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Bleak Future for Videogame Customers

jvm writes "A recent commentary on Curmudgeon Gamer speculates on the future of the videogame market. Among the predictions: no more rentals from video stores, no used games market, no lending games to friends, less upgradeable computers, pay-as-you-play software subscriptions, and other consumer-unfriendly changes. In all, less gaming value for your hard-earned dollar."

399 comments

  1. Physcal media is dead, long live the bit... by LostCluster · · Score: 5, Insightful

    This isn't purely a gaming industy trend, but an overall trend in the software industry as a whole. Everything sold as retail software now comes with at least a CD key, if not an activiation system. Software publishers have always hated piracy, and always hated the idea of selling used software.

    I don't see much of a difference between a play-for-play model, and the rental model... both leave you with nothing after your allotted time has expired. The Blockbusters of the world are the ones who are really shaking over the death of physical media, because they're not needed if everybody gets their rental content delivered online.

    The divorce of software from physical media is a result of a shift in business models, but I don't think there's any more reason to cry over the loss of the console gaming cart than there is to cry over the death of the RIAA-backed music CD. We're just getting deeper and deeper into the information age, and if we want our high-speed networks to be any good, we've gotta have data availalbe on it...

    1. Re:Physcal media is dead, long live the bit... by Posting=!Working · · Score: 5, Insightful

      Everything sold as retail software now comes with at least a CD key

      How does a CD key prevent copying anyway? I mean, pirates can copy a CD, but aren't smart enough to copy a 16 character key? Does it do anything other than piss off the consumer.

      Someone help me, but this is a concept I've never understood.

      --
      This sentence no verb.
    2. Re:Physcal media is dead, long live the bit... by John+Courtland · · Score: 4, Insightful

      I'd say that it's important to have actual, physical copies of the information. It's far harder to accidentally corrupt a plastic disc than it is to have a transfer error screw up an application.

      I think that if big media seriously chooses this approach, a lot of people are going to abandon ship and start their own form of media distribution. This is just a ply for more money, going back to the old addage of not making something TOO good, or else your customers won't need to come back and pay for your services. This is a great way to lock people into your business, like electronic dope dealers.

      --
      Slashdot is proof that Sturgeon's Law applies to mankind.
    3. Re:Physcal media is dead, long live the bit... by zentu · · Score: 2, Interesting
      See the real difference is that in the rental model if the consumer felt so inclined, they could copy the game to their X-box...

      Also, you have a better ability to trial software before taking the plunge and buying it, something that many of my friends do with the PS2 since the majority of game seem to be rush jobs with little end result. I'm not saying that the GCN or the Xbox is any better, it's just Sony seems to encourge quanity over quality for their software library, always have.

      The down side to this is you get very few quality games, but you do get a larger selection, and some fairly creative titles. Just not as creative as SEGA used to encourage.

      LONG LIVE DC

    4. Re:Physcal media is dead, long live the bit... by LostCluster · · Score: 4, Informative

      That's why they realized that serial numbers had to be washed against a list of compromised numbers in some sort of revocation process. The result of that is known as "software activation"... phoning home with the CD key to see if that key is still valid.

    5. Re:Physcal media is dead, long live the bit... by LostCluster · · Score: 1

      This is just like trying to figure out how much or how little DRM to apply to music... right now there are several different models floating out there waiting for the market to pick the winner.

    6. Re:Physcal media is dead, long live the bit... by iminplaya · · Score: 1

      That's too bad, because the market is dumb...(ie. beta vs. vhs, mac vs. pc, DC10 vs. L-1011, AM stereo)

      --
      What?
    7. Re:Physcal media is dead, long live the bit... by moresheth · · Score: 5, Informative

      Although it won't help regular office-type software, the CD-Key is the bane of online-gamers who don't pay for their games. Most games that use one will connect to a master server to verify its authenticity. So games like Quake 3 and Raven Shield require you to be legit to play in most of the open servers on the net, while games like half-life (even though it has a cd-key system) don't check the number online and are able to be cracked. I don't know this from experience, or anything.

    8. Re:Physcal media is dead, long live the bit... by bryhhh · · Score: 3, Informative

      It doesn't make much difference for single player only games, but LAN & internet games will not allow installs using the same key to play together, but it still isn't that great a concept, as keygens seem to be widely available.

    9. Re:Physcal media is dead, long live the bit... by slaker · · Score: 4, Insightful

      Since I don't enjoy online gaming with all the 'leet 12-year-olds, why not make a discounted, dupable games with no network component as a sort of replacement for the now-dead-since-you-have-to-log-into-fileshack-or-s omething game demo? Put the non-networked version in the box for sale and let the 12-year-olds get mom's credit card to download the "premium" part.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
    10. Re:Physcal media is dead, long live the bit... by Kobayashi+Maru · · Score: 5, Interesting

      This is a trend, I agree, but it isn't the whole picture. The dark cloud is rather ominous looking, but I see (a hint of) a silver lining. Often overlooked in these discussions is the open-source/free software philosophy.

      The large multinational conglomerates are creating the very niche OS/FS needs to flourish. We see it in the software market. For every increasingly restricted option, there is one or more viable, active OS/FS projects.

      And while *content* is almost invariably locked up behind ClearChannel, RIAA/MPAA, EA, Hollywood, et. all, I think it is only a matter of time before independent content producers begin to gain a foothold. I would cite the rise of the so-called "blogospher" as evidence of this. As a reaction to the percieved bias (in the general sense of the word) in popular media, weblogs are beginning to establish themselves as legitimate news alternatives.

      I think that is the power of the Internet. The physical medium is not very important any more. Because you have a broadcast tower or printing press does not guarentee you a news monopoly anymore. The instant dissemination of the Internet is breaking down (or at least challenging) the old barriers of entry. The same is true for the rest of the content industry. We all have CD burners. What need is there for a stamping plant? That's what makes the FS/OS model a viable alternative to the corporate machine. By severly lowering distribution costs, the players are forced to compete on product.

      I feel it is only a matter of time before the creativity is so far encumbered by the restrictions of the corporate world that it will flow to other, more open channels. You might have to give up the polish, as we reinvent the latest shading technologies or explosion sequences, but we will always have the creativity.

      If nothing else, this angle desevers consideration.

    11. Re:Physcal media is dead, long live the bit... by JPriest · · Score: 1

      Yes but if the key does not "phone home" or prevent online gaming why even have one? I suspect this is the case > 90% of the time.

      --
      Saying Java is nice because it works on all OS's is like saying that anal sex is nice because it works on all genders.
    12. Re:Physcal media is dead, long live the bit... by Threni · · Score: 1

      > phoning home with the CD key to see if that key is still valid.

      So crack that bit too. Either you have all the data needed to play the game in your pc, or you don't.

    13. Re:Physcal media is dead, long live the bit... by Threni · · Score: 2, Insightful

      > I think it is only a matter of time before independent content producers begin
      > to gain a foothold.

      It's only a matter of time before the sun boils the Earth into space. I wouldn't hold my breath for either.

      > I would cite the rise of the so-called "blogospher" as evidence of this. As a
      > reaction to the percieved bias (in the general sense of the word) in popular
      > media, weblogs are beginning to establish themselves as legitimate news
      > alternatives.

      No they're not. Blogs are a joke. Flavour of the month at the moment, but in time they'll be as amusing as back issues of Mondo 2000 are now. (Are we all having cybersex in black, lame looking fancy dress outfits yet?)

    14. Re:Physcal media is dead, long live the bit... by jrockway · · Score: 1

      Heh, ut2003 doesn't let you play online if you don't have a real CD key. But it has no problems with a three-player match with the same CD key ;)

      Yeah, I know I should buy it. It's the best game I've ever played. I'll be first in line to buy ut2004.

      --
      My other car is first.
    15. Re:Physcal media is dead, long live the bit... by b0r0din · · Score: 2, Insightful

      Physical media will exist as long as people want control over content. Remember, physical media doesn't mean a CD or DVD. It can be a hard drive which downloads the movie and watches it. It's the exact same reason why people buy DVDs rather than rent from Blockbuster; they want the control to watch whenever they want. It's the same reason people use DVRs and TiVo. A DVR is a physical media; it's a hard drive. Just because you can't see it or transfer the information easily doesn't mean it's 'locked.'

      I see the public fighting the total control of media by large conglomerates. I see people wanting control over information. People still buy DVDs and CDs, even though the mp3 and aac market is beginning to show itself. And I still know a lot of people who burn those same MP3s to CDs so they have it in physical, moveable form (remember, those mp3s are STILL stored on a hard drive.) The reason Apple is so popular is because it sells its iPod, another physical device, an 'open' device.

      Not to mention the fact that stores will fight this. Gamestop and EB Games face the same market pressure when they can't resell used games. In many stores I go to, up to half the games they have there are used. They probably make a good profit, maybe 10-20% of their revenue is in used games. And the Blockbusters of the world are not going to go silently into the night on this thing. People might go from DVD to minidisc, they might go to some little chip. But I don't foresee, at least not in the next 10 years, the market vanishing. Too many forces at work for large companies to go belly up.

      I think eventually, far down the road, networks will be so pervasive this may be the case. But it took 10 years for the CD market to creep in, it'll be another 10 years for the mp3 and DVR market to seep in. And by the time it happens, DRM is not going to rule everyone's lives. Linux and open source are beginning to show themselves over windows 'fixed' technology, and even if this happens, you'll just find that the public, who will be much more knowledgeable about computers by this time, will be just as willing to fight for their right to control content. No one wants to buy a magazine or book, and have someone tell them they can only read it one or two times. No one wants to buy a pot or pan to find out they can only cook with it twice. And no one wants someone to tell them what they can do with mp3s or digital games. With online mmorpg games, this might be the case, one per person. But not all games will be mmorpgs.

      Right now I'm working on a trading site between physical console medium, and this sort of outlook worries me, so maybe I'm just in denial. But I think p2p trading won't die out, and sites online will spring up to allow for digital content trading and digital 'rentals.' Blockbuster may just find itself losing the store aspect and put everything on a big ass server. Who knows? But business will survive, and consumers will ultimately have their way. Courts will ultimately have to decide whether the user has control over the digital information he purchases. But I think they will decide in favor of the consumer. And there are other businesses lobbying on our behalf, more open businesses who don't want the Microsofts of the world to control our entire way of life.

      And if not, pirating will just continue. Robin Hood will become H0b1n_d00d. :)

    16. Re:Physcal media is dead, long live the bit... by Anonymous Coward · · Score: 1, Insightful

      ummm... transfer errors when? maybe you forgot to type "bin" when you transferred that file... but guess what... the file is still there for transmitting. Digital copies are superior becuase they can be replicated on demand. It is also the flaw that pisses all these RIAA and likes off.

    17. Re:Physcal media is dead, long live the bit... by gnu-generation-one · · Score: 3, Informative

      "keygens seem to be widely available"

      If you can't find the CD on an old microsoft application, try anything where the last 7 digits are a multiple of 7. e.g.
      111-1111111
      7777-7777777
      11111-11111-11111 -11111-11111

      more details

    18. Re:Physcal media is dead, long live the bit... by Anonymous Coward · · Score: 5, Interesting

      What they can do is use an algorithm to generate a unique key (from a hash or whatever), then generate tens of millions (out of possible hundred-gazallions) of these keys.

      The crackers can still crack the hash, as much as they would like; they'll come up with keys that should work... But the trick is this:

      The publisher stores in it's database all of the keys that are shipped with products. While any number of keys may actually allow the product to install, when it phones home, your key has to match a key in the database.

      This technique is MUCH harder to beat than a regular key system--partially because at any point you can be assured that a REAL customer is probably using his REAL key. And that's okay. Most of the services that use this technique are online games, and some of them have a single player element that can be explored whilst offline. From my perspective, it allows you a good look at what the game is like online, so you can decide if it's worth it to buy.

      And, y'know? I'm fine with keys. If you wanna play, you gotta pay.

    19. Re:Physcal media is dead, long live the bit... by some+damn+guy · · Score: 2, Informative

      Not that I know anything about this, but for at least a while, quake3 could be played online without a valid key. You would simply redirect connections to the authentication server back to localhost while running your own, personal authentication service. The real pain was that something in the hacked-up setup would always get broken every time a patch was released, so that would count you out of online play anyway.

      Believe me, everything can get cracked, and if it's not in the client, then it's the server. It's always going to be a cat-and-mouse game. But, basically the copy protection works anyway, at least for me, because unless you're very very poor, you'll probably decide it's worth the money to have a version of a good game that actually WORKS consistently (Yes I baught quake3), however, I think that it's less true for non-online games where one doesn't care about patches of expansion packs.

    20. Re:Physcal media is dead, long live the bit... by Zzootnik · · Score: 1

      Actually, Check out the specs for Half-Life 2... I believe that is EXACTLY what they are doing...But I think there are like 4 stepped versions you can buy.

      --
      Sig currently under construction. Mind the gap....
    21. Re:Physcal media is dead, long live the bit... by dakkon1024 · · Score: 1

      Software Keys, activation, etc, are designed to prevent "causal coping" and nothing more. Hard core uber l33ts and real hackers are always gonna break and distribute software, they know this. It's just supposed to make the process difficult for the unwashed masses. It also makes it harder for you to update, or get support for your warez, saving software companies money. Nothing is worse then actually loosing money on software for any company

      It also wards off morally correct people, companies that don't want to get sued, and a bunch of other would be pirates.

    22. Re:Physcal media is dead, long live the bit... by hitmark · · Score: 2, Insightful

      when it comes to swapable stuff the number of units in your neighbourhood will allways outweight the quality.

      if 10 people have vhs the last thing "you" want to buy is betamax (or whatever the name was) as you cant borrow movies from those 10 people.

      this is what have driven the console wars to.

      only now we have java and open source, both are platform agnostic (more or less) as java dont care (its bytecode) and open source is recompile and run.

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    23. Re:Physcal media is dead, long live the bit... by DdJ · · Score: 1
      Everything sold as retail software now comes with at least a CD key, if not an activiation system.
      Hm. I'm a Macintosh user, and this ain't so for me. As a matter of fact, I just opened a fresh box of iLife '04 yesterday (GarageBand is neat), and there wasn't a CD key anywhere to be found. I could even have installed the software from a disk image, it was just distributed as standard .pkg files. Didn't need a CD key for AppleWorks either.
    24. Re:Physcal media is dead, long live the bit... by Anonymous Coward · · Score: 3, Insightful
      and then some enterprising young hacker writes a nice little program to intercept the calls home, and "send" a false positive back, and the security/piracy arms race continues...

      until it reaches a point where the consumer will no longer tolerate the inconvenience...Intuit discovered this last year.

    25. Re:Physcal media is dead, long live the bit... by __aatgod8309 · · Score: 1

      They can't stop the hard-core pirates, but their efforts are aimed at stopping the kid who wants to install the game they just bought on their friend's computer as well as their own. It's mostly just nuisance value - until users just rent their copy of Windows, and only play the games allowed to run on their computer under their license with Microsoft.

      (Ok, so i'm paranoid)

    26. Re:Physcal media is dead, long live the bit... by Darren+Winsper · · Score: 1

      Raven Shield's CD-key system is broken. If two people want to play over a NATed connection (With different copies of the game and hence different CD-keys), if one person has been on a server for a few minutes, the other person cannot play online at all. It claims "CD-key in use" but that's not the case at all.

    27. Re:Physcal media is dead, long live the bit... by clontzman · · Score: 1

      To be fair, though, Apple's iLife only runs on an Apple operating system that is only able to run on Apple hardware (for which there's usually a pretty tidy premium paid). That being the case, Apple has less to worry about with people copying since they're the sole supplier of the OS software and hardware that you're able to run iLife on.

      By contrast, if you steal Doom III from Id or Photoshop from Adobe, they have no other way to make any money off of you, so it's in their best interest to try to prevent casual copying.

      That said, iLife '04 is a really good deal at $50; no reason to steal it except to be an asshole.

    28. Re:Physcal media is dead, long live the bit... by Maserati · · Score: 2

      Keys are fine with me too. But I'd better not have to have the CD in the drive to play the game.

      --
      Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
    29. Re:Physcal media is dead, long live the bit... by VashSpaceCowboy · · Score: 1

      I agree. I am unconcerned. If they decide to charge me $10 per month of play, well...guess what, I don't play games much longer than 20-40 hours anyways. It has to be a really good game for me to play longer than that, otherwise, I just get bored. And just because a new technology might come around to make this a reality doesn't mean it's destined to happen. I don't play MMORPGs, because I don't believe in paying full price for a game, and then a monthly subscription on top of that. It should be the subscription alone. What's more, when I've brought this point up to fans of MMORPGs they are quick to retort that the money/hour you spend on a subscription is much less than you would if you bought $50 games every month to play for the same amount of time. So, regardless of the route gaming takes, I'm unconcerned. Vash the SpaceCowboy

    30. Re:Physcal media is dead, long live the bit... by Anonymous Coward · · Score: 0

      we agree that physical media may be dead. however the ability for people to adapt and overcome is significant. protected content online that allows veiwing only has to store itself somewhere for the video signal to be generated. so, harvest the temp files, apply to cd, crack it and go. encrypting the files requires a key that must be generated either by the playing machine or the server, which delivers the key to the playing machine anyway. another harvest.
      as far as the blockbusters out there, all it does is push them online. big deal. how much more profitable is it for them to contract to the major producers as a dedicated distributor of nothing? substantially less rent and people means more for shareholders.

    31. Re:Physcal media is dead, long live the bit... by Anonymous Coward · · Score: 2, Insightful


      The three pronged approach for CD key verification that Quake 3 (the client, server and master server at id) uses is pretty impossible to beat -- the only real way to get online without a valid key is to either find a server that's been cracked and doesn't phone home, or steal someone else's valid key.

      The real war in online games is against cheaters. The war against pirates has basically been won.

    32. Re:Physcal media is dead, long live the bit... by Anonymous Coward · · Score: 1, Interesting

      Amen, brotha. That's terribly bothersome.

      If the game just HAS to have a CD in, I'll use Alcohol 120% to make an image, and put it on hard disk.

      Disk space is cheap compared to time spent swapping CDs in and out when you're in the zone.

    33. Re:Physcal media is dead, long live the bit... by PierceLabs · · Score: 1

      It hasn't been won, but its reaching a point where the additional burdon and expense of going after the pirates isn't worth it.

    34. Re:Physcal media is dead, long live the bit... by Zro+Point+Two · · Score: 5, Interesting

      actually, it's that the last 7 digits have to add up to a number that's evenly divisible by 7.

      1111111 = 7 7/7 = 1 valid key
      7777777 = 49 49/7 = 7 valid key
      6667888 = 49 49/7 = 7 valid key
      1234567 = 28 28/7 = 4 valid key
      4432453 = 25 25/7 = 3.571... Not a valid key

      This works for the older MS products that have the 3-7 digit keys, not sure about the 5-5-5-5-5 digit keys.

      --
      Zro . two

      "I come from Canada...they say I'm slow....eh?"
    35. Re:Physcal media is dead, long live the bit... by Anonymous Coward · · Score: 0

      Either I'm misreading your post, or you've made a small mistake. Half-Life does, always has, and always will have an active verification method in regards to CD Keys. Sure you can get a keygen, but that won't get you further than installation and LAN play. Half-Life, and every single one of it's mods (TFC - yay, CS, etc...) until recently, made use of WON servers for CD Key validation, and Valve's current distribution platform STEAM, has integrated verification.

      You can't play online with a generated key, if someone else is using your key, or if your key has been banned. Granted you could get lucky with a keygen and hit an active key, it's not likely at all.

      Your Office example is somewhat accurate. You can usually install let's say Office XP with a distributed key, but you'll most likely run into problems when it comes to installing SP's, etc...

      Your last statement is either one of honesty, or of sarcasm. For your sake, I hope it's the latter.

    36. Re:Physcal media is dead, long live the bit... by rsmith-mac · · Score: 3, Informative

      What you say is true, but keep in mind the audience versus the hosts here. Even though one can crack a client to bypass the authentication, and one can crack a server to allow cracked clients, the only time the clients can even play is when it's on a cracked server, a very rare case. While you have some people with the nessisary bandwidth and the desire to run a cracked server for everyone, the large server organizations that run their own servers and official game servers(SCI, HomeLAN, etc) aren't in the buisness of running cracked servers, and neither are most server owners in general.

      The point of all of this being, is that it goes to show how secure the current key-master system that Q3, UT2K3, etc is - at best, crackers can only unlock a portion of the "world." And this is why such a system is staying, as even after 5 years, it's largely held up, something no other system so far can claim. One only has to look at UT(CD protection) vs. Q3(key-master) to see why this is ideal - in the age of online games, must buy your game in order to play it, piracy just won't work.

    37. Re:Physcal media is dead, long live the bit... by Rastafarout · · Score: 1

      Hi, yes, well...I haven't done so for a while, but isn't one able to play Half-Life on various servers freely anyway. This being integral to the developers intentions...

      Not all about profit then

      (^^)

    38. Re:Physcal media is dead, long live the bit... by Anonymous Coward · · Score: 0

      The one big problem I see with OS/FS content creation is, what will you play it on? With the trend towards hardware-lockout (Trusted Computing, et-al), soon there won't be any platforms that will allow unauthorised (read: not created by, and purchased from an "official" content provider) content from running, period. http://www.cl.cam.ac.uk/~rja14/tcpa-faq.html

    39. Re:Physcal media is dead, long live the bit... by frission · · Score: 1

      dont' know if anyone has mentioned this yet or not...but i think they'd like to get rid of used games and game rentals for this reason.
      i now know how to burn a copy of a PS2 game, i can rent one for $4, copy and burn it on my DVD burner for $1, return it...now, i just got a game that i can play at home whenever i want, for however long i want, for just $5.
      same with used games. i buy a used game, copy it, sell it back. loss is probably minimal compared to actually buying the retail game and keeping it.

    40. Re:Physcal media is dead, long live the bit... by Anonymous Coward · · Score: 0

      Blizzard did this with battle.net. it failed, why? cause it pissed off all the people that had payed for the software, yet couldn't play on it cause jimmey cracker generated his serial code. and this was them allowing only one person using the cd-key to play... not them banning them revoking them, or diening a payed account. this was over something they provided for free.

    41. Re:Physcal media is dead, long live the bit... by athanis · · Score: 1

      Now isn't this like the copy-protection mechanism of the Blizzard games? Diablo II / WarCraft III ??

      Incidentally, I think this kind of copy protection really has its merits. I had a fakey version of WarIII, but nonetheless, the lure of multiplayer made me buy the retail version anyhow.

      Just m2c.

    42. Re:Physcal media is dead, long live the bit... by MarkVVV · · Score: 2, Informative

      a number divisible by 7 is also multiple of seven...doh.

    43. Re:Physcal media is dead, long live the bit... by BoogieChile · · Score: 3, Insightful

      Yeah, I have no problems paying for the games I play. I paid < DrEvil > one HUNDRED dollars &ltDrEvil> for Neverwinter Nights when it came out. Saved like mad for a month, went out, bought it, brought it home, and have been playing it ever since.

      One hundred dollars well spent. People, non-gaming people, said I was mad, they said "You can buy a DVD for 29 bucks, why pay a HUNDRED dollars for a video game?"

      Do you know how many packets of Ramen there are in one HUNDRED dollars?

      But, anyway, I still have no complaints about paying a hundred bucks for a great game. Even when I saw it a year later in the back rows of the games shop for fifty bucks, I still didn't think I had been ripped off. After all, there were THREE CDs in Neverwinter Nights, and most of the DVDs that I've bought haven't been watched pretty much every day for the next two years.

      But hey now, what say that Bioware had've come to me at the end of the first year and and wanted ANOTHER hundred bucks at the end of the first year?

      And what about if they want ANOTHER hundred dollars at the end of the third year when I could pick it up in the classic games section for 20 bucks?

      Do you think I'm going to consider that a fair and equitable deal? For the Bioware to say "Hey, we want another four weeks of no beer on Sundays or we're going to make your game go away"?

      Do you? submitted without a preview because something's broken behind the button

    44. Re:Physcal media is dead, long live the bit... by Anonymous Coward · · Score: 0

      Quake 3 is a bad example. I haven't logged into it lately, but I used to play it with an invalid key. I downloaded a list of 10,000 cd keys, picked one at random, and never had to use another. Pirating was no more inconvenient than using a legit copy, and I played on the biggest public servers during prime times. If you want an example of a cd-key/master system that's not completely useless you'll have to find another game than Q3.

    45. Re:Physcal media is dead, long live the bit... by prockcore · · Score: 1

      This reminds me a bit of the test CCs that used to be used. Internet store software like InterShop allowed you to just punch in all 1's as the CC number so you can test out your store without charging your credit card.

      Problem was, InterShop didn't make it obvious on how to disable this test number and many stores would go online with the test CC number still active.

      The internet kiosks in Sky Harbor Airport (Phoenix) had this vulnerability as well.. you could use them all you wanted with the test CC.

    46. Re:Physcal media is dead, long live the bit... by Sj0 · · Score: 1

      Serial numbers piss me off. I lost the CD cover for half-life, and no in spite of the fact that I paid an arm and a leg for it, I've got a coaster.

      Even being forced to hang onto the CD is really stupid. I crack every game I buy. Why? Because I don't feel like digging around for CDs every time I want to play a game. I'm really big into the ddump/daemon-tools thing for that reason.

      --
      It's been a long time.
    47. Re:Physcal media is dead, long live the bit... by Anonymous Coward · · Score: 0

      Is coming up with fake, valid cc numbers really that big of a deal? As long as the app merely checks if the number is well formed and doesnt actually ping the cc servers, you can get away with pretty much fucking anything that passes some basic tests.

    48. Re:Physcal media is dead, long live the bit... by TempeTerra · · Score: 1

      What they can do is use an algorithm to generate a unique key (from a hash or whatever), then generate tens of millions (out of possible hundred-gazallions) of these keys.

      The crackers can still crack the hash, as much as they would like; they'll come up with keys that should work... But the trick is this:

      The publisher stores in it's database all of the keys that are shipped with products. While any number of keys may actually allow the product to install, when it phones home, your key has to match a key in the database.


      OK, technical question. Assuming that the valid-key-generating hash is not shipped as part of the product, why would hackers crack the hundred-gazillions hash of which some work rather than the tens-of-millions hash which the company used to generate actual valid keys?
      --
      .evom ton seod gis eht
    49. Re:Physcal media is dead, long live the bit... by daVinci1980 · · Score: 1

      HAHAHAHAHAHAHA!

      It was trivial to beat. All I did was set the quake 3 master server address to be 127.0.0.1.

      Because Q3 was nice, it assumed if it couldn't connect to the server that it was a valid CD-key (mine was anyways), and let me play.

      It changed after they realized that having the client verify was probably a bad idea, and had the servers do it instead.

      --
      I currently have no clever signature witicism to add here.
    50. Re:Physcal media is dead, long live the bit... by daVinci1980 · · Score: 1

      No, not everything can be cracked.

      MMOs are still pretty much crack-free.

      --
      I currently have no clever signature witicism to add here.
    51. Re:Physcal media is dead, long live the bit... by MMaestro · · Score: 1, Interesting
      I'm no expert at this (read : someone will come along and correct me) but when CD keys are made, they follow a certain formula. It varies from program to program, but the idea remains.

      This is a crude example of it, but it should be enough to give you a basic idea :

      A 4 letter CD key. a + b + c + d Must Equal 30.

      Letters A through J are 1 through 10. Letters K through T are -1 through -10. Letters U through Z are prime numbers 3, 5, 7, 11, and 13.

      Once you figure this formula out any 7 year old kid who knows simple programmer can create a CD key generator. Course, this is fake and most CD keys are based on 16 characters, which includes both numbers and letters. On top of this, the formula isn't exactly posted on the company's website so how people manage to figure out the formula is beyond me. Thanks to modern computers, as long as CD keys are restricted to 36 choices (26 letters, 10 numbers) CD keys will ALWAYS be cracked.

    52. Re:Physcal media is dead, long live the bit... by MMaestro · · Score: 2, Funny
      Only certain games have that, and thankfully I haven't run into any games like that. The last thing I wanna have to tell my friends at a LAN party is :

      Me : "Hey guys we gotta go out and by X copies of the game for CD keys because we can play!"
      Them : "Its 1 AM, shut up and find up a CD key generator then."
      Me : "Right-o, looking for a CD key generator."

      Hmm, nevermind then..

    53. Re:Physcal media is dead, long live the bit... by tsa · · Score: 1

      I crack every game I buy. Why? Because I don't feel like digging around for CDs every time I want to play a game.
      I have all my CD's neatly stacked in a cupboard. This saves me a lot of time. Instead of spending time on cracking games I can play them.

      --

      -- Cheers!

    54. Re:Physcal media is dead, long live the bit... by SScorpio · · Score: 3, Funny

      They don't need cracks because they are crack.

