Slashdot Mirror


Valve's Newell: One-Price-For-Everyone Business Model 'Broken'

Fysx writes with recent comments from Valve co-founder Gabe Newell about how he thinks the traditional video game business model is flawed: "The industry has this broken model, which is one price for everyone. That’s actually a bug, and it’s something that we want to solve through our philosophy of how we create entertainment products. What you really want to do is create the optimal pricing service for each customer and see what’s best for them. We need to give customers, all of them, a robust set of options regarding how they pay for their content. An example is – and this is something as an industry we should be doing better – is charging customers based on how much fun they are to play with. Some people, when they join a server, a ton of people will run with them. Other people, when they join a server, will cause others to leave. We should have a way of capturing that. We should have a way of rewarding the people who are good for our community."

374 comments

  1. What's the difference between Valve and Steam? by Compaqt · · Score: 1

    Steam is usually the gaming conglomerate that's most often mentioned on /. . (I only bother to play the free games in the Ubuntu repository.)

    --
    I'm not a lawyer, but I play one on the Internet. Blog
    1. Re:What's the difference between Valve and Steam? by J.+T.+MacLeod · · Score: 1

      Valve is the game company that also owns and runs the Steam platform.

    2. Re:What's the difference between Valve and Steam? by metalmaster · · Score: 2

      Valve is the corporation's name. Steam is the name of their distribution network.

    3. Re:What's the difference between Valve and Steam? by mattva01 · · Score: 2

      Steam is the program/service used for a large portion of digital distribution of games on Windows, and now Mac OSX. Valve Software's major claim to fame before creating Steam is the Half - Life series of video games, which broke a lot of new ground in the FPS genre. Gabe Newell is the founder of Valve, and comes from an old school Microsoft background, having been one of the primary coders on early versions of Windows.

    4. Re:What's the difference between Valve and Steam? by Anonymous Coward · · Score: 0

      Gabe is old-school Microsoft, but his role in early versions of Windows was not as a developer. He was testing and eventually changed to program management.

    5. Re:What's the difference between Valve and Steam? by lennier · · Score: 1

      Half-Life.

      --
      You are not a brain: http://books.google.com/books?id=2oV61CeDx-YC
    6. Re:What's the difference between Valve and Steam? by larry+bagina · · Score: 4, Funny

      Testing the cafeteria, maybe. What I'm trying to say is: Gabe is fat.

      --
      Do you even lift?

      These aren't the 'roids you're looking for.

    7. Re:What's the difference between Valve and Steam? by definate · · Score: 1

      Thanks for the advert (xy)^2

      --
      This is my footer. There are many like it, but this one is mine.
    8. Re:What's the difference between Valve and Steam? by mattva01 · · Score: 1

      Yeah, you are correct, I mixed up two anecdotes that involved him during the the early Windows days.

    9. Re:What's the difference between Valve and Steam? by iinlane · · Score: 2

      Don't be rude. Gabe is the nicest person in the industry, I wish there were more executives like him.

    10. Re:What's the difference between Valve and Steam? by SuricouRaven · · Score: 1

      Were you paid to say that? :>

    11. Re:What's the difference between Valve and Steam? by Totenglocke · · Score: 1

      I prefer GOG.com - same general idea, but you can make infinite backups of your games and there's no DRM to worry about.

      --
      "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
    12. Re:What's the difference between Valve and Steam? by ogl_codemonkey · · Score: 2

      Valve controls the flow of Steam.

    13. Re:What's the difference between Valve and Steam? by Anonymous Coward · · Score: 0

      So don't cheat, and you won't have a problem.

    14. Re:What's the difference between Valve and Steam? by Anonymous Coward · · Score: 0

      Valve is to Steam as Dune is to Spice.

    15. Re:What's the difference between Valve and Steam? by somersault · · Score: 1

      I'm not sure. He is usually very enthusiastic about some thing or other, but doesn't always seem to be trying to sell stuff. If he is a shill, he's a good one.

      --
      which is totally what she said
    16. Re:What's the difference between Valve and Steam? by Anonymous Coward · · Score: 0

      Will idiots like you just disable games.slashdot.org? This is something you could have easily looked up in wikipedia in like 10 seconds. The posters who actually play games are bad enough, we don't need non-gamers bringing the intelligence level of the conversation down even further.

    17. Re:What's the difference between Valve and Steam? by gman003 · · Score: 1

      Steam is the software package/service. Valve is the company that, among other things, runs Steam (they also make their own games, namely Half-Life, Portal, Left 4 Dead, Team Fortress, and Counter-Strike).

      It's like the difference between Apple and Macintosh - one is the company, the other the product.

    18. Re:What's the difference between Valve and Steam? by Ephemeriis · · Score: 1

      Steam is usually the gaming conglomerate that's most often mentioned on /. . (I only bother to play the free games in the Ubuntu repository.)

      Valve is the company that developed Steam, as well as Half-Life, Half-Life 2, Portal, Team Fortress 2, etc.

      Originally, they just developed games... But these days I think it's safe to say that more of their focus is on the Steam platform.

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    19. Re:What's the difference between Valve and Steam? by Anonymous Coward · · Score: 0

      Stop whining and make some online friends, unless you lack the social skills. Find friends who don't cheat, and just play with them, if it comes to that. Maybe you could even find an online community that would fit in with your style.

    20. Re:What's the difference between Valve and Steam? by Austerity+Empowers · · Score: 1

      Never PVP against the Kwisatz Haderach, you'll always lose. They should charge him a lot of money to play on their servers.

    21. Re:What's the difference between Valve and Steam? by Anonymous Coward · · Score: 0

      A Valve controls the flow of Steam :)

    22. Re:What's the difference between Valve and Steam? by Machtyn · · Score: 1

      That is why there is no cake!

      Now, please assume the correct party escort submission position.

      /agree with co-poster - Gabe Newell is a pretty awesome guy

    23. Re:What's the difference between Valve and Steam? by rsborg · · Score: 1

      Steam is usually the gaming conglomerate that's most often mentioned on /. . (I only bother to play the free games in the Ubuntu repository.)

      Valve:Steam::Apple:iTunes

      --
      Make sure everyone's vote counts: Verified Voting
    24. Re:What's the difference between Valve and Steam? by Duradin · · Score: 1

      You just need the Atreides no-gene. He'll never see you coming then.

    25. Re:What's the difference between Valve and Steam? by desdinova+216 · · Score: 1

      Steam is usually the gaming conglomerate that's most often mentioned on /.favorable . (I only bother to play the free games in the Ubuntu repository.)

  2. | Dream by DaleHarris · · Score: 0

    This sounds like total crap. If I "make friends" with more people, then I'll be charged less a month? Then some 13 year old will figure out a way to make a buck off a guide called "Geek to Everyone's Friend in 7 days" which will make him very popular with his other geek friends, and change the face of gaming as we know it.

    1. Re:| Dream by pem · · Score: 4, Insightful

      One zit-faced 13 year old gets to play for free, and that will "change the face of gaming as we know it?"

    2. Re:| Dream by Anonymous Coward · · Score: 0

      I don't think he necessarily means people "making friends", but I think he means eliminating griefers, spawn campers, etc by charging them more for online play access, where as people who are community leaders or recognized as good team players could be charged less.
          Not sure what games Valve would apply this in though, since their main online games are free to play online as long as someone is running a server.
      Also, this would be almost impossible to enforce in an objective manner

    3. Re:| Dream by x*yy*x · · Score: 0

      Just like in real life you benefit from having friends. Ultimately it should be the same for games, especially since companies make good amount of money when players get their friends to join them or make the gaming experience great for others. On the other hand if you're an asshole in the game you ruin it for others and lose revenue for the company. It only makes sense for the developer to give bonuses for making the experience better for everyone.

    4. Re:| Dream by Undead+Waffle · · Score: 1

      They would also have to do away with their system for giving games to others or it would be easily abused.

