DRM vs. Unfinished Games
Rod Cousens is the CEO of Codemasters, and he recently spoke with CVG about how he thinks DRM is the wrong way to fight piracy. Instead, he suggests that the games industry increase its reliance on downloadable content and microtransactions. Quoting:
"The video games industry has to learn to operate in a different way. My answer is for us as publishers to actually sell unfinished games — and to offer the consumer multiple micro-payments to buy elements of the full experience. That would create an offering that is affordable at retail — but over a period of time may also generate more revenue for the publishers to reinvest in our games. If these games are pirated, those who get their hands on them won't be able to complete the experience. There will be technology, coding aspects, that will come to bear that will unlock some aspects. Some people will want them and some won't. When it comes to piracy, I think you have to make the experience the answer to the issue — rather than respond the other way round and risk damaging that experience for the user."
That was how the shareware market did it, back in the day. I know Doom was fairly successful that way, though I don't think a lot of other games really succeeded that way.
Yeah... you let me know how that works out for you. I mean I'm already not buying your games because they are overall pretty shitty, but let's just throw one more reason onto the pile.
There is a war going on for your mind.
Maybe I'm naieve or not understanding, but what will stop the pirates from unlocking/breaking/pirating the downloadable content? Aren't you just moving DRM from the front end to the back end?
I have several funny and interesting posts in this matter
Please insert coin to see the first of them.
No no no no no no no. Microtransactions are NOT the way to go.
There really isn't any solid, fool-proof way to fight piracy. Most DRM schemes make things bad for paying customers, while pirates just play cracked copies that have less problems than the legit versions.
That being said, a $10 drop across the board for new console games would go a long way. $60 is WAY too much for a console game. Sadly, the Humble Indie Bundle proved that on the PC, there isn't much you can do to fight it...offering non-DRM games for a single cent don't even necessarily work.
Standard "only my opinion, no guarantees to work, etc." apply.
Living With a Nerd
Right? Not $60 for an unfinished game, then two or three extra $10 for addons?
This is acceptable IF the base game is free. If the Koreans can do it so can Codemasters.
And okay, so long as the company is up-front about it and prices the add-on content fairly in relation to the additional amount of playtime which it adds and works it in in a way which doesn't disturb the gameplay experience:
http://www.penny-arcade.com/comic/2009/11/6/
William
Sphinx of black quartz, judge my vow.
Companies are considering officially releasing *worse* and *less finished* products?? They call them MMOGs, bub.
I've always hated that, whether through DLC or episodes or... well I put up with DOW and Civ4 releasing expansions but...
Please, god, will someone release a finished game? When's the last time that happened?
8-PP
But the DLC will still have DRM, and what's to stop the pirates from just cracking it just like they'd crack any other?
As of today, I can't think of a single DLC for any game that is actually worth it. They are almost all just quick cash ins.
Yep, totally worked for Dragon Age, for example. You can't get the DLC if you have a pirated copy of the game, so you definitely can't download giant bundles of all the DLC that can be decrypted and plugged into the game. Said DLC isn't up on torrent sites 2 days after the release.
If you're going to release DLC with micro-payments, don't "punish" pirates by forcing them to also not pay for your DLC.
Only way to really combat piracy is to have an online element that only works with a valid CD key. That won't stop piracy, though; it'll just make it less useful.
Why is it that none of these solutions involve making a product that people are happy/willing to pay for to begin with?
It's always about crippling something then fixing it later.
Folks have been telling you this for years, but many of you still don't seem to get it, so I'm going to repeat it yet again. People who don't want to pay to play your games are never going to pay to play your games. Either they'll find a way to play it for free, or they'll go find something else to spend their time on.
The average age of the gamer has been continuously increasing, and a bunch of us who grew up playing games are adults now and still playing. We're out of school, we work for a living, we have some disposable income, and we're willing to spend a portion of it on games. There are more people able, willing, and interested in spending money on video games than ever before. Worry about us more than you worry about the people who aren't interested in paying for your product. You'll never make any money off of them.
Now if the industry has grown itself too fast, or you've let development costs get too high, or whatever you've done to make your businesses unprofitable...well that's your problem, not mine. Blaming it on people who don't want to pay for your product will not get you any sympathy or extra profits. Sorry.
One time I threw a brick at a duck.
When I buy a game, I buy the game. I don't buy a license to play the game. I don't buy a piece of the game. I buy the game. This is why I avoid all games that involve microtransactions, limited activations, etc. There is a reason I chose to save my money to purchase my first game console 20 years ago, rather than drop quarters into machines at the arcade down the street. It's also why arcades are dead, despite the video game industry ballooning into what it is today.
Gamer: This game is crappy.
Game maker: Just give us five more bucks, and it won't be so crappy.
Gamer: That's a little better, but it's still pretty crappy.
Game maker: Oh! We fixed that. Five more dollars, please?
Gamer: WTF?!?!? There's DRM on this download.
Game maker: Oh yeah. Pirates figured out how to pirate our DLC. Sorry about that. Five more buck and all the female NPCs will be topless.
Gamer: Sweet! Keep the change!
This is simply "Demo that costs money, and still has other DRM". When you buy a game, you're buying a demo in which you have to buy the real game after. And in order to tie the download content to the demo you just bought, you need an authentication system. Likely online activation.
