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originally posted in: In Defense of Everything You Hate
6/7/2013 8:01:32 PM
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Hey Squirrely. Nice post. I had a hard time coming up with a few counter reasons to justifying posting. (the sign of a well-thought out OP) My main issue with the new direction of the industry is it's customer destructive. The policies enacted by Publishers/Developers put roadblocks in the experience of legitimate, paying customers while do little to nothing to dissuade their true target: Piracy. I'll hit your arguments point by point. [quote]When you buy a game, you’re not buying a physical object, you’re not buying an item with a measurable depreciation value. When you buy a game, you’re buying an interactive experience.[/quote] I see your point here. You're arguing a used game is unlike a used car. When you buy used, you're still getting the same experience as if you bought it new. (unlike the care which will have degraded somewhat) It's a valid point. However, I disagree. While video games may not suffer from direct physical degradation, (they do to some degree with disk scratches) most video games suffer from consumer degradation. They are like a flash in the night. 60-70% of a games total sales are made in the first 2-4 weeks, with an additional 15-20% made off mark-off sales later in the release year. Thus, from a profit standpoint, Developers and Publishers see little to no damage from gamers reselling their gamers are local retailers. To attack it from another angle, consider console games vs. PC games. PC gaming has gone through a massive revival in recent years due in no small part to the accessibility of Valve's Steam platform. Not only does this service allow a central hub for gaming, the sales Steam pumps out are absolutely ridiculous. I now own more PC games than ever before thanks to such sales. However, on the console spectrum we see no such service. Console games tend to stay at full price longer. (some even until they go out of stock) There's not central service with which to access these games and blowout sales (like Steam's) are very rare indeed. Thus we see the used/traded games system coming into play to fill this cheaper void for accessing titles you may not normally have payed full price for. It's a direct reaction to Publisher's refusing to drop console game costs. Now, there is a possible solution. The next-gen consoles feature downloadable games via individual marketplaces. That sounds somewhat like Steam no? However, these marketplaces are still console-specific AND directly managed by the creators of the consoles themselves. One of the strengths of Valve's platform is that they're 3rd-party compared to any hardware manufacturers or publishers. It gives them unique perspective and market practices that makes everyone love them. I don't trust Sony or M$ to do the same. (M$ even less so) Then there's the issue of the Sync. (XbOne) Another strength of Steam is that you can play any game you download offline via the client. That's convenient. Especially for us rural gamers that frequently see several day blackouts or lack of service. Making a console unable to play ANY of it's titles because the player lacks an internet connection is a deal-breaker in the grandest of senses. There's no reason for such a system to exist. It hurts M$'s legitimate customer base. [quote]But does the passage of time make the experience of the game measurably lower in quality compared to its quality on release?[/quote] Not necessarily. Though the answer to the question is more complex than you're making it. As games continue to improve, gamer expectation increases, thereby depreciating the value of previous titles in comparison. It's like playing Halo:Reach vs. Halo 1. I have a really tough time justifying booting up Halo 1 because Halo:Reach has so many little improvements that Halo 1 eventually just ends up feeling incredibly dated. I think your question should more be issued as "Does the passage of time make the POTENTIAL experience of the game less?". In that case, the answer is a resounding no. But there's no reason why a gamer should pay $60 out of pocket for a game released 2+ years ago. The potential experience is still there, but market expectations have increased exponentially, thereby depreciating the game's value. [quote]And they are right. Developers who own their IP, their interactive experience, have a right to make money selling access to that experience. [/quote] I again feeling you're simplifying. If their experience is persistent or constantly receiving updates, yes. Hence MMO subscriptions. Again, there is a point at which that experience will depreciate in regards to market expectations. And in this situation a developer can either let their title die quietly at $60, drop the price in hopes of pick-up sales, or rely on used game circulation to continue to create exposure for their company. [quote]So why are you complaining about DRM?[/quote] As I've said previously, DRM impedes the legitimate buyer by putting ineffective and unnecessary checks on their freedom to do a variety of things with the product they've purchased. It also little benefits the company instituting the DRM, as it fails to address the issue to which it was created to combat. (piracy) If we're talking directly about Next-gen, DRM (and online checks) will cause greater depreciation over time than used games ever did. I am of course talking about the scary "server shut-off" eventuality. On the far-off day when the XbOne servers are no longer viable to keep running, an entire generation of games will depreciate to zero. No Sync means no play. And no play means zero value games. So honestly, I'd be a bit concerned about 'always online' and 'DRM'. It's checks on your freedoms as a gamer and a paying customer of the industry. Don't go quietly into the dark my friend. Question, don't accept. Not all these policies are customer hostile, but it's our job to continue as informed consumers to let the Industry know what is okay and what isn't.
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  • Thank you for such a well-thought-out response, but I spat out my drink somewhere in the middle. I boot up CE all the damn time and it never feels dated to me. Reach feels so flat to me sometimes. But why is it that DVDs are still a reasonably common medium of entertainment in the home, but such things aren't really taking place on that front? I can buy a DVD, arguably the same thing as a game, licensed entertainment, and I can do whatever I want with it, sell it to whoever, and they can use it however they want, and so on. Why are gamers under all this pressure that movie-goers aren't? Perhaps it's the demand, movies are easily more watched online than on disk, but that shouldn't really matter. I agree that always-connected is a terrible idea, there is no reason at all that I shouldn't be able to play offline games offline.

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  • I would like to comment a few things. [quote]They are like a flash in the night. 60-70% of a games total sales are made in the first 2-4 weeks, with an additional 15-20% made off mark-off sales later in the release year. Thus, from a profit standpoint, Developers and Publishers see little to no damage from gamers reselling their gamers are local retailers.[/quote] The numbers are saying 60-70% of the sales are in the first 2-4 weeks and the rest later in the year. However, do these numbers include the resell numbers? If not, the numbers are worthless in this debate, because we don't know what the numbers are if they include the resell numbers. For example, if 30% of the owners resell their discs, the sale numbers will flip to 40-50% in the first few weeks and 50-60% later in the year. However we also don't know what the impact will be on resell numbers with the prices. Also: [quote]However, on the console spectrum we see no such service. Console games tend to stay at full price longer. (some even until they go out of stock) There's not central service with which to access these games and blowout sales (like Steam's) are very rare indeed. [/quote] The problem here again is, there are no sales [u]because[/u] there are resales. Resales damage the income of the companies which in turn cannot afford to do a sale, which in turn causes more resales... Steam can use sales [u]because[/u] every copy sold cannot be resold, which provides more profit for the companies (which encourages them to do sales). Steam (pc-game) sales didn't exist before well... steam existed... I think the chances are very high that if consoles start using a steam-like system (no resales, the cloud etc.), the consequence will be that we will have sales on consoles! But ofcourse I can also be naive :( My point is: at first everyone hated on steam because you couldn't resell anymore and it had the "always-online" thing. Then they made the offline modus better and we got sales and everyone LOVED steam (yes I am generalizing I know). Why can't the same work for the consoles? The system isn't even completely revealed.

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  • Regardless of my personal opinion on the subject, this has to be the best post I've seen all day. Your respect for the OP's argument and viewpoints that differ from your own is what makes you stand out from most of the others on this thread. I respect that about you. You have earned a new follower, friend.

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