    5. Re:| Dream by MischaNix · · Score: 1

      It's very possible to define heuristics that create a rewards system for which the only way to game it would be to actually be nice to people. It's also equitable to do so. Don't be so skeptical.

    6. Re:| Dream by Gastrobot · · Score: 1

      This. The problem here is that the suggestion should not be expected to simply attract people who make the game more enjoyable, but rather the expected effect is that people try to become that more enjoyable person. The pricing algorithm actually changes people's behavior. You could end up with a lot of fairly shallow people.

      At the risk of starting a videogames are/aren't the reason for social ills thread I'll say that the reward given for this shallowness could potentially be carried beyond the game and what started as an idea to pull in a fun community could damage the community in the game and society outside of the game. I doubt that the learned behavior of forced friendliness will be easily turned off in a real world setting. In some ways we do well at compartmentalizing things but I think that our social behaviors can't be easily isolated in the absence of a force that pressures them to be. For example, if I'm in the military I will learn to modify how I interact socially because there are consequences to not doing so. In this case there is a reward for being friendly, whether sincerely or artificially, in the game and no pressure in real life to turn that off.

      I'm not a psychologist and the above is off the top of my head, but I think that it may be a good theory.

    7. Re:| Dream by Anonymous Coward · · Score: 5, Insightful

      Yes, because the object of the game will cease to be capturing the dragons or whatever, and become trying to get the cheapest price/most cash refunded. This will usually involve doing things that aren't particularly useful to others but which it is possible to fool the system into thinking you are a 'fun guy to play with'.

      This is basically what happened on /. with karma- for some people the object stopped being an interesting conversation and became karma whoring to increase their score.

    8. Re:| Dream by RsG · · Score: 3, Insightful

      Yeah, it's a wonderful pipe dream. An MMO where the worst scum of the playerbase get charged extra until they shape up or screw off would be a beautiful idea.

      Pity it'll never happen. Any system can be gamed and any person you might want to penalize is the sort of person who will figure out how to game it. Unless you can code the game to recognize and punish bad player behaviour without introducing loopholes, and I don't see that as terribly likely.

      Though you could introduce a "swear jar" feature easily enough, whereby using certain words in general chat on most servers would net you a fine, Demolition Man style. At a minimum, making the scumbags pay out the nose for yelling the word "fag" like Fred Phelps with Tourette's syndrome would be a thing of beauty. And perhaps a teabaggers fee for the FPS genre.

      --
      Erotic is when you use a feather. Exotic is when you use the whole chicken.
    9. Re:| Dream by arth1 · · Score: 3, Interesting

      I wonder how this will affect all my single player games. Treat the NPCs well, and I get a discoount?

      Valve would do well to remember that while the online games can be cash cows, they are also more risky and carry a much larger operating expense. It's the single player games that provide the slow secure income that allows you to do the social gaming. Reward those users, because they won't require additional expenses on your part after buying their games, and won't fill up your tech support with questions on port forwardings and complaints about latency.

    10. Re:| Dream by mlts · · Score: 2

      Also, any system can be exploited. If done wrong, you will find a game/MMO where the griefers get free monthly costs, while anyone who isn't in the clique gets penalized as undesirable.

      A system of assigning who is friend versus troll really only would work if it was manually done with one of the game employees doing the flagging as good versus troll. Even this can be abused.

      If it were up to me, I'd see about notable community members getting a discount (or if they are good enough, such as one person on Everquest 2 Test who is the backbone of the server when it comes to tradeskills), hand them a permanent free sub because of their dedication. I wouldn't put in an automated mechanism just because people will find how it works and abuse it.

    11. Re:| Dream by arth1 · · Score: 4, Funny

      Also, any system can be exploited. If done wrong, you will find a game/MMO where the griefers get free monthly costs, while anyone who isn't in the clique gets penalized as undesirable.

      More evidence for my belief that all gaming threads degenerate into discussing EVE Online.

    12. Re:| Dream by Anonymous Coward · · Score: 0

      I think they are looking at something like WOW, where guild leaders spend a lot of time building the team and organizing group play... Think of this as rewarding people that put a lot of their own effort to make the game fun for everybody else. In the case of WOW, they give those people betas so they can plan their teams early... Why not toss in the game for lower cost in some cases?

      This is the same in the music industry.. With the warning that too many people get used to free stuff.. That's where most of the leaks come from now... But with steam tied to every gamer piracy is more difficult so freebies are more easily managed.

    13. Re:| Dream by mlts · · Score: 1

      The problem is defining who is an asshole in terms a machine can understand and react to.

      A heuristic system might work:

      Points rack up if someone uses choice phrases (and variations of those replacing characters.)

      Points rack up for bad syntax.

      The game detects a lot of kills by someone near a spawn point (racking up points slowly, but surely)

      etc.

      The question is making this stuff work. Do points decay over time, or stay permanent, so after a while, after so many curse words, someone's account goes to the next tier of charges?

      Of course, there is the civil liability of branded a griefer by the higher bill. Can a game company deal with a high-power law firm making a class-action libel case stating that the higher tier means someone is known as an asshole, thus causing reputation damage? I'm sure some law firm out there would be readying a motion of discovery in order to find something juicy along these lines.

      If I were running a MMO, I'd concern myself with other things. Griefers can be handled by account suspensions, tarpits (if someone is spamming chat, each message is delayed longer and longer by the server. If someone is sending the same message, or similar except with a random value via /tells to people not guilded/grouped, their /tells start taking longer to be received, and the user eventually gets disconnected), and the usual MMO methods. I wouldn't bother paying for the devs to have a tiered payment mechanism. Instead, I'd have the GMs manually recognize the top notch players and give them free play.

    14. Re:| Dream by Intrepid+imaginaut · · Score: 1

      It's the single player games that provide the slow secure income that allows you to do the social gaming. Reward those users, because they won't require additional expenses on your part after buying their games, and won't fill up your tech support with questions on port forwardings and complaints about latency.

      They also don't pay anything after making their purchase. To be totally honest I don't think single player games have much of a future at the moment, except maybe as a hobbyist pastime. Which is a terrible pity.

    15. Re:| Dream by Stormy+Dragon · · Score: 4, Insightful

      The problem is that the difference is largely not in the actual words that are being said. Good friends gaming often talk to each other in a way that would greatly piss them off if a stranger did.

    16. Re:| Dream by Anonymous Coward · · Score: 1

      So tempted to reply 'lol, linux rules', but will do so anonymously.

    17. Re:| Dream by Jedi+Alec · · Score: 1

      Well, except for the purchase of the "obligatory" additional 60 bucks worth of DLC's of course.

      --

      People replying to my sig annoy me. That's why I change it all the time.
    18. Re:| Dream by iinlane · · Score: 1

      It might be simpler and operate on different basis. For example - valve gifted their entire catalogue of games to the participants of Portal 2 ARG who managed to get all 36 potatoes. They also cherry picked the 10 community leaders from the ARG and fly them over to Valve HQ and provided them with early access to portal 2. Essentially they created a bunch of torch bearers who will promote Valve in their respective communities. Another example could be a fan who e-mailed for an autograph and got disproportional response.

    19. Re:| Dream by SuricouRaven · · Score: 1

      Got invited back to EVE online recently. Every time I think about returning I do a little bit of math, and remind myself that anyone willing to spend even a small amount of real-world money could easily buy themselves enough in-game currency to replace a ship like mine three times over. I consider it one of the critical flaws in EVE. Other MMOs may have to tolerate a little exchange on the black market of in-game advantage for real-world cash, but EVE is happy to endorse it so long as they get the money.

    20. Re:| Dream by TheLink · · Score: 1

      For say an MMO you could have a "Like" and "Dislike" button, and have a limit of times you can use it per day. And you might only be able to use it on people who have been on your own team/side ;). And you only see your score update after a week or so, or 30 dislikes/likes whichever comes first.