The only thing Rod is saying is that game companies should double-dip to ease the DRM impression.
with the insane costs of internet
with the caps
with the throttling
YOU want me to be online for a game to be played.....
NO
NO
NO
and i suggest you do it anyway so you can go right out of business and we can be done with twits like this.
I believe that, in the United States, a company cannot consider the income from sales of a product that is not "feature complete". They might as well give the product away.
How about I buy a game. I install to my home computer, and to my laptop. I have an experience I can complete, and don't have to connect to some server to verify so if I bring my laptop somewhere, lets say to New York City for an extended business trip where the Hotel internet is intermittent at best and my air card won't work because I sandwiched between two high rise buildings, I can still play a game that I bought.
Ok, maybe my circumstances are a bit extraordinary, but I want what I pay for.
It was refreshing to actually buy a game recently (Dragon Age: Origins) and have a complete game to play without having to worry about authenticating to outside servers. I also appreciate that there are expansions that are optional, but there is no wall I will hit leaving me unsatisfied with the original game.
I do play EVE-Online also, and I don't mind the subscription, but I don't just play MMORPG's. There are just certain games that I want that I feel I can put back on the shelf someday with the satisfaction of completing it, and also the option to play the game no matter what my circumstances are. Am I asking too much for my $50?
I guess as an 80's generation gamer, I have different expectations. I still like going to the store (gasp!) to buy games. Hell, if there were still arcades around me, I might even go and drop a few dollars there.
at least civ 5 will be mod open and steam drm that way better then most of the other drm carp.
The BOOK publishing industry has had a model similar to this in place for a while, and I would love to see video games follow this. Most of the books I read are parts of a series, so I buy the first book ( the starter ), and then the next books ( DLCs ).
Just like with book publishing, you could do DLC packs with price reductions after they've been out a while.
As long as they deliver value proportional to the cost, I'm good with this.
Mod me down with all of your hatred and your journey towards the dark side will be complete!
""My answer is for us as publishers to actually sell unfinished games...""
So all he is really saying is ... Business as usual? Every game published is gonna end up like a beta (or mmorpg) .... a bunch of patches with a sidedish of content.
Sounds like a plan, till the "bad guys" start cracking/releasing patches/DLC. Oh wait they are already doing that...
Just what gamers are waiting for. Unfinished games. Forget paid beta-testing, now they are going to ship alpha products. Nice engine, where is the content, oh just 10 bucks for another hour worth...
NO THANKS.
And as for it stopping piracy. one word "The Sims 3". Oh okay that is two words and a number.
That game has a horribly overpriced item shop, where you can download inferior custom content that you could just as easily get for free 100% legit, but all the payed content can be found on any filesharing network along with all the official expansions.
Same by the way with all DLC for any game.
If game companies want to combat piracy they got to give PAYING customers MORE. Not less and most certainly not charge more for less.
I used to buy every game from Bethseda. Then they attempted to nicke and dime me with the horse armour debacle and voila. I pirated every game of them since. Bioware? Same deal. I only get burned once. These companies have no hope of every restoring confidence with me again. Ever.
Codemasters? Those run Lord of the Rings Online in europe. Where they awarded NEW players with a free low level horse, while people who had beenwith them for a long time, paying for the game when nobody knew if it was going to be any good at all with ABSOLUTELY NOTHING.
I still play the game since I got life, but will not buy anything else from codemasters EVER AGAIN.
LEARN about BASIC customer satisfaction. It ain't hard, thousand, no millions of businesses do it all the time. Why is the software industry in general and the game sector especially so in capable of building and maintaining customer loyalty.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
Steam does it in the "if you pirate then all the games your purchased can be forfeit" approach along with the benefits of having no disks, no activation, and generally no problems along that front. The key is to give decent features for the DRM tradeoff to sell it as being a valuable thing to participate. True, you loose some (ability to sell games for instance) and you gain some (never have to worry about disks or loosing the games) but it is better than the DRM other folks offer (you are inconvenienced and the pirates aren't really bothered).
Besides, the microtransaction route, if used, would lead to, for example, Doom 1 Episode 1 being sold for $50 and episodes 2 and 3 being $30 a piece. In short, it wouldn't help much and you would likely get annoying DRM for episodes 2 and 3 anyways.
That's a great idea. Sell games like the ones we find on the shelves today (ie uncompleted games) for $15-20, and charge an extra $5 or whatever if the user wants to play a single player game for more than 2-3 hours, or another $10-20 for functional multiplayer.
Wait, what? They plan to sell a fraction of the existing games for less, and the 'additional content' may add up to the existing games (which are, more often than not, incomplete/complete crap)? :-|
~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
I'm actually okay with this depending on how it gets implemented. If I've got to pay money to go to the next level (for example) I want the game to cost less to begin with. Maybe I buy a new PS3 game for $20, but to actually finish the game I'll have to pony up an additional $30-$40 by the time I'm done. This could also have some real interesting repercussions for the used market. Considering that you would be buying the basic game, but a someone buying a used copy may still need to buy all of the DLC in order to actually complete the game.
This space for rent...
cut the game price and add on price! $40-$50 + $30 is to much.