    55. Re:Physcal media is dead, long live the bit... by John+Gaming+Target · · Score: 1

      You're kidding right? How many people actually do this? Console piracy, console hacking, movie downloads, online console gaming, two words tie them all: Statistically Insignificant.

    56. Re:Physcal media is dead, long live the bit... by Anonymous Coward · · Score: 0

      You have to put a DVD/CD to play your PS2 or Xbox. What is the difference here?

    57. Re:Physcal media is dead, long live the bit... by d34thm0nk3y · · Score: 1

      You have to put a DVD/CD to play your PS2 or Xbox. What is the difference here?

      Because, I have about 20-30 games for ps1 and ps2 and I have about 300 cd's for my PC. I really don't want to have to go through all 6 spindles to find the damn quake3 cd!

    58. Re:Physcal media is dead, long live the bit... by Anonymous Coward · · Score: 0

      Bah. I've only ever even cracked one game (made a keygen, generated exactly one key for myself while my order was being processed). And I paid for my copy and I gave the author advice on how to improve its protection.

      Even I know that to hack these systems, you get rid of the activation crap. Sure, it means a bit of fun with asm, and there are ways to make this pretty damn annoying to remove, but it can be done. Moreover, it's the sort of crack even legitimate owners of the program want ... i.e. their paying customers. Sad, no?

    59. Re:Physcal media is dead, long live the bit... by frission · · Score: 1

      well...considering there's over 1.6M downloads of this program http://download.com.com/3000-2646-10180795.html?ta g=lst-0-1 i'd say a lot. this program is apparently used to copy and burn ps2 games. also, look at the sales of modchips and stuff like ps2cover.com. they're not sticking around because they're NOT making money...people ARE buying this stuff...and probably a lot more than you think. also, take a look at this. ps2 has sold over 70 million copies (http://news.zdnet.co.uk/business/0,39020645,39119 121,00.htm)...if even 1 percent of them are pirating (700,000) times say 10 games apiece (very very conservative), times about $40 per game.... $280,000,000. i don't think that number is by any means insignificant when you consider these people are SUPPOSED to be making $ from the games, not the consoles...

    60. Re:Physcal media is dead, long live the bit... by monkeyfamily · · Score: 1

      No, that kid is going to bring the game over to his friend's house in the case with the cd key sticker on it, and punch in the same cd key on his friend's computer. This will work on both computers unless the game phones home, which is exactly what the post you replied to suggests, and which you misunderstand.

    61. Re:Physcal media is dead, long live the bit... by 0x1337 · · Score: 1

      No you won't, and you know it.

      You'll just wait till c4ffeine warezez it...

      --->
      Did you hear that BSA?

      Colton Shepard - Master h4x0r and w4r3z m457312
      1500 W. Sullivan road.
      Aurora, IL 60506
      --->

      I dare someone on slashdot to scare that poor sod by mailing him a BSA death thread ;-D

    62. Re:Physcal media is dead, long live the bit... by John+Gaming+Target · · Score: 1

      That number is still insignificant because of those 1.6 million downloads who's to say how many are used for PS2 burning. You can't.

      And then you look at your idea that 1% of PS2 owners are pirates. Pirates, by definition, steal. So if they couldn't pirate, whould they still buy those ten games? Unlikely.

      And as you said, the PS2 has a user base of 70 million consoles. That's a lot of games that can be sold. Pirates are insignificant.

    63. Re:Physcal media is dead, long live the bit... by jargoone · · Score: 1

      I'm a little late to this game, but I thought I'd answer anyway:

      the formula isn't exactly posted on the company's website so how people manage to figure out the formula is beyond me

      You can open any program in a debugger that will let you step through the machine instructions for the program in question. You can run it piece by piece, stopping where you want to... say, for instance, where a program is asking for a CD key. By examining what the program does with the input (e.g. checking if a+b+c+d=30), you can sometimes reverse-engineer the functionality.

    64. Re:Physcal media is dead, long live the bit... by Sj0 · · Score: 1

      I bet you 2 to 1 I can find a crack faster than you can organize your cupboard.

      --
      It's been a long time.
  2. One of the comments on the article's forums... by tcopeland · · Score: 4, Insightful
    ...makes a nice point:

    For one thing, I don't think gamers will tolerate it. There are pay-to-play MMORPGs now, but people are willing to pay for those because there's a good reason. Servers have to be hosted, content has to be added, players have to be policed. There's no corresponding reason in a single-player game of Half-Life, and there's no evidence to suggest that gamers will be willing to pay monthly if there's no justification for it.


    I'm certainly happy to have an actual CD of DOOM II so I can work on Ruby-DOOM on whichever computer I'm closest to.
    1. Re:One of the comments on the article's forums... by Anonymous Coward · · Score: 0

      nice plug

    2. Re:One of the comments on the article's forums... by BeyondALL · · Score: 2, Interesting

      I'm never going to pay a monthly prize for a game. The reason is that sometimes I play a lot, and sometimes I don't have time to play at all for a long time.
      This is going the opposite direction of video-on-demand, now you can play whenever you want, with subscription you have to pay for the time you spend playing... *Hrmf...*

      --
      "If you keep an open mind people will throw a lot of garbage in it."
    3. Re:One of the comments on the article's forums... by fcrick · · Score: 1

      To add to this - if they aren't selling a service worth paying for, there is no reason consumers won't just get a crack for the single player game they just bought so they can stop paying a monthly fee for something they think they are entitled to. I'm happy to buy games and play them, but if they turn that into a subscription service where they aren't actually offering value worth subscribing to, I won't think twice about patching the exe with the cracks that are always out there for every single player game.

      --
      Your signatures belong to me.
    4. Re:One of the comments on the article's forums... by Anonymous Coward · · Score: 0

      haha, worst shameful plug ever

    5. Re:One of the comments on the article's forums... by Anonymous Coward · · Score: 0

      Actually, in some circumstances, it makes sense to pay monthly.

      I usually finish a game in the first month, if at all.

      If the monthly fee purchase price, and there's no continuing value, I'd rather pay $10 a month, once, for a single month, and finish the game.

  3. I think its unlikely by Jarwulf · · Score: 4, Insightful

    There will always be a p2p forum for trading games and piracy and quit harassing people and providing restrictive 'features' to control what users can do... The only way companies will end this is to offer better alternatives. Something I do not see happening in the foreseeable future.

    1. Re:I think its unlikely by Anonymous Coward · · Score: 0

      If more DRM is applyed it would also make freeware and opensource look more atractive.

    2. Re:I think its unlikely by Anonymous Coward · · Score: 0

      I'm sure people don't all agree, but I consider GPLed games a good alternative.

    3. Re:I think its unlikely by AIX-Hood · · Score: 4, Interesting

      Yes but that's not looking far enough into the future. When everyone has extremely high speed connections to their house, or impressive local ISP based content servers, the game will be entirely executed over the network. Nothing will reside locally, and be available to P2P swap. Cable companies are already looking into doing centralized DVRs this way so that the content is never sitting in your house, taking more control away from the user to do illicit things with it.

    4. Re:I think its unlikely by Anonymous Coward · · Score: 0
      Cable companies are already looking into doing centralized DVRs this way so that the content is never sitting in your house, taking more control away from the user to do illicit things with it.

      As long as those decentralized DVR boxes have output jacks, there will still be a way to do 'illicit' things!

      When will they ever learn?

    5. Re:I think its unlikely by blincoln · · Score: 2, Interesting

      When everyone has extremely high speed connections to their house, or impressive local ISP based content servers, the game will be entirely executed over the network.

      I really can't see this being the case. People like to have libraries of things that belong to them, especially where the media they're collecting is rare.

      A friend of mine collects obscure horror and b-movies. He has two walls of a room covered with videotapes, most of which I've never even heard of. Even if a cable company thought it would be profitable to host all of that content (which is incredibly unlikely), do you think he'd pay a monthly fee to access it instead?

      I like to go back and play old videogames years down the road. I can't see that being a possibility with this kind of system either, since the hardware that it required wouldn't be supported, or maybe the game wouldn't hosted anymore because it wasn't profitable.

      There are a lot of companies buying into the "thin media client" model right now, but I don't see it working as a replacement for buying physical media. I'm sure it will mean the end of rental stores, but that's something else entirely.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
  4. Bleak? by sczimme · · Score: 5, Funny


    With a name like 'Curmudgeon Gamer', would you expect an upbeat article?

    :-)

    --
    I want to drag this out as long as possible. Bring me my protractor.
    1. Re:Bleak? by iabervon · · Score: 1

      I'm expect it to end by saying, "On the plus side, they're never going to release any more games worth playing anyway, so it doesn't really matter."

  5. Best gaming value out there... by Anonymous Coward · · Score: 2, Informative

    ... is XBox Live, hands down. $50 a year, unlimited play, fantastic selection of games.

    For those of you considering a subscription, give these three games a try - Project Gotham 2, Crimson Skies, and MechAssault.

    It's a blast, I promise.

    1. Re:Best gaming value out there... by Anonymous Coward · · Score: 0

      whoever modded this down should have his balls cut off and stuffed down his throat

    2. Re:Best gaming value out there... by Anonymous Coward · · Score: 0

      I find it hilarious that X-box is charging $50 (the equivalent of a new game) just to let you do what PC users have been expecting for free since years ago.

      Imagine if Online games required you to pay a monthly fee just to connect to other people.

      Reminds me of that Monty Burns quote:
      "See Smithers, you thought I was an idiot for buying Ticketmaster. 'No ones gonna pay a 100% service fee, you said'"

    3. Re:Best gaming value out there... by sbjordal · · Score: 1

      right..... Xbox live is the reason why EASports will not develop more games for Xbox. MS wanted to control all online content and gameply has to go through their servers. EASports said Fsck that and buh-bye Xbox.

    4. Re:Best gaming value out there... by MoonBuggy · · Score: 1

      Well for the price of that one game you do get a memory card and a headset, on top of the year long subscription. The idea is that MS pays for the servers so no games companies need to, AFAIK.

      What I do find laughable is games like Phantasy Star Online which charge a further subscription above the one you are already paying for Xbox live.

    5. Re:Best gaming value out there... by Hogwash+McFly · · Score: 1

      I guess EA will have to take their Nazi tactics to another platform. Boo hoo. Xbox Live is the bext format for any online console - standardised interface, closed network, uniform accessories (headset anyone?).

      Sony knows this, Nintendo knows this, everyone knows this. The only people who refuse to acknowledge this are the {z/j}ealous fanboys. So EA are too proud to have another company handle their online operations and are taking their overrated sports franchises for the unclued masses elsewhere... what a darn shame.

      --
      Mother, do you think they'll like this sig?
    6. Re:Best gaming value out there... by NortWind · · Score: 1
      . is XBox Live, hands down. $50 a year
      $50/year now, while MS market share is below 50% of the market. What do you think the charge will be per year (or perhaps even per use) if they acheive a 95% MS market share?
    7. Re:Best gaming value out there... by TrollBridge · · Score: 1
      (Saw this comment on Meta-Mod and had to reply)

      "I guess EA will have to take their Nazi tactics to another platform."

      NAZI tactics? Are they rounding up people who aren't playing their games? Are they gassing "undesirables" who refuse to play games on platforms they don't support?

      Really I hate fanboys as much as anybody, but just because you disagree with how EA does business, that hardly makes their tactics NAZI-like! I'm so fucking tired of everyone calling everything they don't like a Nazi!

      --
      There's a Mercedes gap too. I want one and can't afford one, but it's not government's job to do anything about it.
  6. Poorly written and poorly conceived. by dswensen · · Score: 5, Insightful

    "And I also predict that in the future Valve will employ teams of jackbooted thugs to come to your door and shoot you in the face if they catch you using a CD crack..."

    Okay, never mind the unthinking, chicken-little attitude of this article. Never mind the technological "predictions" that are often nothing short of ludicrous (a game that deletes the older levels as you play? What game company would do such a thing, and why?) Never mind the article's total ignorance of market forces, i.e. assuming that players will just put up with one staggering inconvenience after another and never migrate to an easier-to-use entertainment medium (isn't this why we have been hearing about the "death of the PC" for so long anyway)? This guy just needs to plain old proofread:

    "Quake players didn't need to with for a no-CD hack and Half-life players didn't need to connect to a master server to play single-player games, but DooM III and Half-life 2 owners just might have to."

    Apparently he's so curmudgeonly he's started speaking his own language.

    Maybe I am just a naive Pollyanna, but if I saw any video game on the shelf that required a monthly subscription fee, no physical media, and gigabytes of downloading to play, I'd leave it there without a second thought. I'd like to think there are others out there who would say the same. (Note: I know there are MMORPGs out there that are already somewhat like this, but I don't play them.)

    1. Re:Poorly written and poorly conceived. by sqlrob · · Score: 1

      a game that deletes the older levels as you play? What game company would do such a thing, and why?)

      Valve, and it already exists. You allocate a cache for STEAM and it clears it out as new stuff is added.

    2. Re:Poorly written and poorly conceived. by dandelion_wine · · Score: 1

      if I saw any video game on the shelf that required a monthly subscription fee, no physical media, and gigabytes of downloading to play, I'd leave it there without a second thought

      Bingo. This guy seems to think that "the next big hit" will force people's hand, without seriously considering that not many people are going to pick up something this restrictive. The future is customizability, not rigidly enforced programming and safeguards, and anyone who has been paying attention to the game market in the last 5 years will see this to be true.

    3. Re:Poorly written and poorly conceived. by Czernobog · · Score: 1

      Not only what you've mentioned, but the need of owning something physical will always be there. Nevermind if it's pirated or original. If people can't have something that's theirs for keeps then well, whoever's trying to make a buck this way will be sorely disapppointed...
      I guess noone has explained the concept of trade to the author...because the customer in this case would be buying nothing.

      --
      /. Where the truth
    4. Re:Poorly written and poorly conceived. by miskatonic+alumnus · · Score: 1

      Now, isn't it true that you can pay for certain electronic/virtual Magic cards -- without obtaining a physical copy?

    5. Re:Poorly written and poorly conceived. by Jason+Earl · · Score: 1

      Fah, the need to physically own something is not always going to be a requirement. However, if certain game companies use the all-digital, broadcast-on-demand, nature of these next generation video games to gouge their customers then you can bet someone else will come along and take over the market by offering more for less.

      Yes, it might be sad that the companies that come out on top in this new shift aren't the ones that you happen to be attached to now, but anyone that thinks that video games are going to cost more in the future is plain crazy.

      Technology is making it easier and easier to create, publish and distribute games, and these factors will far outweigh the fact that technology is also making it easier to do away with the sharing of games. As technology lowers the bar for entry for game companies you can bet that the price of gaming will decrease, not increase. Those that try and buck the trend will simply get run out of business.

    6. Re:Poorly written and poorly conceived. by Awptimus+Prime · · Score: 4, Interesting

      Compare the number of people who play the STEAM version of Counter-Strike to the numbers who bought half-life or CS Retail.

      It's like 35,000 retail to 3,000 STEAM, and STEAM is free for the taking.

      Nobody I know plays the STEAM version very often because you are locked into a few maps.

      Anyway, hardly anyone wants to contribute the costs of a server when the game company doesn't allow you to do anything except for an out-of-the-box configuration.

    7. Re:Poorly written and poorly conceived. by Babbster · · Score: 4, Insightful
      Agreed, wholeheartedly.

      The most amusing thing about the whole spiel is the inherent assumption that the Internet is somehow magically going to have the bandwidth and reliability to permit the restrictions that he's describing. For example, the first time a customer's Internet connection goes out (due to outages, nonpayment of fees, whatever) and that customer can't play a game that s/he has already paid for, they're never going to buy such a pay-for-play game again. How about dial-up users? Getting closer to the source, what happens when the company's distribution servers go out? Or their authentication system? Is all this bandwidth they'll be using going to be free, too? It would cost a significant amount of money to send out hundreds of megs of data to every single customer every time they want to play a single-player game.

      This is what happens when someone believes too strongly in the "slippery slope." They see one one service (Steam) applicable to one company (which, by the way, doesn't yet signal an end for even THAT company's boxed releases) and they stretch it out to accommodate their gloomy prognostication.

      I know there are companies (see "Phantom") who are trying to tout this kind of plan, but the reality is that few are interested. Despite this article's claims to the contrary, there would be a revolt of sorts if all those predictions came true - I'm sure Sony, Microsoft and Nintendo would experience a bump in sales, at the very least. :)

    8. Re:Poorly written and poorly conceived. by OblvnDrgn · · Score: 1

      Yes. But if I recall correctly, Wizards of the Coast allows you to redeem your electronic/virtual cards for physical ones when you have a complete set. So it's not as if they're buying anything that can never be turned into a real, physical product.

    9. Re:Poorly written and poorly conceived. by Malor · · Score: 4, Insightful

      I've happily paid for a number of games where I didn't get anything physical. In all cases, of course, I got a file that will let me play the game forever (no need for a central server), but I don't have anything physical. And most shareware is that way.... or don't you register your shareware? And of course almost all Free Software comes without anything tangible... you can pay extra for a CD, but hardly anyone does in the era of broadband.

      PC gaming is probably going to become mostly distributed over the Web. As other, smarter people have pointed out, it's a great way for a PC publisher to make money: with no middleman, they keep a much higher percentage. Since the market for PC games is shrinking so fast ANYWAY, the old tradeoff of accepting a lower percentage in order to make many more sales doesn't really work anymore.... going for the boutique market, instead of the mass market, seems the only likely way for them to survive.

      In the electronic distribution field, I've seen three major models: Everquest, Valve, and Stardock. EQ and the other MMORPGs are a little different than anything else; they require a huge investment of servers and bandwidth to allow people to play the game, and a monthly subscription fee is the only way they could possibly pay for that. This model doesn't bother me at all....I'm a happy Second Life user, for instance.

      Valve's method, on the other hand, involves spending a whole bunch of money on servers and bandwidth, but it's not for MY benefit, it's for THEIRS. They do this to make sure that I'm not stealing their software... there is no benefit to me WHATSOEVER. And there's no WAY they're going to get me to pay them for servers to make sure that I'm paying them!

      Their games would work perfectly well on the old model of "sell it to me once and provide patches". They claim they'll be 'streaming content', but their content doesn't particularly need to be streamed. There are two main reasons for Steam; to prevent piracy, and to guarantee Valve a monthly revenue stream. They want to charge me monthly for features that benefit only them. Steam will not only cost me monthly, it will also provide me a service that is inferior to the one I've been getting for free. Because of that, I don't think it will fly.

      If HL2 comes out in the standard "all you need is the CD to play" model, I'll buy it. If I'm required to use Steam, I will be much less likely to purchase, and there is NO WAY I will cough up any extra money to subscribe after purchasing it. Valve claims they "provide lots of extra content", but I just don't see that.... almost all their content comes from the mod community, FOR FREE. If I can't get that stuff for free anymore, I'll go play something else... it's not like I'm short on options.

      Finally, there's Stardock's model, which I like a lot. I can buy an individual game if I want, or I can buy a subscription to everything they do. They have two subscriptions, one for their "serious" (Object Desktop) stuff, and one for their "fun" (Drengin Network) stuff. Anything I download during my subscription will continue to work even if I stop subscribing, which is critically important to me. If I still want to play the game I downloaded today ten years from now, it'll work fine (assuming the OS will run it, at least); there's no artificial barrier. They provide enough servers and bandwidth to provide me what I paid for; they're not building this complex copy-protection system and expecting ME to pay for it. I appreciate that they have no copy protection on their games... and I pay for it.

      Ultimately, I think the EQ and the Stardock models will fly. I very strongly suspect that Steam is going to fail miserably: if HL2 is good enough, it may carry them for awhile, but I think ultimtaely the idea of charging customers for inconvenience is not workable.

    10. Re:Poorly written and poorly conceived. by forkboy · · Score: 1

      Yep, that's entirely correct. MtG online lets you buy booster packs for the same price as in the store. The number and type of cards you get per pack are completely identical, but they're bits stored on a server instead of real cards. However, you are allowed to have any card you own online converted to a "real" card and mailed to your home. If they'd do that the other way around (i.e. let me send them my card collection and convert it to online cards) I'd play.

      --
      This message brought to you by the Council of People Who Are Sick of Seeing More People.
    11. Re:Poorly written and poorly conceived. by Threni · · Score: 1

      ----
      The most amusing thing about the whole spiel is the inherent assumption that the Internet is somehow magically going to have the bandwidth and reliability to permit the restrictions that he's describing. For example, the first time a customer's Internet connection goes out
      ----

      In the future you'll have effectively unlimited bandwidth on the net. We'll laugh at todays dialups - even broadband. You'll get tv, telephone, everything down the same pipe. It will be always on, and outages will be as rare as tv transmissions going down.

    12. Re:Poorly written and poorly conceived. by tasidar · · Score: 1
      Fah, the need to physically own something is not always going to be a requirement. However, if certain game companies use the all-digital, broadcast-on-demand, nature of these next generation video games to gouge their customers then you can bet someone else will come along and take over the market by offering more for less.

      Yes, it might be sad that the companies that come out on top in this new shift aren't the ones that you happen to be attached to now, but anyone that thinks that video games are going to cost more in the future is plain crazy.

      Technology is making it easier and easier to create, publish and distribute games, and these factors will far outweigh the fact that technology is also making it easier to do away with the sharing of games. As technology lowers the bar for entry for game companies you can bet that the price of gaming will decrease, not increase. Those that try and buck the trend will simply get run out of business.

      Actually, I can see something along these lines taking off...

      Imagine a game in which >everything(positioning, calculations, damage/effects, graphics, etc) is done on the server. The server only accepts limited "known" inputs from the clients (ie, only key presses and mouse movements), with all unknowns/race conditions (everything else) thrown away/ignored.

      The server will only return video information to its clients, with the video being limited to only what the server knows the client should be able to see/access based on the clients position in the server.

      Wouldn't you be willing to pay to play an online game (MMORPG, or FPS), if no one could cheat?

    13. Re:Poorly written and poorly conceived. by miskatonic+alumnus · · Score: 1

      I stand enlightened. Thanks.

    14. Re:Poorly written and poorly conceived. by Babbster · · Score: 2, Funny

      Of course. Also in "the future," I will also have a jet pack and a robot maid.

    15. Re:Poorly written and poorly conceived. by Threni · · Score: 1

      If the future your maid will have a jet pack - she'll come to you. That much is clear.

    16. Re:Poorly written and poorly conceived. by Fesh · · Score: 1

      Is there a way to play the non-Steam version online anymore since they killed the WON servers? That's why I stopped playing CS although I loved it dearly.

      --
      --Fesh
      Kill -9 'em all, let root@localhost sort 'em out.
    17. Re:Poorly written and poorly conceived. by Hogwash+McFly · · Score: 1

      There are plenty of CS 1.5 (pre steam) servers out there for the taking. Speaking as someone who has refused to download the bloatware AKA Steam I can tell you that you can still play Counter Strike without touching Steam.

      --
      Mother, do you think they'll like this sig?
    18. Re:Poorly written and poorly conceived. by Atroxodisse · · Score: 1

      Everyone I know uses Steam. You can play any map you want with Steam. Obviously you've never used Steam or you would have known that. Maybe you should use it before you comment. The only down side to steam is the down time it experiences but it is fairly rare. The complaints come from the fact that WON was almost never down and Steam goes down for a couple hours a week. This will probably stop happening once they have a more powerful network and they have already taken steps to do that.

      --
      Read my short stories - You won't regret it.
    19. Re:Poorly written and poorly conceived. by Atroxodisse · · Score: 1

      I've been burned by too many MMOG treadmills to pay for another one without trying it out for a few days first. EQ, DAoC, Shadowbane(only beta phew), just to name a few. Treadmill gaming is so boring. I know a lot of people still play these games and seem to love treadmills but I am tired of chasing the cheese only to have it dangled just a little further away. That said, if I beta'd a game and thought it was really good I would pay a monthly fee and download it if that is what was required. Of course, the first thing I look into when looking for a place to live is if they have broadband available. I don't care if its the nicest house on the planet for 50 cents. If there is no cable or dsl I won't move there...

      Anyhow...my point is that I think people will buy games that entertain them, regardless of what they have to do to buy them.

      --
      Read my short stories - You won't regret it.
    20. Re:Poorly written and poorly conceived. by dancingmad · · Score: 1

      but if I saw any video game on the shelf that required a monthly subscription fee, no physical media, and gigabytes of downloading to play, I'd leave it there without a second thought.

      Welcome to Final Fantasy XI for the PS2!

      --
      "There is no time, sir, at which ties do not matter," Jeeves, (Jeeves and the Impending Doom)
    21. Re:Poorly written and poorly conceived. by Jason+Earl · · Score: 1

      Yes, technology will also make it so that they can make cooler games than they do now. However, that pretty much goes without saying. I also believe that in the future people are more likely to use a thin client (like an X terminal) than a full blown computer. In other words, people almost certainly will be using clients that make it impossible to cheat.

      That doesn't necessarily mean that video games will be more expensive. Any company that tries to gouge their customers too badly becomes an easy target for competitors who are willing to accept lower profit margins. Heck, that's precisely what is happening with Linux. Linux wouldn't have a ghost of a chance if Microsoft was content with 10% profit margins.

    22. Re:Poorly written and poorly conceived. by antiMStroll · · Score: 1

      When HL2 arrives it will be 100% STEAM. That's the problem.

    23. Re:Poorly written and poorly conceived. by antiMStroll · · Score: 1

      The author quite clearly pointed out the evidence for his "slope": freely copyable media with no activation > complete media with activation > incomplete media with activation. Is 'no media with activation' such an unlikely next development? It seems to be to be a natural next step in a linear development. The Internet's infrastructure isn't really up to the level of supporting STEAM - read some of the support forums - but that isn't stopping Valve from making it a mandatory requirement for the sequel to the most popular on-line FPS in history.

    24. Re:Poorly written and poorly conceived. by Anonymous Coward · · Score: 0

      Dang, and here I was hoping she'd come with me.

    25. Re:Poorly written and poorly conceived. by Fesh · · Score: 1

      Did you have to do anything special to continue playing? I thought the WON servers authenticated your CD key to allow you to play online...

      --
      --Fesh
      Kill -9 'em all, let root@localhost sort 'em out.
    26. Re:Poorly written and poorly conceived. by Awptimus+Prime · · Score: 1

      Really? I had Steam open at the time I made the last post. Not a single custom map in the entire server list. Oh, that's right, I've never run Steam according to you. I'll just assume you are angry or something.

      Anyway, they've been working on a "more powerful network" for about 2.5 years. How long does it take to order more bandwidth? 90-120 days max... It's marketing and you are falling for it. The "more powerful network" will only arrive when you get suckered into playing HL2 or HL3 for $9.95/mo.

      Just for those who think Steam stops cheating, go ahead and keep thinking that. It cuts down some, but not enough to ever warrant giving them your CC#.. Thanks, I don't need the "easy upgrades", I already have fast sources for getting game patches.

    27. Re:Poorly written and poorly conceived. by Ohm1e · · Score: 1

      Steam is not free for the taking. The platform itself is, but to play anything you still need a cd key. A valid one at that. The problem with platform based gaming like steam is they are poorly coded, poorly networked platforms, that leave 95 % of their customers non functional with every update. Thats why people havn't updated to STEAM, or CS 1.6, because they like to play constantly and want something that is reliable.

      Not to mention still a lot of people in the United States don't have blazing cable or dsl for their redownloading of a 700 meg steam install everytime it messes up.
      People like choices and steam doesnt offer much in that department. You're forced with their crap. A lot of people agree with me on this. And i feel they wont be buying hl2 because of it. I know i sure wont be.

    28. Re:Poorly written and poorly conceived. by Anonymous Coward · · Score: 0

      There are two main reasons for Steam; to prevent piracy, and to guarantee Valve a monthly revenue stream. They want to charge me monthly for features that benefit only them. Steam will not only cost me monthly, it will also provide me a service that is inferior to the one I've been getting for free. Because of that, I don't think it will fly.

      If HL2 comes out in the standard "all you need is the CD to play" model, I'll buy it. If I'm required to use Steam, I will be much less likely to purchase, and there is NO WAY I will cough up any extra money to subscribe after purchasing it.


      Erm.. What are you on about? Steam is merely a content distribution system.*

      I've seen no evidence whatsoever that HL2 will only be available through some kind of subscription model. - There's just no way in hell Valve would run such a risk with their most awaited title ever..

      Steam is good for you and me, who can buy/install the games right off the net, and for Valve, who can sell directly to customers at retail price. Plus they no longer have to worry about creating their own patching/update engine..

      Yup, there will probably be various subscription models as well, and if these are reasonable they may very well pan out cheaper for some.

      *) And from my cs1.6 experience a rather poor one. I actually had to download a tailored Steam client, which already contained the whole cs installation, off of some 3rd party server..

    29. Re:Poorly written and poorly conceived. by LafinJack · · Score: 1

      Heh, at first I thought you said "robot mind", though I guess that future is a bit further off... probably around the time of Threni's Magic Internet Serivce.