      End of the month, the top X most liked might get a month's free play. The top Y most disliked might get monitored by staff (review interaction logs) to see if either they've been abusing T&C in ways that might get them banned, or the people who've been disliking them are the griefers.

      That said if a griefer is going to set up 10 sock puppets and pay $$$ per puppet per month to "dislike" me, he's getting punished already ;).

      Might not wish to implement the dislike button - because the problem is the noobs might get disliked to death ;).

      It actually can be a lot easier to police certain virtual worlds than the real world, because you can log a lot of stuff.

      Of course in some games, some people view the punishment as a reward: http://www.youtube.com/watch?v=usYzlP_9w_c&feature=related

      --
    21. Re:| Dream by Ihmhi · · Score: 2

      One of the alliances in EVE - Red Something-Or-Other - is financed by a wealthy Russian dude. He basically just dropped $100,000 on PLEXes, CCP said "lol, okay", and he instantly crashed the PLEX market. You literally can buy your way into the game, and CCP is not remotely ashamed about it.

      You can also play about 30 hours a month (once your skills are up) and make enough Isk to never have to pay for the game again. (Soloing Level 3s/4s, roughly 10 million an hour, and a PLEX is usually around 300,000,000 Isk.) CCP keeps the game relatively fair and balanced, and it's really a lot of fun if you have a good group.

      Sadly, the most fun for me is in 0.0 but I'm not entirely fun of mandatory suicidal PvP missions every week. I just wanna mine and build stuff, man. That kinda killed the game for me.

    22. Re:| Dream by SamSim · · Score: 1

      I wonder how this will affect all my single player games.

      If I remember rightly, Valve said that they no longer intended to make purely single-player videogames at all.

    23. Re:| Dream by pandrijeczko · · Score: 1

      Just wait for the Game Of The Year Edition and get the whole lot for the same price (or less) as the original game was.

      --
      Gentoo Linux - another day, another USE flag.
    24. Re:| Dream by pandrijeczko · · Score: 1

      The games industry now seems to be taking the stance that single-player gamers are a lower form of life to those that do all or most of their gaming online.

      I love all the Valve games, I'm also playing and re-playing Fallout 3 and Fallout New Vegas with all manner of community mods. I do spend the occasional 1/2 hour online playing Warsow or World Of Padman but most of my gaming is single-player because I prefer to play when I want to, not when friends or online buddies need me to.

      After pressure from friends, I tried WoW and managed to last the month of my original subscription before deciding it wasn't for me. I didn't find it any where near as immersive as single-player Fallout or S.T.A.L.K.E.R., I actually found it very unrealistic - e.g. waiting behind somebody on the same assassination mission as you until he kills his quarry, then the quarry comes to life again so you can go do the same thing.

      I suspect that probably puts me in the category of "casual gamer" but in 30-odd years of doing it, I pretty much feel that all that *can* be done in single player gaming, with maybe the exception of mobile device games, has been done - so I can always go run an old game (with or without an emulator) that meets the requirements of what I need for gaming entertainment at that moment in time. Not forgetting all the free, Open Source and Indie games that are out there also.

      Personally, I wouldn't worry too much about it - there's plenty of great single-player games out there to try.

      --
      Gentoo Linux - another day, another USE flag.
    25. Re:| Dream by Anonymous Coward · · Score: 0

      The learned response of "I get a reward if I'm a nice person" is infinitely preferable to the current system of "I can act like a dick without any consequences", whether it's shallow or not.

    26. Re:| Dream by MachineShedFred · · Score: 1

      That's an interesting thought at least in the MMO universe - what's to keep all the assholes and griefers from making their own group in order to self-sustain? Even in Valve's world of small discrete servers you could have 7 or 8 guys that are all on an external voice chat app that join a server and act like shitbirds in order to confuse the system.

      Oh, and how do you not punish the guy who just happens to be really good, and people leave the server because they're tired of getting owned? I know I've left servers because a guy joined and completely unbalanced everything and made it less fun...

      --
      Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
    27. Re:| Dream by NoobixCube · · Score: 1

      All cool. The moderators never know where I'm actually coming from, so I have more positive karma than I know what to do with (seriously, it's good for WHAT, exactly?)

      --
      Admit it. You post strawman arguments as AC so you get modded Insightful for refuting them, rather than Troll
    28. Re:| Dream by NoobixCube · · Score: 1

      Yes, that does mean I'm being consistently modded up for being trolltastically inflammatory...

      --
      Admit it. You post strawman arguments as AC so you get modded Insightful for refuting them, rather than Troll
    29. Re:| Dream by NoSleepDemon · · Score: 1

      Well regarding the group, you can probably design an algorithm to detect islands like that. For instance, languages like Actionscript 3 for Flash and C# contain garbage collecting algorithms that search for islands of self referencing data that seem to be detached from the rest of the program, and free up the memory they use. However it is absolutely not fool proof. About the one guy - I never understood why newer MMOs like WoW, Aion and Rift don't offer escalating bounty rewards on notorious PvPers. It would give the PvPers something to brag about, and when they are eventually utterly engulfed by angry players, a little closure for the little guys that got stomped. The trouble with MMOs is that they don't recognise ganking either positively or negatively, the devs instead apply blanket 'fixes' that can ruin the fun for people that just want to blow up a town for a while (e.g. Sergra at Crossroads back in vanilla WoW).

    30. Re:| Dream by Inda · · Score: 1

      Some of the nastier players already spend thousands to be better than everyone else. They have the ultimate weapons and transport. I've even witnessed a web-base MMO where one of the player actively canvased the dev team to create one off weapons for $1,000. They would have no problem paying for each swear word; it would be another ego-boosting feature.

      "I have paid for my swear words. Hear me fucking roar"

      --
      This post contains benzene, nitrosamines, formaldehyde and hydrogen cyanide.
    31. Re:| Dream by arth1 · · Score: 1

      If I remember rightly, Valve said that they no longer intended to make purely single-player videogames at all.

      That is going to cost them dearly.
      It's bad enough that nine out of ten games these days are console ports that don't play even half well on a PC, but if the games also have to make concessions to be playable by multiple people, there won't be many really great games any more, and entire genres would disappear.

      Imagine a game like Thief with multiplayer.... *shudder*

    32. Re:| Dream by StillNeedMoreCoffee · · Score: 1

      What I learned from years of teaching, "The lesson taught is never the lesson learned". Good case in point, that will become a new rule of the game of playing the game. I have heard that commodity brokers when nothing is going on will bet with each other which elevator will come next. Gamers will game play,or the law of unintended consequences will reign supreme.

      But this will create a new underclass, I'm not sure that is the intention, just to make more money, but underclass here we come, Like a credit score, will if follow you? will it affect other parts of your life?

    33. Re:| Dream by bertoelcon · · Score: 1

      Just wait for the Game Of The Year Edition and get the whole lot for the same price (or less) as the original game was.

      Except that won't come out unless someone buys the original run of the game.

      --
      Anything can be found funny, from a certain point of view.
    34. Re:| Dream by Anonymous Coward · · Score: 0

      "They also don't pay anything after making their purchase. "

      We would... if it werent for the fact that all the addons only add multiplayer stuff.

    35. Re:| Dream by teh+kurisu · · Score: 1

      Yes, because the object of the game will cease to be capturing the dragons or whatever, and become trying to get the cheapest price/most cash refunded.

      At which point, the winning move is not to play.

    36. Re:| Dream by Golddess · · Score: 1

      Though you could introduce a "swear jar" feature easily enough

      As long as I don't get charged for talking about my "alfalfa-gorging sheep" (emphasis merely to highlight why the filter might pick it up).

      --
      "I'm not sure I like the fugnutish tone you used in your post!" -RogL (608926)-
    37. Re:| Dream by Daetrin · · Score: 1

      And perhaps a teabaggers fee for the FPS genre.

