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It's not about physical vs. digital games, it's about ownership

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21–30 of 549 posts

Re: It's not about physical vs. digital games, it's about ownership

#21
We rent time at a football field. We buy tickets to watch a single match. There are parallels here to not owning video games. I don’t really understand why one is so heinous.

Let’s say there’s a new rule implemented by the NBA that no one likes (similar to a fear of live service games changing). How is that resolved there and why can’t that solution work for video games?

I think a big thing we’re currently missing here is something like a community field or park. Why are there no open-source, community-run Diablo projects for example? If no one cares enough to do that, maybe this isn’t so big of an issue.

Re: It's not about physical vs. digital games, it's about ownership

#22
post #21

We rent time at a football field. We buy tickets to watch a single match. There are parallels here to not owning video games. I don’t really understand why one is so heinous. Let’s say there’s a new rule implemented by the NBA that no one likes (similar to a fear of live service games changing). How is that resolved there and why can’t that solution work for video games? I think a big thing we’re currently missing he…

Video games are far more alike to other media like books, not live sports.

Re: It's not about physical vs. digital games, it's about ownership

#23
post #2

Video game companies still remember when they owned the arcade machines and players were required to constantly insert money into the machines to keep playing. They've been chasing that high ever since. The key to owning modern multiplayer online games is to have private servers run by human persons on their own owned computers. But except for TF2 no one has been able to (or cared enough) allow private servers alongs…

Even private servers doesn't quite solve the issue. Minecraft is an example where you can run the server but it requires clients to login to the microsoft account. I think you can still bypass the check on the server but clients have to be cracked or previously authorised for offline play which only lasts for a certain timeframe. So Microsoft can take away the ability to play minecraft despite the game server binary being available.

Whereas a game like Arma 3 has its own dedicated servers and has no such login requirement so theoretically you could still play that in 50 years time, but that might still depend on Steam DRM.

We have a lot of client side controls right now on DRM and logins which make the dedicated server only part of the problem.

Re: It's not about physical vs. digital games, it's about ownership

#24
post #21

We rent time at a football field. We buy tickets to watch a single match. There are parallels here to not owning video games. I don’t really understand why one is so heinous. Let’s say there’s a new rule implemented by the NBA that no one likes (similar to a fear of live service games changing). How is that resolved there and why can’t that solution work for video games? I think a big thing we’re currently missing he…

With a video game it's not clear that you're purchasing a revocable license. That's why it's called "buying" a video game. If online stores were clear that you were actually leasing a game, I don't think this would be a problem.

Publishers and storefronts need to be clear that what you're doing isn't buying, or start selling tickets (season passes) that have a clear end date, or use some other mechanism that isn't "buying".

The fundamental problem is that it's unclear what you're buying, and the contract can change at any time. Are you buying an item, a ticket, leasing, a subscription like an MMO, etc. These are all different things, and it misleads consumers when they're conflated.

The terms are also very one-sided, and your "purchase" can be ended by one party at will with very limited notice. Even basic consumer protection like requiring six months notice before ending your software lease would help.

Re: It's not about physical vs. digital games, it's about ownership

#25
post #10

Absolutely this. Fifteen years ago World of Warcraft was at its peak. You had 12 million people paying a monthly fee, plus buying the occasional expansion pack. No other gaming company had seen reoccurring revenue numbers like that before and it changed the industry. One aspect of this was that if you stopped paying you lost access to the game. The industry has been looking for the next way to level up this subscript…

> I'm optimistic that the raise in PC gaming will act as a balance for the obvious greed of the consoles.

Why?

Steam has never done anything to support ownership of games, their policy completely bans transferring licenses or accounts to other people or leaving them to someone when you die. Their next CEO is someone who has only known extreme wealth their whole life and gets the job because daddy started the company, when has that been a catalyst for societal good?

GOG is the only one to have advocated a different status quo, but they have virtually no marketshare that could pressure developers and publishers to accept more equitable terms beyond eschewing DRM.