      --
      we are building a religion
      a limited edition
      we are now accepting callers
      for these pendant key chains
    30. Re:Poorly written and poorly conceived. by Anonymous Coward · · Score: 0

      I'm sure most have [updated].

      The CS 1.6 launcher/menu system is a lot smoother than CS 1.5, no problems with sound going missing and stuff like that.

    31. Re:Poorly written and poorly conceived. by OverlordQ · · Score: 1

      Dunno what version of Steam you're playing with but oops, I just got done playing de_dust3, awp_map, aim_arena, et al on my Steam install . . last time I checked that wasn't an 'Official' map. Sorry to say it but you're 100% wrong on the 'no-custom maps' argument. Just because you didn't see any servers, doesn't mean they aren't there.

      --
      Your hair look like poop, Bob! - Wanker.
    32. Re:Poorly written and poorly conceived. by Atroxodisse · · Score: 1

      Hehe...well I've got it open right now and I see lots of custom maps! I was referring to this when I was talking about Valve upgrading their networks. I don't think I'll be paying a monthly fee to play HL2, since it will be available for purchase in stores as well as through steam. I don't know anyone who deludes themselves to belief Steam stops cheating, but it does have a significantly improved interface which I like. Sorry if I sounded angry, I'm just a peaceful stoner.

      --
      Read my short stories - You won't regret it.
    33. Re:Poorly written and poorly conceived. by len_harms · · Score: 1

      Yes but gamers are a seriously fickel lot. I know I am. Read one bad review and you leave the game on the shelf or in this case you will not dl it. Even a bad rep can still hurt you down the road. Steam was seriously broken when it first came out, may still be? Also take ATI for instance, I STILL hesitate to this day because I got burned 2 or 3 times on bad drivers from them. I know they have better ones now but it STILL makes me hesitate. How many 2nd gen games have been passed over by people simpily because the first gen sucked? HL2 could be hurt just because no one wants to hassel with steam. It could run perfectly and people would skip it.

      Also pay as you go will alienate a lot of people. They forget their core audiance is people where 50 bucks IS a lot of money. Then 10 every month would mean they don't buy from them again.

      I know I have passed over several VERY good games. That simpily because they want 10 from me every month, plus the 20-50 up front. To me there are thousands of great games out there. In the 20 or so years I have been doing this I have only found 2 or 3 games ever that are worth 150 bucks for 1 year, and I did not pay nearly that.

      Once a company forgets who they are making games for. They usually go under quite quickly.

      Also 'activation' is not exactly a new thing to this industry. I have over the years had to endure 'read page x line 2 word 4', red plastic, decoder wheels, online activation, 16 letter keys, and all sorts of other things. All because people that buy 3k rigs cant pry 30 bucks out of their wallet.

    34. Re:Poorly written and poorly conceived. by oddfox · · Score: 1

      If you're on average cable or DSL a Steam install isn't all that hard, and you can convert your current Half-Life install to a Steam cachefile (I did it one time before, don't remember how since ever since then I just download the Steam full CS Install off Fileplanet [Ewww]) if you want to cut some bandwidth usage. 95% is a gross overstatement, by the way. If you're going for sounding like you're not biased, try to lay off a percentage mark so high. Everyone I know can run Steam fine (Although one of my friends is stuck on AOL, too bad) and there havn't been any problems for me except for when Steam came out of beta, for about a month there was a problem where on the first load it would cause quite a lot of HD activity. That's been fixed now and it works quite flawlessly, and it's a hell of a lot better than how it used to be, for sure, when it comes to the in-game menus (For configuration). Not only does it have an IM network that is simple and functional, but it has a nice server browser as well as the ability to be able to still see the game being played if you need to adjust your controls or something because a friend changed them last time you let them play. Maybe I'm just some crazy bastard, but Steam has been a hit with me ever since about a month or so before it went out of public beta. Ditto for CS 1.6. Seriously, I used to run Steam on an AMD K6-III/450 with 512MB of SDRAM. It's not that bad, and it's certainly not an issue at all on my newer box.

      --
      "We invented personal computing." - Bill Gates
    35. Re:Poorly written and poorly conceived. by oddfox · · Score: 1

      I apologize in excess for my forgetting to put the formatting tags. Ugh, I really should change to just plain old text. :/

      Just goes to show the preview button has incredible value, heh.

      --
      "We invented personal computing." - Bill Gates
    36. Re:Poorly written and poorly conceived. by oddfox · · Score: 1

      Dude, Steam is free and will remain free AFAIK.

      --
      "We invented personal computing." - Bill Gates
    37. Re:Poorly written and poorly conceived. by GarfBond · · Score: 1

      My my, what a little research can get you...
      http://www.steampowered.com/status/status. html

      3.23AM 18/01/2004
      Current Player count: 31569 players, 26727 on CS alone.

      Clearly, one or all of your numbers are wrong.

      Steam is indeed free to download, but you still need to have a working CDkey to get anything useful out of it (like, an account and the games)

      Steam doesn't lock you into anything; you're free to run a dedicated server just like you used to be able to (meaning custom maps and mods). The only problem is that offline LAN play is broken (being worked on it seems) and sometimes it goes down abruptly, but then again, Steam *is* a first implementation of the concept.

    38. Re:Poorly written and poorly conceived. by Awptimus+Prime · · Score: 1

      Yeah, I was trolling. I've not really launched Steam since using a beta copy a while back.

      I do have one question: Can you still launch the Steam version of CS from gamespy or are you stuck using the Steam pinger?

    39. Re:Poorly written and poorly conceived. by Anonymous Coward · · Score: 0

      I've happily paid for a number of games where I didn't get anything physical.


      Me too, if by "games" you mean "dates", and by "happily" you mean "regretfully".
    40. Re:Poorly written and poorly conceived. by Ohm1e · · Score: 1

      Every new code release creates 3 - 4 new problems even valve says that. Earlier stages almost all people were effected by bugs. The IM network has been down the last 2 weeks off and on. If that sounds like a step in a good direction.. then by all means go through 50 bux for something that looks like it will be deployed exactly like steam

    41. Re:Poorly written and poorly conceived. by oddfox · · Score: 1

      Sheesh, you make it sound like things were all peaches and cream before.

      Like any new project Steam is going to have some problems getting off the ground. It's inevitable that there will be growing pains.

      I havn't had any show-stopping issues with Steam and none of the people I know (Online or offline) have, either. There are minor issues here and there every other patch but I for the life of me cannot understand how anyone expects perfect software. All this commotion is simply angry gamers getting pissed at the company that gave them the very thing they insist on constantly bitching about. There's nothing new about that, but it seems to be getting more and more common for people to consider it logical.

      --
      "We invented personal computing." - Bill Gates
  7. Keep Trying Harder by Anonymous Coward · · Score: 3, Funny

    If they try hard enough, maybe they can kill off the gaming market althogether.

    1. Re:Keep Trying Harder by Anonymous Coward · · Score: 0

      Every game is just CTF and DM with different skins.

      Its already dead.

    2. Re:Keep Trying Harder by Zork+the+Almighty · · Score: 1

      Holy shit! All this time I was playing tetris, I thought it was about blocks!

      --

      In Soviet America the banks rob you!
  8. More restrictive technology = more returns by frovingslosh · · Score: 1

    I change computers every few years, and I seem to be behind the curve contrasted to many of my friends. I do buy games; I would think not many until I look at the book shelves next to me and realize how much I've laid out for games. When the games start getting so invasive that I can't move them to my next PC (which would be the same as not letting me lend a game I was done with and not using to a friend), I'll be back at the store making a loud and ugly sceen until I have a refund.

    --
    I'm an American. I love this country and the freedoms that we used to have.
    1. Re:More restrictive technology = more returns by LostCluster · · Score: 2, Interesting

      Or they call the police to have you removed from their store. No refunds and no exchanges except for the same title has been the policy for software since the beginning of time.

    2. Re:More restrictive technology = more returns by Safety+Cap · · Score: 1

      And the corresponding way around it is to exchange for the same title ("unopened," of course), then either come back later or to a different store and get the refund.

      --
      Yeah, right.
    3. Re:More restrictive technology = more returns by frovingslosh · · Score: 1
      Their policy be damned. My policy be that it's suitable for use, and that includes not stopping me from upgrading my system when I want to. My policy is that they disclose any reason why the product isn't suitable at the time of sale or they buy it back, and none of those damn "restocking charges".

      Yes, they've told me store policy at times when I've had to return something, but I've received a full refund on everything from software (once the package was opened the instructions told me to send in more money for parts of the program that they left out of this version, was in previous versions and something I felt I needed to use it properly) to a notebook (not at all as salesman had represented). I've never had anyone try to call the cops. Normally you can deal with people very calmly and civilly and make your point. But on rare occasions when it's clear that you're dealing with an asshole who wants to hide behind "policy" and isn't going to give you the same courtesy of treating you as a person as you are showing them, and there is no higher-up available, speaking up for your rights can be an effective way to deal with the situation.

      One hint, which may not apply to most Slashdot readers: If you're going to make a public stand, it may better to not do it when your girlfriend is around. Some females are bothered by it. On the other hand, one who isn't is certainly a "keeper".

      --
      I'm an American. I love this country and the freedoms that we used to have.
    4. Re:More restrictive technology = more returns by frovingslosh · · Score: 1
      As already pointed out, exchange and then return can solve the "policy". I doubt that I would even bother to walk out the door, once I had my unopened copy in my hands I would look right back at the person who gave it to me and say "now I want to return this unopened copy for a refund, as per store policy".

      Another perfectly effective technique is to point out that there were terms of use that were not printed on the outside of the box, disclosed only after you opened the box or even after you started to load the software, that you did not accept. As per the products instructions, you are returning the product to the store for a refund.

      I'll also note that a lot of the software I buy does not get loaded onto my primary system as soon as I buy it. With all the software problems out there, and manufacturers who claim in their "license" that if the software destroys all of your data because of problems that are clearly of their making it's somehow not their fault, I often test install software on an older backup system before I put it on the main system (about the only exception is if the old system doesn't have the hardware to support the software). I've seen several pieces of software that actually will damage a system, and a few more that will completely destroy a system when you do the uninstall. If the software maker doesn't take responsibility for what his own product will do to your system and you have to, then you certainly need the ability to do your own testing before you put it on a system with important data. Software that prevents that goes back.

      Intuit learned the hard way last year that even people usig tax software will only put up with so much in the way of restricting use of someting they legitimately bought and expected to be able to use. If you want to accept the store policy additude, then go ahead and bend over, but I hope most gamers have at least as much sense to stand up for their rights as the people who made Intuit change their invasive and restrictive system.

      --
      I'm an American. I love this country and the freedoms that we used to have.
    5. Re:More restrictive technology = more returns by Anonymous Coward · · Score: 0

      Unless you are unwilling to accept the terms of the EULA (which is almost never printed outside the box).

      ot: I was cleaning up some old files the other day and found the "manual" that came with my Microsoft Keyboard. 10 pages of fine print and, I kid you not, 1 sentence of actual instructions (something like: "see the online manual").

  9. Oh Cmon by SparafucileMan · · Score: 5, Insightful
    "This is the model the game industry is evolving toward: one which allows you to access software on the fly, download the content on demand, and pay for every use according to a schedule dicated by the game's owner."

    Look, the games still take up, what, 1-5 Gigs? Unless people are downloading _consistently_ at some 500k, you'll still ahve to go to the store and get the game on CD. Given the state of the broadband market in the US this pay-to-play crap is like 20 years away, and by then, the games will take up a few terrabytes anyway.

    1. Re:Oh Cmon by antiMStroll · · Score: 1
      You're joking right? America's Army is a 600+ meg game, available by download only. People consistently download 700 meg Divx movies, >1.5 gig DVD images and multi-iso Linux distros. 14400 baud was fast ten years ago, my two year old DSL service is 1.5 meg, a friend's newly ordered cable usually hits 5 meg.

      Maybe were you live this seems impossible, not here.

    2. Re:Oh Cmon by FryGuy1013 · · Score: 1

      I know at least for half-life on steam, that only the core game downloads first, so you may have to wait for the first 20-30 megs before you can play. However, the levels and media are downloaded on demand (download level 2 and all textures that aren't in the cache while you're playing level 1, and so on)

      --
      bananas like monkeys.
  10. At the end of the day by Space+cowboy · · Score: 5, Insightful

    it's the people who decide things like this. If sufficient people stop purchasing games that restrict their ability to play them, then it's a simple business decision for the company to make - stop over-restricting the user.

    If companies adopt the attitude that consumers en-mass are stupid (usually justifiable, to be fair to the companies) they might just get burnt on this one - gamers particularly and (to be fair to the great unwashed, this time) people in general are getting more au fait with the technology. Removing the ability to share games or play with friends may just result in non-protected-in-this-way games being more popular instead.

    The games market is very very cut-throat. It's similar to the post-production market (where I work) except that the games companies are far more in control than the advertising agencies (our paymasters). If one company goes down the "wrong" alley, I reckon another might just jump to go down the "right" one, especially if they're currently not the market leader...

    Simon.

    --
    Physicists get Hadrons!
    1. Re:At the end of the day by Talez · · Score: 2, Interesting

      If sufficient people stop purchasing games that restrict their ability to play them, then it's a simple business decision for the company to make - stop over-restricting the user.

      No.

      Blame it on the pirates, toughen up the DMCA and declare consumer hunting season open.

    2. Re:At the end of the day by MattGWU · · Score: 1

      You're putting a lot of faith in the gamer community (Conversely, I'm demonstrating little...the reality is probably somewhere in the middle). As long as a game fits the basic formula for Popular Video Game, the gamers will go for it. The restrictions and invasions will come in easily managable bites, and as long as the game is still 'worthwhile' it will sell. They'll complain, but they'll buy it.

      --
      "These people look deep within my soul and assign me a number based on the order in which I joined" --Homer re:
    3. Re:At the end of the day by zenthax · · Score: 1

      "If one company goes down the "wrong" alley, I reckon another might just jump to go down the "right" one, especially if they're currently not the market leader..." The problem that i think most people are worried about is what happens when all the companies agree to go the wrong way becuase it makes $$$$$$?

    4. Re:At the end of the day by Technician · · Score: 1

      If sufficient people stop purchasing games that restrict their ability to play them, then it's a simple business decision for the company to make - stop over-restricting the user.

      It's already hapening. I bout a 3 pack of Need for Speed. (Porche unlimited, High Stakes, & Hot persuit) The kids wanted to play it. I never give them originals as they are often knocked off the desk and used as a floormat. I always make a work copy or run off the hard drive. Guess what... They don't copy or play off the hard drive. They don't get to play them and I'm not buying Electronic Arts software anymore as it doesn't work in my family use model.

      --
      The truth shall set you free!
    5. Re:At the end of the day by Anonymous Coward · · Score: 0

      I remember an outright revolt regarding onerous income tax software copy protection on the Turbo Tax product. Consumers didn't stand for it, and it harmed the Intuit to such an extent, that the Intuit decided to remove said protection. I think the same thing will happen in any case where copy protection schemes are too restrictive. Consumers will react when the protection prevents them from using the product as they want!

  11. It's Likely Alright by Cirreus+Krestel · · Score: 2, Insightful

    true , it seems unlikely now ... but 20 years from now (when high speed internet is as common as having phone service) , it'll be the norm. the article really is off track in that no real solution is presented (or even wanted ?)

    --
    "taking over the world , one lego at a time"
  12. Sky Falling? by Anonymous Coward · · Score: 2, Insightful

    This is so much chicken little we are all doomed nonsense. Do you really think that the game companies are truly stupid enough to piss off their lifeblood? Granted they make some dumb calls, but I honestly do not think they are suicidaly stupid. Games a pain in the ass to own or play? Then just don't play it! They will die, and a service that meets the needs of gamers will surface. It all depends on what the gamers are willing to accept, end of story.

    1. Re:Sky Falling? by Torham · · Score: 1

      I think they very likely to be stupid enough to piss off their customers. Most of the big game studios are owned by the major music and movie companies. The good news is that the companies that push too restrictive lisences are losing money, not making more.

  13. Then make better games... by YllabianBitPipe · · Score: 2, Interesting

    If the game is good enough I'll go out and buy it, and even pay for a subscription fee to access the server or whatever. But don't think for a second I'd pony up dough monthly if the game sucks. Make sure it's worth the money. And if companies are all going to move towards charging more, don't think the customer is automatically going to pay more. I'll be even more price-aware and even more picky as to whether or not the game is worth the cost. In my opinion, out of all the games released this year, I could count the number of games I'd buy / subscribe to on one hand.

    1. Re:Then make better games... by Anonymous Coward · · Score: 0

      You know, some can count to 31 on one hand ...

  14. Nonsense by FTL · · Score: 5, Insightful
    If customers want the ability to transfer a game from one person to another (be it cartridge, license code, or whatever) and companies aren't providing this ability, it simply opens the door to a new games company who does. Supply and demand.

    Remember Id? Came out of nowhere, provided something that the heavy hitters didn't. Now they are a heavy hitter. It's not rocket science. (Ok, mabye it is in Id's case).

    --
    Slashdot monitor for your Mozilla sidebar or Active Desktop.
    1. Re:Nonsense by Tokerat · · Score: 1


      Exactly. There are enough geeks in the world, and I'm sure there are enough gamers who code to simply start an uprising when this happens. Hell, if Microsoft can put together an overheating PC in a box and call it a video game console what's to stop some enterprising case modder from doing the same? Then pretty much all the game companies are screwed...

      --
      CAn'T CompreHend SARcaSm?
  15. Why rent? by www.sorehands.com · · Score: 1
    The game companies will be renting the games, not selling them. Similar to some of the lawsuits with the record label selling CDs without notice. When the companies start start admit that they are renting the games, they will drop the price.


    A friend once told me that the money is in "Pay per play!"


    Remember video games were $0.25 per play?

    1. Re:Why rent? by LostCluster · · Score: 1

      Yep, and there was nothing to copy in your home, you'd have to go out in public to even play. Yeah, I don't think the value of video games will ever get back to that far in favor of the publishers...

  16. Replay Value of Older Games by Myriad · · Score: 4, Interesting
    In all, less gaming value for your hard-earned dollar.

    I suspect that the longer this trend takes to implement, the harder it will be for the game makers to pull it off. Why? An ever increasing back catalogue of existing games that don't have such restrictions

    Take a look at all the consoles over the years, that's a huge library of games. Ok, sure, the graphics and features decrease dramatically as you travel further back... but does the entertainment value?

    A current Xbox, modded, can happily run MAME. Making one console able to play litterally thousands of titles.

    If the software makers push thing to the point where it's no longer worth it to buy, I suspect many people won't. Oh, some will, because they'll always want the latest and greatest. But many may well be content revisiting some of the existing titles.

    I used to contantly upgrade my PC hardware to the newest stuff released because I actually benefited from it. These days I rarely do. My existing gear performs well enough that I see only a marginal benifit. Maybe gaming will be similar.

    Blockwars: multiplayer and free.. and I'll get around to updating it some more soon. :)

    --
    "They do not preach that their god will rouse them, a little before the Nuts work loose." Kipling, 'The Sons of Martha'
    1. Re:Replay Value of Older Games by Powercntrl · · Score: 1

      A current Xbox, modded, can happily run MAME. ...and NES, SNES, Sega Genesis, Playstation 1 and... The list goes on and on.

      Some of the best games ever made were made for consoles now considered obsolete. While people can say what they will about Microsoft, what hackers have done with the Xbox is nothing short of amazing. The emulators are so amazingly accurate in terms of framerate, rendering and control, I thought I was playing on the original system.

      --

      ---
      DRM is like antifreeze, to the MPAA/RIAA it's sweet, to the consumers it's poison.
    2. Re:Replay Value of Older Games by meta-monkey · · Score: 1

      It's not just emulators on the Xbox...pull out an old console and hit up eBay, or your local small-time used game store. Recently I was browsing around my local used game store and saw they had The Legend of Zelda: Majora's Mask for the N64. I have a N64, and the first Zelda game that came out for it, but I'd never bother to play the 2nd one. I bought the sequel for $10. I'm having a great time playing it, and I don't care that the graphics are a bit dated. Good graphics never made for a good game anyway.

      If you want games, for cheap, check out the bargain bin at the game store. Lots of good stuff for really, really cheap.

      --
      We don't have a state-run media we have a media-run state.
    3. Re:Replay Value of Older Games by pla · · Score: 1

      Why? An ever increasing back catalogue of existing games that don't have such restrictions

      I agree completely. I all but stopped playing new PC games when making a simple backup CD started requiring a nontrivial hack (AoE2, I think, which you could still backup without too much hassle, but far more than it should have taken), and every game started needing a no-CD key to play while listening to an actual audio CD at the same time (hey, even the best game background music gets tiring after a few weeks).

      For consoles, I enjoy the current round of machines, but won't spend $50+ for a single game. Call me cheap, but you can find original SNES games for a buck each, and PS1 games for under $5 now. And they provide just as much "fun" as any new game (if not the same eye-candy value). When the next gen comes out, I'll probably pick up a PS2 and a GC (I don't really care for the XBox, I might buy one or two games to play via emulator on PC, but don't really care for the majority). And at that time, I'll get just as much enjoyment out of it as people do today, while paying a tenth the current price for games.


      So, when companies get rid of the obnoxious DRM, and go back to charging reasonable prices for games (Anyone else remember feeling stunned that the Space Shuttle simulator for the Atari 2600 went for a whopping $20, more than twice the price of the average game? And then it sucked, to add insult to injury?), they can consider me a "good" customer again. Until then, I fall into one of their most-hated demographics (since even when I buy, I provide them with effectively no income), and will remain there.

    4. Re:Replay Value of Older Games by CrackedButter · · Score: 1

      I gave up moderating this thread to reply to you.
      I agree with this statement, its similar to what i do now with music, there is hardly anything i like these days except for a few favourite bands and i still buy them knowing they don't cater for the single market but i still like music.
      What do you do? Buy music from the past, i've got into music i wouldn't of tought purchasing before. I have a taste for david bowie, Miles davis and other jazz classics...again the music makers are not giving me what i want, just like the gamers soon.

  17. right... by Anonymous Coward · · Score: 0

    I could possibly see video game rentals going away since people can make copies of those so easily. But the rest of it sounds like paranoid rantings from some kid who's too poor to afford games. So, they're scared that they won't be able to steal their games anymore. Most video game makers/publishers aren't evil, like the record industry.

  18. Gaming value for my $ = fun by Anonymous Coward · · Score: 2, Insightful

    "no more rentals from video stores, no used games market, no lending games to friends, less upgradeable computers, pay-as-you-play software subscriptions, and other consumer-unfriendly changes. In all, less gaming value for your hard-earned dollar".

    This is ridiculous - for people who actually pay for software, they do so because they get an equivalent in _having fun_ while using the software or hardware, as the case may be.

    People who "borrow" (yeah, right) games aren't _customers_ anyway, why would anyone care about them?

    I own two legal copies of CS and I'll pay for the new one when it comes out, no matter what the media is. And I'm sure I'll have fun.

  19. This is just the marketing folks wet dream... by Anonymous Coward · · Score: 0

    ...nothing more. If game makers had their way, they'd insist upon all kinds of measures that would be customer unfriendly if they could get away with it. They can't. XBOX Live works since they're giving you something for your money. Yeah, you could network you games without Live, but it wouldn't be as good, and you'd have trouble from the hackers that would introduce cheats into the online play. None of this is going to happen unless they give something back to the customer in trade.

  20. Who is this guy? by bagOyew · · Score: 1

    I think the listing off of our favorite aspects of gaming (soon to be gone) just indicates the demand is there. This guy may have the knowledge of gaming and trends, but forgot the basic business principle of supply and demand. Anyone ever been to a Game Stop? I guess I may be the only one buying 15 year old games you cant get anywhere else.... As far as this copy protection of the future is concerned and portioning of software out in usable blocks is just too ludricrous without taking into account for some super-villain led software development team. How would this happen, downloads? They had better get some SERIOUS bandwidth to the average customer's doos before that becomes a distant reality....

    1. Re:Who is this guy? by Bendebecker · · Score: 1

      "I guess I may be the only one buying 15 year old games you cant get anywhere else..."

      There are a few of us who are going to different shops and collecting the orginal carts, but most don't actually play those carts and are content to play around with emulators. You don't have to worry about the cart getting damaged, the console breaking, or the control pads or joysticks wearing out. Plus you get a far larger variety of joysticks and such to choose from that if they wear out can easily be replaced (as opposed to say the vectrex control bars or the coco's joysticks.) The greatest benefits of emulators however are the fact that they act sort as an archive system for older games. How many vectrex carts will still be in existance in fifty years? How many nintendos will still be functioning by 2050? Huge numbers of games and consoles will be lost in the pages of history by then, but I bet you that the emulator market for those games will still be strong, even though the actul games and systems will have long since disappeared. And if everything this article says comes to pass, then its in the world of emulators that you'll find me. I have played a lot of NES, SNES, and Genesis games but I probably haven't even played 33% of them yet. Let's not even mention Mame...

      Bottom Line: If the gaming market gets taken over by a bunch of control-freaks like this article believes, there are already enough games in existance that aren't imprisioned to keep us all busy till the lard-ass money-hogs go broke.

      --
      There's a growing sense that even if The Future comes,
      most of us won't be able to afford it.
      -- Lemmy
  21. Capitalism to the rescue by ImTwoSlick · · Score: 5, Insightful
    In all, less gaming value for your hard-earned dollar.

    This means fewer people will buy these restrictive games, and motivated entrepreneurs will release games we do want to buy.

    1. Re:Capitalism to the rescue by CashCarSTAR · · Score: 2, Interesting

      Not necessarly.

      Chances are, if things such as renting and sales of used media are going to be stopped, it's going to have to be stopped as a piracy measure. See, when you purchase something used, or rent it, the company who produced it gets practically nothing from you. Maybe the renter or the used seller has a legal right to sell it, but you have no legal right to use it.

      And if you don't want to purchase a game straight out without trying it first, just find another entertainment medium. Isn't that the capitalist way?

    2. Re:Capitalism to the rescue by n3bulous · · Score: 1

      Capitalism does not work to benefit the consumer, only to maximize the profit of the company. They attempt to maximize profit for the least amount of effort/cost. Capitalism is also not risk-friendly. Trying something new, with unknown results, especially when the costs are significant when compared with the status quo, scares the heck out of companies. This explains the very minimal technical improvements in the (american) automotive industry, the general lack of imagination in body styles, and why Doom 3 will be the biggest seller of the year.

      Capitalism doesn't work where emotions rule over rational thought or where the population size is too large. The big 5 in the music industry supposedly gross over 20 billion a year, over 1 billion CDs sold. A small percentage of those consumers really care that a) CDs are expensive when you think about it and b) the artists, in general, get screwed. These few cannot dictate change even if they feel they are in the right.

      This is why unions were formed. The individual cannot make a difference unless he is leading a like minded rabble to correct perceived wrongs. Today, unions are inherently anti-corporate but they are not the antithesis of capitalism. They want to maximize profit for the workers' minimal amount of effort (e.g. gym teachers making over 80k/yr, auto workers making over 100k/yr).

      In the end, it is the same as democracy. People vote with their feelings, not their head. Thinking hurts, especially when the issues become complicated and the possible answers blur together and conflict with their desires.

      --
      "The area of penetration will no doubt be sensitive." ~ Spock
    3. Re:Capitalism to the rescue by ImTwoSlick · · Score: 1
      Capitalism does not work to benefit the consumer, only to maximize the profit of the company. They attempt to maximize profit for the least amount of effort/cost. Capitalism is also not risk-friendly.

      Capitalism can be most rewarding to those people who take those risks. Do they usually fail? Absolutely, but those people who keep trying are the ones who eventually succeed. The individual DOES make a difference here, because they have the power, along with everyone else, to make a change by choosing what they will and will not buy. Collectively, this is a powerful force.... A "Market force" if you will. :-)

      If gaming companies only look out for themselves, and snub the consumer, there WILL be a backlash, and the consumer will definately turn to those people who can fill the gap. Some of the best games comming out are made by indie developers. Just checkout Garage Games. They have some really new and refreshing games out there, and a community that supports them! I definately do. Check out Mutant Storm. Its one of my favorites.

    4. Re:Capitalism to the rescue by Anonymous Coward · · Score: 0

      See, when you purchase something used, or rent it, the company who produced it gets practically nothing from you. Maybe the renter or the used seller has a legal right to sell it, but you have no legal right to use it.

      Sorry, but that's absurd. Would you apply this criterion to, say, cars? Maybe Bambino's Second Hand Ford has a legal right to sell you that used Explorer, but you have no legal right to use it. Um... I don't think so.

    5. Re:Capitalism to the rescue by Coniptor · · Score: 1

      I won't tolerate used media or renting being "stopped" for the sake of propping up failing "***GREEDY***" companies business models.
      I also wouldn't tolerate it for ANY other reason EVER.