      That seems a little uncalled for. I mean, i don't like the teabaggers any more than the next person (well, presuming the next person is sane at least) but charging people in a game based on their political affiliation doesn't really seem appropriate.

      ... oh, wait, we're talking about FPS games. You mean the _original_ kind of teabagger don't you? *headdesk*

      (And yes, that really was the process my brain went through when i first read that.)

      --
      This Space Intentionally Left Blank
    38. Re:| Dream by BinarySolo · · Score: 1

      If you use phrases like "alfalfa gorging sheep" in everyday conversation, I think a virtual swear jar is the least of your concerns.

    39. Re:| Dream by citylivin · · Score: 1

      "Though you could introduce a "swear jar" feature easily enough, whereby using certain words in general chat on most servers would net you a fine, Demolition Man style"

      I think you missed the moral of demolition man as it applies to your anecdote. The "advanced" society claimed that small steps such as outlawing swearing made everything safer, when really it just made everyone into greater noobs who were then ill prepared, evolutionarily, when real danger came.

      The only way to fight trolls is to ignore them. Getting "creative" simply feeds into their troll games. This is a stupid idea from an increasingly ideologically dangerous developer. Makes me wish I didnt have hundreds of dollars worth of games locked up with them thats for sure.

      --
      As a potential lottery winner, I totally support tax cuts for the wealthy
    40. Re:| Dream by Belial6 · · Score: 1

      The ORIGINAL teabaggers were not FPS. The ones in FPS are just the ones that couldn't find anyone that was into it in real life.

    41. Re:| Dream by Belial6 · · Score: 1

      This idea keeps sounding more and more like Farmville.

  3. It's karma by hajus · · Score: 1

    Guess karma has a price.

    1. Re:It's karma by Anonymous Coward · · Score: 0

      No, no, no, the price is karma.

  4. What about inequality! by Anonymous Coward · · Score: 0

    This seems pretty flawed itself because it basically punishes players for having greater skill. The main reason people leave a server on a source game is because the battle seems impossible. This is the worst idea I've ever heard, and it will turn away some of the best players. Inequality is important, it gives newer players something to aspire toward.

    1. Re:What about inequality! by x*yy*x · · Score: 0

      With Left4Dead the whole team is playing better if every player plays better. This model could, for example, reward those who are playing a good team game and making the game fun for others too. Since Left4Dead "director" can dynamically change the difficulty level based on how good everyone plays there wont be a problem with too easy games either.

    2. Re:What about inequality! by Noitatsidem · · Score: 1

      In versus mode, AI director only runs once: and that's for the first team, the second team gets exactly what the first team got.

      --
      Feel free to mod me down, just know that unlike some Anonymous Cowards I'm not afraid to express my views as myself.
    3. Re:What about inequality! by The+Dawn+Of+Time · · Score: 1

      Yeah, no one likes playing with you because you're awesome... that's it exactly. It must be.

    4. Re:What about inequality! by VGPowerlord · · Score: 1

      In versus mode, AI director only runs once: and that's for the first team, the second team gets exactly what the first team got.

      In every map past the first, that gives the team that's losing a slight advantage, as the team that won the previous map plays the survivors first.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    5. Re:What about inequality! by Lunix+Nutcase · · Score: 1

      Inequality is important, it gives newer players something to aspire toward.

      Aspire to be a pasty, obese nerd?

  5. Do like car insurance companies by Senes · · Score: 1

    Tell people how low your price can possibly go, but have a plan to charge many times that amount. Good players can receive countless discounts, trolls and griefers would be well advised to take their bile elsewhere if they want to continue qualifying for said discounts.

    I think insurance companies suck, by the way.

    1. Re:Do like car insurance companies by hajus · · Score: 1

      The lowest price would be free and they _give_ you in game perks.

    2. Re:Do like car insurance companies by Oxford_Comma_Lover · · Score: 1

      Most do; they have huge incentives to. Amica is supposed to be pretty good for car insurance, though.

      --
      -- IANAL, this isn't legal advice, and definitely isn't legal advice for you. Also, Squee!
  6. oh no by phantomfive · · Score: 5, Insightful

    Some people, when they join a server, a ton of people will run with them. Other people, when they join a server, will cause others to leave.

    In other words, now, instead of having a bunch of friends harass you because they want to build a bigger farm, your friends will actually get monetary recompense for harassing you. Looks like I'll have to unfriend even more 'friends'

    --
    "First they came for the slanderers and i said nothing."
    1. Re:oh no by Culture20 · · Score: 0

      "Game cost too much for you? Get 50 of your friends to join up and you get $50!"
      Pyramid Scheme

    2. Re:oh no by Anonymous Coward · · Score: 0

      What about those of us who don't even do multiplayer? What are we worth?

    3. Re:oh no by Anonymous Coward · · Score: 0

      No, in other words, if you're not popular, you pay extra.

    4. Re:oh no by Aceticon · · Score: 1

      Some people, when they join a server, a ton of people will run with them. Other people, when they join a server, will cause others to leave.

      In other words, now, instead of having a bunch of friends harass you because they want to build a bigger farm, your friends will actually get monetary recompense for harassing you. Looks like I'll have to unfriend even more 'friends'

      Actually it sounds more like:
      "People that enjoy helping out or socializing pay less, those that enjoy griefing pay more"

      It basically makes the subscription price reflect the externalities of one's behaviour in a Multiplayer environment - if your in-game behaviour makes others feel bad (and more likelly to leave) then you pay more, if on the other hand it makes others feel good (and want to stay) then you pay less.

      That said, I can see a couple of problems with this:
      - It makes it socially acceptable to behave badly (i.e. "I'm paying for it, so I can do whatever I want"). It would be the equivalent of, say, in real-life being allowed to pay to opt-out of obeying certain laws.
      - I don't really trust the companies that manage Online games to actually behave in a fair and balanced way and not to use this as a way to sneakilly boost profits: more specifically, I expect that the "Good Behaviour discount" would total less than the "Bad Behaviour penalty".

    5. Re:oh no by delinear · · Score: 1

      Interestingly they have achivements in Portal 2 that work exactly this way. There's something like you, having already completed the game in co-op, have to play through the game with someone from your friends list who hasn't yet completed the game in co-op - meaning if you're a completionist, you have to badger your friends who haven't bought the game yet into doing so (you also have to have at least one friend to do the initial play through with, so you're potentially bugging two friends to get the game). It's one of the main reasons I didn't buy the game - I don't know anyone on my list who is planning to buy it and I refuse to do Valve's marketing for them.

    6. Re:oh no by Haeleth · · Score: 1

      Sounds good to me. If someone is harrassing you to get a few bucks for themselves, they probably aren't the sort of person you want to be friends with in the first place.

    7. Re:oh no by yahwotqa · · Score: 1

      Um, or just ignore that particular achievement badge? It's not like you're required to get it.

    8. Re:oh no by Anonymous Coward · · Score: 0

      My understanding was that you'd get the monetary incentive for people following you.

    9. Re:oh no by peragrin · · Score: 1

      I don't have any friends on steam nor do i want any. therefore I can't even play the co-op mode even though i unlocked it.

      It took me 3 days to beat portal 2. Not because I suck but because I could only play for 1.5 hours a day. Yea I beat portal two in roughly 5 hours on my first try but because I am a casual gamer who has real life obligations it took 3 days.

      Now Valve wants to punish players like me because I don't dedicate my life to playing games.

      --
      i thought once I was found, but it was only a dream.
    10. Re:oh no by wfolta · · Score: 1

      But Newell was talking about games, not... Oh... I see... some people consider Farmville a game... Nevermind.

      (On a more serious note, I assume that Farmville "players" who get unfriended because they bug people would be penalized, just as Team Fortress players who harass other players off of a server would be penalized.)