Of the games I play, I like the single player aspect of it. I would like to pay less for the original game and have it exclude multiplayer. Only if I felt the itch to play multiplayer I could pay for it at a future date.
When it comes to piracy, I think you have to make the experience the answer to the issue — rather than respond the other way round and risk damaging that experience for the user."
but the vast majority of publishers still won't get it. But that's one of the most insightful comments I've ever read on the subject.
I work for the Department of Redundancy Department.
works for content providers because customers are either locked in or there are no other viable choices. this does not work for game developers because if your game is annoying enough, hard enough, or crashes enough i can always find another game.
Good people go to bed earlier.
Or you could just release unfinished games like STALKER and STALKER 2 and just never fix them.
Don't get enough buyers or have some financial trouble? No problem, just screw all the customers who purchased the special edition pre-Alpha version and who you've tricked into doing free QA for you.
Here are some better ideas.. Release good completed games and continue doing so. Stop trying to nickel and dime your customers.
it's a sig, wtf?
That's right. Instead of having at least the semblance of a positive retail end-user experience, you sell a game that you know won't provide a good enough experience, then require they go online to get a chance of eventually getting a good game.
Sounds like an invitation to folks to not buy the game while they wait to find out if it is good enough to buy. The folks who torrent it will delete it without finding out if the game would be good, leaving no chance for converted sales. If there's no way to know which games are good or bad, until by chance a "make the game good patch" comes out, then there's no reason to buy any of them until the good patch is released. Of course, by that time, your opportunity for a really good marketing push is mostly over - and the name of your game is diminished greatly, meaning competitors who just released an actual good game have a huge advantage over your patched-good game.
What is it about industry insiders and basic logic that just doesn't seem to mix? Is it just raw anger that they could be making marginally more money? They're selling a product to a customer who has a choice between products - making your own product worse and more annoying does not help you convince your customers to buy your product. DRM or other intentional bugs only loses you money in this regard, along with any advertisement those happy users of your product would provide.
Ryan Fenton
"My answer is for us as publishers to actually sell unfinished games...."
Funny, it seems that the industry has been doing this for at least 10 years already.
-Styopa
This type of software schema has been in effect in MMO's for years... Although the microtransactions that you are referring to are usually called "expansions" (sarc) ala EQ, EQ2, WOW, GW, etc.
The Man in Black
playing video games, The idea of cheaper base games with lots of DLC is fine, so long as the DLC your paying for isn't already coded into the game ..cough..capcom..SSFIV..
Its actually a good idea when you think about it. Paying less and having the choice not to buy content you weren't interested in the first place.
The idea that it will combat piracy is vague. There's no guarantee that DLC isn't hackable.
I've pirated several games that I would have otherwise, and quite wanted to pay for, because they wouldn't let me just *buy* the damn thing.
I play video games to escape the constant buy buy buy money money money of the real world. Even with MMOs, you pay your monthly fee and it's done. So if I'm going to play a game, I'm first going to make whatever arrangements necessary so that I can do so without being interrupted by requests for my credit card.
With games that have DLC, my only option is piracy. I have to track down a torrent for both the game and DLC, and cracks for both, but once that's done it's done. Give me the option to pay for that, and I will (so long as you're reasonable about it; $60 is still the price cap). If you want to hold the DLC back and release it all as a reasonably sized expansion pack, that's great too.
But stop bugging me and let me play the fucking game.
Here is a link to the torrent: DEMOLITION-CODEMASTERS-NORARS_Full_Game_+Ep1+Ep2+Ep3+Ep4_+CDKey+KeyGen+CRACK
This is not about getting rid or DRM, this is about the games industry figuring out how they can get more money by double-dipping. We all know that the price of games won't drop even though you now also need to pay residuals to get the full functionality.
Blizzard already trail-blazed that model with WOW and demonstrated that many people are stupid enough to pay full price up-front for a game that also requires monthly subscriptions.
Assuming the game is not fundamentally tied to playing on-line, such as an MMORPG, whats to stop pirates just extracting and distributing the extra downloadable content too (after they've got it once)?.
But it's a good marketing ploy. I'm not paying for a demo -- say less than an hour of playtime. But I'll pay for a good game and expansion packs. I'll also pay very little for a known few hours of playtime (I would have bought the Doom demo -- it was long enough -- if I'd had my own computer back then...I would have paid $5 or $10 for it). None of this will stop hacking, but it may get me to buy more games.
Sell $10 versions of the games on Steam -- readily downloadable, you can play them as soon as you can download. It's like eBooks -- everytime I browse Amazon and see there's an eBook version of a book I *might* want to read, I'm more tempted to just get it. But all I've got is an iPhone right now and I won't read a novel on that.
As a member of the gaming community, I have come across a large number of discussions concerning DLC, and the vast majority of gamers I've seen online have been very vocal against this idea. The community as a whole doesn't care what the price of the game is--in this case, a game that would normally retail for $60 could be sold for $30 with DLC making up the other $30--they simply will not support a game that feels unfinished.
Ultimately, the gaming community feels (unrealistically) that video game publishers are trying to milk them for all the money they are worth and that DLC that feels like it should have been included on the disc (or that was included on the disc and then unlocked via purchase) is one of the greatest sins conceivable.
