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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."

16 of 399 comments (clear)

  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 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.

    3. 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.

    4. 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.

    5. 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?"
  2. 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.
  3. 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.)

  4. 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.

  5. 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!
  6. 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.
  7. 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.

  8. 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.

  9. 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...

  10. 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.

  11. 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)