    11. Re:oh no by Anonymous Coward · · Score: 0

      Exactly. Some of these folk have issues and the games are an escape from their miserable RL experience. So instead of giving the players opportunities to mingle and possibly rebuild their self-esteem they are turning thier games into a Club Med, with a bouncer at the login. I feel it's all an excuse to raise revenue in the guise of "fair play".

      Then again, it is a good indication of what games to avoid.

    12. Re:oh no by AmiMoJo · · Score: 1

      And if you think bullying is bad now wait until people can actually cost you money by just quitting a server when you connect.

      Actually it would probably work against people who are good at the game too, because players like killing n00bs and showing off their enormous, er, score. Good players already get branded cheaters all the time.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    13. Re:oh no by irreverentdiscourse · · Score: 1

      Are you honestly claiming Valve is punishing you because you can't get some meaningless achievement? Al because you refuse to "have a friend"? They added extra content to the game for 2 people, if you don't have 2 people you don't get to use that content. How is that "unfair"? There are game modes in every game I don't want to play... are they punishing me for giving others achievements who decide to play them? Pretty good motivation to go make a friend, no? Maybe it's not so much you "don't want any" friends as it is you don't have any. Did you cry on the see-saw as a child when you couldn't use it by yourself?

    14. Re:oh no by irreverentdiscourse · · Score: 1

      Maybe they will learn to "pwn n00bs" in a way that they don't come off as a giant douche. Most do.

    15. Re:oh no by Anonymous Coward · · Score: 0

      I see your point, but I don't think that's the idea he's trying to convey. I frequent a TF2 server, and if certain people are on, I'll bail quite quickly, because they're really annoying. Others will keep me around, because they're fun to play with. It's not the contents of their friends list, it's their personality.

    16. Re:oh no by peragrin · · Score: 1

      Nope Valve wants to punish me because I can't afford the time to spend 50 hours a week playing a game.

      Oh I have friends. very few play video games though. I give up several hours a week to going out and enjoying time with them. it is a personal choice. spend time outside doing physical things that are mentally fun or spending time locked at my desk playing with myself and my imaginary friends.

      99% of online only friendships are worth less than used toilet paper.

      --
      i thought once I was found, but it was only a dream.
    17. Re:oh no by Anonymous Coward · · Score: 0

      It's less complicated then that. If you are a drama whoring woman your games will be free because of the revolving group of desperate guys that follow them around pretending to like them but really hoping that somehow they'll get laid.

    18. Re:oh no by Culture20 · · Score: 1

      My understanding was that you'd get the monetary incentive for people following you.

      Precisely. And if your followers get followers, they get a little monetary incentive too, and their followers, and their followers. It's a classic pyramid/ponzi scheme: all the money comes from the newbies. There's just no pretense of investment here.

    19. Re:oh no by Eponymous+Hero · · Score: 0

      or do what other sane people do and find a random matchup, add the nerd to your friend list, complete the game, and then delete the nerd. easy. why do you have to be such a bitch about it?

      --
      insensitive clod overlords obligatory xkcd car analogy russian reversals whoosh pedant fanbois ftfy in 3...2...1..PROFIT
  7. No. by Oxford_Comma_Lover · · Score: 1, Insightful

    That's a nice idea.

    However, it's a business. It has shareholders. It's objective is not to achieve the optimal price for the players--the optimal price for the players is that which maximizes the ratio between enjoyability and cost. The optimal price for the business is that which maximizes profit. (I suppose the present value of all future profit.)

    Players who are fun to play with generate revenue for the business by making it more fun to play, and that can be captured. And it may be that optimizing community relations has some value to the corporation as well--paying good players might be a marketing expenditure.

    Generally, the idea is to charge based on the amount someone is willing to pay, and not sell to people who can't at least meet the costs of maintaining the system unless the cost can be born by advertisers. The question is how to determine what people are willing to pay.

    --
    -- IANAL, this isn't legal advice, and definitely isn't legal advice for you. Also, Squee!
    1. Re:No. by Anonymous Coward · · Score: 1

      Generally, that's an accurate assessment of this type of situation.
      Valve, though, is privately owned. No stockholders besides Gabe himself to answer to. The cynic in me wants to agree with you, that nobody is genuinely without greed in the free market. However, thus far the track record is in Valve's favor. They seem to actually do what it is that makes for great experiences. Is it sustainable in the long run? Maybe. They seem to be making plenty on Steam, and so long as they keep it private it should stay that way.

    2. Re:No. by Anonymous Coward · · Score: 0

      To paraphrase Lord Vetinari (written by Terry Pratchett)..."the purpose of business is to extract the maximum amount of milk with the minimum amount of moo."

    3. Re:No. by Steauengeglase · · Score: 1

      "The question is how to determine what people are willing to pay."

      I guess by that measure, whatever amount it takes to keep the worst of the worst from playing.

    4. Re:No. by shutdown+-p+now · · Score: 1

      The "optimal price" for players is the price they're willing to pay. Due to the existence of piracy and such, it is in the interests of businesses to find that optimal price, lest they lose customers.

      (note: I'm not condoning piracy; but this is a simple reality of the world that we live in)

    5. Re:No. by cforciea · · Score: 1

      However, thus far the track record is in Valve's favor.

      Except when they do things like release L4D with an indication of post-release content, then release a sequel that is really at best an expansion with a such a timeline that indicates they moved everyone off of L4D1 content as soon as it shipped? Or being vocally against paid DLC only now they have it? I don't know what Valve did to convince so many people to have such a huge blind spot when it comes to any of their anti-consumer behavior. It isn't that they are worse than anybody else for it, and they are definitely better than many, but they've already proven repeatedly that they their customers do not necessarily come first.

    6. Re:No. by Totenglocke · · Score: 1

      Bingo. That's what media industries are very slowly learning. You HAVE to provide a good product to inspire people to pay, because they DO have the alternative of using your product and NOT paying.

      --
      "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
    7. Re:No. by Oxford_Comma_Lover · · Score: 1

      > The "optimal price" for players is the price they're willing to pay.

      Not quite, or at the least there's room for ambiguity. That's the player price optimized to maximize corporate profit. For players, a lower price than the price they're willing to pay for a given product will almost always be better. If I'll pay thirty dollars for a game, it's better if I only have to pay twenty dollars for it.

      --
      -- IANAL, this isn't legal advice, and definitely isn't legal advice for you. Also, Squee!
    8. Re:No. by dingen · · Score: 1

      And don't forget the cancellation of Half-Life 2: Episode 3 because Valve has "moved beyond the episodic model". Whatever that means.

      --
      Pretty good is actually pretty bad.
    9. Re:No. by mustPushCart · · Score: 1

      Valve released survivor mode, crash course and sacrifice for L4D, a lot of people were pissed off when L4D2 was announced so close to L4D1 but eventually everyone came around and valve kept its promise of releasing content for L4D. They even flew the community members who were leading the protest to their studio to playtest L4D2 and understand why it had to be a sequel and not an expansion.

      All their DLC's are free for all platforms except where the platform owner (microsoft) insists they be paid. The only thing you could be referring to could be the tf2 hats which, and i would like to emphasize this point, do NOT lock you out of content from TF2, do NOT give you any additional advantages over other non paying players, and are available to all players without paying provided they can earn them by finding them in game. They innovate, they give massive discounts on steam, they give out amazing videos (tf2 meet the team, portal 2 investment opportunities), support independent developers (narb drop, tag, dota). They are an awesome company and they make amazing games.