      Were it to happen I would NEVER purchase the "new" media. Were they to try and sneek it buy like the ***LAME*** RIAA with their bullshit copy protected cd's I would shread the books and manuals and destroy the cd's contained there in of the ONE thing I bought and then mail it back to the right company resealed with a heaping helping of dog shit. (Return it you say? HELL NO!!! Best buy or whoever are NOT going to get back something they can sell again and retain ANY of my money as a "restocking fee")

      I disagree and I don't CARE what "LAW" you think prevents me from having a right to something I bought second hand from someone else.

      NO ONE has I right with ANY product to sell said product to EVERY person on the globe or in their nation, city, town, etc....
      They don't have a right to expect other's who've purchased their *CRAP* (It's crap if they think they can do this!) to keep it ever more or throw it away once they have no more use for it instead of selling it to a friend or prospective garage sale customer.

      Further more why would a renter or seller of second hand products have I right to sell it but I not to use it? YOU ARE A MORON.

      I will "check out" what meets my standards and requirements for me to purchase it. Oh what's amatter baby? Think us "consumers" don't have a right to choose or "BE A SATISFIED ***CUSTOMER***"
      GO BURN IN HELL

      Leave a perfectly good market that's currently experiencing an influx of GREEDY, SELFISH, SELF CENTERED, MEGALOMANIACAL DIPSHITS for another most likely experiencing the same thing? Do you EVEN HAVE A BRAIN??? Like I'm going to *LET* those shit heads see ANY of **MY MONEY**.

      "Isn't that the capitalist way?"
      It bears repeating.
      You... are... A... MORON....

      Mark me troll or whatever I don't care. Doesn't change reality you *other* morons abusing the moderation system to raise greedy self serving perspectives without valid points.

    6. Re:Capitalism to the rescue by CashCarSTAR · · Score: 1

      You missed the sarcasm tag. Too bad it's invisible. The reason I said that, wasn't that I agreed with it. Just that they're going to try and make it happen. And some people will just follow them right down the rabbit hole, just like you said. They'll say to do anything else will be socialistic! Theoretically, why would you have no right to use a second-hand product? Because what some of these companies want, is for you to license the material, not purchase it. And for the license to be non-transferrable. Now, for myself. I'm a person who thinks that "piracy" is actually a good thing, as being able to try something before you plunk down your hard-earned cash is essential to a free market. A free market depends on perfect information. I want to know if a piece of software is going to crash/how good it is before I throw down my cash. However, from a moral standpoint personally, I don't really make a distinction between "piracy"/used purchases/renting. I do all of them, myself from time to time. However, I realize that I'm not helping the producer one bit. Fuck 'em. If I like it/it's good enough, I'll support it..PROVIDING YOU OFFER IT FOR SALE. In a nutshell, I'm not going to pay 30$ to EB or another store to purchase a used game when NO money goes to the producer, when I can download it for free. So your rant is somewhat misplaced. Nice rant 'tho :)

  22. Cheapskates of the World, Unite! by Schlemphfer · · Score: 4, Interesting
    From the article: And that's where were headed, like it or not. No physical media. No rentals. No used games. No sharing games among friends. Limited hardware upgrades. Pay-to-play. Unless something seriously changes the course of the industry, this is the future.

    Only one problem with this scenario: I'm not buying, and neither will a lot of other gamers. No doubt video game companies could come out with a really great sounding version of Half Life or whatever, costing $12 a month to play. But if they try to foist subscription fees on me, my money's staying in my pocket. Dollar for dollar, video games represent probably the cheapest form of entertainment ever developed. A few years back, I spent $20 on a copy of Unreal Tournament, and that is some of the best entertainment money I've ever spent. I've doubtless played that game more than a hundred hours. Same thing with NHL '94 Hockey on the Sega Genesis; I got it used for $10 or so, and I'm still playing that game today in emulation.

    No doubt, the video game industry would love for all games to switch over to subscription on-demand models. The only trouble is cheapskates like me won't ever let this happen. When I buy a game, I expect it to be a one-shot expense, and I further expect to be able to play that game ten years from now. If, for the sake of argument, the next Half-Life comes out as subscription, I'll just buy UT 2004. And if UT 2004 comes out as subscription, then I'd keep playing my original UT until Quake 4 or somebody responsive to my needs comes out with a non-subscription game.

    No doubt that subscriptions will capture a growing portion of the gaming market, but it's silly to think companies will forsake the model of one-time sales. There's too much demand from gamers who wouldn't have it any other way, and nobody's going to leave that much money on the table.

    --
    I'm generally "Interesting," "Insightful," and even "Funny" here. What the hell happens to me at parties?
    1. Re:Cheapskates of the World, Unite! by Fulcrum+of+Evil · · Score: 2, Insightful

      Only one problem with this scenario: I'm not buying, and neither will a lot of other gamers.

      Yeah, if I'm going to put money into something every month, I'll just start modifying my car.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    2. Re:Cheapskates of the World, Unite! by SurgeonGeneral · · Score: 4, Interesting

      Dollar for dollar, video games represent probably the cheapest form of entertainment ever developed.

      This guy is totally on point.

      Not only that, but if you think of a good idea and know how to program well, its one of the best ways to make millions of dollars.

      Video games are the modern board games. Once people made millions off of homemade board games that became outrageously popular, and many people tried to emulate the success. Now a hundred years of free market evolution has filtered out only the best board games, but guess what : people are still making millions off of them, and people are still loving games made even before the depression. Even still, if you have a bright idea you can easily enter the market (Think about the very popular new-comer "Cranium")

      Video games are the same way. I still play Nethack religiously on my 17" wide laptop (full key keyboard with numpad. oh yes.) with a 128 meg graphics card and half a gig of ram. Why? Because its good and its FREE. But I also BUY the latest stuff if its really top-notch. I play Warcraft III, and I'll tell ya Blizzard is raking it in without all that bullshit the article talks about (unlike the creators of nethack who do it for the love of the game).

      Would I pay a small, not-for-profit server maitance fee? I might. But we live in the age of free market competition, and its damn easy for cheap knock offs to cash in. And brand loyalty is certainly not a pressing concern, for me at least.

      --
      -- "Man is born free, and everywhere he is in chains." Jean Jacques Rousseau
    3. Re:Cheapskates of the World, Unite! by Anonymous Coward · · Score: 0

      If you aren't paying for the games, for whatever reason, then the publishers will probably blame this lack of sales on piracy and see it as an excuse to make the games even more subscription based!

      We can't win! May as well give up now, and start carving some bits of wood into tetris pieces.

    4. Re:Cheapskates of the World, Unite! by Prehensile+Interacti · · Score: 1
      That should have read:
      Dollar for dollar, video games represent probably the cheapest legal form of entertainment ever developed
      At $3 for 8 hours of seriously quality entertainment, LSD does it for me every time :)
  23. I can't agree by flowbee64 · · Score: 2, Interesting

    The videogame industry doesn't focus mainly on pc games, it encompasses console games as well. I can't remember any console game where I had to type in a cd key. I can't remember playing one that I didn't have the original media for. I don't remember need a no cd hack because consoles don't work the way our pc's do. Pay for Play online gaming has been tried as a business model before, and never has worked out. The closest we came in the states was Sega.Net, which tanked.

    What do I know? It may change and videogame companies may start doing pay for play. But try and remember that these companies want as much of your money as possible. I know I'm willing to pay more for a box and a disc that for a download link on a subscription service.

    My bet is, console games will continue to be the industry focus, and the pc ports will contain whatever hacked in protection is sexy at the time. The only places we're likely to see "innovation" in pc game protection is with games like Half life 2, where pc development is the central focus.

    Mexicans eat chili.

    --
    "I, for one, welcome our new %INSERT ARTICLE SUBJECT HERE% overlords."
  24. Capitalism by Rallion · · Score: 1

    The great thing about a capitalist economy is that the cunsumers are nearly always going to have it pretty good, as long as a few conditions are met. Here, those requirements are met, and I don't see how a real problem could evolve. If somebody doesn't want to pay-to-play, they won't. If somebody wants to pay to rent something, rentals will continue to exist. Author of this article needs to learn something about supply and demand.

  25. Server-based game lobbies have hurt gaming by bender647 · · Score: 5, Insightful

    The anti-pirating schemes already in place have all but killed the gaming experience for me. Why is it I spent uncountable hours playing my older games online with friends, but anything I've bought in the last year needs to meet up on a server. You spend wasted time in a lobby watching people type in profanity and hate speech, then as your friends all try to start the game, something happens and it doesn't launch. Time's too short, I'll just won't play games with needless restrictions and I wish others wouldn't either.

  26. The article has it's strong points by Crasoum · · Score: 5, Informative

    But is hardly strong enough.

    Yes games that allow you to play on OTHER people's servers are more restricted, because it is THEIR servers. Granted there are plenty of public Half-life servers, but they still are indexed by VALVes master server. In doing so they get people playing on their server, and VALVe is assured the people playing on these servers are using legitimate products.

    If one has a problem with the 1984 style, then don't play on the servers, instead use other servers like one can use with open battle net. You can connect without any legit CD key, but you also are playing with less people; more then likely. As always a trade off.

    As for Steam only downloading the parts you'll "Use in the near future" the author does NOT know what he is talking about. Steam downloads the levels as you play them, yes, aside from the core levels that come with the mod you are playing (or the original game). By core levels I mean, if you download half-life it downloads all the game content you need, but no added developer levels unless you go on a sever that has them, then it downloads them and you keep them on your hard drive.

    It is for two reasons. To be gentle on VALVes bandwidth, and also if you never play any other levels/mods (like Counter strike, or Day of defeat) then there is less Hard drive space taken up on your computer.

    As for the rest of the author's comments on making everything non-tangible, I doubt that will happen for a few reasons.
    One of which is people like to have a product for convince they can grab and install if their system crashes.
    Two people would want more for less, if they don't have that solid backup to go back to.
    Example. Through steam, you either buy the game in the store or get an unlimited subscription to steam, or you pay 5 dollars a month for the same service.

    I'd love to hear arguments against what I've said, so please...

  27. It won't last by daemon_underscore · · Score: 0

    Gamers just won't tolerate this model - it will probably be tried out by game makers for a while, and when it fails the game makers will drop the system. However, I think that there will be more protection for game sharing in the future.

  28. So, now that the game industry has imploded by RLiegh · · Score: 1

    what is going to take its' place?

    More importantly, what is it going to take for the consumer to both stand up aggressively (none of this "oh, I hate the riaa --ooo! eminem has a new cd out -fap fap fap" crap) and be heard?

    Given that the market is no longer consumer oriented, is it too late for any meaninful (note that clause) change to occur?

  29. I won't pay, I won't pay... by No+Such+Agency · · Score: 4, Informative

    (Offspring, I believe)

    To do any significant game-related downloading, you need a fast internet connection. A LOT of users (self included) are still on dial-up, simply for cost reasons. If you add the cost of a required broadband link, plus a pay-per-play or subscription model for games, people will decide it's simply not worth their hard-earned money. I know people who pay $80/mo for their cable TV & internet, but they're double-income, middle class families. Students, young workers, and other lower-income people will not - often can not - pay through the ass just to play video games.

    --
    Freedom: "I won't!"
    1. Re:I won't pay, I won't pay... by DakotaK · · Score: 1

      The line's "Pay the man! NO!" from Pay the Man (by far the best song on the Americana CD). Offspring was good before they sold out.
      But still, why not just keep the classics on console or an old system or whatever? People still build MAME machines for Mortal Kombat and Pac-Man, which are at least 20 years old. Old is still good.

      --
      I am a viral sig. Please copy me and help me spread. Thank you.
    2. Re:I won't pay, I won't pay... by Prehensile+Interacti · · Score: 1
      When we are talking about PC gaming it is very difficult to use cost reasons, as the excuse for not having what you need. A quick Froogle shows you can spend up to $673 for the latest nVidia card, to improve your gaming experience. And that will be out of date in 6 months!

      The $40 a month for basic broadband (Cable TV Sucks) is a fraction of that cost, and IMHO having broadband will increase your whole life, let alone gaming experience, far more than pushing some extra pixels around.

      That said if you can't afford some internet, then obviously you won't be buying a GeForce! Sadly though that does mean that you won't be able to enjoy more recent releases on your system. Which if you are playing titles that are a number of years old, then you have a number of years until you will be encountering the digital delivery when newer releases switch to it. Hopefully the internet will have come down in price enough for you at that point.

  30. Not unfriendly by dybdahl · · Score: 1

    This is not consumer unfriendly - it's about getting a better experience, and especially a social experience where you meet other people.

    One of the main reasons why Counter-Strike got so popular, was that dead players could chat with each other - it simply added a social experience to the computer game.

    The future is not much different from going to Disney Land - you only have the experience during the time period you paid for, a big part of the experience is being there together with other people, and you don't own anything after leaving it (except for the memory).

    If Sierra's Tribes 2 game was a pay-per-month service, I'm sure it would have survived longer than it did.

    -=EEF=-Dybdahl
    Euro Elite Force
    http://www.euroeliteforce.net/

  31. Fantastic by Realistic_Dragon · · Score: 3, Interesting

    As soon as games are unrealisticly restricted, more people will feel the need to write GPL ones.

    We are seeing the groundwork already, in good GPL game engines, and the free content community already has proved their worth on proprietary engines (NWN modules and Quake 3 mods etc). All it needs now is someone to tie it all together.

    DRM is the ultimate free software motivator.

    (Anyone remember Total Anihilation that had a multiplayer spawn install and let you play 3 computers with each valid set of disks over the LAN/Internet?)

    --
    Beep beep.
    1. Re:Fantastic by 88NoSoup4U88 · · Score: 1
      'We are seeing the groundwork already, in good GPL game engines, and the free content community already has proved their worth on proprietary engines (NWN modules and Quake 3 mods etc). All it needs now is someone to tie it all together.

      DRM is the ultimate free software motivator.'

      Afaik, Steam, the new content-providing service by VALVe, will also focus more on mods, and the distribution thereoff in the future.
      As of now a non-VAVLe-mod, Sven Coop, can be downloaded of/played on Steam.
      I heard some rumours before that in the future, Modteams might have the opportunity to release their content, for a small fee (think 2 to 5 dollars) : it's the same principle, when you really dig a project/mod/artpiece, you contribute with either your own maps/models/sounds : or contribute with money.

      The only downside to this would be , imo, that alot of fun will be pulled out of the Modmaking scene, which atm still seems to be the main arguement to make a Mod (besides brushing up your portfolio).

    2. Re:Fantastic by Anonymous Coward · · Score: 0

      TA didn't have any copy protection, either. I even made a TA disc that included the original game and both expansions and it all installed using the original setup.exe, saving lots of time and space (both on the cd and the hard drive). You'd never be able to do that these days. Just another reason (other than its great gameplay which RTS games even today haven't topped) it is among my all-time favorite games.

    3. Re:Fantastic by Anonymous Coward · · Score: 0

      Yeah, Chris Taylor is such a fucking genius of game design. I can't wait to see what he comes up with next (besides Dungeon Siege 2... I haven't played Dungeon Siege, and I hear many people say it sucks after you've played it long enough, because the AI does everything for you, but I'll still buy it anyway, eventually).

  32. The writer's opinion by Metaldsa · · Score: 4, Insightful

    is just as valuable as any other forum opinion. Why this guy was posted on /. is beyond me (slow weekend). He says that it is guarenteed we will have to pay for play, no rentals, no used games, and no physical media. That is his GUESS people.

    After reading 1/2 of the article I realized it was as useful as reading someone's opinion on any message board. He drew up educated guesses and that was it.

    Now of course every industry wants a subscription like service for their product. Yearly upgrades and that sort of thing can equal huge profits. But it doesn't work in a lot of industries. Everyone thought MMO games would be HUGE after EQ. I mean EQ is a cash cow. But besides SWG which survives on the star wars name alone, no other MMO game has come close to EQ in the US. For every success I see a dozen failed attempts.

    So how this author thinks I will pay $10 a month for an average game is beyond me. Doom3 and HL2 could squeeze a few months out of me but the second I stop so do my payments. And 99% of games out there AREN'T Doom3 or HL2 quality. The subscription based model would actually hurt most companies because they would rather take the $50 and run. Besides Doom3 and Half-Life2 I can't think of one game I would pay for longer than 1 month. Planetside is a great example of a FPS game trying to charge per month and failing horribly (with a decent product). And they had a reason for the subscription, server costs, while other games will not.

    This author doesn't have anything to back up his opinion so its just as valid as mine (do I get the front page if I buy a domain name and post this?). The most obvious conclusion in the next 5 years of gaming is 90%+ games still being bought, rented, etc and maybe 10% have a subscription for things like Xbox2 Live and MMO type games. I rent almost every console game instead of buying it because I know I won't play it longer than a week. So if they try to force a $50 + $10 a month tag down my throat it would fail horribly and they know it.

    1. Re:The writer's opinion by Anonymous Coward · · Score: 0

      The writer's opinion is just as valuable as any other forum opinion.

      What postmodern horse manure. An opinion doesn't have value just because it exists. I can have an opinion that the world is flat but it's not as valuable as the truth. An opinion's value is determined by the quality of its content.

    2. Re:The writer's opinion by Anonymous Coward · · Score: 0

      FYI Final Fantasy XI has passed 500 000 subscribers last weekend, and with 1 000 000 characters (meaning 500 000$/month more for square). It did that being out a year in japan, and being out for I think three months in North America. And the PS2 version is coming out soon, and will be popular amongst the what, 60 million PS2 out there?

    3. Re:The writer's opinion by Metaldsa · · Score: 1

      "(me)The writer's opinion is just as valuable as any other forum opinion.

      (you)What postmodern horse manure. An opinion doesn't have value just because it exists. I can have an opinion that the world is flat but it's not as valuable as the truth. An opinion's value is determined by the quality of its content."

      Listen up anon, I said the article was like a forum post. I said it wasn't newsworthy because it was opinion with no facts to back it up. I didn't say opinion had a high value, I said the article's opinion = forum opinion. Next time read the quote before you combat it.

    4. Re:The writer's opinion by Metaldsa · · Score: 1

      You are right and I never said that subscription won't work. I said that 90%+ games out there it won't work for. You can name EQ, FF XI, SWG, Doom3, Half-Life2, and a few others where subscriptions would work. Then I could name a thousand titles where people would play it for 1 month or less and forget it.

    5. Re:The writer's opinion by Anonymous Coward · · Score: 0

      Fair enough, I read your post but I misinterpreted you. Sorry.

    6. Re:The writer's opinion by Metaldsa · · Score: 1

      Np, everyone has done it :)

  33. Games as a service: the ultimate copy protection? by UnknowingFool · · Score: 4, Insightful
    Some of us remember older games that tried to protect their contents from illegal copying. I had a Commodore 64 and there were a few things game makers tried to do:

    1) Keyword:
    It was like the ID code that some games use today, but instead of ID that tied itself a single copy, this method relied on keywords in the game documentation that you had to enter at the start of every game. The thinking was that if you had documentation, you must actually own the game.

    Some of them were like: "Enter the last word in the third paragraph on pg 14 of the manual". Others relied on a password/countersign. Some relied on decoder wheels. Of course, these were all easily defeated by a magical invention known as a photocopier. Some hackers who were probably very bored or cheap acutally wrote hacks against these protection schemes.

    2) Copy protection build into the medium.
    Back then we used 5 1/4" disks. To build copy protection into the disks, game makers broke standards on the disks. Game makers did things like add extra tracks onto a disk that only the game could access. Add code that changed the how the disk drives read and wrote. Some games actually required a part to be attached to a port on your computer.

    These were harder to counteract, but there were utilities that could bypass most of these protections. Again hackers at work.

    Much of the new protection is predicated on the fact that there is no medium to hack. There will be some software stored on your computer but the important parts are on the server. But that leaves the communication to hack.

    Well, hackers are bright people, and these new protections only give hackers a challenge. There's nothing more that hackers like than a challenge.

    Another potential problem with this type of protection is that it almost requires broadband due to the high bandwidth. Currently multiplayer games only communicate data about the user and the game environment. But if it has to send code as well as data, there's a lot more bandwidth to be needed. While broadband is gaining popularity, there will be dialup only users for a long time.

    --
    Well, there's spam egg sausage and spam, that's not got much spam in it.
  34. Warbirds by old_unicorn · · Score: 1

    This trend lead to more alternatives such as WWW.WBfree.net . They have set up a free server on which you can fly your free warbirds 2 software. This is not breaking any laws, but is definitely not popular with iENT, (who bought Warbirds off iMOL), and who run it now, for $14 per month. So you get free offline software from iENT, and a free online environment. You wouldn't have had either with a CD-purchase based game!

    --
    ***You learn something Every day. And then you die.***
  35. Not only not news, but also just plain misguided by drinkypoo · · Score: 4, Interesting

    Retail sales will continue because people like to make impulse buys. If people wanted all their games delivered via the internet, meatspace gaming stores would have gone under already. Most gaming stores have noticed that people want to buy used stuff too, so they have new and used games. An excellent example is Software Etc., which purchased Funcoland, basically the USA's leader in used games/game equipment sales, and the Software Etc.s started selling used stuff. As a consequence, I go to Software Etc. again. We even bought the Myst trilogy DVD box set there, but mostly I buy the used stuff. As long as there are successful outlets which bring in gamers, however, video games will be sold in stores. That means, stores which sell used games, stores which sell game consoles, stores which sell gaming peripherals.

    Next, let's talk about registration keys. The only thing these keys can really be used for is preventing people without them from playing on official online servers, or these days, from using the official master browser server. People will patch their way to playing, otherwise. But so-called piracy prevention methods have never been about preventing people from pirating games. Game developers are not idiots. Well, some of them are, of course. But any of the good games necessarily could not have been created by total morons. These people know it is impossible to stop piracy. The point of these copyright protection methods is to make it inconvenient to pirate the games, thus ensuring that the majority of people will pay for them.

    As for the death of game rental, this commentary is largely applicable to PC games, not so much console games. Console games will continue to be distributed in physical form for some time to come, and it will be a long while until every home in america has the broadband internet access necessary to download games, which are only getting larger. Playstation 2 games are typically on DVD these days, even on broadband it takes a while to download a full DVD. Not only that, but I got the "official" word from Comcast that I'm only allowed to download 80-90 GB/month. (Yes, I finally got a AUP violation letter.) Just a few games and movie trailers, and you're over your limit. So, it's going to be a while before the death of physical media.

    The fact is that the widespread adoption of internet use necessitated the use of registration keys and activation in all types of software to make software copyright violation less convenient, because it became so easy to get copied software, and cracks/deprotects/serials for same. As usual, the users are to blame, not the companies. It will still be possible to copy these games well into the future; it is still a truism that anything a person can put together, a person can take apart.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  36. No problem by nizo · · Score: 1
    ..no more rentals from video stores, no used games market....

    Until they come rip my 386 laptop with nethack on it out of my dead hands, I am safe.

  37. Who's paying who? by Saxerman · · Score: 1, Troll

    The bigger question that we've long been aware of is completely ignored in this article. The world needs a business model or seven which allows those who write content to profit from their work. After the original sequence of bits have been cobbled together, they can be duplicated endlessly without any help from the original author(s). The concept of "intellectual property" is crumbling, and something new is going to rise up in its place.

    --

    A steaming cup of soykaf would be real wiz right now.

  38. The end of mass-produced content by heironymouscoward · · Score: 1

    ...just means people will once again be able to create their own as we did before the days of Big Media.

    Why is this a bad thing?

    --
    Ceci n'est pas une signature
  39. History repeats by nuggz · · Score: 5, Interesting

    Remember CD keys?

    Did he forget the generations of copy protection before this?

    The C64 copy protection battles, with the crazy disk access.
    The code wheels and papers, and manuals

    Companies keep trying, get some success, then it starts to fail, then they improve. This is just the copy protection arms race.

    1. Re:History repeats by tr0llb4rt0 · · Score: 1

      LOL Remember the early computer magazines with listings printed in colors that couldn't be photocopied easily??

      If they spent the money on making games better rather than copy protection then the games would sell more.

      --
      Worst .sig ever!
    2. Re:History repeats by tommy_teardrop · · Score: 1

      I used to go back to my C64 and play Jet Set Willy every so often for years till one year that damn 20x20 colour square thing had ripped in half, and I couldn't get into the game.

      --
      -- IANAL, BIPOOTV
    3. Re:History repeats by fallen1 · · Score: 1
      This is just the copy protection arms race.

      Yeah, which I have never understood for one simple reason: There are more 13 year old (being general here, not picking on 13 year olds - or crackers/hackers) crackers out there than there are people developing the copy protection. If you add up all the available time, energy, processing power, and intelligence of the people who want to crack games versus the companies who make the games+copy protection the crackers win every time. Back in the days of Commodore 64/128 one could get 0 or -1 day wares for games. Yeah, you could get it before the game company officially released it - and without copy protection.

      In the end, they would be better served by using the time and energy spent including copy protections to make BETTER content, more open ability for the game players (as in NWN modules and Doom level editors) to keep the games fresh and accessible, and less buggy first releases/less patches. The question is... will they realize this?

      I'm thinking the almighty (quick) dollar is too strong. The game companies have forgotten to look to the long-term. How long has Myst been out? Doom? How many people still play these games and others because of content/editors/modules/fun? Wow, amazing isn't it?

      --

      Dream as if you'll live forever.
      Live as if you'll die tomorrow.
      ~Anonymous~

  40. Copy protection has failed before, will fail again by fname · · Score: 2, Insightful

    A lot of these schemes (such as activation) described in the article are nothing more than good ole' fashioned copy-protection. I think in the early 80's, software makers saw copy-protection as the holy-grail, and would go to great lengths to make there wares hard to copy-- even for backup purposes. For a while, I think many folks thought it was against the law to copy a make a copy of your own VCR tape.

    However, many of these copy-protection schemes. USB dongles, codes that had to be typed in with each boot-up (remember SimCity?), or extra discs that had to be kept in a 2nd drive. Most of these schemes failed because mostly what they did was make it difficult for the owners (or licensees, whatever) of the software to use it. So instead of selling 100,000 copies and having 20,000 pirated, they'd sell 80,000 and have zero pirated versions. Seems hardly worth the bother, eh? This is most recently evidenced by the TurboTax fiasco of 2003.

    Right now, this push is most evident in the world of digital music sales, which are grossly restricted compared to regular CDs. I think at one point a major label will decide it's pointless to sell copy-protected (I hate the term DRM) tunes when the pirates will never pay for them anyway and can get them from other services.

    Will video-game rentals and re-sales go the way of the Dodo bird? It will start to look that way for a while, then a really good game will come out with any restrictions and sales will be tremendous, despite (because of?) the casual piracy that is sure to ensue. Publishers will then remember this: organized piracy=bad, casual piracy=both good & bad, copy-protection does nothing to stop the first and may in fact encourage it, while doing a great deal to hinder the latter. They'll then ask "what's the point again?" and will use the business model that works the best for their particular game instead of trying to restrict everything to the nth degree.

  41. Pay to play: necessarily bad? by WombatDeath · · Score: 1

    Overall I don't like the idea. But there's a silver lining: I have a whole load of games I've bought, played for a few hours, and discarded. I tend to keep them in the vague thought that I might one day pick them up again (never happens), or that I can sell them on at some point (weee, that'll earn me $20, in total). With pay-to-play I'd possibly lose out on the top 5% of games, but I'd save a fortune on the crap. Perhaps this business model would discourage the release of substandard rubbish?

  42. The "rinse and repeat" tactic by tepples · · Score: 0, Flamebait

    No refunds and no exchanges except for the same title

    Then watch me come into the store every few hours and start returning every copy of the same title that they give me. Once a few like-minded geeks begin to do this as well, watch the title's defect rate shoot up. What again does Best Buy do with a return if it doesn't have another copy of the same title in stock?

  43. this is not the future this is now by Anonymous Coward · · Score: 0

    The things described in the article are reality not the future.

    My provider offers a list of games to download and play unlimited for a 20 euro/month.

    http://www.telenet.be/gamezone/

    I think it's a ripoff because this means that you have to play and complete about game a month to gain anything from it. Meaning the average game costs about 50 euro. So if you pay 20 euro a month and do more then 2 months over finishing the game you could have bought the game yourself. If your not a real gamingfreak you just ain't going to cut it.

    Add to that, that you can play offline even singleplayer games because the game interface that comes with it checks up with the server. And you have to download everything all over again if you want to use the game on another PC. etc etc etc...

    To say the least... this stinks...

  44. They just don't make 'em like they used to by dido · · Score: 4, Interesting

    IMHO, I think that the worst trend that has been hitting the PC gaming industry in recent years is a near-total lack of serious innovation and originality. The kinds of trends described in the article are nothing compared to this. Compared to the 1980's and early 1990's, the games of today seem to me anyway, comparatively lackluster and boring. Every major gaming company seems to be suffering from a me-too syndrome that causes the market to flood with dozens of similar games on the coattails of the last major innovation (which comes more and more seldom thanks to this phenomenon). We have hundreds of first-person shooter games and their close variants, more and more games in a genre that was saturated long ago. Real-time strategy games seem to suffer from the same problem. IMHO, the worst thing that ever happened to the gaming industry in recent years was the 3D card, which has seen more than its share of abuse at the hands of the major game companies. They seem to think that making a game 3D with impressive graphics is enough to make up for all of its shortcomings; in fact it's usually more true that abuse of the 3D engine can very quickly become a game's biggest shortcoming. Good graphics does not make up for an RPG's lack of plot and coherent storyline (cough...Ultima IX...cough), nor is it even required for many genre of games (cough...Warcraft III...cough).