Personally, I think that the gaming community is largely built of alarmists and that these changes wouldn't seriously hamper gaming at all (especially if the retail price was lowered), but the community as a whole simply will not stand for this, and any attempts to roll this out in the near future will fail.
assuming this works, what would it mean when you want to play the game 5 or 10 years down the line, and can't find or access the content anymore?
If your company is losing money, try these 3 easy steps:
1. Stop spending money on anti-piracy strategies that will never work
2. Try lowering the price to what the consumer will actually pay for it. Cuz it ain't $60 for an 8 hour game...
3. If your company is STILL losing money, then you're clearly in the wrong business. (maybe try writing DRM software lol)
They're already doing this, in the wrong way that they can only be expected to implement it: selling half-finished buggy crap at full price then charging for patches + content that they took out from the original game and calling it "DLC". I'm not against DLC in principle, it has excellent potential IMHO, but rather how it is often being implemented in practice.
Also, I'm not going to buy half a singleplayer game unless I can get the second half as soon as I've completed the first. Just like I don't watch half a movie or read half a book. I get "into" a game and play it a lot, then drop it and maybe have a run around a year or two later. The games that I'll pick up for long sessions with long breaks are few and far between (only one I can think of is Civ).
Multiplayer games however, this could work. I find:
- MP games often come out with too much content for people to get properly into, resulting in a long lead time of people being inexperienced with the levels.
- related to above, many people tend to pick a few favourites and just ignore other maps, even if they're still quite good. These maps may offer more value if introduced when they are adding freshness as the old favourites are getting a bit tired.
- the high initial price puts people off because MP games are "high risk" - good balance is hard to achieve.
- related to above, enjoyment of a MP game isn't only related to the quality of the game itself, but the quantity (and quality) of other players.
Most of the MP games I've got really into have stagnated from lack of fresh content as the game gets "old". Often these games go on for years longer thanks to some good modding, though fan made maps rarely fare so well.
Make a good game and sell it at a reasonable price and people will buy it. Don't worry about those "lost" sales from people pirating the game, most of them wouldn't have bought the game anyways.
They're already pulling this shit. The new Price of Persia game doesn't really end and it is painfully obvious it's that way to sell you the "DLC", which is essentially the ending of the game. I got the game for 14, I would have murdered someone if I paid 60 and had to pay another 10 to witness the climax. For the PC version you can't even buy "Epilogue".
Fucking whores.
"Most people, I think, don't even know what a rootkit is, so why should they care about it?"
After reading this, the bottom next to "Reply" says "Get 42 More Comments... For a Price"
Don't get me wrong, I think piracy is wrong and I have never heard anyone give me a valid justification for pirating games, but it seems to me that it's more worthwhile to concentrate on providing the best content than it is to screw the honest customers with annoying DRM schemes that sometimes limits the honest users ability to enjoy the game.
I think, like the recent RIAA article pointed out, it's not worth the time or effort.
On top of that, you have to ask who, ultimately, pays for the lawyers and the DRM technology? I've always hated the thought that I'm paying for the technology that limits what I can do with the software I've legally purchased.
Stupid, sexy Flanders.
I can see by his picture that he's an old dude and by his statements he seems pretty out of touch with this century. Someone who works for the old dude should inform him that every bit of DLC ever released, like any software, is made available by pirates immediately, so that people with pirated copies of games can easily 'complete' them with the missing DLC bits. Horse armor for Oblivion, Dragon Age expansion areas, new towns and dress-up clothes for The Sims3...these are just some examples. All DLC gets pirated, What this man plans to do, really, is just annoy the paying customers who expect to get a full game when they pay for it. If he really wanted to improve gamers experience and build goodwill, he should go the opposite route and abolish DLC for his games, releasing new content at intervals for free, like they did last century before DLC-for-money caught on. As usual, he should look at what Valve is doing. They are doing it (mostly) right, and always have.
Check out the latest Dragonage torrent with all the down loadable content and expansions included. The only way to prevent piracy is to make and MMO and actually charge for the service of using the servers. Give the game away for FREE (omg) and then actually provide services in return for money. *GASP* There are dozens of indie games out there right now making money this way. It's good for everyone involved, because if the developer gets $15 for every month the consumer plays their game, they are certainly going to try and make sure there are many months of game to play.
I'm so glad I kept all my games (including my pile of shame), I have a good stockpile to keep me going until this crap blows over.
Yes, Shareware was the same sort of concept, except in that case you downloaded a third of the game, and then had a choice of a physical or digital copy. What they're proposing here is they sell you 1/3rd of the game on physical medium, and then tie the rest with DRM to a console that could possibly fail and an account that could possibly be inaccessible in the future when they shut down support for "legacy hardware".
I'm just glad I can still get to world 8 on my copy of Super Mario Bros 3, and the second castle in Symphony of the Night isn't going anywhere either.
Twinstiq, game news
I still play this game on an active server, every week. That is how an un-finished game should be released.
I just recently got an iPhone. Took a look at the app store, saw a cool gun application. It allows you to disassemble the weapons, fire them even has an Uzi with a setting that resembles x-ray so you can see the internal parts moving. I thought it was a cool app, bought it.