    10. Re:No. by Xeranar · · Score: 1

      I'm calling shennanigans on the argument that "nobody is genuinely without greed in the free market" because the definition of greed is so broad and vague that by merely operating the act of "greed" can be committed. Valve doesn't operate in a vacuum (science pun avoided) and thus can't simply work for magical beans, they need a certain amount of money to keep the office open, people paid, and stock the mini-fridge in the snack room. If anything Valve has attempted to vertically integrate the video game market through their system and open the door to small developers while ousting the biggest capitalists in the system (i.e. Gamestop, Wal-Mart, Best Buy, & Production houses). They've cut out numerous middle-men and frankly the process is still evolving. If anything it seems like they're trying to figure out a way to reward good behavior in both respects. Makes me think of TF2 and the Polycount addition and other pro-player additions. On an utter sidenote: The term consumer is rather insulting to everybody, I know you didn't use it but to call anybody a "consumer" as if we're mindless drones is a bit ludicrous and Valve is not anti-consumer or anti-player or anything to do with that. Gripes are gripes and if they were grapes they would be sour.

    11. Re:No. by FlyveHest · · Score: 1

      What Valve games have paid DLC?

      It would be stupid of Steam not to support paid DLC on their distribution platform, as their corporate users are requesting paid DLC, and if you are referring to XBL content, the only reason it costs money there is because of the platform owner, Microsoft, not because Valve chose to take money for it.

    12. Re:No. by FrostDust · · Score: 1

      Team Fortress 2 (PC) has had this since at least last fall:
      http://wiki.teamfortress.com/wiki/Mann_Co._Store

      Also, they have a similar store for Portal 2.

    13. Re:No. by cforciea · · Score: 1

      Giving out a few freebies to shut up the leaders of a boycott group on Steam seems the direct opposite of a pro-consumer move. And yes, Valve was eventually forgiven by the community at large, but that was exactly my point: somehow they get away with anti-consumer behavior and get a free pass from their fan base. Survival was a throwaway mode that required creating next to 0 new assets for the game as it used pieces of maps already in existence. Sacrifice only came out after there were huge protests with regard to L4D2, so there is no guarantee it would have happened if nobody had said anything. Crash course is really the only post-release content that I would say truly counts, and I don't think it is unreasonable to say that even if you count all of the post-release support, it seems weak when Valve very specifically made a big deal out of post-release support as a selling point for the game. Additionally, splitting the player base so they could better monetize could hardly be construed as anything but negative for the player. I take the conversion of the L4D1 campaigns to L4D2 as an implicit admission that the game only ever should have been at most an expansion.

      TF2 hats really do give you advantages over non-paying players. Yes, you can technically get all of the hats in-game, but as random drops selected from a huge pool with a low drop rate. But getting the specific bonus you want is like hoping to win a raffle. It's like saying that paying to win a random drawing doesn't give you an unfair advantage because everybody can eventually win if they play enough times. Again, it isn't actually a huge deal and a lot better than a lot of other game companies have done. If they hadn't come out and put down other game companies for having paid DLC, it wouldn't have been an issue at all, but given that Portal 2 launched with paid DLC, it seems like a real possibility that it will start being a regular part of Valve games, so we've all gotten to watch Valve flip from "we don't do paid DLC because we do post-release support for free to make people like us more" to "hey wait a minute, in-game shops let us monetize better than we thought they would, nevermind" in the case of just a couple years.

    14. Re:No. by mustPushCart · · Score: 1

      Hats are not DLC! They are cosmetic, you can get them in other ways (in TF2 at least, also crafting allows you to select your hat) and things like that. DLC is actual game content that you cant play (maps, modes, singleplayer campaigns) that effectively lock you out of a few hours of gameplay. I lose it when people point to the hats and say paid DLC. I think all new weapons in TF2 are (at least supposed to be) the equivalent usefulness of the stock weapons and using them just has a different playstyle rather than an obvious advantage.

      And yea valve really does deserve to get away with whatever they want. Its prolly cos they are pretty awesome that a few slipups here and there are overlooked. L4D 2s early release is the only one i would say that actually seems like a genuine messup but its all overlooked. Cos they are awesome.

  8. Rich customers should pay more. by elucido · · Score: 1

    I completely agree that customers who buy a lot of games and who are clearly of the higher income bracket should pay a bit more for games and entertainment. I would support this idea, as it would probably cut down on piracy. Most of us don't mind paying something, but if we are college students or struggling to find a job we simply cannot afford $50-60 a game.

    1. Re:Rich customers should pay more. by Anonymous Coward · · Score: 0

      They should pay more taxes too so the money can be given to me while I am unemployed and playing video games all day :)

    2. Re:Rich customers should pay more. by Undead+Waffle · · Score: 1

      Oh yeah demanding your social security number to buy a game is going to work really well...

    3. Re:Rich customers should pay more. by LordLucless · · Score: 2

      I completely agree that customers who buy a lot of games and who are clearly of the higher income bracket should pay a bit more for games and entertainment

      From each according to his "has", to each according to his "wants" huh?

      but if we are college students or struggling to find a job we simply cannot afford $50-60 a game.

      Then you go without

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
    4. Re:Rich customers should pay more. by arth1 · · Score: 1

      Most of us don't mind paying something, but if we are college students or struggling to find a job we simply cannot afford $50-60 a game.

      One could argue that if you're a college student or struggling to find a job, perhaps you shouldn't spend your time playing games, but on studying or, you know, finding a job.

      The price should be set exactly as high as the market will bear -- high enough to maximize profits without driving away customer from coming back to buy more.

    5. Re:Rich customers should pay more. by Anonymous Coward · · Score: 1

      Class warfare always sells. Probably because half the population has a below average IQ...

    6. Re:Rich customers should pay more. by Jstlook · · Score: 1

      Speaking as a college student: if you have time to spend a few hours on entertainment, you have time to work. If you can't afford the game, perhaps you should consider a part-time job.

      --
      ---jstlook ---For that is the way of Elves, for they say both yes AND no, and mean every word of it. --- J.R.R.T.
    7. Re:Rich customers should pay more. by Rennt · · Score: 1

      Agree? That's not what Gabe is suggesting at all. He's saying that griefers should have to pay more than the noobs they frag, as every ragequit represents lost revenue. Players who bring noobs into the game actually make money for Valve, so should be rewarded with steeper discounts. Interesting idea. But it's about game theory (heh), not MMO socialism.

    8. Re:Rich customers should pay more. by aXis100 · · Score: 1

      You are buying the wrong games then.

      I earn plenty, and yet I still seldom buy $50 to $90 games because they are rarely worth it.

      Steam makes it very easy to follow the sales, buy reasonable games at $2 to $15 when they are on super specials, and leave them in your library until you are ready.

      Even if they are great games, they will almost certainly be re-released in a "game of the year" variant at a fraction of the price, with fewer bugs, including all of the DLC's, and chances are by that time your hardware will run them better

    9. Re:Rich customers should pay more. by Xest · · Score: 0

      Right, so if a student is too lazy to get a job I should pay a greater proportion of my recompense for having spent years working extremely hard to pay for his entertainment?

      There's no "can't" get a job, there's ALWAYS McDonalds, Wal-Mart jobs and the like, if a student doesn't want to get one because they think they're better than that then tough fucking shit, they do without.

      I worked full time hours whilst doing my degree and came out of university completely debt free, it's not my fault if others are too lazy to do the same, I'm not paying more to subsidise them because they're lazy, else I might as well stop working hard, and start being lazy myself so I can get entertainment subsidised by everyone else too. I don't think that'll work when everyone else does the same because there's no longer any point working hard in the first place because the lazy get all the perks of the hard working, but without having to put in any of the effort.

      Make no mistake, if games go up for me personally, I'll just resort to piracy, and there wont be any money for subsidised games for the lazy anyway.

    10. Re:Rich customers should pay more. by Malc · · Score: 1

      Why? How's that fair? If you were making an argument for education or healthcare, or anything else that benefits society through supporting you, then maybe. But not for commodities like game. It's discrimination at that point. If you can't afford games, find something else to do.