    DRM-ish measures in games and the other inconveniences mentioned are relatively minor compared to the mess that is a mediocre or unoriginal game.

    This article is a better, more insightful read into what's wrong with the gaming industry today.

    --
    Qu'on me donne six lignes écrites de la main du plus honnête homme, j'y trouverai de quoi le faire pendre.
    1. Re:They just don't make 'em like they used to by nEoN+nOoDlE · · Score: 1

      I think you should be the one writing articles for Curmudgeon Gamer. That's ridiculous to say that 3D cards have been the worst thing to happen to games as of late. You probably think CG effects have been the worst thing to happen to movies as well. As a matter of fact, lets all go back to playing games on our abacuses (sic?) and telling stories through song in out local pubs. I think the WORST thing to happen to games is that idiots started playing them - just like with movies. Now production values for games have skyrocketed to the millions, independent game creators can't keep up with the amount and quality of graphics and content in your average game, and thus a few genres that got me into gaming in the first place are now completely gone or loosely incorporated into brainless shoot fests with big budget cutscenes. The genres I'm talking about are classic adventure games and puzzle games. Although puzzle games are getting a small resurgence in the online flash/director type stuff. But I still long for the old Sierra games I grew up with, as well as the classic Lucasarts adventure games. Hell, I still fire up Grim Fandango and Full Throttle every now and then.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    2. Re:They just don't make 'em like they used to by DeadScreenSky · · Score: 1

      The PC game industry simply isn't very healthy anymore (if it ever really was). So it isn't a surprise that you see little innovation or niche products nowadays. Consoles are where most of the game variety is nowadays - though honestly that has been true since probably the SNES/Genesis days. The PC industry is just particularly lacking in variety compared to its usual low amount. Doesn't look like it is going to get better anytime soon, either. A shame, since the barrier to entry for PC game creation is so much lower...

      Point is, if you want variety pick up a console gaming system (especially the PS2 or Xbox, which both have more game variety than the GC).

      --
      There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
  45. Wal-Mart by tepples · · Score: 1

    what's to stop some enterprising case modder from doing the same?

    Wal-Mart will never sell it because it doesn't have an established national brand on it. A significant chunk of the proverbial unwashed masses shop exclusively at the huge store chain.

    That is, unless "some enterprising case modder" is Apex.

    1. Re:Wal-Mart by Tokerat · · Score: 1


      If there is demand for it, Wal-Mart will carry it. You can make inroads without Wal-Mart (Internet sales, game-specific shops, etc) but it would be on the list of goals to get them to carry your product.

      Problem is Wal-Mart wants to buy in massive bulk for extra cheap, so you need the established production line before that will ever happen, anyway.

      --
      CAn'T CompreHend SARcaSm?
    2. Re:Wal-Mart by Anonymous Coward · · Score: 0

      Walmart could care less about "established brand". What they want and need is an established and guaranteed supply at the lowest possible price. Unfortunately what tends to happen with Walmart and smaller suppliers is:
      1. They buy ALL your product.
      2. When time comes to renegotiate, you have no other clients to fall back on so they can (and do) squeeze your margins to nothing.
      3. As a consequence, you go bankrupt and WalMart's customers are once again stuck with an inferior product at a higher price.

  46. What, you hadn't noticed it until now? by unfortunateson · · Score: 2, Interesting

    PC-based gaming is on a decline. My two teens asked for not a single game for their windows machines, only X-Box. That's probably a good thing, since they're running 450MHz machines with wimpy 3D cards, and they'd have demanded upgrades.

    And yet, they play on those machines constantly: java/flash or small games from places like MSN, Weebl, Homestar Runner, etc., and "The Apprentice" to let them play MtG or other card games without owning the cards.

    Occasionally they foray into their unfinished back stock too.

    Meanwhile, the subscribe or die approach is hitting X-Box: X-Box Live is the only requirement listed for "Phantasy Star Online" until you open the package, at which point you find that a separate subscription is needed to play the online game!

    --
    Design for Use, not Construction!
    1. Re:What, you hadn't noticed it until now? by Anonymous Coward · · Score: 0

      No dad, your kids just know that any decent game released in the last five years won't run on a 450. They also know you're more likely to pony up a $30 game than a $700 computer.

    2. Re:What, you hadn't noticed it until now? by unfortunateson · · Score: 1

      Nah, not really. I asked. Actually, a fair number of *last* year's games run OK: Warcraft III is runnable, f'rinstance. Of course, a fair number of the hot titles are late, late, late: Doom III, Half-Life 2, etc.

      --
      Design for Use, not Construction!
  47. Who cares by Anonymous Coward · · Score: 0

    [Insert industry X] decides that [insert details of hair-brained scheme] is best way to make even more money.

    It's not like it's important. Get on with your life.

    Meanwhile, News at eleven.

  48. History repeating; Darwinian market forces by Anonymous Coward · · Score: 4, Insightful

    I don't share such bleak predictions for the future, even though I know they are within the realm of possibility. Why? Because that isn't how I want to play games, and that's what matters to the market in the end.

    Anyone remember Divx as something other than an avi format? Or does anyone remember when the future of television was supposed to be pay-per-view after its success in the 80s?

    The opportunities aren't being afforded by new advances in technology, they've been there for a while.

    If companies want to stake their future on consumers playing the DRM game along with them that's fine - it's their dollar to lose or win. Corporate efforts to institute it across-the-board are mind-boggling, but I always have the option to buy something else - and the march towards centralized control, whether it's a slow and concerted push or a quick overhaul, will always create a niche market as a result. If the niche products are absorbed or converted, the niche remains. Ah, capitalism!

    So I'm not concerned with companies banding together to push DRM - because all they're doing is shooting their monopolies in the foot, and giving potential competitors a (healthy, unshot) foot in the door - I'm concerned with cartels pulling strings in DC to make standards law.

    If the conglomerates are willing to throw away market share in the mad shift towards total information control, why should we stop them? I eagerly await the demise of Sony & Microsoft-qua-game companies.

  49. We don't _have_ to buy it by johannesg · · Score: 1
    I'd like to be able to play Half Life 2, but if they insist on selling it without physical media (that I can install and play without needing an internet connection) I am quite sure I'll be able to survive without it. Or better still, I'll wait for the inevitable hack to show up.

    As much as it is Valve's prerogative to sell software with a limited lifetime and useability, is it also my prerogative not to buy it. It is entirely up to them, then...

  50. Re:Games as a service: the ultimate copy protectio by dandelion_wine · · Score: 1

    I remember going back to my home town and visiting what I remembered to be a great old shop. It had been replaced, to my surprise, with a Microplay (this is maybe 10 years ago). I went in and asked around, and it turned out that the previous place, which had rented games as well as sold them, had to go as NAFTA came into force. They had to meet anti-pirating standards, and that meant no more renting floppy-based games. So the owners bought into the franchise and went all-console.

    It's like you say, one side builds new protections, the other breaks them down. It's always been like this. Look at the history of radar traps (and detectors, and detector detectors, and so on)...

    Man, you brought back memories. I hated those "what is the last word" manuals. The code-wheel I made for one was cute but sloppy -- often easily digging up the wrong word. Precious "cracked" copies of these games were hard to come by and highly valued.

  51. Damn, now I have to compromise national security by John+Jorsett · · Score: 5, Funny
    Quake players didn't find themselves looking for a no-CD hack and Half-life players didn't need to connect to a master server to play single-player games, but DooM III and Half-life 2 owners just might have to.

    This is going to make it really tough playing it at work in a DoD Tempest-shielded room. I may have to drill a hole to run a net cable ...

    (Just kidding, guys: put away your ISP subpoenas)

  52. Discs are much more corruptable by roystgnr · · Score: 4, Informative

    It's far harder to accidentally corrupt a plastic disc than it is to have a transfer error screw up an application.

    If you have a scratch on your plastic disc, you'd better hope that the disc specifications put enough error correction data on at manufacturing time to fix the problem. If you're transferring data over a network, during most of the transfer you only need enough data to reliably perform error detection, since over a noisy link the client can re-request corrupted blocks and the server can increase the percentage of ECC data dynamically.

    1. Re:Discs are much more corruptable by John+Courtland · · Score: 1

      At least the only person you can blame is yourself for scratching your disc. It's not like some uber-powerful corporation that you have to wait on if they screw up. On a tangent: what if your net access is down and you want to install a program? This system has more disadvantages than advantages over physical media, IMO. I enjoy being able to go online to get what I need, and it would be nice to be able to download/use things when I'm roaming, but if I can't/don't have that backup, then it's no good to me.

      --
      Slashdot is proof that Sturgeon's Law applies to mankind.
    2. Re:Discs are much more corruptable by what+the+dumple+is · · Score: 1

      i dunno. i spent a couple of hours downloading america's army. when the 650mb or whatever was done the stupid thing didn't work. it was corrupt. so i tried again a couple days later from a different mirror. same thing. so nice to waste ones' bandwidth to have something not work.

    3. Re:Discs are much more corruptable by Kumochisonan · · Score: 1

      Thankfully, one of my eagerly awaited games from Amazon came pre-scratched. I didn't have to lift a finger to make my CD unusable...

      Hail to the digital age!

      --
      kill elrond
      take elrond
      put elrond in cupboard
    4. Re:Discs are much more corruptable by Anonymous Coward · · Score: 0

      OK, that's one example of a CD being scratched. How many times have you had a corrupted download, of any sort? Far more people have corrupted transfers than receive scratched discs in the mail.

  53. OT Spelling Rant by ari_j · · Score: 0

    terrabyte

    <with substance='salt' quantity='1' unit='grain'>
    You mean terabyte. From tera, meaning "shitloads", and byte. A terrabyte is much larger, and is the quantity of data required to describe the entire Earth.
    </with>

  54. and linux is dead too... by illumina+us · · Score: 1

    I beleive comments like these coincide with those saying linux is dead. Sorry, I just don't buy it.

    --
    -illumina+us "I put on my robe and wizard hat..."
  55. console modding by dandelion_wine · · Score: 1

    I was one of the horde of people who had their PS modded so as to be able to play copied games, and what an experience that was (apart from visiting the drug-den-like home of the modder -- velvet covered walls and a persian cat -- meow). I end up with 50 games and quickly realize that 45 of them are not worth my time. Sure, this appraisal was affected by my ability to compare so many at once (NEVER get your kids more than one game at the same time), but it staggered me how much I would have had to spend on each in the store, only to figure out it was pure trash -- and I'm not just talking about taste, here. Bad design, bad graphics, bad gameplay, bad, bad, bad.

    If you'd been quicker, you might have gotten on the play-and-trade treadmill and gotten more than your $20 for the lot, but that isn't much fun, either. When I got on, it was with Super NES. Buy a game for $90 (Cdn); trade it in (you'd get less for cash) for $40 in two months' time (if you picked a hit), so you can get the next $90 game. At the end of a run like this, you have almost no games, a whole lot less money, and the distinct feeling that you have permitted yourself to be royally screwed.

  56. Oh well.. by MasTRE · · Score: 1

    I guess I will just not play games anymore. There are, actually, other things I'd rather do. Like read.

    --
    Must-not-watch TV!
  57. He seems obsessed with CD keys by Tim+C · · Score: 2, Insightful

    The way he goes on about CD keys, you'd think that they were the root of all gaming evils.

    I don't read the site normally, so I have no idea how old the guy is, but surely he can't be so young as to not remember some of the hoops we had to jump through back in the old, 8 bit, tape-based days?

    Hands up who remembers spending an hour or more fiddling with their tape deck to get Jet Set Willy to load? And then have to type in a particular colour code once it had loaded? Or the LensLok system that Elite used, where you held a very breakable plastic lens up to the screen to make a code readable? Some games even came with little hardware dongles.

    He seems to think that it all started with Q3, when in reality, the computer games industry has been doing that sort of thing for about 20 years. Ubiquitous, high-speed net connections may well take it to the next level, but I can't see it being anywhere near as bad as he paints it. If that were true, it should've already been intolerable for a decade or so.

    1. Re:He seems obsessed with CD keys by WWWWolf · · Score: 1
      Or the LensLok system that Elite used, where you held a very breakable plastic lens up to the screen to make a code readable?

      Hehehehehe. A local computer magazine once reviewed one game that used this system. Apparently the copy protection method was so unusual that they didn't even include a screenshot from the game, but rather a photograph of someone using the lens thing. And that's just about the only thing I remember from that game. =)

    2. Re:He seems obsessed with CD keys by Black+Jack+Hyde · · Score: 1
      I have no idea how old the guy is, but surely he can't be so young as to not remember some of the hoops we had to jump through back in the old, 8 bit, tape-based days?

      It's been twenty years since my first exposure to gaming on a tape-based machine; that was typing in lines of BASIC code just to play a simulated game of darts, so the author could be too young to remember the heady TRS-80 days.

      Jack

  58. This makes no sense... by El+Camino+SS · · Score: 4, Insightful


    With the proliferation of the video game market and the recent (last year and a half) realization by people that video games make a lot of money...

    Every argument that the marketplace is going to stink goes directly against every economic theory out there. Greater competition and demand is a great thing. I am tired of people saying that a LUXURY ITEM like video games is having some EA games conspiracy or something like that. This is pure drivel.

    When I was a child I payed sometimes $35 for a game on the original NES system. Now, I pay $50 for Call of Duty. Which do you think was a better benefit? Which was the bigger bargain? Which is the best deal? I think that argument alone is enough to debunk what people have been saying about the video game industry going to hell in a handbasket... and that we should all put on our crash helmets and prepare to be screwed.

    This whole argument is bunk. Go spin some of those tinfoil conspiracies elsewhere... and stop crying because you can't rip off games anymore. When someone rips off the GPL, everyone is up in arms, but a game that is cracked? TOTALLY COOL, RIGHT?

    Get a grip, whiners. Go live in a mud hut for a month if you need to get away from the screwjob of the video games because you think you payed too much for a copy of MADDEN 2004 or whatever.

    1. Re:This makes no sense... by EvilSporkMan · · Score: 1

      When someone rips off the GPL, everyone is up in arms, but a game that is cracked? TOTALLY COOL, RIGHT?
      We like openness. Cracking a game creates more openness; GPL violations generally create less openness.

      --
      -insert a witty something-
  59. Quake's CD Keys by Anonymous Coward · · Score: 0

    This guy starts off his argument claiming thatg because Quake III required a CD key and the previous two incarnations did not that the gaming world is about to come screaching to a halt? How old is this guy, 13?

    I'm sure the rest of us who have lifespans that cross more than a decade rememeber the days when in order to play the game you were prompted to find the x word of the y paragraph of the z page of the instruction manual that the game came with. Every single time you wanted to play you needed to have that manual by your side ready to hunt down any word.

    Even in the world of broadband the level of content in games is increasing. These same claims were made when 14.4k modems became available and the huge 200k games of the time were distributed on BBSes. I don't see most of it being realized; single player games with mostly static content will remain pay-up-front and get media. The world of multiplayer only adds a new facet.

  60. Online books are a clear parallel IMO by asink · · Score: 2, Interesting

    Even if you can only download a chapter at a time, you can _gather_ the entire book. Once you have the book, you can modify the phone-home code(tricky, but nothing compared to what has been done before). Another alternative would be to simply set up your host file to point to a different server to provide the pieces of the game on demand. The community of gamers usually responds pretty clearly to these types of restrictions.

    --
    "Hex, Bugs, and Rockn'Roll"
  61. Pay to Play is a viable model for Games Software.. by SkArcher · · Score: 2, Interesting

    Rather than paying for "the software" what you are paying for is connection rights to the server. If a game was written to allow free-as-in-beer downloading and the servers required payment for connection time, then a competetive market would be there, which is, IMO, a good thing.

    This works particually for MMOs and multiplayer FPSs. It might even be possible to open source the client software and have the server side code remain closed - although that would require rigourous security procedures it would allow for greater community enjoyment of community written features.

    You just need to look at this from a different angle. Think of it like paying for petrol for your car.

    --

    An infinite number of monkeys will eventually come up with the complete works of /.
  62. It's like toilet paper (a little) by Anonymous Coward · · Score: 0

    "Many will say that these things can't come to pass, that the public will rebel at some point. They'll dig up the DivX debacle or other technological boondoggles from the past decade as evidence. Yet, it will only take one best-selling game, like Half-life 2, to introduce the masses to new and more restrictive technologies that will then become standard"

    MIT published a book a few years ago called "The Bathroom, the Kitchen, and the Aesthetics of Waste : A Process of Elimination". Among other things, the book discusses the history of toilet paper.

    In the late 1800s corporations first tried to market toilet paper, but the attempt totally failed. People were not foolish enough to pay money for paper they were going to use to rub shit on. But after a few years and the beginning of the "consumer" era toilet paper became a successful product. Attitudes changed over the years, with a gradual adoption of the consumer mentality eased along by increasing amounts of marketing.

    The mere fact that a marketing attempt or product has failed in the past does not at all prove that it will fail in the present or in the future.

  63. this is absurd by r · · Score: 2, Interesting

    the lengthy article finally asserts: "And that's where were headed, like it or not. No physical media. No rentals. No used games. No sharing games among friends. Limited hardware upgrades. Pay-to-play. Unless something seriously changes the course of the industry, this is the future."

    and even at the end of the painfully apocalyptic argument, he still hasn't managed to convince me this will be a bad thing at all.

    games without physical media - wonderful! i lose the warm comfort of actually owning the shiny disc, but i gain the ability to install and play the game whenever and wherever, without worrying about lugging the media with my laptop, having to have the CD in the disc drive, losing it, etc.

    no rentals? now that's absurd. of course there will be rentals. publishers aren't so dumb that they don't realize many gamers don't actually want to buy everything; that they're willing to pay a cheaper rate to try a game out for a short while. and an automatic delivery system like steam would make it easy to do just that.

    indeed, steam would be much better for the independent developers than the current blockbuster-style rentals, of which the author is so fond. at a rental shop, when i rent a PS2 game the profit goes to the shop. over steam, however, the developer could arrange to rent their games, earning the profits themselves, and only paying valve for the use of their infrastructure.

    then the author's attacks shift to DRM. "limited hardware upgrades" and "no sharing among friends" pop up in a frequent, if circumspect, manner. and here he's finally getting it. the new approach goes to great lengths to prevent piracy.

    what bothers me, however, is that the author seems convinced that anti-piracy measures are bad. why? while i understand the motivations of the typical high-schoolers who want the ability to copy and trade as many games as they can, only the most ridiculous ones would argue that piracy is actually a positive social force for which our techologies should accommodate.

    that's just patently absurd. people who make the games need to get paid. and our technologies need to prevent people from stealing the fruits of others' years of hard work.

    but this the author doesn't seem to grasp.

    --

    My other car is a cons.

  64. The Future Is Now! by Spire3660 · · Score: 2, Interesting

    Games are moving furiously towards this end. With Steam moving full steam ahead for HL2, its only a matter of time before all games are delivered online. Also, for example, my copy of Star Wars Galaxies. I purchased it the day it came out and enjoyed for awhile but quickly grew bored. I tried to sell the physical media discs to my friend with the cd-key and SOE stated that once the key is activated it cant be transferred. I found this unacceptable and will never buy from SOE again. The right of first sale has been taken from me for no good reason.

    --
    For Frodo
  65. Pay to play is where it's going by CapnCarrot · · Score: 1

    Consider what companies like: Consistent predictable revenue streams. It makes it easier for them to decide what to fund for next year. Consider what companies don't like: Piracy. So, as time goes on more and more pay to play games are going to come out. Those pay to play games are going to be much better funded, and therefore cooler on average, than games that are not. Yes, there will always be games out there that aren't pay for play, but over time they will have smaller and smaller marketshare. They will go the way of Shareware games. What was the last Shareware game you played consistently? And when was the last time you sent the author $$$? Personally I am dismayed by the trend, I do not want another bill every month. Perhaps I'll just spend more money on boardgames?

  66. In a related story... by Peeet · · Score: 1

    Bleak Future for Videogame Publishers

  67. No one ever washed a rented car. by frode · · Score: 1

    No one ever washed a rented car.

    Ask yourself, What main reason that Half Life 2 is so anticiapted after a six year interval between games?

    You could say that Half Life was voted best game of the year in 1998.

    So what though. Many games were lauded in the late 90's and are nowhere to be seen now.

    What has kept Half Life alive and at the forefront of people minds is the plethora of mods that the gaming community has created over those six years. From Counter Strike to Day of Defeat you find hundreds if not thosands of people playing Half Life mods every month.

    A subscription game probably won't be mod-able and Valve will have lost the best advertising any company could ever want.

    Are subscription games coming? The answer is a definite Yes. Is that a bad thing? Maybe. Well have to see if the monthly fees are enough incentive to game companies for them to build and maintain their games better.

    Because just as no one has ever washed a rented car, no one will Mod rented software.

    --
    I have no .Sig
  68. Can't agree. by yourfkinghero · · Score: 2, Interesting

    "Among the predictions: no more rentals from video stores, no used games market, no lending games to friends, less upgradeable computers, pay-as-you-play software subscriptions, and other consumer-unfriendly changes. In all, less gaming value for your hard-earned dollar."

    I really have to disagree with the whole "pay-as-you-play" thing getting any momentum. Right now the whole MMORPG market is flooded with clones (there hasn't been a good release since UO prior 98), and it will only be a matter of time before people will get sick of playing the same game. Not only that but do you know anyone who would play(pay) for more than 3 of these? The fact that Midway is re-releasing its older machines should say something. They need to start making games gamers want, instead of worrying about how to take my money.

  69. Vega Strike others by ducomputergeek · · Score: 1
    Anyone seen Vega Strike, check sourceforge b/c I don't have time to look it up at the moment, which is a GPL Privateer clone. While the game is more of an "engine" right now without much of a plot and the fact that its still WIP, its pretty impressive. There are a couple other game engines out there that are impressive, just waiting for a small indy company to form and use them to create the next Id...someone will figure out a way.

    On a side note, I haven't purchased any new games in over a year except for Ghost Recon for the PS2, and that was only after it was under $20.

    --
    "The problem with socialism is eventually you run out of other people's money" - Thatcher.
  70. what they want by potpie · · Score: 1

    What videogame compaines really want is for games to become a SERVICE and no longer be a PRODUCT. That way, they get money constantly despite the fact that the game is already finished and they're not doing anything to it anymore (unless they provide updates and such regularly, but that's nothing compared to designing a new game from scratch).

    But it's not just videogame companies. Microsoft would LOVE to get money from all its users 24/7, but they can't.... at least now. You see, the wide range of expertise of their users as well as the fact that businesses rely on their products prevent or at least delay their doing so. If Microsoft were to start making people use web-based programs on internet-access-devices and making them save data to Redmond servers... they'd be out of business in a week. They're going into it gradually. Videogames are different. The target market is teenage kids who don't know RAM from ROM or "UID" from "EULA."

    I don't think it'll happen any time soon... but if it does, it's not going to be software first- it'll definitely be the videogame market.

    --
    Esoteric reference.
  71. Problem will solve itself by fleener · · Score: 2, Funny

    Don't worry. Any self-respecting gamer who has played with voice chat on Xbox knows pay-for-play is doomed.

    The idea seems cool, until you strap on your headset and start listening to your teammates' squeaky prepubescent voices. No thanks. I'll stick to lan parties.

    1. Re:Problem will solve itself by ediron2 · · Score: 1

      My nephew got a Mr-Microphone gadget *last* christmas that included on-the-fly electronic voice alteration. It'd do everything from gravelly chainsmoker to hot-chick and grandma. So... Add that in to a gamer's headset, so even a squeaky kid can alter his voice to sound like his on-screen personna. Problem solved.

      (unless you're a dog!)

      Oh, and hopefully this will serve as prior art, in case anyone goes all Patent happy someday.

  72. Unlocking Quake by zephiros · · Score: 1
    Remember when you first came home with Quake and typed in your CD key so you could play it?

    Why, yes I do. So do other people:
    Version 1.01 was available through phone and mail orders, and then on a shareware CD-Rom. Players needed to purchase the CD-Rom and then call id to receive an alphanumeric code that would "unlock" the shareware CD-Rom and install the full version of Quake. Purchasers could also then order a full version of the Quake on an "unlocked" CD-Rom for an additional amount.

    I recall much wailing and gnashing of teeth when my group of friends pooled our money to buy a copy.
  73. The past rules, and future has more by CrazyJim0 · · Score: 1

    You can emulate all the old games!
    Its not like those games are any less fun. You save millions of dollars in quarters too!

    But check it, no one's forcing you to play the new games. And since so many of them suck, you shouldn't eat everything the industry feeds you. When the customer wises up, the industry will cater to them. But as long as you have 'mom picks for birthday present' factor, game companies will just want to pack the shelves with crap.

  74. IMHO - it's all about the "addiction factor". by King_TJ · · Score: 1

    As a long-time gamer who considers himself pretty "in control" of things, it's perhaps a litte bit tough to admit this. But I think the gaming industry really is working towards outright addiction as their best marketing tool.

    For example, take the MMORPGs. They're addictive by design. Just like a casino, which has you perform repetitive behaviors (while paying for the privilege the entire time), with the lure of a reward - MMORPGs use every trick in the book to keep people hooked on them and renewing their monthly subscriptions.

    Multiplayer online games create some of this same "addiction factor", because they tap into people's competitive nature and desire for social interaction. With traditional "you vs. the computer/game console" games, most people would eventually tire of playing them simply because they started feeling guilty about not being social with people around them, or just plain "lazy". In multiplayer gaming, these "issues" are practically eliminated - because #1, you can type (or even voice chat) with your competition, so you *are* being social. #2, it's less likely you'll stop playing out of pure guilt that you're "just sitting around instead of getting some exercise", because you know all those characters on the other end are putting just as much time into the gaming as you are.

    I found it very interesting watching my wife play the Shadowbane MMORPG, and listening to what the other players kept saying. Many people didn't even enjoy playing anymore, yet they spend hours each night online, and even bought the expansion pack. Mostly, it was because they felt some sort of duty to stay online and assist their teammates. (It became more "work" than "play", in other words - but they developed such complex interactions with other players and achieved such a high "rank" and "status" in the game, they couldn't bear to walk away from it and "lose it all".)

    Now that game companies realize they have these factors on their side, why would they see good reason to go back to physical media (cartridges, etc.)? They know they'll get their revenue stream as long as they can hook you on the initial game environment - whether they make you enter a unique CD key, download the thing online, or keep paying monthly subscription fees.

  75. Obtainability? by tepples · · Score: 1

    An ever increasing back catalogue of existing games that don't have such restrictions

    What console and arcade games are you talking about that were released by their authors into free redistribution? The MAME team knows of only three freely redistributable arcade game programs. Boardsets and dumping equipment are too expensive for casual gamers to own.

    Take a look at all the consoles over the years, that's a huge library of games.

    Eventually, Wal-Mart will stop selling new PS2, GameCube, and Xbox consoles, and people without eBay experience have trouble buying older consoles or older console games.

    1. Re:Obtainability? by Anonymous Coward · · Score: 0

      Go look at packetnews, and then go sit in the corner. Thanks.

  76. Re:Copy protection has failed before, will fail ag by Yartrebo · · Score: 1

    copy-protected (I hate the term DRM)

    I don't see how copy-protected is any less double-speak than digital rights management. In fact, I hate copy-protected more, since it can't be easily morphed into the phrase "digital restriction management".

    Copy protection would logically refer to stuff like error correction that would ensure that even if the copy process wasn't perfect, the copy could be used. A RAID would be a good example of this. Source code escrow accounts for clients would be another form of copy protection.

    My favorite term is crippled, since it is dead-on and it has the proper (negative) connotation.

  77. A fallacy... by Anonymous Coward · · Score: 1, Interesting

    Unfortunately, the article runs on the fallacious argument that because the situation has come to a certain point now, that it is doomed to get progressively worse in the future. This is known as the "Slippery Slope" fallacy.

    As with all fallacious statements, the fact that it is as such does not remove the possibility of it happening. However, it does discredit the argument of it happening as valid, and thus the argument should not be percieved as an inevitable truth.

    In my opinion, the software industry would never get to the point described here. Pay to play? No user-stored content? This would be infeasable for many reasons, including:

    1. User backlash/preference. From peon to power user, people prefer to have a hard copy of their software. If two companies, selling similarly featured software, were to follow two different models: one of giving hard copies and one of distributing content online or (God forbid) pay per use, the winner will always be hard copies. Even if media like CDs are no longer distributed, the customer will always want to see something; even if it's a file that they download. But what if all companies switch to that format? They wouldn't, because of the Capitalist principle of competition. If a company knows that they will recieve X more sales if they sell hard copies when their competition gives nothing to show the customers, then they will switch to hard copies. The other company, then, will have to adapt their services back to the old system or lose potential profit.

