How Mandatory Online Play and a Subscription Model Undermine Simulation Freedom
The "On Air" game's always online requirement is a major drawback. It restricts gameplay entirely to online sessions. While this does enable multiplayer and live interaction features, it creates several problems for those who don't want these features. Unlike traditional simulation games, "On Air" does not offer the option to save locally or play in offline mode. Instead, progress is tied to the servers, which limits flexibility and gives the servers control over what you can and cannot do. The need to be online to play exposes the game to restrictions that contradict the expectations of the simulation genre, where offline freedom and local customisation are often considered the norm.
Furthermore, the subscription based model creates a long term financial commitment. Unlike traditional one time purchases or optional micro transactions, players must pay consistently to retain their in game progress, resources, or station. This is particularly burdensome for casual gamers or those on a limited budget. The pay to play structure forces players into a grind to afford progress, which can be alienating for those who are unwilling or unable to commit to recurring fees.
It's also why I stuck with PC based managers when I spent a large portion of my time playing X Plane 11. For many people, the fundamental drawbacks of "On Air" outweigh its features, making alternative one time purchase programs like Air Hauler 2, or free alternatives like FS Economy, more attractive and sensible options.