    11. Re:Rich customers should pay more. by kiddygrinder · · Score: 1

      or just pirate it

      --
      This is a joke. I am joking. Joke joke joke.
    12. Re:Rich customers should pay more. by LordLucless · · Score: 1

      Think you meant to reply to the OP buddy

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
    13. Re:Rich customers should pay more. by Xeranar · · Score: 0

      Libertarian dicks of the world UNITE! Quickly, somebody may have insulted wealthy citizens of the world! You must call them incompetent, suggest a below living wage work place, insinuate by definition you're better at life, and make statements about your vastly superior life. Oh wait, you're still posting on slashdot which means most likely if you have a college degree it's in CS/IT and thus you're glorified tech support. It saddens me to think all those wasted degrees being used to bludgeon somebody for feeling left out for being a have-not because you got to jump on a growth industry in it's infancy.

      This is coming from somebody with a doctorate and is a socialist. Jumping on the poor kid's case is stupid, he is either trolling in a poor way to draw out the libertarians and successfully make them all look like bootstrap pulling champs who sound like snobs or just sadly realizing he is a have not with no power to afford entertainment at the premium prices video games amount to. Gabe Newell has made it abundantly clear that Steam isn't about "what the market will bear" so much as putting out good products at a reasonable price. He if anything cut the market's legs out from under it by introducing steam and opening up a world of new opportunities. Even now it's not perfect but better than the Randian fantasies I've seen spew in the last few posts.

    14. Re:Rich customers should pay more. by Haeleth · · Score: 1

      it would probably cut down on piracy.

      As any indie developer can tell you, charging $10 for a game doesn't reduce piracy noticably.

      Android developers will point out that there are apparently millions of people who aren't even willing to part with one single dollar if they can get the game for free illegally.

      Most of us don't mind paying something, but if we are college students or struggling to find a job we simply cannot afford $50-60 a game.

      Then play fewer games, or cheaper games, or free games, or buy used games, or wait for them to be on sale.

      I didn't have a job in college, and yet somehow I had no problem buying enough games to stay entertained. And they weren't much cheaper back then.

    15. Re:Rich customers should pay more. by Xest · · Score: 1

      Sorry, are you implying I'm a libertarian? did you really also suggest I work in tech support? You know I'm just the right age to have jumped on the IT sector in it's infancy? You know the guy I responded to is a "kid"?

      I find it quite scary that someone who supposedly has a doctorate would not understand the basic principle that you cannot build a reasonable argument on so much speculation. The conclusions you jumped to are mostly absurd and nonsensical because you simply cannot extrapolate my political leanings, my age, and my job from so little information, nor is it particularly likely that someone with a 6 figure UID is still in anyway classed as a "kid". If you stick to the facts in future you may make a little more sense, if you want to know my political leanings, age, or job then feel free to ask. If I similarly take a stab at things based on your post I could guess that you're actually a fairly low paid person who doesn't really have a doctorate and is in fact quite young and naive- go on, really, how close did I get? Not very? There's a suprise.

      FWIW, I'm from the UK and very much agree that the have-nots of society do deserve some subsidy, and I'm a big fan of our NHS, as such I'm probably far more "socialist" that 90% of Americans ever will be. Because however I have been brought up in a fairly socialist swaying nation I also recognise the problems of socialism and have seen plenty of examples of it going too far. I wouldn't deny medical care, police protection, food, or shelter on anyone and am quite content paying taxes into social programmes for such things, and with such high tax rates in the UK I think I pay my fair share. But making luxury products more expensive for the better off and cheaper for the less well off so they can all equally afford them? That isn't socialism, that's effectively just communism dressed up as capitalism and is absolutely just a step too far.

      Steam has nothing to do with reasonable pricing, if it was, they wouldn't have given foreign currencies a massive price hike by moving away from USD pricing globally, nor would they have higher prices than classic bricks and mortar stores often have for the same product. Steam brings convenience and a unified way of managing your games and friends list, and that's pretty much it.

    16. Re:Rich customers should pay more. by Actually,+I+do+RTFA · · Score: 1

      There's no "can't" get a job, there's ALWAYS McDonalds, Wal-Mart jobs and the like, if a student doesn't want to get one because they think they're better than that then tough fucking shit, they do without.

      Umm... BULLSHIT. April 11th was McDonald's National Hiring Day. 62,000 people got hired (McDonald's had early said they would hire 50,000... but apparently turned full-time jobs into more part-time jobs.). Over 938,000 got turned away. That is, in April, more than one million people applied to work at McDonald's.

      Or to put it a different way, jobs at McDonald's were harder to get in April than admissions to Harvard undergrad.

      --
      Your ad here. Ask me how!
    17. Re:Rich customers should pay more. by Xest · · Score: 1

      Blah blah, you know what I meant, McDonalds is one of thousands of restaurants, then as I said, there's all the supermarket jobs, warehouse jobs etc. too. Fact is the jobs are out there, whether people want to take such jobs or not is a different story.

    18. Re:Rich customers should pay more. by Actually,+I+do+RTFA · · Score: 1

      you know what I meant

      Yes, I know what you meant. Your point was quite clear.

      That said, I disagree with what you meant (and said). I wasn't nitpicking your example. I was asserting that you are factually incorrect in asserting: "Fact is the jobs are out there". Because, there are none. And if 938,000+ people being unable to find work at McDonald's isn't a good enough datapoint, I'd like to know what you would consider evidence.

      Let's put it a different way. 0.33% of the entire US population said to themselves about a month ago "I really want to work for McDonald's" Clearly these people wanted work. And 93.8+% of them got turned away. Do you really believe there are tons of openings for them to go into?

      Hint, even if those were the only people searching for work in April, 2011 only 244,000 were able to get jobs.

      So, at the very least, 756,000 people who wanted a job at McDonald's do not have a job. So, not overly picky/high salary people, unable to find work. That's something like 0.25% of the population. And that's making some grand assumptions that are pretty obviously false about everyone applying to work at McDonald's who was looking for work.

      That's not even factoring in that they increased the number of job offers from 50,000 (expected) to 62,000 (actual). Do you think you did that because they were impressed with the raw talent? Or do you think they turned 1 full-time position into 2 part-time (or, more likely the ratio was 4 full-time : 5 part time ) to save money*?

      *Employees who work part-time are cheaper per hour. So, 4*40 hrs a week is more than 5:32 hrs a week. And what a coincidence, that same 20% increase is about the increase in those actually employed vs. planned on being employed.

      --
      Your ad here. Ask me how!
    19. Re:Rich customers should pay more. by Xeranar · · Score: 1

      Being in the UK I don't know what sort of pricing scheme you suffer from, in the US Steam is either equal in pricing on their first-run games (i.e. Portal 2) or substantially discounted (i.e. Orange Box). Their independently developed games are not accessible in stores though, which is what I was getting at. They're offering an open platform for distribution while taking a substantially smaller cut compared to Brick and Mortar stores.

      That being said, it was a generic rhetorical statement aimed at the overwhelmingly libertarian "free market" arguments I see thrown around on slashdot as if they were true. Almost all the time they use the term incorrectly or fail to recognize the differences between what is being discussed and how the "free market" has an affect on it. To argue that luxury goods should be cheaper for the have-hots is communism is a bit rough, specifically if you consider basic entertainment a luxury good. In the first and second world TVs, computers, and video games are all generally available commodities that are common amongst the middle and lower class groups. The people we're talking about don't live in adobe huts in a village a hundred miles outside of El Paso. I'm not necessarily disagreeing, I don't see a government subsidy for entertainment being a proper answer but I do see a "good behavior" or "lesser off" discount being a good way to build a better society and what is interesting is in the case of video games and steam distribution the only real cost (besides tech and space which is substantial in the big houses but less so for independents) is the cost of labor. In which case discounting is a viable option in limited ways for the have nots while expanding your customer base.