    2. Publisher backlash. Without physical media, game publishers would have no business to attend to. Publishers of games traditionally are the ones that fund development. Whenever you see a game that comes in professional packaging and published by a notable firm, nine times out of ten it looks that good because the Publishers put a lot of money into development. Without that development money, most if not all game production companies would lack the immediate funds necessary to survive the 2-4 year production of games. A 2-4 year stint without profit is painful without someone to back you up. And if they cut out the Publishers, that's exactly what would happen.

    There's probably other reasons too, but I'd better get back to work. =)

  78. In other news... by feidaykin · · Score: 1
    The future of videogame sales is bleak, too!

    Seriously. How many of you would vote with your dollars and simply not buy games that were severely crippled?

    I know I wouldn't.

    But yes, subscriber based content a la MMORPGs does seem to be the going trend, and I'm not too upset with that since you're usually paying for the continued development and patching of the game.

    I do, however, take issue with being forced to pay $50 up-front for a game I have to purchase a subscription to even play.

    I think MMORPGs should be free to download; since you can't play without paying it's not like you're going to pirate their game.

    Anyone know of any MMORPGs that do this?

    --

    "To confine our attention to terrestrial matters would be to limit the human spirit." -Stephen Hawking

  79. Popular opinion does not make a popular game by adzoox · · Score: 2, Interesting
    Actually there have been quite a few original games out there in the past few years. Pretty much one or two per system:

    I think one of the most unique game designing companies has been skunk studios. Why they haven't been able to score a deal with the PSX or Xbox is beyond me.

    They have two unique games: Spelvin & Sveerz

    The concept is common word and tone/sound match up - but the gameplay is VERY original.

    The new Mario Cart on the Gamecube is a really unique spin on racing as well.

    Tetrisphere for the N64 was a unique spin on Tetris.

    Call Of Duty is so realistic that it too is unique.

    Pearls Game is a unique PDA and Internet Flash Game.

    You also fail to see that repackaing old games is actually original : MAME or Intellivision Lives for instance.

    --
    Yell & scream & rant & rave... it's no use... you need a shaaaave ~ Bugs Bunny
    1. Re:Popular opinion does not make a popular game by dido · · Score: 1

      Of course, I'm speaking of the EA's and Vivendi's of the world rather than independent game design houses like Skunk Studios. Comparing the two is sort of like comparing the RIAA to an independent record label. Further, I'm speaking of a general trend, which is not invalidated by the handful of exceptions you mention.

      One or two per system is a far cry from how things were 10-15 years ago. Back then it seems that even the majors were not afraid to push the envelope and try something new and unproven in the market. Now, the one or two original and innovative games you mention get ridden over by at least half a dozen imitators and me-too poor copies. This is similar to the situation we have with RIAA music; the analogy between the gaming industry and the music industry is actually quite accurate.

      Huh? Repackaging old games is ORIGINAL? Please... Where's the innovation and originality in that? You're living the shadows of the past instead of making something new.

      --
      Qu'on me donne six lignes écrites de la main du plus honnête homme, j'y trouverai de quoi le faire pendre.
  80. Way off... by James+Lewis · · Score: 1
    I think this article is way off.

    "At first, you will be able to purchase outright and actually keep what you buy, but eventually the model will probably evolve into pay-to-play."

    Lets not forget that it is the consumer who chooses what they buy, not the companies who make the software. If the technology they introduce is restrictive enough it will have a big impact on the sales of games, and companies will listen to their bottom line.

    "Also, services like Steam claim to offer anti-cheating features, which when combined with the next generation of Windows security (see below), will possibly hinder the development of modifications of games."

    Absolutely unequivically WAY OFF. Half Life was a good single player game, but that isn't what drove its sale for 5 years. Mods like Counter-Strike did that, and Valve nor any other gaming company is going to forget that. They have many people developing commercial quality games for FREE for them. It doesn't get any better than that. Instead of it becomming harder to make modifications, I think it will be easier. The SDKs will be much more complete and friendly to the beginner. The companies will hold more events like Valve's mod expo. Companies will provide monetery incentive to successful mods by offering the buy the rights to the games and sell them, or allow the mod to be sold through their systems, such as Steam. Contests will be held like the recent "Make something Unreal" contest for Unreal modifications.

    "There are already examples of all of these processes right now. My understanding is that by playing Half-life through Valve's Steam, your client is only downloading parts of the game as they're needed, caching only the content you're likely to need in the near future."

    I wouldn't trust anyone's predictions when they come from someone who hasn't even taken the time to research their subject with commonly available public knowledge. Steam has what they call a "cache". Basically, it is a set part of the game that is downloaded every time. It isn't "streaming" the game to you. This is downloaded before the game is launched. It isn't just what you are likely to use, it is just a small, but critical part of the game that must be downloaded every time.

    "Yet, it will only take one best-selling game, like Half-life 2, to introduce the masses to new and more restrictive technologies that will then become standard."

    Restrictive technology will always play a factor in consumers' buying decisions. If it is very restrictive, then the product is going to have to either be very necessary (like XP) or very good (HL2?). Other products that use this technology but that don't fall into one of those two categories are going to sell even less. There will be companies that are slow adopters of this technology, and when their games sell more other companies will follow the bottom line. I just don't think the software industry has enough soliderity to force down annoying, restrictive technology down the throats of their consumers. If we don't like it, they won't sell it.

    1. Re:Way off... by Anonymous Coward · · Score: 0

      Mods like Counter-Strike did that, and Valve nor any other gaming company is going to forget that. They have many people developing commercial quality games for FREE for them. It doesn't get any better than that. Instead of it becomming harder to make modifications, I think it will be easier. The SDKs will be much more complete and friendly to the beginner. The companies will hold more events like Valve's mod expo. Companies will provide monetery incentive to successful mods by offering the buy the rights to the games and sell them, or allow the mod to be sold through their systems, such as Steam. Contests will be held like the recent "Make something Unreal" contest for Unreal modifications.

      Have you read the license agreements for games that have been designed to be moddable? It's a while since I last did, so maybe things have changed, but last time I checked one it had clauses saying things like "you may develop any content you like for this game, but in return you grant us the irrevocable, eternal, royalty-free right to take the content you have created and do whatever the fuck we like with it, up to and including selling it as our own work without giving you a penny, so screw you, sucker".

      I can't say I'm looking forward to seeing what Valve's lawyers come up with for the HL2 SDK.

    2. Re:Way off... by James+Lewis · · Score: 1

      I know. That makes it even more attractive to companies. The people who make modifications do it because they think it is fun, or they do it because they want to break into the industry. It's a lot like being an unpaid intern.

  81. Not for a while by Anonymous Coward · · Score: 0

    As long as most games do not live up to the expectations raised by publishers, they can get more money from tricking peopel into buying them then from pay per play.

    Subscription for gaming works, but only if the content is of high enough quality and the price is low enough to not be much of an issue.

    I might be interested in a setup where I pay a monthly fee, and get to play a select set of games for it every month. Selection should change and playtime per month should be unlimited. If I want more of the game, I should be able to buy a permanently usable copy.

    One could think of the many more fanatical online fps players who contribute for maintaining clan servers, and there is a market quite comparable of that of sunscription television.

  82. MMORPGs: it's already here (a SW:Galaxies story) by wildchild07770 · · Score: 2, Interesting

    I recently had a crisis of conscience in deciding whether or not to try FFXI or SW:Galaxies (after years of bashing Everquest players). However, a few of my friends and HL clan mates had picked up these games (mostly SW:G) and were going on about how great they were. So when I started looking into it I realized there really is NO way to try out an MMORPG short of physically going to a friends house and playing on THEIR account, without having to buy a 50 dollar game. Then amazingly Sony introduced a trial buddy system for SW:G that allowed someone to install of their friends disks and play for 7-days. So I embarked into the world of an MMORPG for the first time, and I enjoyed it... a lot, like I was afraid I would. So my trial ran out and I went out and picked up a subscription card, only to find out they still want me to go and buy the game itself (that I already have installed) for 50 bucks w/ a 30 day supscription attached (as opposed to 30 bucks for a 60 day card). I understand that part of these proceeds go to the game developers and studio and what not BUT I think this far in most of those costs are at least somewhat recouped and they're making a profit off of the subscriptions anyway, is it really too much to allow someone to just pay-to-play? I have a hard time bringing myself to spend 50 dollars and then another 30 just to play a game that's already installed on my computer, I see a future for streamed and pay-to-play games (however horrible that may be for gamers) but these companies really need to look into what they're asking of their customers.

  83. This is coming for everything... by CashCarSTAR · · Score: 1

    Via the law. Why? To the companies, media renting and used selling is piracy. Plain and simple. It has the same effects as piracy. It lowers sales overall, and people get to use something without paying them for it. Sure, there's fair use rights, but that doesn't mean that it's legal or ethical to purchase it. Not that I agree with this. However, if you really wanted to reward the producer above all else, then to their bottom line, rental/used purchases ARE piracy.

    1. Re:This is coming for everything... by Anonymous Coward · · Score: 0

      Yeah, but the purpose of the law isn't "to reward the producer above all else". If it were, we'd all be required by law to purchase a certain monthly quota of goods from each State-approved corporation, on penalty of liquidation. We don't live in the Brave New World quite yet...

  84. It will just mean... by dentar · · Score: 1

    less business for the gaming industry as a whole... more for those that stay friendly.

    The music industry is finding this out. Yeah, they're cutting down on piracy, but sales are not increasing...

    --
    -- I am. Therefore, I think!
  85. This guy is completely off base. by jeffkjo1 · · Score: 3, Insightful

    Aside from the fact that consumers want a physical, tangible medium and don't want their games to stop working 5 years from now because John Madden wants more money, this articles writer is missing a major point, one completely beyond the control of the gaming industry.

    ISP's.
    I don't mean people on dialup either (although they are still the vast majority of American internet users.) I mean bandwidth caps. So I'm Bob Comcast user, and oh look, its January 17, since I play Half-real Tournament 2016 a few hours a day, I've used up tons of bandwidth, since the server caches most of the games information.

    End of the month rolls around, and I get a letter from Comcast saying to stop using so much bandwidth, so I cancel my game subscription. Half-Real Tournament 2016 developers don't get paid. Developers attack marketing guy who claimed subscriptions was a great idea. Marketing guy gets a clue.

  86. Re:Pay to Play is a viable model for Games Softwar by Haeleth · · Score: 2, Insightful

    You just need to look at this from a different angle. Think of it like paying for petrol for your car.

    The difference is that modes of transport which require fuel, such as cars, offer obvious and undeniable advantages over the forms of transport which don't, such as the bicycle - speed, lack of effort, the ability to carry much more baggage...

    What advantage does the subscription model offer over current software, which I pay for once (for about the price of two months' subscription, going by current proposals) and can then use however I like, including online play at no extra cost?

    Car analogies are a bit silly, but how about this one - if someone tried to sell you a new type of car which had to have the oil replaced every day ("to protect you against problems caused by old oil, the car won't start till you replace it"), would you buy one of those?

  87. Everquest model is *not* the future. by stuartkahler · · Score: 1

    Video games will continue to get larger, and remain inconvenient to download even via broadband. Most gamers aren't willing to wait for the download of new content and hot-updates everytime they want to play the game. Part of the reason I quit Everquest is that it was double (or more) the price to let family members play too. I had to wait for new content to load in every time I started the game. And most of all, I was very distubed at having to click through the same (I hope) 50 page legal agreement every time I wanted to play.

    Many games are starting to phone home every time they are run, even in single player. Gamers should get an application specific firewall like ZoneAlarm to deny these programs internet access to the net so that developers don't get used to the connection being there. Unless you're using their servers, you shouldn't have to register or do any verification. I've yet to find a single-player game that won't run without an internet connection, and I won't buy one that does (even in HL2 or Doom 3 require it, god forbid).

    BTW, developers need to start adding LAN support for multiplayer games to allow one copy of a game to have at least 4 players. This is the de-facto standard on consoles (though on a single machine), and a big reason why NOCD hacks are made in the first place. Developers shouldn't expect people to buy multiple copies of a game to play with their friends.

  88. Never understimate the bandwidth of 100,000 DVDs by Rolman · · Score: 1

    For this future to be realized, the companies would need really fat pipes to the gamers' consoles, and consoles need a big storage capacity. These costs are never going to be lower than massive pressing of physical media.

    Any current videogame worth to be pressed on a DVD is anywhere between 1 and 9GB in size. A best-seller videogame can go from 100,000 to 1,000,000 pressed DVDs, think on the necessary bandwidth and storage space to distribute it. Now compare that each DVD is pressed by the cents.

    One might say that for the next several generations of hardware and broadband that will be solved, but then the physical media will evolve too, HDTV, HD-DVD, Dolby, DTS and other new technologies will raise again the size of the average videogame.

    Rentals, retailers and other distribution channels can't die that easily. There are games that are more suitable for online distribution and monthly suscriptions, but trying to do this for every videogame will result in killing the industry's diversity. That would leave room only for mini-games or old ports (cheap to make and quick to download) or overly-hyped super productions (the only kind of games that will make money on massive distribution), and will kill innovation even further.

    Even so, I think all companies (Microsoft at the top, with their EULAs and whatnot) want this future where nothing you pay ever becomes your property, and they will try very hard, but then I'm sure their business models will begin to show their flaws and the physical media will look attractive again. The bad thing is the consumer and the industry as a whole will suffer in the process.

    --
    - Otaku no naka no otaku, otaking da!!!
  89. Well since we are playing on assumptions by segmond · · Score: 1

    when this happen, we will have real time VNCServers. *Yawns*

    --
    ------ Curiosity killed the cat. {satisfaction brought it back | it didn't die ignorant | lack of it is killing mankind
  90. No protection on Quake for a reason by stuartkahler · · Score: 1

    Back then, every computer sold didn't come with a CD burner. To 'pirate' Quake, you had to borrow the CD from a friend. The friend eventually wanted the CD back, so there was an incentive to buy your own.

  91. Oh No, My Ex-boyfriend Might Leave His Apartment by Iplaw-dc · · Score: 1

    What about the first sale doctrine in copyright which allows resale after the first purchase of a game? On a personal note, hope these predictions ring untrue b/c I don't want to run into him and he spent most of his free time on PS2 so I am hoping that games develope enough to keep him inside his apartment.

    --
    Jax
  92. The solution: by Dagrush · · Score: 0

    create open source gaming. or at least freeware. so then everyone can play everyone else's games.

    That being said, I'm having a lot of fun playing "older" games right now.

  93. if it sucks by paradesign · · Score: 2
    dont pay for it.

    seems simple to me, if enough people reject it, companys that banked on it will fail and the people will win. In theory at least.

    --
    I want 2D games back.
  94. Blockbusters bring it on themselves by Prehensile+Interacti · · Score: 3, Interesting
    LostCluster wrote:
    The Blockbusters of the world are the ones who are really shaking over the death of physical media, because they're not needed if everybody gets their rental content delivered online
    The fact that the Blockbusters of the world are shaking is because they are showing an incredible lack of foresight about the advance of digital delivery.

    Even in the digital age, as consumers we still need an 'online store' to distribute the downloads available. Sure we could end up with a whole load of proprietary servers, one for each games publisher, or even one per developer - however as we have seen recently in the downloadable music market, iTunes is winning in the market because it has the largest catalogue available. People are busy, and will always want 'one stop shops'.

    Blockbusters, as the world's largest rental brand, should be ruling this market. They should have the most experience, in getting people to part with their $$$ for the right to play for a period of time - and then securing repeat business again and again. Having a load of 'bricks and mortar' stores is not what makes their business tick - it IS letting people pay less than an outright purchase, for a reduced set of rights.

    If they fail to see what it is that makes their business unique, and how to innovate and apply that to the new online age, they deserve the fate that they will surely get.

  95. Article has distinct troll odor by Powercntrl · · Score: 3, Insightful

    Everyone here probably remembers Internet Appliances, right? You know, those loss-leader crippled computers that would provide basic web access via dialup and required a higher-than-average-cost (for Internet access) monthly fee. Yea, those did real well, didn't they?

    The author of this article is making the same mistakes as the people that thought Internet appliances would take off. The author is looking at a small segment of the gaming market, out of context, and assuming it is the direction the entire gaming market is going to take.

    Yes, for some games, a monthly fee is appropriate. As others have said, if the game has a continuing operating cost to the company that is producing it (new levels/quests/etc., server upkeep, paying people to moderate/admin the game, etc.) and ALSO offers the consumers value for their monthly fee, a subscription model is well justified.

    Maybe some companies will try a subscription model for games that should instead be sold - there's no reason they can't try. If the past is any indication though, competition and people voting with their wallet will quickly send such ideas the way of Divx (the original Circuit City DVD competitor, not the MPEG4 codec) and the Netpliance I-Opener.

    What I do think we'll see in the future is the same thing we're seeing now... If you want to pirate a game, fine - but the second you try to connect that game to the outside world, don't expect it to work. With a modded Xbox, for example, you can "backup" games to your heart's content - but you cannot play them on Xbox Live. This isn't an indication of game companies planning on something more devious in the future, they're just simply using the tools they have available now to cut down on piracy. Whether or not you're still able to make backups to play on your own system in the future will not be determined by gaming companies interest in subscription models, but by whether or not people buy into "Trusted Computing" aka Palladium.

    --

    ---
    DRM is like antifreeze, to the MPAA/RIAA it's sweet, to the consumers it's poison.
  96. The Good...The Bad... by NemoX · · Score: 2, Informative

    This may be seen as good and bad, but like anything, will take time to evolve. Personally, I have refused to buy any game that requires a subscription on top of a $50 initial buying fee. So have over a dozen of my friends and family. It is a ridiculous concept to pay so much money for something that you do not own, and never have the option to own. So, while the gaming industry is making oodles of money off of this concept, they will also be driving away gamers. How many 12 year olds do you know that can pay monthly subscriptions fees, let alone even have a checking account or a credit card? If the trend goes as the author suggests, the gaming industry might lose their biggest audience (kids). Or, what might happen is that it will force more users to the other side, like XP's activation service did. Granted it is not a large number, but if such brutal restrictions, high costs, and lack of ownership are the only option, people will make a second option. Smaller gaming companies might emerge making games for any of the platforms, and in my best hope, will target Linux desktops as that picks up momentum. When not given a choice I think people will make one. So, if this trend continues as the author stated, I think it will only be a temporary low in gaming (well, for me and my friends, since we won't be purchasing them :) until a viable alternative arises from the lower depths to compete and reverse this incredibly insane notion of subscription fees, plus purchase fees, plus lack of ANY kind of ownership for well over $100 worth of hard earned money, with nothing to show for it! I think the same will happen with games as has been done with many overly priced software and OS' ... it will be community ware in some similar manner such as much of the GNU/GPL licensed software, currently. It is a type of a rebellion against capitalism...the people are speaking, and will be heard, despite how much their elected officials are bribed...err...lobbied with ;)

    So, the bad is that it is too expensive and nothing to show for it, and I won't be playing any of these games that I otherwise would have played. The good is that it might make games open source, or free, and/or target other platforms besides Windows.

  97. Re:Games as a service: the ultimate copy protectio by Hits_B · · Score: 1

    The whole concept of "software subscriptions" bothers me. Sure, if I am playing SWG or Evercrack I can understand that. However, just to play a single player game I find it ludicrous to have to download entire chunks of the game at the whim of a server or developer. I know we are doing that somewhat now with patches and updates and the like, but I don't like having to ask the internet for permission every damn time I want to run an application.

  98. The Sky Is Falling by superultra · · Score: 4, Funny

    Also in the news, e-books from Amazon will obiliterate the printed book market, grocery delivery services will annihilate the brick and mortar grocery stores, DigiScent smelling PC devices are the next video cards, broadband video retails are the wave of the future, and PointCast rocks.

    (I'd have thrown in more digitally oriented links, but the websites are all, well, gone)

  99. Re:Not only not news... by thatguywhoiam · · Score: 1
    As for the death of game rental, this commentary is largely applicable to PC games, not so much console games. Console games will continue to be distributed in physical form for some time to come, and it will be a long while until every home in america has the broadband internet access necessary to download games, which are only getting larger. Playstation 2 games are typically on DVD these days, even on broadband it takes a while to download a full DVD. Not only that, but I got the "official" word from Comcast that I'm only allowed to download 80-90 GB/month. (Yes, I finally got a AUP violation letter.) Just a few games and movie trailers, and you're over your limit. So, it's going to be a while before the death of physical media.

    Good post - I wanted to add to this point you made above. I think people are underestimating both the political influence of Blockbuster, and the nature of disc-based media.

    Blockbuster predicts that half of their revenue will come from game rentals in the next 3 years. They are moving accordingly to allocate 50% of each location's shelf space to console games. Blockbuster has an absolutely huge influence on the movie industry (much in the same way that WalMart does on the music industry). They are probably the reason we can rent games at all - renting video games was made illegal in the 80s, and still applies to PC games, but I believe the proviso to exclude console games from this came from a Blockbuster lobby (another reason PC games are in decline comparatively.)

    The disc thing. We will always have fixed and removable discs (or whatever) that will hold more than you can download in a reasonable amount of time. It is pretty much an inescapable fact of media storage technology. Hell, I bet it'll be cheaper to sell games on bloody hard drives than it will be to download them soon. With consumer broadband costs tending up... and hard drives at $1/gig (Canadian!)... and HD-DVDs on the way...

    --
    If Jesus wants me it knows where to find me.
  100. Bleak future? by Infonaut · · Score: 1
    When I hear the term "bleak future" my thoughts turn to Malthus, the crass commercial culture of America, the poisoning of the earth's fresh water supply, the quality of life in most of sub-Saharan Africa, and things of that sort.

    Guess my priorities are truly misplaced.

    --
    Read the EFF's Fair Use FAQ
  101. heh, overemphasized by name773 · · Score: 0

    if that were really going to happen, gamers would stop buying the restrictive systems. no sharing games w/friends? ha! like that's ever gonna happen. nobody would buy something like that

  102. The perfect solution by starX · · Score: 1

    In all, less gaming value for your hard-earned dollar.

    Don't spend your hard-earned dollars for crappy games. All and all, game companies will only charge what they can get away with charging. If I have to pay a subscription fee for Diablo II, I probably never would have bought it, and I certainly wouldn't have bought the expansion, and I have a feeling a lot of people would have cancelled their subscriptions after their 1.10 patch came out.

    Likewise, if I had to subscribe to every game for a video console, there is absolutely no incentive for me to pay any money for that console. Maybe I'm in the minority in thinking this way, but I doubt it.

  103. I agree, broadband is more like $narroband.. by thenarftwit · · Score: 1

    The way telco and cable co's are now-a-days (here in canada, Telus ASDL has a 2 gig cap (?) on the monthly download total), I would be surprised if you could get away (in the future), with a lot of people downloading big games, (yes, games probablly will be terrabyte size and have really big AI engines and require massive data rate access to the inernet), the whole internet pricing structure will have to change (get a magnitude cheaper, more realistic charges for pushing bits around, better, cheaper fiber to the home, ultra miniature (nano-electronic/optical). The server technology will be built into the cables themselves, no more rack mounted ancient dinosaur tech (imagin if your computer was implemented with 70's tech, you'ed be sitting on a 25 million dollar cray machine trying to run doom 1 and windoze 3.1 with a crappy ega type interface and no sound), so future net tech will probablly just server on a small box on a pole somewhere). The only trouble will super advanced net tech (in the future) is the capability of super advanced net monitoring by future companies looking for p2p and copying, open source non-corporate (not MS or Disney controlled software, pc systems etc)

    1. Re:I agree, broadband is more like $narroband.. by Anonymous Coward · · Score: 0

      I don't think Telus enforces their download cap (I've heard it is 5 gig but even that seems ridiculously low). In the US the download caps for cable companies range from 20 to 60 gig a month. That's enough bandwidth to download all the popular PC games released that month with plenty of room to spare.

  104. Won't change a thing. by DroopyStonx · · Score: 2, Insightful

    No doubt this is a move to curb piracy, but as usual with these "clever" ways to fight it, there's always a way around it.

    Those pirating console games are people who know how and where to get a mod chip installed and how/where to download/find the games. The people who copy console games aren't the average joe who will be fooled by this new system.

    They are intelligent people who will look into the new ways of how to copy games. Look at GameCube.. Nintendo though it was fool proof, but if you know anything about the Phantasy Star Online exploit (although, a bit more advanced than modding/copying), then you'll know that the GC is just as exposed and vulerable as a modded PS2/XBox with game images constantly being uploaded to usenet.

    I can't blame 'em for trying, I guess, but I really do wish they'd stop inconveniencing their customers to try and stop the inevitable.

    --
    We have secretly replaced these Slashdot mods' sense of humor with a rusty nail. Let's see if they notice!!
  105. Bad Bad Bad! by BuckaBooBob · · Score: 1

    All these measures are just going to make Downloading Games more apealing... They will never come up witha way to prevent people from Cracking what ever scheme they try to impliment..

    P2P needs a good slogan.. like "Resistance is Futile.. Your Media will Be Assimilated and Distributed"

    P2P is here to stay... Instead of fight it Change your business model and make it more convient to pay for the Product rather than grab it off a P2P environment...

    --
    Who needs WiFi when we can have Packet Over Sheep! http://datacomm.org/PoS-InternetDraft.txt
  106. Re:Pay to Play is a viable model for Games Softwar by illogique · · Score: 2, Informative

    it could be tricky because they could shorten game life and you would not be able to play "old game"

    want to play? get the new game that require the new hardware!

  107. Eh? Something is awry here. by Thedalek · · Score: 3, Insightful

    Sorry, it just seems that the article makes the assertion that this "will" happen without mentioning "why" or "how." The market trends he describes would only apply to the PC market anyway, and no one rents PC games.

    Furthermore, he makes assertions that are out-and-out wrong: Both EBGames and Gamestop sell used copies of Warcraft III, Half-Life, etc in their physical stores. The only place they don't sell these titles is online, mainly because the condition of used PC games varies so much: Console games are accepted in trade only if they have their packaging and documentation (usually). PC games are often accepted in just a jewel case. So while a store may have 12 used copies of Used PC Game of the Moment, 5 will just have the disc, 3 will have the documentation, 3 will just be in the box with no documentation, and 1 will be complete.

    His whole argument is based around the idea that it will take just one bestselling game "like Half-Life 2" to be sold this way to make it the future. Well, Half-Life 2 isn't out yet, so it's not bestselling. Furthermore, if it's only available in a format where I don't own it when I buy it, I won't have it. At least, not legally.

    --
    Happiness is relative, Based upon the way we live.
  108. One reason this is taking off... by BTWR · · Score: 4, Interesting

    One reason why the companies DO want to do this is because game prices have been pretty stagnant over the last 2 decades.

    I mean, Super Mario Brothers 3 sold millions of copies at $50 each in 1988, and today Grand Theft Auto 3 and VC sold millions of copies each at $50 each.

    $50 x 1,000,000 in 1988>$50 x 1,000,000 in 2004

    So, not that I support this (which I don't), but the game companies haven't upped the price of games in 15 years or so, so they're just trying to make more $ in other ways. (In fact, I remember in the early-mid 90's there was a temporary trend in which games were sold for $59.99 - I remember pre-ordering Rebel Assault II for that much).

    1. Re:One reason this is taking off... by Anonymous Coward · · Score: 0

      Yeah, spending $50 for a game sucked. However, didn't cartridges used to cost, like, $90? And I remember when Wing Commander III and IV first came out, it sold for like $100. Woot.

    2. Re:One reason this is taking off... by seb249 · · Score: 1

      Ahhhh down here in Australia when you purchase a new game it ranges in price from $80-$120 AU
      So they have gone up a bit down here as $50 US equates to about (estimate here) $70 - $73 AU

    3. Re:One reason this is taking off... by zygote · · Score: 1
      I mean, Super Mario Brothers 3 sold millions of copies at $50 each in 1988, and today Grand Theft Auto 3 and VC sold millions of copies each at $50 each.

      Wouldn't a variant of Moore's Law apply to game creation and user base and number of titles sold per company? Thereby affecting this pricing issue. I just can't see these companies holding down these prices and losing money. It is more likely -- probable -- that they are just hitting the ceiling in effiencies that have allowed the $50 price to remain constant, according to your statement. A rental scheme must appear to be a way to add profit.
      --
      the future is here, it is just not evenly distributed - w. gibson
    4. Re:One reason this is taking off... by Jayde+Stargunner · · Score: 1

      Well, you're forgetting the fact that games back then cost a lot more to distribute than they do today. The cost of a CD or DVD is miniscule compared to the cost of the chips they needed to use for cartridge systems. During the SNES and Genesis days, there were even late-gen games that run in the 48-meg cart range which went for around $90 apiece.