Re: It's not about physical vs. digital games, it's about ownership

#27
post #10

Absolutely this. Fifteen years ago World of Warcraft was at its peak. You had 12 million people paying a monthly fee, plus buying the occasional expansion pack. No other gaming company had seen reoccurring revenue numbers like that before and it changed the industry. One aspect of this was that if you stopped paying you lost access to the game. The industry has been looking for the next way to level up this subscript…

People still don't own their games with Steam, the main PC platform. I don't think its going under anytime soon and currently its reasonably customer friendly but as we have seen these big tech companies can turn on their customer base at any moment. GOG is about the only way to actually own the games since no DRM is applied and you can download the entire package and keep it and don't require their launcher. PC alre…

You talk as if all Steam games use Steam DRM. No, it's not GOG but it's not the same category as Sony and Microsoft at all. It's starting to sound disingenuous when I see Steam lumped together with them.

Re: It's not about physical vs. digital games, it's about ownership

#28
post #21

We rent time at a football field. We buy tickets to watch a single match. There are parallels here to not owning video games. I don’t really understand why one is so heinous. Let’s say there’s a new rule implemented by the NBA that no one likes (similar to a fear of live service games changing). How is that resolved there and why can’t that solution work for video games? I think a big thing we’re currently missing he…

You don't rent your football field from FIFA. You can, if you wish, own the field you play at.

You may have heard of football clubs: If it's too expensive you can pool resources with your friends.

Re: It's not about physical vs. digital games, it's about ownership

#29

Earlier quoted context omitted.

People still don't own their games with Steam, the main PC platform. I don't think its going under anytime soon and currently its reasonably customer friendly but as we have seen these big tech companies can turn on their customer base at any moment. GOG is about the only way to actually own the games since no DRM is applied and you can download the entire package and keep it and don't require their launcher. PC alre…

You talk as if all Steam games use Steam DRM. No, it's not GOG but it's not the same category as Sony and Microsoft at all. It's starting to sound disingenuous when I see Steam lumped together with them.

I think it's a fair comparison. Steam can change their behavior to become much more user hostile at any point, and hold our triple digit steam libraries hostage.

Re: It's not about physical vs. digital games, it's about ownership

#30
post #21

We rent time at a football field. We buy tickets to watch a single match. There are parallels here to not owning video games. I don’t really understand why one is so heinous. Let’s say there’s a new rule implemented by the NBA that no one likes (similar to a fear of live service games changing). How is that resolved there and why can’t that solution work for video games? I think a big thing we’re currently missing he…

1. Video games are not a spectator sport. You buy tickets for a match to pay the players to perform for you. You can buy a football and goals and play with your family until the equipment itself literally wears out (which is a very, very long time - functionally near infinite if you take care of it).

2. Video games (especially console) don't, as a rule, receive important major updates, nor do gamers expect and demand that. This means that charging over and over again for 'access to them' every month is transparent greed, as opposed to a mobile game which has to keep being updated to keep up with iOS's yearly breaking releases, where you can argue very fairly that someone has to be paying developers to maintain those games, and the library of games to update would be too big if they had to keep updating all games written from 2008-2026 when 99% of them were no longer bringing in any sales revenue.

> Let’s say there’s a new rule implemented by the NBA that no one likes (similar to a fear of live service games changing).

Personally, the games where they charge for the MMO aspect (even if that comprises the entire game, e.g. WoW), I'm honestly ok with. It's a gamble to invest your time in something like that, but the alternative, where paying for a WoW client once legally obligates them to run the server without ANY rule/gameplay changes, for eternity, seems completely unfair and unsustainable. Though I think it's a moderate position to argue that if Blizzard wants to cancel WoW's servers, making the server specs open source and enabling the client to connect to community-run servers should maybe be incentivized somehow, though mandating as much seems a bit extreme.

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