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#Gaming

Edited by SquirrellyOtter: 6/7/2013 4:57:52 PM
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In Defense of Everything You Hate

This post addresses everything from used game fees, to DRM, to always online, pretty much everything that people are currently hating on about the direction of the electronic entertainment industry. Trigger warning: It's a long read, and I agree with everything the industry is doing. 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. Many aspects of that interactive experience will be unchanged over the course of years, such as the physics sandbox and the singleplayer modes. Unlike physical objects that experience a deterioration in quality over time, the quality of a game remains the same so long as the medium in which it is stored remains in good condition. The cost of bringing a video game experience to Consumer A is identical to the cost of bringing that identical experience to Consumer B. So why should Consumer B pay less because he bought it “used” from Consumer A? In what measurable way did Consumer B have a lesser experience playing his game used compared to Consumer A buying it new? What degradation in quality of experience did Consumer B have that would justify a price drop, that would justify denying proper financial restitution to the creators of the experience? Sure you can get tired of games; sure you can abandon old games for newer, shinier, sexier games. But does that make the old game lose actual (not subjective/emotional) value? All games will experience the point when they are no longer the cutting edge in technology, when they are no longer mainstream, and the playerbase dwindles into tiny cult followings. But does the passage of time make the experience of the game measurably lower in quality compared to its quality on release? I say no. You say no every time you fire up an old game instead of a new one. And now for the first time, the industry is saying no. And we're right to say no. We have to treat the gaming industry differently than other industries because it is inherently different. The top of the industry, the console makers and developers, are realizing this, and shifting their strategies accordingly. And they are right. Developers who own their IP, their interactive experience, have a right to make money selling access to that experience. People who don’t pay, shouldn’t have access to that experience. So why are you complaining about DRM? If you buy your games legally, it's not a problem. If you don't get your games legally, get your priorities straight because you paid a few hundred dollars for a console, and you pay for internet, and you probably pay for a lot of other things, so pony up like the rest of us or you don't get to enjoy, boo freaking hoo, cry me a river, build me a bridge and get the hell over it. Again, developers have the right to make money creating and sharing their experiences. People who don't pay, shouldn't play. Why are you complaining about "used game fees"? The game isn't really "used" like you buy a car used, or a house used. Why are you complaining about "always-online"? You're online playing with friends all the time anyway. It's not going to inconvenience or affect your life in any way that it isn't already. So suck it up. All the industry is doing is making sure everyone plays by the same rules. If you've got a problem with that, you're part of the problem as to why the industry has to do this in the first place.

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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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