on Youtube to take down a criticism video by one of its CCs via copyright strike--something that is supposed to be
illegal?
Remember when they continue to ignore everything the CCs say, regardless of the circumstances or reasoning presented? Even after the CCs are proven correct time after time?
I honestly think they should dump Huron, because from the community's antipathy, its pretty clear that nothing they do will appease the masses.
Goddamn,
that is a hell of a take. "Wargaming continues to treat its community like shit, and even the most token of 'efforts' that are themselves broken promises are not received with universal praise, thus they should not even try to make any effort at all, ever" is spoken like a true bootlicker.
This is a company that puts gambling into a game that is marketed for children. This is on top of continually worsening the game to shoehorn people into paying more for things they already didn't have to pay for in the first place. And, y'know, retroactively making the things they had bought a LOT worse--not for balance reasons, but for sheer negligence and apathy.
And even then the CC fiasco is full of drama and victim-blaming. Like, for instance, it says a lot that most of the people who left are the bottom-barrel of Twitch, and those who aren't haven't had the most stellar of personalities either. Flambass is basically budget Flamu with twice the toxicity, Denarmo is basically salty noone wants to watch his non-WoWS related content, IChase went and did character assassination on Yuro (let's get this clear for those of you raising the pitchforks - what Yuro said in his private chats outside of that was irresponsible and wrong, period) just because he couldn't stand Yuro calling the crowd out on how meaningless their actions were. Its really telling that most of the people who left are the NACCs, with EU being divided on the issue, RU going into complete radio silence and Asia's opinions summed up in a similar but less inflammatory way than Yuro's. Its also rather telling that the reason cited was 'not listening to feedback', when its clear that said feedback was people trying to demand balancing changes to certain ships.
Man, it's incredible to see you accuse the CCs of victim-blaming while simultaneously victim-blaming the CCs. Not to mention how
incomprehensibly wrong you are about the character and actions of the ones you name! Flamu is not significantly toxic, and his arguments are rock-solid (and he has proven, over and over again, how he has predicted EXACTLY what would happen, both in terms of the results of Wargaming's actions, and in terms of what Wargaming is going to do and why). Flambass being more toxic than Flamu is just hilariously wrong on so many levels. Indeed, he's the kind of guy who hates negativity, but finds negativity from Wargaming and their practices just impossible to ignore. iChase is a pretty easy-going guy; it takes a lot to make him act any differently. Calling iChase's exposing of Yuro's character (which iChase himself had only just learned at that time) on a more public level was absolutely the right thing to do--a blatantly racist, homophobic, anti-Semitic asshole should never be allowed to remain a CC. Yuro himself admitted that he said all of those things.
RU going into complete radio silence is a laughable take, given that one of RU's CC's was recently kicked from the program after he revealed (through publicly available information) that Wargaming's staff combined had only played 230 games in the past six months, proving that Wargaming indeed barely even plays their own game (and thus, in refusing to listen or care about the feedback from the CCs who DO play the game more than anyone, inevitably means that they are totally out of touch with the game itself and what is good or bad for it). Not only did they kick him out, they then used a promo-code the day afterwards that was a very obvious "fuck you" to that guy specifically.
And this isn't helped by how much harassment those who remained got. Like, my clan leader (who's one of the remaining CCs) got no small amount of hatemail, and a few others including Daniel Rusev also got hit by the blowback because they weren't taking a 'united stand' against WG.
Considering that Flamu, Flambass, iChase, and Jingles all said (in the very videos covering the subject) to NOT harass or attack the CCs who decided to stay (and explained why it would be wrong to do so), I'd say that attacking the CCs who left over it is plain wrong.
To be fair, its not like WG didn't fuck up, they fucked up hard and I'm hoping the backlash puts a limit on the lootboxes they pull (especially since they backpedaled hard on Missouri), and I hope shonai sticks by his promise to make sure to avoid such communication fiascos in the future. But in reality the community gives the CCs far too much credit for their nonsense when its clear when a good chunk of them are bloody hypocrites.
Gambling (ala "loot boxes") in games is flat-out wrong and should not be "okay" under pretty much any circumstances. It's predatory and exploitative of one of humanity's major psychological vulnerabilities. It's anti-consumer, bad for the game in every way, and ALWAYS tempting any profit-driven company to just push further down that slippery slope.
The fact that people do stupid shit when they are in PTS instead of live put that idea dead in the water, and the lower playercount for all of WG's side modes is telling. Randoms is, first and foremost, WOWS's main gamemode. While ranked isn't exactly the best way to go about a test, it was the best choice to put a sub test as it guarantees a high level of participation and player effort in making them work. And putting them in Ranked first and foremost allows them to be measured by a more competitive mindset instead of a casual one, which has been what people have been asking for the past few months.
Correlation does not equal causation.