Frankly, the live service model has succeeded. It's flushed out the others. It's proven to be the only way, realistically, you can make a game with a $100m+ budget successful. In the pre-live-service era, getting more than 20 hours out of a video game was a rarity. Only hardcore Quake and Starcraft nerds played the same game over and over for years on end. Now, if your game isn't going to provide a solid 200+ hours of continuous content updates, forget being seen as a major event, you're going to live on the clearance rack.