It only comes with one crappy gun. The other guns, cost another dollar each. I felt cheated, had this been a physical product from WalMart, I would have immediately drove to the store and returned it and got my money back (IT industry needs to do something about this, products need to be refunded if the customer is not satisfied.). I bought one or two extra guns, but I won't anymore... mostly curious about my new iPhone, mostly curious about this new environment is the only reason I did it... the new guns were nothing "new".
I recently stopped playing Call of Duty Modern Warfare 2. The game sucks, even if it were "k-rad", I still wouldn't be playing it. They want to charge me for a handful of new maps. I already bought the game, it's their business to keep me playing and recommending it to my friends. I'm not going to foot the bill of keeping their game on the top of the charts... not only do they want me to play more, they want me to pay more to do so? Seems underhanded to me, the audacity of those guys. It works like this, I'll buy the game initially but it's your expense to encourage me to continue playing it, or buying sequels. Because they wanted to charge me for those new maps (two of them weren't even new but ported from old CoD releases), I promptly uninstalled the game and threw the discs in the trash.
Now, subscription games are different. There's continuity, longevity and immersion justifying perpetuity with most subscription games to date, MMORPGs for all I'm aware of. Most importantly, it's understood that the game is in continuity and so we agree to pay a subscription fee to participate in the virtual reality. There is no continuity or longevity in most First Person Shooter games, specifically Call of Duty MW2 which is a classic FPS game. Most importantly, it's understood that we buy the game and that's it, the clock starts ticking before boredom sets in. First day I installed Call of Duty MW2, I beat the single player part... the multi-player part got boring less than a month later because the maps are few, and no one seemed to be customizing anything like in the days of Unreal Tournament and Quake. I didn't like the network architecture but that's a different thread.
So initial conditions of agreement and what I expect plays a major role in whether I will "purchase" additional content for a peace of software.
Ship an unfinished game?
Game Infarcer (a parody run in Game Informer's april issue) actually ran an article on this a few years ago.
I think it was something about the next Madden game offering DLC to allow the ball to be inflated, also I think they offered an 'offensive line' pack, in case your center couldn't keep the defense off your QB.
More then half the console systems are not on a network or have HDs large enough to support unfinished games. No one wants to keep installing new games, or replacing old ones because they have so many. Good idea for computers, bad for consoles. it will not work.
That's only applicable if he was paying to suck cmdrtaco's dick.
I think it depends on the genre. Telltale Games does pretty well with their games, but that's because the point-click adventure genre works well when split across multiple episodes. For shooters or mmo's on the other hand, I'd be kind of annoyed having to shell out 2$ a weapon with a different skin and tweaked stats. Ultimately, I'd have to evaluate it based on how much entertainment I might get for my buck. That's why I might shell out 10$ for a DLC episode that has 5-10 hours of content but ignore all of the gear or map addons. This is probably why people flock to mmo's too. They are essentially paying 10$ for a large dynamic world/dlc and getting their entertainment out of it; albeit obsessive compulsive level-grinding entertainment.
On a side note, I find books are the most cost effective form of entertainment.
Sell us an ENGINE with one storyline/episode, in FULL.
put out new storylines/episodes as time goes by, and sell those to us, as DLCs.
do not sell us half finished, half assed games to rip off money like base swindlers.
Read radical news here
It seems to be working for Ubisoft. There still aren't a good cracked version of the newest Silent Hunter. The one you see on torrent sites only contain the tutorial. This is almost half an year later now.
You need better torrent sites... Silent.Hunter.5.Battle.of.the.Atlantic.PROPER.READNFO-ViTALiTY
The amount they paid was pathetically low on average. Under $10. that works out to a couple bucks a game. All the people patting themselves on the back for that are silly. Hell I bought World of Goo when it came out for $20 and considered it money well spent.
The humble indy bundle actually proved what a bunch of cheapskates people can be when given the option. Many people thought they were being generous, but didn't bother to think about how little they were really paying in.
I've gotten tired of the industry's whining and sneaky tactics. I can't go buy a game without worrying what kind of fucking malware will be installed, whether it be hidden device drivers or mandatory phone home software. This is not a compromise. You game developers/publishers will sell me what I want: complete games that don't contain malware and are optimized for my platform. If you cannot do this, I will not buy your game. If it is a "must-play", I will buy it used to specifically avoid supporting you. I do not give a shit about you, or your ill-conceived right to control everything forever, and I won't support the third-party malware venders who infect these games with software that I (the customer) do not want.
If you want to score points with me and encourage me to buy your future products, you will release the source code to your older games after some time.
That is all.
Downloadable content is definitly the way to go. By breaking a game into chapters and giving it to users a piece at a time you could help deter pirating. By having the game broken apart into episodes you force pirates to do a lot more work. Each episode has to be cracked, uploaded to pirate area, then distributed to users. A user will then have to install it on their system, hope then it won't bring a long any unwanted nonsense and won't have any conflicts or overwrite their saved games. where is a user getting it from a place like Steam would have it downloaded automatically as soon as its available. I think that this convenience factor could do to games what iTunes did for music. On another note I also think that having a game in chapters might make it more enjoyable. I know that when I get a new game that I savagely jump into to it for hours on end until I finish it. This leads to me not really get the most out of the game. I don't take the time to fully enjoy it. Usually some where around hour 18 I really start to hate it (because no one can enjoy doing anything for 18 hours straight) and my only goal becomes to beat it as soon as possible. Having it spread out will give it to me in nice size doses that I am able to savor.