      The Neo-Geo--which was well known for using massive 200+meg carts (got all the way up to the 600+ range eventually)--was mostly as expensive as it was due to the cost of the chips involved in producing the cart. It was pretty normal for Neo-Geo games to run in the $500 range, even back then.

      So, yes.. while the price point hasn't changed much, the overhead for distribution has lowered dramatically. Publishers no longer have to spend gobs of money on the media itself.

      The other issue is volume.. SMB3 was, by far, an exception in terms of sales. Most games back then did not sell that well, and there were a very small amount of million-sellers. Nowadays, there are tons of million sellers, and quite a few double-platinums as well on a yearly basis. In addition, many of these come from the same publishing houses.

      So, really.. they are going for volume and tapping the mass market as opposed to selling for high prices. It's not really a bad way to go.

      The game industry makes a lot more profit than it did in the NES days... but, anyway, greed is always present and they will always look for new ways to make more profit regardless.

      -Jayde

      --
      What's a sig?
  109. Downloadable Games by CjKing2k · · Score: 1

    Currently, broadband service is still lacking in many parts of the US and the world. I live only 7 miles away from the nearest downtown area, but DSL is not available in my home town. Until a decent solution to dial-up exists in the majority of the country at a reasonable price, download-as-you-go games will never catch on. Considering how much data goes into each level in Half-Life, it could take hours to download everything needed for that level (especially in single-player) on a 56k connection.

  110. Sssh... by Anonymous Coward · · Score: 0

    Don't wake the Corps and Gov up, not yet. They are busily creating the networks for pervasive access under the guise of education, pay-per-view, egov, and killer app, whatever, dreaming all the time about the mountain of money and taxes they will get for doing it, all the while driving prices down to some sustainance level, to our direct benefit.

    The idea is to just make sure the net always stays "open" after they are bored with it; and they will, as it becomes lackluster; there will be a wonderful opportunities for almost anyone who cares.

  111. You know what would REALLY be awful? by The+I+Shing · · Score: 4, Insightful

    You know what would really be awful?

    If videogames became such a hassle and so expensive that people stopped buying them and started spending time with their families and engaging in physical activity.

    The horror.

    This pointless sarcasm was brought to you by the Committee that Offers to be Flamed Over and Over (COGFOO).

    But seriously, I'm an older man, now, and when I think back on my fondest memories, they don't really include any of the time I spent playing videogames. I remember my joy at learning how to make my own photographs from scratch in a real, actual smelly darkroom, and I fondly remember going to outdoor music festivals and playing the guitar and singing around a campfire in the middle of the night, but for some reason I don't well recall how I felt about getting to the end of MYST, or Marathon, or StarCraft, or finally defeating Shang Tsung on the first SNES version of Mortal Kombat.

    Videogames are lots of fun, but believe an old man when he tells you that you are not building a lifetime of happy memories by playing them, even when you're doing it with your friends. I don't want to bore anyone with my theories as to why, but they would include the repetition of it, and the lack of physical engagement. I propose that for every hour spent playing videogames, one spends two hours doing something else. Sleeping and working don't count.

    --
    You are in error. No-one is screaming. Thank you for your cooperation.
    1. Re:You know what would REALLY be awful? by GMFTatsujin · · Score: 1

      A week or two ago my neighbor came by. At a loss for anything to do, we all sat down and played a game of Before I Kill You, Mister Bond -- a simple card game with simple rules, devious gameplay, and a lot of humor. That's a happy memory indeed.

      It's enough to make me want to declare a weekly card night. Cheapass Games makes some fine ones -- check 'em out.

      In fact, now that I think of it, Cheapass has a GREAT business model. They sell you content, not cruft, so you don't end up with loads of board game bits and peices all over the place. Just just sell you what you need, allowing you to recycle bits from elsewhere. If you need the bits, you can buy them too, but only if you need them. And the games themselves are, well, CHEAP. Like, inexpensive.

      Sorry to shill. I have no business relation, etc, etc, etc. Just a good time.

    2. Re:You know what would REALLY be awful? by Killjoy_NL · · Score: 0

      This is just the next stage in social interaction.
      I'm not an old man yet, but I have some very fond memories already, including playing games together with my family and having fun at lanparties with a lot of people.

      I'm not saying that you're wrong, but I don't think you're 100% right either.

      --
      This is the sig that says NI (again)
  112. Sounds like the PC video game market to me. by Inoshiro · · Score: 1

    ".. no more rentals from video stores, no used games market, no lending games to friends, less upgradeable computers, pay-as-you-play software subscriptions, and other consumer-unfriendly changes."

    All of these sound like changes that affect the PC side of gaming more than anything else. With rumblings of retailers no longer carrying PC games, and weaker overall sales, this doesn't really surprise me. Most PC games aren't that good, with only a couple of excellent games a year. With console games, there are usually an average of a couple of excellent games a month.

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
  113. Rogue Servers by orionware · · Score: 3, Insightful

    Some of you migh remember several years back when Ultima Online came out (which Roxored back then! I blew many hours on that game!) somne folks figured out how to create a open source server that you could connect to using the retail client. What was cool was folks could build out and set up their own world and let other folks connect to it. It was quite cool.

    --


    Karma means nothing to me, so suck it...
  114. You don't download the whole DVD by Prehensile+Interacti · · Score: 1
    drinkypoo wrote:
    Playstation 2 games are typically on DVD these days, even on broadband it takes a while to download a full DVD.
    The point of download on demand gaming is that you do not need to download the whole disk at the beginning of your game. A PlayStation 2 has 32Mb of memory inside it, which will be the maximum you require to start playing the game. Add in some compression, and the fact that you need run-time workspace too, and you will be looking at more like 5-10Mb to get started on the game.

    If the game sucks, then that is all you will ever download of it - if the game rules then sure over the coming months you will end up downloading the whole 4.5Gb, but you will have had a lot of hours of entertainment for your money.

    This has to be a better alternative than downloading ISO images from your favorite P2P network. Having a decent online delivery system is just what you need to avoid your AUP violations.

    1. Re:You don't download the whole DVD by DeadScreenSky · · Score: 1

      That 32 megs is already mostly compressed data (textures, music, etc.). So you won't really get any serious compression savings. Likewise, the PS2 design for most effective/efficient game programming is to have near constant streaming of new content from the disc to the RAM. You can see this in games like GTA3, the various platformer games, etc. They stream huge levels with lots of textures. Console games in general work this way nowadays, assuming they are programmed well and the design fits.

      I agree that you probably wouldn't need a whole DVD at once if downloading your game, but very few games would get by with under 50 megs of download, and some would require many hundreds before they were truly playable.

      --
      There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
  115. Don't forget... by Anonymous Coward · · Score: 0

    There are such things as bandwidth caps for cable. I have a bandwidth cap of 30 gigs/month. (though I do get 380k/sec downloads...). So downloading 5 games six times in one month would by itself go over the bandwidth limit. Of course, I probably wouldn't play that many games, but there are a lot of other things that are downloaded over the internet, and they all add up... This would be just another thing taking a bite out of my download cap, and I much prefer just buying the game (like with Prince of Persia Sands of Time....a great game! I'm a prince of persia fanatic. It's actually the first game that I've really been willing to pay money for in a while)

  116. Missing the point? by InternationalCow · · Score: 3, Interesting

    It seems to me that most people are missing the point. This is not about having physical media or whatever, this is about the value we attach to intellectual property and how we handle revenue that is to be procured from it. Consider: if I were to visit an art gallery and buy a painting I like, I pay the painter indirectly for his/her artistic vision and labour in making something for me to enjoy. The PRODUCT of the vision becomes mine, the vision is the painter's. If we assume software to be an intellectual construct comparable to a painting, the problem with subscription services becomes obvious - you rent a product but never get to own it and may not enjoy it as you please. This would be comparable to the painter coming to your home and removing or changing the painting without your consent. The question is - do we want it to be like that? I for one wouldn't. There seems to be something inherently wrong with having people pay for subscription to a final product without actually ever getting to OWN the product -to be able to do with it as you please- it subverts every notion of property that I have. If I were to do science in this way I would never publish my results; instead, my colleagues would have to subscribe to a results service and they would not be able to use the results unless I were to be paid handsomely. Obviously, that wouldn't work at all and halt all scientific progress. I agree with other posters in judging that making all games available as rentals will be the death of modifications. I think it would be the death of gaming as we know it. IMHO a good reason to go open source all the way. How do other /. readers feel about this?

    --
    ----- One learns to itch where one can scratch.
  117. Troll? by Hogwash+McFly · · Score: 1

    Hmm I guess the mouth breathing moderators couldn't understand the clever pun in this post or he gets an automatic -1 mod because he's AC. Either way that troll mod is bullshit. It's alright Mr Anonymous Coward, there are some people that understand you...

    --
    Mother, do you think they'll like this sig?
  118. Hmmm.... by Chmcginn · · Score: 1

    It's not a bad idea, except for one (or maybe five) things... the resolution, and the framerate, would have to be far inferior to current available client-side games. The entire game running as a streaming video with good resolution (even 800x600) and a respectable framerate (even 30fps)... the bandwith cost would be way, way too high. Also, the servers would need to be far more powerful (per user) - every gameplay & graphics calculation would have to be done there. I don't see how it would be possible without some ridiculous subscription price.

    --
    Have you been touched by his noodly appendage?
    1. Re:Hmmm.... by tasidar · · Score: 1
      It's not a bad idea, except for one (or maybe five) things... the resolution, and the framerate, would have to be far inferior to current available client-side games. The entire game running as a streaming video with good resolution (even 800x600) and a respectable framerate (even 30fps)... the bandwith cost would be way, way too high. Also, the servers would need to be far more powerful (per user) - every gameplay & graphics calculation would have to be done there. I don't see how it would be possible without some ridiculous subscription price.

      While it doesn't really seem feasible now, but as the following post mentioned, in the future everyone would probably be running programs using thin clients.

      If vmware ever gets accelared graphics working, and some people figure out how to route graphics information between different workstations (something like xterm but by using an abstraction layer like directx, instead of redirecting xwin info); can't you see this taking off?

      Sorry if I'm not very coherent right now... I'm still suffering from jet lag. My original vision was for a way for people to run a internet gaming cafe using a computer powerhouse/server and a bunch of thin clients.

  119. Neat trick isn't it? by kfg · · Score: 1

    They've got you so focused on the carrot that they not only don't have to steal your steak surreptitiously, they've actually gotten you to praise them for the theft.

    I hope it turns out to be a mighty tasty carrot

    KFG

  120. Didn't even have to look to know which editor by Anonymous Coward · · Score: 0
    Anytime a stupid, non-newsworthy post shows up on Slashdot, it's not rocket science to figure out who posted it....

    michael strikes again.

  121. Re:Pay to Play is a viable model for Games Softwar by MaineCoon · · Score: 0

    The value per hour of Pay to Play games tends to be higher. Most $50 games tend to provide 20-30 hours of gameplay, even with replays. That means $2.50 to $1.66 per hour of gameplay. Pay-to-play games, however, tend to be ongoing with far more content and diversity in gameplay. Even with a $30 to $50 up front fee, and $13-$15 per month after the first month (Lets just say $50 and $15, which is the coming trend), if a person plays an average of 1 hour a day, after 2 months (60 hours and $65) they're already paying less per hour than a $50 game. Higher cost for a single game, but lower cost per hour, so greater value. Likely this 1 game will be played instead of 2 $50 games ($100 and 40-60 hours of play).

    - MaineCoon

    --
    Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
  122. Yet another service to suck up my bandwidth? by Anonymous Coward · · Score: 0

    I think downloading games is great. I'd like to save a tree and lower oil dependence (plastic is made of oil and shipping the physical game package uses up oil, etc).

    BUT many services are competing for my limited bandwidth, VoIP (Vonage), online music (Apple Music Store), streaming radio (somafm), BitTorrent. It makes me wonder if this promise is nothing more than a wishful thinking?

    Until something is done about increasing bandwidth all these predictions read like a bad Popular Science article on flying cars.

  123. Re:Pay to Play is a viable model for Games Softwar by Xocet_00 · · Score: 1

    While this is a valid point, for a hardcore gamer like myself I need to ask: How many bills am I going to have to pay every month?

    I have upwards of 30 games I currently play in my collection - split between PC, PS2 and XBox. A service like XBox live simplifies things, and may allow a single payment for multiple game developers on consoles but that kind of consolidation will never happen on PC. There won't be a single distribution you pay once a month to cover all your gaming interests, so my credit card bill is going to be pretty long.

    Although I suppose companies like Electronics Boutique could segway into turning their services into an electronic distribution hub - even if only to front you payment. Like those companies that consolidate debt.

  124. EXACTLY. by Hrothgar+The+Great · · Score: 2, Interesting

    That is exactly why the doomsayer author of this article is wrong. People SUCH AS THE AUTHOR HIMSELF are willing to shell out $50-$60 for a boxed title with no subscription fee rather than have anything to do with monthly charges and so forth. If the major game companies banded together and all went with subscriptions, someone else could start a game company and market their products as being *SUBSCRIPTION FREE*. The major companies, however, are not likely stupid enough to abandon a large market segment for no reason at all. You don't get to be on top of a market by making poor decisions.

    The ONLY way that regular games could ever stop being produced is if hardly anyone were interested in them anymore. It could happen, but if it did, very few people would be complaining about it, and they would sound like OLD CURMUDGEONS.

  125. FUD by Anonymous Coward · · Score: 0

    (see subject)

  126. what about gift giving? by Busithoth · · Score: 1

    Isn't that going to screw up the whole giving games for gifts? Are you really going to think Jr. is going to be happy with a passcode/credit for downloading a game (which might take a couple of hours). I mean, they'd enjoy playing it, but that's gonna be a LONG download for anyone nearby...

  127. wont change much by Lumpy · · Score: 1

    the very first thing I do when buying a new game is to go out and get cd keygen's no cd patches and everything else needed to disable that useless DRM crap so I can play the damned game.

    UT2003 that I have is completely patched against the stupid DRM in it. so I can put the CD's in a safe place and play the game.

    Game developers should look at the fact that the best way to avoid piracy is to stop raping the user.

    $60.00 - $70.00 for a game is farking insane and asking for it to be cracked and put on kazaa. game programmers do NOT need 6 figure incomes, you dont need catered lunch every day and the people in the art department need to be told that they CAN be replaced with 2 college grads at 1/2 thier pay and they need to STFU and deal.

    we recently did this at work. the production staff 2 years ago was all fired eliminating the overpaid diva "artists" and replacing them with college grads that do as good of work for much less and have a better work ethic and attitude.

    Games are entertainment, a great game can be made cheaply (frozen bubble anyone?) and the games that are worth the money get purchased like mad.... Frequency for the PS2 is an example.. it still commands $29.00 and is always selling.

    --
    Do not look at laser with remaining good eye.
  128. CD/DVD delivery is not consumer friendly by Prehensile+Interacti · · Score: 2, Informative
    There are 2 important facts which back up the fact that CD/DVD delivery is not consumer friendly.

    Firstly I have done my own analysis of TRSTS Data on the console market. It is very interesting to note that for the period I was examining (last year) 84% of the money was being made by 16% of the titles, which is a very high degree of polarisation for a market. For me this was indicitive that:

    • there are a lot of bad games around
    • that games are too highly priced for consumers to feel safe making 'impulse' purchases.
    The other piece of research that is relevant, was looking at the gaming habits of gamers, and was written at the end of the 90's. There they showed that on average 80% of gamers make it to level 2, and that only 10% of gamers will complete a game.

    Online delivery has the opportunity to change all of that, as finally we can adopt a pricing scheme which is able to cater more fairly to ALL of the players, and no longer just to the hard-core. The effect of that should be that we are able to get more game players, as more people will be able to purchase at a value they think fair.

    There are at least 2 models which can be applied to online delivery, subscription and micro-payment. These are not mutually exclusive, and cater to different sorts of player.

    Subscription is very analogous to Pay TV channels. For the most part there would be a catalogue of titles available to play within your subscription each month. This caters to the person who has a given amount of time for video games each month, however allows this player to enjoy a wider variety of titles than traditional delivery. Like in the PayTV realm there is still the option of having special one-offs, which can charge what they want. That's just life.

    With micro-payments, then you would only pay for what you actually play, and would be presented with an account at the end of a period. This model caters to the lighter gamer, who probably has other uses for their leisure time. However by offering this, then a distributer is able to significanlty lower the cost of entry, thereby making gaming finanically acceptable to a whole new set of people.

    The original author seems to fear change - and automatically assumes that because the pricing model changes he will be worse off. I believe that nothing could be further from the truth. Capitalism protects us as consumers, because if one company starts building in unreasonably high profits, then another company will come along and take away all of their business! The costs of digital distribution are already significantly cheaper than opening up physical shopfronts, and this is only set to get cheaper.

    Bringing new gamers in to play would be (and should be) where game's companys are able to increase their profits. Anything that gets more couch potatoes doing something stimulating, and away from the TV is a very good thing.

    1. Re:CD/DVD delivery is not consumer friendly by grunt107 · · Score: 1

      For the light gamer that would be a price savings, but never forget the wants of the 'historic' game. The person that wants to go back and play games that are many years old. How many of these would still be available? Since the p2p model is an up or out model (planned retirement), I forsee only the popular titles every making it to an 'archive' subscription.

    2. Re:CD/DVD delivery is not consumer friendly by Prehensile+Interacti · · Score: 1
      Contrary to what you say, I believe the opposite will be true. With hard disk Space costing approx $1/Gb I see no reasons why we will not have a full and complete back catalogue available from online stores. We are not restricted by shelf space in the same way that 'bricks and mortar' stores are.

      Which do you think will be the more appealing marketing? "Come to our site, Top 10 titles available to download" or "Come to our site, 10,000 titles available to download including this weeks top 10" (I know neither is catchy :))

      Back-catalogue will be always be cheaper for a site owner to purchase rights to (if they are not pushing costs back to the user in a micro-payment model - then same holds but it is the consumer who will get it cheaper), as the copyright holders will hopefuly already have made their costs back, and so any sale at all will pure profit.

      There is no reason why you should have to pay twice for the same content. If you are logging in to a server (which you will need to for your account details), then the service provider will already know what you have paid for.

      The only think I can say supporting the people who fear change, is that anything new is made by humans, and humans will make mistakes. However in the medium/long term fair prices and practices will be adopted, as consumers will reward those providers that do.

  129. Quake Comments by Anonymous Coward · · Score: 0

    The article mentions Quake I, II and III. III needed a key, its important to remember why it needed a key. it was not ID restricting you so much as them recorgnising that the must_have_cd_in on QuakeII (which was eventually removed in one of the patches) was more than the customer really was willing to take, and they'd crack it anyway(!). We must also remember ID are also Linux Friends and also Open Source friendly (ok they don't release the source straight away, they license it you see, but it doesn't take them long either). Yes Valve may get restrictive, even EA might, but without an ID game doing it, I don't believe it will be accepted on the PC.

  130. Developers Frustration by Loconut1389 · · Score: 1

    Another major issue, is that the big players seem to have a lot of sway (for obvious reasons) with Nintendo/Sony/Microsoft/etc, enough that new developers really can't get into the market unless you've been making pc games for half a century first. Microsoft is the only one that I've found so far who even has a program for 'the little guy' which is the "Incubator Program", but it's still not easy to get into and you better plan on having the game running as a prototype in 6 months. My biggest frustration is trying to find licensing for my BZFlag Console Edition project. I've sent off a hundred emails to licensed developers hoping to establish a partnership that will get my project on its feet. I'm very frustrated with the manufacturers at the moment, and it seems no wonder why there aren't more games on the market and likewise that costs havent been driven down by more games coming out. There is, and always will be far less games and innovation on gaming console systems unless the manufacturers take a chance on the little guy and someone spots them some hardware. Would it really kill microsoft to give out a few hundred development kit xbox's if they get a chance to draw more products to their platform? They have the law behind them if people break contracts and want to release NDA'd material. There isn't a discernable reason other than peer pressure from licensed developers. If they want innovation, someone needs to help the ComSci major who's in love with his XBox to make the games he dreams of. What are dreams without a canvas to paint them on. Lots of fabulous ideas are lost to the winds and not enough winds of change are blowing.

  131. Re:like paying for petrol for your car. by Technician · · Score: 4, Insightful

    You just need to look at this from a different angle. Think of it like paying for petrol for your car.

    Some things like hammers and screwdrivers, I like to purchase and keep them on the shelf, not rent them. Same thing with my car. I own it. It's paid for. However consumables that I might need I can purchase from any corner supplier, not just Texaco. Single vendor lock-in is a bad thing. A screwdriver that needs a subscription is a bad thing. Not all software needs to be online to be useful. Artificaily tying a subscription to screwdriver software is a bad thing.

    Here is a great example of problems caused by a screwdrever needing to phone home. I put together a PC on my coffee table. I hadn't added a modem or lan card yet. To keep to drivers in check I don't stuff in all the hardware all at once. A keyboard and mouse are nice things to start with.

    MS had just came out with the optical mouse. (quite a few years ago) I loaded it's driver. Not only did it insist of having a CD key for the driver, but it complained loudly about being unable to find my modem! This I don't need. I imediately gave away the mouse never to use a MS mouse again. Who knows what it would have reported silently to home if it found a lan net connection. There is no reason for a screwdriver (mouse driver) to phone home EVER!
    My local LAN games shouldn't be any different. I buy them, I expect to play them with no hastles.

    However if I stick in an AOL disk for use with an Online Service, I expect it to phone home and want an account for the online access. It's used to access someone else's provided content for a price.

    A LAN game and Tax Preperation Software does not need this. Single vendor lock in is a bad thing. The software should be able to be purchased, not rented and I should be able to play a LAN game using a local server. There is no reason for a LAN game to phone home unless I choose to use the server provided by the manufacture to play someone in Guam. I should pay for service where service is supplied and I choose to use it. (subscription service) Lack of subscription should not break the local functioning of a program. EG a mouse driver or Word Processor that can't phone home shouldn't nag that I haven't registered or quit in 60 days.

    Fighting piracy is one thing. Making the product less useful is also a bad business model. Competing is good. Trying to lock-in consumers is a bad business model. Consumers will find and buy the stuff that works with no hastles.

    If MS didn't do product activation, do you think Open Office would havd gotten much serious attention?

    --
    The truth shall set you free!
  132. I don't buy it. by Pendersempai · · Score: 3, Insightful

    First, computer gaming is on a trend AWAY from DRM. Long, long ago, diskette manufacturers screwed with the physical floppy to prevent copying. This caused more problems than the copy protection solved. Look-up solutions in game manuals ("Page 3, paragraph 2, word 4?") have also faded out as people became frustrated with keeping the manuals on hand. Recently, we're even seeing a move away from must-have-CD-in-drive copy protection.

    Second, the computer game market is pretty elastic. If games become too expensive (as measured both in dollars and inconvenience), people will not buy them. They aren't like food (where you die of you don't have it), like MS Office (where you can't make money as effectively without it), or even like music (which we are culturally brainwashed to crave). If we don't have video games, we do something else.

    Third, there are no central gaming companies secure enough in a monopoly to risk upsetting the market. If MS unilaterally started implementing fascist copy protection, people would turn to Nintendo or Sony. This is not a risk MS is willing to take.

    In conclusion, I think it's baloney.

  133. Re:Pay to Play is a viable model for Games Softwar by Doubting+Thomas · · Score: 1

    Or, the company could just Open Source the server software when they EOL the game.

    --
    Just because it works, doesn't mean it isn't broken.
  134. No way by robnauta · · Score: 1

    I was at a toy store today to check out the games.

    I was surprised to find many top titles of only 6-12 months ago sitting there discounted to almost nothing. For $10 you could pick up No One Lives Forever 2, a great game. Unreal 2, Splinter Cell are already down to $30, just a few months and they'll be $20 or $15.

    A game like Grand Theft Auto 3 was $15 while GTA3-Vice City was $40. Vice City is just the same engine, just with different maps and missions. Games from 2002-2003 are still great to play. Even 2001 games would still look good on common PC's. If you insist on spending $50 on the latest titles, there seems to be more choice than ever.

  135. Re:Pay to Play is a viable model for Games Softwar by antiMStroll · · Score: 1

    Why would I pay Valve for connection rights to a server they don't own, don't manage and don't support? Online game servers are almost universally run by individual enthusiasts on their dime. The presence of these servers adds to the value of the game. Companies such as Valve should be paying server operators for connection rights, not the other way around.

  136. Re:experience a bump in sales, at the very least. by Technician · · Score: 1

    I'm sure Sony, Microsoft and Nintendo would experience a bump in sales, at the very least. :)

    Good point. Check out the problems MS is haveing with Open Office. How many people are checking it out, not because of price, but because they disagree with product activation. Same thing for Intuit and the Turbo Tax registration. The backlash for these imposed problems is strong.

    That's why I have Open Office and an old copy of MS Office on this machine. I won't do the new version and I use OO as a tool to open stuff MS office won't. As it improves, Open Office may replace MS office entirely here as MS moves to to a rental model.

    --
    The truth shall set you free!
  137. Charming naivete by lightspawn · · Score: 1

    Once people made millions off of homemade board games that became outrageously popular, and many people tried to emulate the success. Now a hundred years of free market evolution has filtered out only the best board games, but guess what : people are still making millions off of them, and people are still loving games made even before the depression. Even still, if you have a bright idea you can easily enter the market (Think about the very popular new-comer "Cranium")

    Look at today's most popular board games: Monopoly and Risk. You could argue that Risk isn't a bad game, but Monopoly certainly is. People don't buy them because they're good; rather, because they achieved critical market share and recognition. Monopoly is a popular present (Bob likes golf, let's buy him the Monopoly Golf edition for his birthday).

    Cranium was successful because of the business skills of its creators (who by the way are ex-microsoft employees).

    Meanwhile hundreds of games which would be much more fun to play are not known to anybody who doesn't check boardgamegeek.com.

    P.S.
    www.antimonopoly.com.

  138. Shadowbane was a disappointment by Mustang+Matt · · Score: 1

    I purchased a copy of shadowbane used for $3.00.

    Was I dissapointed after I installed it and downloaded 300+ mb of patches that it required a paid monthly membership. Not even a single player mode.

    Now it sits in my closet. I never even got to try it out. I guess I ought to sell it to someone for $3.00.

    --
    The man who trades freedom for security does not deserve nor will he ever receive either. - Benjamin Franklin
  139. Re:Not only not news, but also just plain misguide by Anonymous Coward · · Score: 0
    Good god. "Meatspace stores" exist because the alternative net services aren't yet in place. I'm not sure where your computer is installed, but mine's at home, making impulse buys over the net much easier than traversing "meatspace".

    The only thing these keys can really be used for is preventing people without them from playing on official online servers...

    RTFA! The new generation of games from Valve won't run single player without online activation.

    Not only that, but I got the "official" word from Comcast that I'm only allowed to download 80-90 GB/month.

    Five years ago you couldn't download 80 gig at home. A 5 meg MP3 was a long term commitment. Graph the line.

  140. One more prediction then.. by Ogerman · · Score: 1

    Among the predictions: no more rentals from video stores, no used games market, no lending games to friends, less upgradeable computers, pay-as-you-play software subscriptions, and other consumer-unfriendly changes.

    If these predictions come true, then allow me to add one more: Open Source games take over the market.

    In all seriousness, the community needs to write free, high-quality game engines upon which content and online services can be sold. And, of course, "the community" here largely represents companies who want to sell such content and services once the engines are collaboratively developed. Then we just need a non-proprietary console system.

  141. Re:Pay to Play is a viable model for Games Softwar by Anonymous Coward · · Score: 0

    The problem here is that the major names don't use that kind of approach. The charge you the full price of any other comparable game ($50 USD or so) and then charge you for each month after the first, often $12-$15 USD per month. It's that kind of approach that makes consumers wary. $65 for two months of gameplay sounds a lot worse than $50 dollars for two years of gameplay when the average consumer is browsing the aisles of an electronics store.
    It's like charging two dollars for lemonade at your lemonade stand. Thirsty people will buy from you, and you will profit from them. But if the price was, say, 75 cents, you get much more money, not to mention customers that will return frequently.
    Marketing execs can't stand the thought of "giving" software away by providing a free download for a pay-to-play service. It's much too much like open source. And we can't go encouraging that.

  142. What the heck is an "IRC search engine"? by tepples · · Score: 0, Offtopic

    I couldn't find a FAQ on packetnews to see what the heck it was about. What can an "IRC search engine" do for me? Besides, a lot of the people who play video games are minor children, and packetnews's disclaimer excludes minor children from the site.

  143. So far the people havn't done what you suggest. by Anonymous Coward · · Score: 0

    it's the people who decide things like this.

    "The People" so far have not stopped buying Sony, Disney, going to movies, buying CDs that aren't actual CDs (that copy protection crap), or even supporting Microsoft due to the DMCA, MPAA-RIAA actions, or Microsoft's convicted monopolist stand.

