Fundamentally, Fatshark (and any dev) want to have as many players playing their game at a time as they can - it’s the engagement metric. And this is linked to engagement = revenue through MTX sales and/or base game / DLC sales.
And fundamentally, there are two ways to go about engagement: making games that engage players through addictive gameplay (i.e. I just want to play one more mission/turn/run!!!) or that engage players through manipulative (e.g. dark pattern) practices.
Fatshark has leaned heavily on the latter (dark patterns), I guess under the theory that if they can get big launch numbers they will attract enough whales or other users willing to spend in the MTX shop that it will provide the revenue they want.
This may indeed work as they planned financially, but they’ve also damaged the game’s public reception/reputation and its ability to grow the user base over time.
Deep Rock Galactic provides a great counter-point, where the incentives are always geared towards getting people to just play the game. Nearly everything in DRG related to progression is oriented around consistent and predictable rewards. If you start an assignment, you get a guaranteed set of missions to play (no RNG for the chance to get the right mission) with a tangible reward at the end (resources, unlocks, etc.). When you’re done with the assignment, you can take on another one right away. The season system rewards doing in-mission challenges to help you progress through the season reward tree faster.
All of these systems in DRG respect player time and encourage you to actually play the game (and take on fun additional challenges during mission for greater rewards). DRG isn’t stingy about handing out rewards. They know that the constant trickle of rewards for playing compounds with solid core gameplay to keep players coming back.
And it shows in the numbers. The trend line for player counts in DRG has simply gone up over time and continues to climb (with the occasional spikes helping to boost the baseline).
DEEP ROCK GALACTIC:
Darktide is probably following the Vermintide 2 trend (below) where the baseline average numbers are slowly declining overtime. There are bumps backup when big content drops happen, but then it just dips lower again afterwards.
VERMINTIDE 2
The irony of all of this is that many people will gladly support developers with DLC and MTX when they feel valued and respected as players. I’ve bought a bunch of the cosmetic DLC for DRG just to support the game because I enjoy it and respect the developers.
Granted, I’ve also bought a lot of the DLC and MTXs for Vermintide 2, so I’m part of the problem. But I have to imagine the potential earnings from gradually growing your player base and having a continuously expanding pool of regular players is going to be better for long term financial success, company reputation, and player engagement than designing systems to prey off whales.