Do you not buy games that are part of a series?
If the old game's multiplayer server gets shut off once the sequel comes out, then yes.
If books only came bundles in "complete" series for $50 then deciding which books to invest in would be just as much of a pain as it currently is for (most) video games.
Textbooks tend to run for such a price.
There is a reason I chose to save my money to purchase my first game console 20 years ago
On a console, you don't really own the game because the console cryptographically blocks you from applying a mod to the game. This means you can't play online once the publisher has switched off the matchmaking server, and in a lot of games, you can't even make new maps to play on.
Dear game companies, when you make a game worth paying for, people will stop pirating it.
I've been playing games since ZX-81/Spectrum days. I will never forget the first day I've played "Another World" on Amiga. There were like 7-8 people in front of TV at the end, everyone was yelling and screaming about ideas on how to get over some obstacle. Everyone wanted to try playing it as well.
That was a fucking game.
You are not making games now. You are making special effects.
Just donated 4 US$ for a Firefox add-on, that does nothing special, but I often use it. I wouldn't give 4 US$ for one of your new shitty games, like "Prince of Persia" that I saw at friend's place. But I used to pay 30 US$/month for 2 EVE online accounts for more than 2 years, and never complained. Guess why...
Things like GameFly, BlockBuster and the like, have a very lucrative trade in renting games, and for a very good reason. Most games these days can be completed within a few hours. The better ones are more like days (Mass Effect, Dragon Age, Borderlands), or have much greater replay value ("[/w/s]*Rock Band[/s/d]" or "[/w]+ Hero([/s/d]", for example), but the rest can be dealt with in a day or two and put up on a shelf never to be seen again. For these games, it is much better value to rent the game, as you pay 1/30th of the price of the retail copy, but get 100% of the enjoyment. But doing these kind of shenanigans will only break that market, and make purchasers much more picky about what they buy and play.
Most of my games are now on the Wii
So if a developer has finished a PC game, how do you recommend that the developer find a publisher to make a Wii port?
just open source the engine that runs it, because quite possibly you wrote a new one.
Look at the Doom and Quake engines, etc Doomsday is a nice example of that and you can take the WADs from your old ID games, even if they only played on DOS with a PC and Doomsday can be ported to other platforms besides Windows. eDuke32 is a Duke Nukem engine and you can buy the DOS Duke Nukem program for $5.99 if you lost your old floppy or CD, or if you are new to it, just pay the $5.99 and use the data files to play under eDuke32 then.
I bought my son a Sega Genesis 40 game collection for the Playstation 3. He likes them. Heck on the PC and other platforms there are emulators but you need to buy the ROMs. This Sega Genesis 40 game PS3 sounds like such a good idea it should be sold for Windows, Linux, and the Mac OS X systems. This way old games can still be played on modern systems. So even if the company does not open source it, they can still sell the old version to modern systems and use an emulator or something and then a whole new generation of fans enjoy it.
I grew up with the Atari 2600, a member of the IMagic Numb Thumb club and won an Activison Chopper Command contest at a local store and got a poster for it. I was so close to beating the Swordquest series until Atari canceled it for some reason, otherwise I would have qualified for the main contest to see if I could win the prizes that are objects used in the game with gold, silver, and gems to make them. I heard a rumor this was one Jack Trermiel left Commodore and bought out Atari and then to save money canceled the contest. I had an Atari 2600 ready to buy an Atari 800 computer until I learned how Atari treated their programmers and fired a lot of them and they formed IMagic and Activsion, and some went to Mattel and others to Coleco to make a system to compete with Atari. So when the Atari ST and Commodore Amiga 1000 came out I bought the Amiga 1000 and never regretted it. I got an Amiga 500 that replaced it and run my Bard's Tale on it, and hope Western RPG games like that make a comeback as every RPG (or most) are Eastern based Japanese Anime stuff, so when I ask Gamestop for Nintendo DS games that are RPGs based on D&D and stuff, does not exist they claimed. Man I want to learn Nintendo DS programming and write my own RPG using Western European and US themes in them. Paladins, Warriors, Bards, Clerics, ect. :)
Remember, Slashdot does not have a -1 disagree moderation, and no, troll, flamebait, and overrated are not substitutes.
We're more likely to see this in the PS4/Xbox720/WiiToo
The premise is simple, pick a game, any game that you want to try. It will download for free and give you the "demo" mode which the actual game binary will only contain enough for roughly an hour of play.
If you are bored and hate it after an hour, you don't feel like you wasted your money.
Do you now how many times I played the Warcraft 2 demo before I bought it? Lots. Same with Doom, Duke3D, and a few other shareware titles.
If you want more you go "Purchase the next installment" and it will again download the next chapter in the game. It could wholesale replace the demo, or simply download new content into the existing game.
If you get bored then, you're not committed to keep buying. If you still like it, keep going.
However there is a small problem with this.
This is only suitable for long-form play. eg MMORPG, RPG, Action/Adventure types of games where there is a storyline to follow. This wouldn't fly for things like Sports titles (NHL/NBA/NFL,etc) since the games never actually change from year to year, only the names of the players and a few quirks of the game engine.