    On what planet are you on that makes you think "The People" will do as you suggest and stop buying?

  144. Thanks, warez-monkeys! by Anonymous Coward · · Score: 0

    None of this would happen if people didn't warez the hell out of every game that was released.

  145. Here Here by Anonymous Coward · · Score: 0

    I have been getting all my games/movies/apps/music via the Internet for several years now. If you want to try for yourself just check out www.suprnova.org :-)

  146. Rent everything out at a LAN center. by MongooseCN · · Score: 1

    How about going to a LAN center and renting time out to play a game? Let the center handle the buying and upgrading the hardware and buying software. You can play a game, find out it sucks and then move onto the next one for only a few dollars.

    Check these places out:
    http://www.lanparty.com/centers/
    http://www .igames.org/

  147. I think this is beside the point by DeadPrez · · Score: 2, Interesting

    The true threat to games of today and tomorrow is the lack of quality in games on the market. As small game developers are swallowed up by the EAs and UBISofts at the same time the production cost of making a game rises vastly meaning fewer and fewer small companies can be successful without major backing from an EA, UBI or Microsoft. Competion won't be completely stifled but innovation will certainly be slowed.

    My friend recently purchased an Xbox and went on a binge on aquiring games. I thought I'd jump in with him and help him get some good ones. I spent about 2 hours on the Xbox website purveying all released and announced games. Only one piqued my interest, and its been (wrongly) accused of racial insensativity. Every other game with some potential was part of a series and for the most part, not up to par with the original.

    Even the games for PC are having the same issues. Doom 3, Half-Life 2, Counter-strike 2, Starcraft 2, GTA 5 are the only games I am looking forward to and I don't expect them to move the bar all that far. On the MMORPG front there is very little innovation even announced since Shadowbane's dismal showing. Sony's control of the MMORPG market certainly dims the future on this front.

    I'm sure a few games will surprise me but I predict a dark ages period in true innovation for the next ten years or maybe even until a happy mix of movies and games can be made, which is a long way off.

    1. Re:I think this is beside the point by greening · · Score: 1

      There has been a total lack of innovation in all forms of entertainment. TV shows haven't been good lately (thanks to reality TV), music has been dreadful (thanks (in my opinion) to hip-hop), movies have been terrible (thanks (again, in my opinion) to CGI graphics), sports has never been worth while (thanks to atheletes expecting more than minimum wage). I have pretty much put a halt on purchasing anything (other than food, etc) from the past 15 years. I only buy movies from the '50s to '70s. I only buy music from the '60s and a little '70s. I have both seasons of The Monkees and their movie HEAD. I have yet to find a movie (atleast from hollywood) that competes with the depth, acting, meaning, and soundtrack of that movie. I have most of The Beatles' CD's and a a few old records (same with the monkees). Back then, people knew what quality was. The music wasn't about money, the movies were more about getting a message across than making some meaningless movie with big explosions in hopes of attracting a large crowd.

      As far as video games, they are still moderately new and they can't really be compared to movies and music. But, one big problem I have noticed is that people don't want a game, they want graphics that look like real polygonal characters. I would rather play Quake I than Quake III because it had a point. Multiplayer should be an extra, not the game. Q3 had no point. All it was was a basepoint for modders to build on and charge people $50 to play it. I also don't believe in charging a massive lisencing fee for thier engine but, that's thier prerogative. As far as Console games are concerned, consoles are definately not ready for 3D. I have all this generation's conoles (XBox, Gamecube, PS2) and I never touch them. I have my old NES and play that all the time. The games are better, funner, and all around more worth playing.

      One thing that is dragging the whole industry down, is remakes. It's bad in movies, music, games, and anything else. The problem is the lack of originality in entertainment. In my opinion, the entertainment industry will not do well until they stop focusing on money and focus on making the game/movie/song/sport.

      But, why should I speak since I know nothing.

      --
      Are you telling me that you don't see the connection between government and laughing at people? - Interviewer
  148. Someone is missing the point by Anonymous Coward · · Score: 0

    The point is, you can rent software if you want.

    But.... you have to provide a service! Where there is a service model there is continual annual revenue. Simply locking consumers out is not a service model. It offers nothing to the consumer and Joe StrappedForCash aint gonna buy it. However, if I subscribed to say GAMECO and they gave me all their latest releases as long as I subscribed (like a comic book) then hell yeah I'd pay.

    Except if I see no Benefit I won't spend the money. It is a hard lesson to learn and very few companies realise it... Products have to be sold on benefits. You cannot sell a man a horse with 3 legs.

  149. Developer has to be paid one way or another by AHumbleOpinion · · Score: 1

    Why would I pay Valve for connection rights to a server they don't own, don't manage and don't support?

    Because, as the poster above suggested, you did not pay for the game itself. You just downloaded it at no cost. With such a business model the company will probably operate some severs and license some third parties. The developer has to get paid one way or another. Allowing the hobbyist/fan to run a server only makes sense in the other business model where you do pay for the game up front.

  150. Re:Games as a service: the ultimate copy protectio by soft_guy · · Score: 1

    And there are a lot of people like you, my friend (such as myself.) I will not pay for a game that requires activation every time to run it. I want to pay for the game, then own my copy and be able to legitimately use it.

    Someone in an earlier post talked about back in the 8 bit days when game companies used to put copy protection on the games. They found out that legitimate customers won't stand for it, and why should we? My ISP goes down from time to time and I don't want to be unable to play my favorite games every time that happens.

    --
    Avoid Missing Ball for High Score
  151. Not all bits are of equal value by Anonymous Coward · · Score: 0

    And while *content* is almost invariably locked up behind ClearChannel, RIAA/MPAA, EA, Hollywood, et. all, I think it is only a matter of time before independent content producers begin to gain a foothold. I would cite the rise of the so-called "blogospher" as evidence of this.

    You are mistaken. The problem you overlook is that not all bits are of equal value. Blog bits are cheap, they are few in number and they take little talent or time to produce. In contrast a game people would probably like to play will need many bits, take a long time to produce, and require skilled programmers and artists. These bits are much more expensive.

  152. Copy protection has worked by AHumbleOpinion · · Score: 1

    End user software copy protection has worked, you merely misunderstand it. The point of copy protection is not to stop all piracy. It is to make piracy slightly more difficult, non-trivial, so that the average technically challenged person can't do it. The fact that a small population of tech savvy people can as still pirate copy protected software is irrlevant. Without end user copy protection piracy is not small scale as you suggest. I've witnessed this in college bookstores. One semester a required software package had no copy protection and sales were about 10% of the number of people enrolled in the class. The next semester the software package had simple copy protection and sales were about 90%. During the first semester non-tech savvy students tried making a copy and it worked. The next semester they tried and it didn't, so the "friends" reluctantly bought copies. I've seen numeous similar stories posted to gaming sites. "My friend burned a CD but it didn't work so I bought my own copy".

  153. My god, someone RTFA!!! by iamhassi · · Score: 2, Insightful
    Ok, what the hell happened on /. today? First the "News Anchor Feels Pain from Afar" story where they bitch and moan because a news anchor spends 2 weeks a month in Florida during the winter but still reported Boston news from afar, and now this gloom and doom article about the "future" of video games with not one shread of evidence that anything the author says is coming true.

    What's next? Some kid's blog that says the sky is falling?

    I mean please, this is really sad. How about reporting real news for once and not this crap.

    --
    my karma will be here long after I'm gone
  154. Negative outlook? Who woulda thunk it? by WCityMike · · Score: 1

    Curmudgeon: "a crusty, ill-tempered, and usually old man."

    Hm. Who would have thought that a site advertising itself as crusty and ill-tempered would have a pessimistic look at the future?

  155. Re:Server-based game lobbies have hurt gaming by Anonymous Coward · · Score: 0

    Might have been because you could pirate all the games you wanted back then, and nowadays you can't, so your choices are more limited, and thus you're stuck to buying games that you know you're going to like, which means you also miss out on the golden but obscuries. Dunno, but that's what seems to have happened to me. Then again, you're also older now, and maybe your friends just don't like to spend as much time playing games as they used to. *shrug*

  156. Maybe if people started paying by Anonymous Coward · · Score: 0

    Maybe if gamers quit stealing games, there would be less of a anti-pirating trend and less BUSINESSES GOING BANKRUPT.

    As a game developer I'm pretty disappointed that most gamers I know buy less than 10% of their games.

  157. This WHY I sold my XBOX by durtbag · · Score: 1

    I waited for months for Phantasy Star to come out for the Xbox because of the multiplayer feature (different from online play). When it came out you needed to have an Xbox LIVE account to play...even in single player offline mode!!! Why should I pay money for online service just to have the priviledge to play an offline game that I already purchased? Upon finding this out I packed it up, went to EBgames and traded in for a Cube.

    --
    itadakimasu
  158. One word. by huckda · · Score: 1

    NONSENSE

    --
    "Just Smile and Nod." --Huck
  159. Re:Pay to Play is a viable model for Games Softwar by SiliBelgian · · Score: 1

    If someone tried to sell you a new type of car which had to have the oil replaced every day ("to protect you against problems caused by old oil, the car won't start till you replace it"), would you buy one of those?

    Strange, isn't that what HP's printers are like these days? Every once in a while, the printer checks the ink cartridges on the expiration date and if they're expired... *BAM* No more prints for you untill you buy new cartridges... HP's own of course, cheap alternative brands are unacceptable...
    Everything to protect your expensive printer from the perils of old ink... I even think the HP driver program includes a nice link to buy HP ink online. Isn't it wonderful how the customer is being looked after?

    --


    "Hell hath no fury like a hippo with a machine gun."
  160. For those who care by Anonymous Coward · · Score: 0

    There will always be people who just give away their games for free anyway hoping to get noticed and make it big some day.

    Also, I would gladly play a board game with 3 close friends rather than an online-whatever with 4,000 strangers. I would sooner pay $50 for the former than the latter as well.

  161. dust off the atari 2600... by bstil · · Score: 1

    Looks like people will have to dig the Atari 2600 out of their basements and play the classics. No CD-KEYs, no content download on demand, etc., just a kitchen butter knife to hook it up to the TV.

    The Atari 2600 joystick is, after all, the /. icon for GAMES topic.

  162. Thank God for America's Army by Anonymous Coward · · Score: 0

    Thank god for America's Army and it's awesome Freeness. No CD Key. No Price Tag. (And don't give me that crap about taxes paying for it. maybe 5 cents per year in my taxes then.) New updates every 3 months or so. Free Servers. You guys can keep your Half Life 2.

  163. Is this a reliable source? by zapp · · Score: 1

    OK. First off, I did not RTFA. sue me.

    1. Since when were commentaries reliable? I can comment all I want that the world is ending, but it doesn't make it true.

    2. Who the hell is "Curmudgeon Gamer"? I've never heard of them before. Perhaps if a well known figure in the industry made the commentary it would have a teeny tiny bit of weight to it, but not from this place.

    --
    no comment
  164. I doubt this to be true... by Zeven · · Score: 1

    I don't think video gamers have much to worry about since the console market is already nearing the PC capabilities(and surpassed it depending on what PC you may have). This trend will continue until consoles are every gamers system I think. I could be wrong but trends tell me otherwise with consoles online, using hard drives. Take a look at Infinium Labs Phantom(http://www.infiniumlabs.com). Pretty good idea as to where the video game market is going. 1) Plasma TV's are awesome. No current PC monitor can really compare size-wise. And the resolutions of the nextgen TVs will be crazy-good. Think about this, alot of people have been buying video cards for their PCs now based on how well it works with HDTV. 2) Console hardware is highly evolved now. You can even write games to the consoles HD to severly lessen load times. 3) There are far more software companies developing games for consoles than PCs. 4) Already the console market is seeing a ton of media push. The Video Game Awards, Xplay on Tech TV is heavy towards the console games, MTV just did a top 20 video games of the year, etc. Rarely do you see PC games marketed on TV, it's almost always consoles. 5) Already we're seeing Massive Multiplayer Online RPGs like EQOA on consoles so subscription based games aren't exactly 'on the horizon' they are already invading the console. Now with those points out of the way, I'd like people to consider that the console market has sorf of an inside agreement between competing companies where no single company can get ahead of the rest with a new system without all of the companies doing it pretty much at the same time. This would lead you to believe that since the PC market doesn't suffer this way that consoles would be far in the dark-ages in technology. Now considering that the console industry has that self-made rule(which is what forced Sega out of the market I believe) and is close to surpassing PCs in terms of capability, what's that tell you? Far more resources are being put into the evolution of gaming on consoles compared to PCs because PCs aren't just for games. That's its downfall. Therefore I believe that video games will evolve based on the current demand of what's most popular. If MMORPGs like EQOA are the current most popular theme going, then companies will milk it and subscription based games will be dominant in that particular industry. However, that could all change on a dime. Right now there are over 100 MMO based games being developed for the PC because that's where the money is. Whether or not the console industry is willing to take those risks(read: MMO is a very risky genre of game - out of those 100+ being developed few will see huge profits, some wont see any) has yet to be seen. That's another discussion in itself, though. I think the console will replace the PC for gaming altogether. That's just my prediction though. With that said, any 'worries' on console gamers is probably just speculation(much like I'm doing now). All in all it's like trying to say that PC gamers will have to worry about this and that in a perfect world where the resources that are being put into console gaming are in the PC gaming market. PC gaming wont completely die out, at least not anytime soon, but I truely believe it's inevitable. That or consoles will become our PCs. To say that there's a bleak future for video game customers is rediculous.

    1. Re:I doubt this to be true... by Zeven · · Score: 1

      Odd, I had spaces.. I guess HTML formatting wasn't happy about the lack of
      's I don't see an edit either :(

      Anyone that reads that massive paragraph, kudos. My eyes would be cursing myself right about now if I tried.

      Sorry. If I find an edit feature I promise to fix it.

    2. Re:I doubt this to be true... by Zeven · · Score: 1

      Here's my post with spaces.

      I don't think video gamers have much to worry about since the console market is already nearing the PC capabilities(and surpassed it depending on what PC you may have).

      This trend will continue until consoles are every gamers system I think. I could be wrong but trends tell me otherwise with consoles online, using hard drives. Take a look at Infinium Labs Phantom(http://www.infiniumlabs.com). Pretty good idea as to where the video game market is going.

      1) Plasma TV's are awesome. No current PC monitor can really compare size-wise. And the resolutions of the nextgen TVs will be crazy-good. Think about this, alot of people have been buying video cards for their PCs now based on how well it works with HDTV.

      2) Console hardware is highly evolved now. You can even write games to the consoles HD to severly lessen load times.

      3) There are far more software companies developing games for consoles than PCs.

      4) Already the console market is seeing a ton of media push. The Video Game Awards, Xplay on Tech TV is heavy towards the console games, MTV just did a top 20 video games of the year, etc. Rarely do you see PC games marketed on TV, it's almost always consoles.

      5) Already we're seeing Massive Multiplayer Online RPGs like EQOA on consoles so subscription based games aren't exactly 'on the horizon' they are already invading the console.

      Now with those points out of the way, I'd like people to consider that the console market has sorf of an inside agreement between competing companies where no single company can get ahead of the rest with a new system without all of the companies doing it pretty much at the same time.

      This would lead you to believe that since the PC market doesn't suffer this way that consoles would be far in the dark-ages in technology. Now considering that the console industry has that self-made rule(which is what forced Sega out of the market I believe) and is close to surpassing PCs in terms of capability, what's that tell you?

      Far more resources are being put into the evolution of gaming on consoles compared to PCs because PCs aren't just for games. That's its downfall.

      Therefore I believe that video games will evolve based on the current demand of what's most popular. If MMORPGs like EQOA are the current most popular theme going, then companies will milk it and subscription based games will be dominant in that particular industry. However, that could all change on a dime. Right now there are over 100 MMO based games being developed for the PC because that's where the money is.

      Whether or not the console industry is willing to take those risks(read: MMO is a very risky genre of game - out of those 100+ being developed few will see huge profits, some wont see any) has yet to be seen.

      That's another discussion in itself, though.

      I think the console will replace the PC for gaming altogether. That's just my prediction though. With that said, any 'worries' on console gamers is probably just speculation(much like I'm doing now).

      All in all it's like trying to say that PC gamers will have to worry about this and that in a perfect world where the resources that are being put into console gaming are in the PC gaming market. PC gaming wont completely die out, at least not anytime soon, but I truely believe it's inevitable. That or consoles will become our PCs hehe.

  165. Re:Server-based game lobbies have hurt gaming by Coniptor · · Score: 1

    I take it a step further.

    "Friends" who would buy into this aren't worth spending my time with.

    Family who buy into this are to be ignored until they grow a brain and ADMIT HOW STUPID THEY WERE for lending any legitamcy to these needless restrictions.

    I wouldn't be happy playing with anyone who doesn't feel the way I do.

    If someone wants to do something with me so bad then they're going to have to do things with me that don't involve this crap EVER!

    If they have a problem with that WHO CARES.
    I OBVIOUSLY DON'T

    Who would want to spend time playing one of these games with me?(Retorical) Gee. I'm glad were on the same page >=)

  166. There is always an option: by Anonymous Coward · · Score: 0

    Not to play.

    I could have fun with HoMM3 alone to the end of my days, btw.

  167. phone home by Anonymous Coward · · Score: 0

    ET couldn't and he was far more advanced than us

  168. Re:Server-based game lobbies have hurt gaming by Geeyzus · · Score: 1

    This is just crazy... server-based game lobbies, like MS's "Zone" and Blizzard's BattleNet are great!

    I started playing online games with Quake back in the day. A 3rd party client was needed to just find games going on, and it was a pretty clunky interface to join a game.

    Playing Age Of Empires 1 and 2 online was awesome, the Zone was an ideal place to meet up with players, it had a rating system if you were into that, or you could play in "unrated" rooms too. BattleNet is the same thing basically, both work very well.

    Not to mention that you can set up "private" rooms that need a password for entry in every lobby environment I have seen, so that makes it easy to set up games with friends. I agree that sometimes there can be issues setting up games or starting them, but most of the time they are easily resolved by just trying again. Most of these problems that I have experienced are due to bad internet connections (ie. dialup) but that problem is largely eliminated.

    Your complaints make no sense, basically. What restrictions are you under, by using an online lobby to set up games? It's easy to use, and largely hassle free (as long as you actually own the game, which you should). If you don't want to "watch people type in profanity and hate speech", you set up a private room, and just tell your friends to meet you there.

    If anything, gaming online is faster and easier than ever before. I have no idea why you are so bent out of shape over it...

    Mark

  169. Re:like paying for petrol for your car. by drmaxx · · Score: 1

    Well said! Common sense seems to disappear when people try to deal with piracy (or terrorism).

  170. Originality doesn't mean new concept. by adzoox · · Score: 1
    I find it very original that someone is genius enough to allow me to play all arcade games pre 1997, all NES, all SNES, all N64 games,all gameboy, all virtual boy, all sega: saturn, genesis, game gear, all TurboGraphix 16, all Atari, all Intellivision, all Coloecovision, all Paystation I, all playstation II games right on my Mac. So - it can be different and original and not be a new idea.

    I would also challenge your theory of lots of good games. One of the best selling systems of all time : The Atari 2600 - had few if any GOOD or GREAT games - with the majority being rushed - most games from bandwagoners just copied code, made something flash on the screen and called it a game.

    This is the same thing that happens in the PC World that doesn't really happen with Macs. Most of the software out on the PC is just poorly written garbage. Most Mac software has careful and optimized code.

    The playstation (by my own estimate) has about 50 games that are original in both concept and design> Aren't there close to 3500 titles?

    There ARE studios out there pushing the envelope with new technology - such as Eye Toy and even Konami with Dance Dance Revolution. There are games that are to come to market that interact with your blood sugar, your mood, your heart rate, etc.

    Most of the innovation today comes from the hardware used to interact with the game, rather than the software it self. This is why light gun games were so popular and continue to be some of the only games still produced. Notice at your next arcade/putt putt/or movie visit - all the games aren't original in concept - rather original in the hardware design - light guns/skis and poles/snowmobiles/jet skis, paddles, bicycles, etc.

    --
    Yell & scream & rant & rave... it's no use... you need a shaaaave ~ Bugs Bunny
  171. The industry are too smart for this by petrus4 · · Score: 3, Interesting
    This story IMHO is pessimistic garbage. The author states his case by looking at an unfounded future...I can refute it by pointing to a well-established past.

    Consider that id eventually opened the source of both Doom and Quake, and that originally these two games were their flagship moneymakers. In doing so, in my mind id proved three things:- (a) That they'd already made more money than they could need or know what to do with, (b) That once they had established their livelihoods, that they wished to contribute to the future of first-person gaming, and (c) That although earning a living was important to them, (we all need to eat and pay the bills) finding a means of expression for their phenomonal levels of intelligence and creativity, contributing a form of entertainment to the world, and enjoying themselves in the process was the primary motivation in persuing their enterprise.

    We need to remember that perhaps unlike the RIAA or MPAA, the gaming industry is populated by some of the most intelligent, lucid, and conscious human beings alive today. Active copy protection is in place for the first 2-3 years of a game, because yes, games do take time and money to make, (if you know anything about the industry, you'll know it's typically large amounts of both) and the people involved want to get something back for their efforts. After that time however (typically after a game hits "platinum" status sales wise) and it is assumed that no more income can be reasonably expected from the title, then in most cases the copy protection is removed, and in some instances the source of the game itself is opened, as we have seen. The copy protection of both the original Unreal Tournament and Half-Life was removed in later patches.

    It might be true that Microsoft are planning on making their own products more closed and crippled, but in looking at this, you need to look at the history of individual companies. Fascist behaviour is par for the course in Microsoft's case in particular, but just because that's the norm for their behaviour, that doesn't mean it's that way for everybody.

    I can't emphasise enough that (at least in my opinion) id and Epic represent two of the most intellectually and creatively gifted groups of human beings that I've ever heard of. The RIAA might be unreasoning, jackbooted idiots, but these two companies aren't, and that being the case they know that binding up the mod scene and doing other such things would only be shooting themselves in the foot. After all, let us not forget that Steven Polge, Epic's own AI programmer, was initially recognised due to a modification he made for the first Quake game, the Reaper Bot. The gaming industry trying to kill modding would be a case of them biting the hand that feeds them, and I believe they would be highly conscious of that fact.

  172. Geez. It's not like you have to BUY this crap. by csoto · · Score: 1

    Don't have a cow.

    --
    There exists no way of exchanging information without making judgments. --Bene Gesserit Axiom
  173. Dare for VG publishers by RobertLTux · · Score: 1

    Has anybody seen a multiplayer game where the characters can't be sorted into Sprite, Warroir , Wizard , Savage and Knight and the game played differently acording to which character you used? example game set in a castle the Sprite character starts in one of the towers the Knight starts at the Front door. The Sprite needs to escape the castle. The Knight needs to find the Sprite. The Sprite game is all hide and evade and the knight is Hack and Slash (some puzzle stuff). Golden Path would be both meet in the middle. So anybody want to do the Code?

    --
    Any person using FTFY or editing my postings agrees to a US$50.00 charge
  174. If it's degrading that fast... by WeblionX · · Score: 1

    I guess I'll just have to stick with my N64. Heck, get ROM of my favorite games and an emulator, and I can continue playing after the system dies for whatever reason. With 64bit CPU's nowadays, N64 ROMS may now be playable on regular computers.

    --
    (\(\
    (=_=) Bani!
    (")")
  175. steaming by jr87 · · Score: 1

    Steam better not become the type of software needed for gaming for now on...ever tried getting it running in linux?

  176. The subscription problem by superpulpsicle · · Score: 1

    What worries me the most is turning every game company into a novell network. I can't imagine having to rely on a centralized point of service/servers for my games to be running. That's putting gamers on a leash.

  177. Both Good and Bad by kernelpanic77 · · Score: 0

    Look at it this way folks. The average joe plays a computer game for what... 3-4 months? If they have to pay say 10 bucks a month to play, they will still end up paying only 40 dollars compared to the 80 they have to pay when they buy a CD in the store (These prices are in Canadian Dollars, btw). And there is a lot more average joe than hardcore games out there. Another aspect of this is that it limits piracy. So the end user is still pretty well off. If you on the other hand are one of the hardcore types who keeps and plays their games for a long time, I'm pretty sure you'll find a way around the system. I mean come on, every security measure that software companies came out with, someone cracked. From hardware CD protection, to CD keys that check against databases, etc. And if you wont do it, Deviance, Fairlight, or Razor 1911 will.

  178. is this a joke? by ethanms · · Score: 1

    games are more swapable then ever before...

    Rentals probably will start dying tho...

  179. CS 1.5 by my+sig+is+bigger+tha · · Score: 1
    Authentication for 1.6 happens (i am pretty sure) through Steam. 1.5 is (as far as i can tell) totally out of Steam's purview. If i'm wrong someone please tell me...

    BTW, i am fully appreciative of free gaming, but Steam has even got me pretty frustrated. it is *incredibly* buggy.

  180. We can vote with our wallets. by ShadowSystems · · Score: 1

    Personally, either I'll pay to purchase a physical copy of the game, OR I'll pay a subscription fee to play it purely online, but NEVER both.

    Take EverQuest as an example:

    I paid WAY too much for what I got, and then to be bent over a table and have my wallet ripped from me in order for me to be allowed to play it at all? No thanks, my money is better spent elsewhere.

    Now, take Total Annihilation.

    I bought the physical media for a decent price, and even after downloading the patches / updates / mods / etc, can (an do) still play it YEARS later without paying another penny for the "priveledge".

    So, which is the better value?

    EverQuest - the game I spent $50 to get, then was raped another $15 in order to play it before I could figure out I didn't like it, and wasn't able to return (oh look, an open software box? We'll exchange it for another copy, but All Your Cash Belongs To Us!)... It's stat unused and unopened in the back of a "Utter Crap!" box of similar bits of gaming fiasco, doing nothing but gathering dust & disgust.

    Or Total Annihilation, which I spent $50 on *once*, and have played in single player, multi-player, and at LAN parties so many times I'd rate it one of the best games I've ever played...

    Why? Because it's had INFINITELY more play-value than EQ, and a WHOLE lot more playability!

    I love MMORPG's -having grown up on the Commodore 64 "Gold Box" AD&D series from SSI, it's a natural "step up"- but there is no WAY you can convince me that I have to both pay to get the game, and then pay again, on a monthly basis, in order to continue to play the game (or, as in the case of EQ, even play it at all!). One or the other, but not both. A one time $50 payment for a game that's been played for years, or $50 to buy + $15 to play it once & stuff it angrily in the closet to die?

    Hummmmm... lemme think....

  181. Re:Not only not news, but also just plain misguide by drinkypoo · · Score: 1

    RTFA! The new generation of games from Valve won't run single player without online activation.

    That's what Microsoft says about Windows XP, too.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  182. The NES game, obviously! by wikthemighty · · Score: 1

    ...Well, maybe I should qualify that.

    If you're like me, and still have your old consols (my Atari 2600 is still up and running) you'll be able to play that NES game for a while.

    The overhead for keeping old PC's and operating systems around to play old computer games is a lot more hassle. Some games will continue to work, some won't. VMWare helps in this regard, but not completely (mostly due to slow video.)

    If games move to a model where you have to contact the company to install (or even to play) the software, you have no recourse should the company decide to cut you off or dissapear.

    --
    "There are people who do not love their fellow human being, and I _hate_ people like that!" - Tom Lehrer
  183. Re:Server-based game lobbies have hurt gaming by bender647 · · Score: 1

    This isn't exactly true. I need to open more ports now to use these online services. Each game uses so many, no off-the-shelf router can store their configs all at once. A lot of the people don't get it right, and all time spent starting a game is lost when one person can't join. When the server is down, you can't play, because they don't allow you to direct-IP anymore. What are you are talking about is match-making, which is a good service if you don't mind playing against a group of children who disconnect or cheat at an alarming rate. And if you don't mind installing Microsoft's Active-X elements for the Zone. But I am an adult who has adult friends who just want to play each other without hanging out in silly lobbies. Does that make sense?

  184. Technical Answer by virg_mattes · · Score: 2, Informative

    > Assuming that the valid-key-generating hash is not shipped as part of the product, why would hackers crack the hundred-gazillions hash of which some work rather than the tens-of-millions hash which the company used to generate actual valid keys?

    Because the hash the company uses is the hundred-gazillions hash. See, it works on two levels. The company creates a key generator that can make a hundred gazillion keys. It runs it one hundred million times, and actually creates a hundred million keys out of the possible hundred gazillion. It then uses only those hundred million for valid keys. So, when the hacker breaks the hash, he gets a hundred gazillion key generator, and generates a key. However, if the hacker's one-in-hundred-gazillion key doesn't match one of the hundred million actual keys the comapny generated, then the company rejects it as a hacked key. That means that even if the hash is broken, someone has only a hundred-million per hundred-gazillion chance of generating a vaild key.

    Virg