It wouldn't work for non-story driven sandbox games since there is nothing to actually keep buying. eg, Simcity, The Sims, Spore. In these cases it just makes the game look utterly unpolished, incomplete or buggy as hell. You can get DLC for these games, but it doesn't add any value to the game. They're simply "expansion sets" which add a bunch of content that should have came with the game in the first place. You can create GOOD DLC for these games, but there has a to be a phenomenal improvement. Not just "look more clothes and chairs." The Sims 2 was better at this than the first Sims (which was largely just more-of-the-same.)
To put the shoe on the other foot though. MMO games already do this.
They need to get more organized, but there's really three classifications in MMO's of DLC:
1) Game-Story-World
Where purchasing this expansion opens another area. This keeps bots and pirates out.
2) Premium/Cash shop
Things like pets/mounts, character customization, clothing, etc. Unfortunately these types of DLC's are fake. The content is already in the game and the company just chooses to gauge you for more money to be able to use them. This is fine where the additional content consumes more server resources (eg pets being "another player" essentially,) but asinine when it's for simply player customization. God who wants to play a fricken game where 90% of the players have the same default appearances.
3) Subscription fee/service fee
This is for use of parts of the game that cost the company running the game effectively zero, but are value-added to the player. In Pay to Play games, this is the subscription fee. In Free to play games, this is often a "premium" service that takes off some abuse controls. eg, paying for the service lets you level twice as fast, store twice as many items, open shops, etc. Basically not paying for this service only gives you half the game.
Nothing wrong with making money, however if you nickel and dime the player too much(5$ to change your eye color WTF,) they will just boycott any further purchases. As mentioned on other forums, if you can't buy it with the in-game gold/points/cash that you can earn inside the game, then it should be something that actually is of significant value to the player that is OPTIONAL to enjoying playing the game.
In the one game I play, a (premium cash shop) mount is optional, but the goddamn quests have you walking (about 20 real minutes) from one side of the game continent to the other. You can't buy mounts in the game otherwise.
The problem with this is that companies will see: "Sell unfinished games", "charge micropayments" and sell their unfinished game for $50, then charge you extra for the finished game. Then complain about piracy. I think anything that promotes selling an unfinished game is not a good idea. No one will want to buy a crap game and hope it'll get better when you finish and sell the rest of the content.
My answer is for us as publishers to actually sell unfinished games
I'm pretty sure that's what most of them are doing now. Things certainly are nothing like they were in the 8-, 16-, and even 32-bit days; back then, it was a little hard to find a truly shitty game and even the mediocre games were worth at least one play-through. Nowadays, they are so focused on fighting these different wars ("piracy", second-hand market, etc.), making games look good, and turning an easy profit that I actually think they forgot what goes into making a good game. There are still some truly great games here and there, but overall the bar has been lowered.
Personally, I don't think people really started pirating until after getting burned too many times by greedy publishers looking to milk their cash cows. So, instead of being smart and going back to making games that are actually worth paying money for, they waste all this money on stupid shit. As a result, people are a lot more careful with their money when considering purchasing a game and a lot of them don't see a problem with trying before buying, even if it is technically illegal, because they no longer have good reason to trust these publishers..
Long story short... MAKE BETTER GAMES!
I don't know that Dungeons and Dragons Online (DDO) really fits the description, but I've found the model to be very interesting. Basically, you can download the basic game for free and create two online characters from a limited number classes. If you want additional content, characters, bank slots, potions, etc, you can buy them at the online store. If you want to pay the monthly subscription fee to get it all, you can do that too. The game is pretty cool too. To give it a try, go to www.ddo.com.
But what about factoring in the time-value of money. Paying $60 for a game today costs you more than paying 12 installments of $5 over the course of the year as you can take that $55 saved in the first month and gain interest or put it towards other uses. So in the end if a developer does manage to extract lets say $80 from you over the course of 2 years it could end up being cheaper or equal to paying $60 initially.
The other benefit is if you have grown tired of or would rather put your money towards another game you can stop at any point. If you are happy with your value at $30 you can put the other $30 towards a new game. This would also solve developers problems competing with the used game market.
However, the problem that I see is a developer will give me, lets say, $15 worth of content and then make me wait 2 months before anything new comes out. If I finish that $15 in a week or two and it's a game that I really want to spend more money on, it will become frustrating to have to continually wait for new content.
My answer is for us as publishers to actually sell unfinished games
I hate to be the bearer of bad news but the concept of selling unfinished games has already been put into practice. That collective group of shitwizards over at EA Games has been churning out unfinished games for a long time, charging full price for them as well as charging for DLC.
For what it's worth, I highly doubt that you've ever spent $60 on an arcade game. Paying a quarter for 3-5 minutes of entertainment seems like a pretty fair trade to me.
Arcades are dead because people don't want to travel away from their living rooms to go to crowded, noisy places. They also don't want to touch the messy joystick that other people have abused, and they don't want to risk getting punched in the face in real life by the guy that they just creamed at Street Fighter 2.
Honestly, it's a shame. I really miss arcades :(
I think I heard a similar idea some years ago.
It would include a physical device that would detect insertion of actual coins,
and only offer restricted gameplay in exchange for those;
further extension of the game would require additional coins.
The game would also sometimes promote itself by displaying encouraging messages, like
*** INSERT COIN ***
I don't know if this guy is really that arrogant, or whether he simply chose the most unfortunate phrasing possible, but the notion of selling an "incomplete" experience is complete BS. If you want to sell an expansion, fine. If you want to go episodic, fine. I don't even have a problem if you want to drop an expansion or episode day-and-date with your product's release, but *don't you dare* to hold out on a complete experience when you've just chaged me a full retail price; and *no* you may not sell me 2/3rds of the content for $40 bucks, and the rest as a $20 download -- I know its the same price, but If I buy a box I damn-well better find the whole thing inside.
Sell me new content, sell me new bling, that's all well and good; but don't try to double-dip by selling me content that should have been there in the first place, and don't sell necessary goods or unfair advantages. Heck, sell multi-player access to the pirates as long as you've got some kind of voucher in the box for the first purchaser, as long as Its tied to my account (for travel) and my box (so that the family can play). Bonus points if I can go to your website and release it so it can be transfered to someone else upon sale. Sell online access through download and as little gift-cards at Gamestop, and let users have more than one such "character" account if they wish, just like most MMOs do.
The great thing about not being interested in any of the things that make game development expensive: flashy graphics, big name publishers, flashy graphics, flashy graphics, is that this debate suddenly becomes a non-issue. As far as I am concerned the games industry can just lie down and die. People in their basements can make excellent games and demand very little money. People with a passion for games make them for themselves to play and then give them to the world for free. I am happy to make games in my basement (well my basement is disgusting, ill use my bedroom) with only the small amount of money I can get from social welfare to keep me alive. Games can be free and DRM can be forgotten about. It is not hard to train your mind away from this magpie like obsession with shiny graphics and lighting effects. It just takes a bit of practice. Join me, forget the DRM debate, forget gaming revenue. On the other hand simply charging a reasonable price for games like steam (specials) works just fine too.
Looks like he is suggesting that paying customers be made to pay more while restricting non paying customers from playing the game. That is the only way revenues can increase. But collect more money in small amounts rather than one large transaction.
I am not sure this will "convert" non paying customers to paying customers.
The piracy argument cannot be confused with more revenues. There are arguments for piracy (not me) that it increases the exposure to the game and actually leads to more revenues. If more of your friends are playing pirated Quake, some of you will buy it.
O this learning! What a thing it is - William Shakespeare
League of Legends: Everything gameplay-related is 100% FREE. In fact, you can't even buy the things that make you more powerful directly. They made it so that the only way to buy those things is by gaining points through playing games. You download the game for FREE on their website. There is no subscription fee, and to date I still haven't bought anything. I'm thinking about it, though.
How do they make money? You can buy SKINS for characters only with microtransactions. You can also buy characters, but if you don't want to spend money on them you can just play for a few weeks and buy them with points accumulated from games. The game itself is so good that they probably could have charged for it, but their strategy was consumer-oriented, not profit-oriented.
WILDLY SUCCESSFUL. I am forever going to support Riot Games for making League of Legends.
(Oh, and it's basically DOTA.)
But one unit per tile.
I know we have to deal with the old stack o doom issue but seriously this is insane. It's like saying that because one German turned out to be Kaiser Wilhelm we have to get rid of all Germans.
Calling someone a "hater" only means you can not rationally rebut their argument.
Here is a totally new, revolutionary idea: How about you think about the customer first, and your profits second?
What the industry is currently doing is devising new ways to scam people. Plain and simple. They sell you a game that won't even work out-of-the-box? Yeah, that is a certain way to improve your brand recognition. That is a great way to play bait-and-switch, and you can be sure that someone will, even if the original ideas was not to.
By now, I have become very reluctant to buy games, exactly due to all this DLC and extension crap. A long time ago, you could buy a game and play it, and have a full experience. These days, you buy a game but you don't know how much extra you need to do in order to get an actual game. At the very least, these days, you have to download a few patches. Quite a lot of the recent games didn't even work from the install CD, a patch was required just to play the game.
I, for one, am looking forward to the first class action lawsuits following from this, when people buy a game that they can't play because they need to also buy something extra. That's called fraud, plain and simple.
Assorted stuff I do sometimes: Lemuria.org
I've had some books that I really liked, then I lost them, and couldn't read them without buying them again. Bastards!
Dragon Age Origins relies pretty heavily on downloadable content. I got all of it for free when I downloaded the game via bit torrent.
Maybe these bozos should worry about making a descent game before worrying about pirating...Operation Flashpoint was way ahead of its time when it came out...Operation Flashpoint: Dragon Rising was the worst game I've bought in the entire past two years. Whether your games are being pirated or not is no reason to make a game that bad. Hell the pre-order price was 59.95 within two months I could buy it on Steam for $10. As far as the scheme for DLC is concerned they didn't have any. I still boot it up every now and again to see if they may have done something right but now they have even completely stopped supporting the game. Why should people purchase a half finished game from a company who has shown that instead of finishing a game and providing DLC for it they just give up and move on?
Some people never learn...no matter how many times something happens to them.
Which, really, I take as the publisher telling me they'd rather I do that.