    20. Re:Rich customers should pay more. by Xest · · Score: 1

      It's mostly games that aren't first party that are the problem on Steam, Dawn of War II for example was £30 on Steam for over a year after it was discounted to around £15 in bricks and mortar stores and at places like Amazon. Even now after a quick check the gold edition with the first expansion is £10 on Amazon, and £20 on Steam + £20 for the expansion- this seems a general trend with many of Steam's retail games vs. bricks and mortar stores, at least here in the UK. It's rarely ever cheap, often very expensive unless what you want happens to be in a particular sale.

      I wont disagree it's good for old games you can't get anywhere else, and for indie titles however, absolutely it's great they've built a distribution system that's willing to cater to such content.

    21. Re:Rich customers should pay more. by Xest · · Score: 1

      Assuming the 1 million figure is even actually valid, that's still only 16 people going for each job, with one getting each job, and of course 15 not.

      Fundamentally though, my point is that the jobs are there, it's just up to people to get them- I wont pretend that everyone is employable though, that's certainly not what I was suggesting, but ultimately whether you are employable or not is something that's down to you as an individual, and is something you can change.

      In the UK after many of the mines shut down in the 70s and 80s there were two camps of ex-miners, there were those who simply took it upon themselves to retrain and went on to do just fine even after the mines, and there were those with an attitude that they were entitled to a mining job for life, and whilst they went for other jobs to satisfy requirements for benefits and charity they were never going to get them because they had the wrong attitude.

      The point is this, it's not that the jobs aren't there, it's that the only reason you'll remain unemployed and wont get them is if you simply do not have the right attitude to job hunting, and to preparing yourself to get a particular job. The fact McDonalds had more people apply than there are jobs is largely irrelevant, as those who didn't get McDonalds jobs could equally have been turned away from other firms too- that is, even if McDonalds had 1 million jobs going, they wouldn't have employed all those people regardless because many of them really would still not be fit for the job, and this is not an issue of can't get a job for those people, beyond the fact they only have themselves to blame. I don't disagree that in times of recession the bar is often raised as to how competent and individual you have to be to get a job, but nevertheless no one has some inherent issue preventing them rising above that bar yet many still fail to do so.

      Unless you can show that each of those 938,000 who didn't get a job at McDonalds, also didn't get a job elsewhere, and yet were all of an employable mindset in the first place, then it's largely irrelevant how many people did and didn't get a job at one company. If you are a proactive individual willing to do the preparation before an interview and spend your spare time reskilling if need be, and possibly even commute or relocate, then there is no reason you should be unemployed. If you are not such an individual then you cannot expect those who are to subsidise you. That is my fundamental point.

      As an illustration of the point, Canada only some months back was mentioned as a country that truly does now have more job openings than workers, yet it's still got over 7% unemployment rate, clearly there's always going to be a good proportion of the population who are unemployable, and it's only them that can help themselves. One final point I'll make is that I even sympathise that when you lose your job that can in itself be a massive demotivating kick in the teeth that will make it hard for you to get back on your feet, I do sympathise very much with that situation, but ultimately it is a problem only they can solve, and taxing the better off because they have not, or sometimes will not solve that problem is absolutely not the solution, as it only bolsters their view that there's no point trying to make themselves employable.

      So yes there will always be some people who are unemployed, I don't dispute that, all I dispute is simply the idea that the solution lies with anyone but themselves so the only help that should be given to such people is help to help themselves, not subsidy for things like entertainment and the likes.

  9. Copyright and DRM are a bug. by MusedFable · · Score: 3, Insightful

    Trying to make money from something that isn't scarce is silly. Charge for the scarce goods not the stuff you can easily copy. The very first copy is scarce. Support is scarce. Commissioning people with talent is scarce.

    1. Re:Copyright and DRM are a bug. by kevinmenzel · · Score: 4, Insightful

      They are TRYING to charge you for their time and talent, which is not scarce. As a bonus, you get a game. The way they do this, is by attatching an arbitrary value to what they CAN GIVE YOU - a game - but you are actually paying for the time and talent it took to create that game, not the copy of the game. Same with music, same with books, etc., etc.. If you can come up with a business model that lets people give out something that is infinitely reproduceable - AFTER it is produced, and get paid for the non-scarce talent/time investment... well, I'd like to hear it. I'm not convinced the current model is overly broken, merely that the the value of the public domain is undervalued in the current regulatory regime, and that many people don't look beyond the thing they can acquire to see if something pre-final product was actually scarce.

    2. Re:Copyright and DRM are a bug. by VortexCortex · · Score: 1

      If you can come up with a business model that lets people give out something that is infinitely reproduceable - AFTER it is produced, and get paid for the non-scarce talent/time investment... well, I'd like to hear it.

      Well, I don't currently have a business model like this that I can show you, but if you pay me a bit of money, I'll design one for you -- We can share the plan with everyone once I'm done.

    3. Re:Copyright and DRM are a bug. by syousef · · Score: 5, Insightful

      Trying to make money from something that isn't scarce is silly. Charge for the scarce goods not the stuff you can easily copy. The very first copy is scarce. Support is scarce. Commissioning people with talent is scarce.

      I thought bottled water in places where clean water is plentiful for almost nothing would never take off. I was wrong. People aren't rational.

      --
      These posts express my own personal views, not those of my employer
    4. Re:Copyright and DRM are a bug. by analyst-cz · · Score: 1

      I even have outlines of the model in the drawer. Why IMHO it is not set on the gaming market is, that any such a plan must work with clean stating real costs and profit. By hiding this behind just psychologically set price of every copy (higher then just fair share of costs + reasonable profit) game industry streams to make much more many than it deserves, while not reinvesting them (at least fully) to inventing incentive high-tech games. The world piracy movement is the only working regulatory in this, as state regulators act weakly and can easily get corrupted (sorry, lobbied).

      Once this forces get into equilibrium (and I do foresee this in middle time horizon with improved FOSS games establishing as the third player in the equation), such a model will briefly emerge.

      Anyways count me in for any attempts to put it working just now.

      --
      "Interesting times to you..." (One of the most feared black magic curses.)
    5. Re:Copyright and DRM are a bug. by Killall+-9+Bash · · Score: 1

      Bottled water exists because:
      1. The "perfectly good" public water system doesn't have pipes going to my bicycle.
      2. Public water fountains, when you can find them, have water that tastes disgusting. EVERY TIME.
      3. Some water bottlers still refrain from putting fluoride and chlorine in their water. Don't expect this to last long.

      --
      "Prediction: within 10 years, Windows will be a Linux distribution." Me, 7-6-2016
    6. Re:Copyright and DRM are a bug. by syousef · · Score: 1

      Bottled water exists because:

      1. The "perfectly good" public water system doesn't have pipes going to my bicycle.

      2. Public water fountains, when you can find them, have water that tastes disgusting. EVERY TIME.

      3. Some water bottlers still refrain from putting fluoride and chlorine in their water. Don't expect this to last long.

      1 and 2 can be resolved with a drink bottle that you fill yourself, and it's more convenient since you don't have to find a shop.

      3 is just bullshit. You're drinking fluoride anyway, so your morning bottle won't make a bit of difference no matter what you believe fluoride does.

      But hey you're a perfect example of what I just said. You justify spending $1 per bottle where you could buy a refillable bottle for a dollar and get your refills for less than 1c. Irrational.

      By the way I do buy bottled water but not to drink - it's distilled water for my CPAP. No additives at all so it doesn't turn the base of my humidifier into a rusted salt pit. Even that's cheaper at $5 for 4 litres than you're probably paying.

      --
      These posts express my own personal views, not those of my employer
    7. Re:Copyright and DRM are a bug. by Anonymous Coward · · Score: 0

      ^ This post is fucked up.

    8. Re:Copyright and DRM are a bug. by Aceticon · · Score: 3, Informative

      Three points:

      1) Why limit yourself to models that pay for something AFTER it has been produced?

      We have centuries of experience with paying BEFORE for people to produce something and that seems to have worked out ok (Michelangelo didn't exactly paint the ceiling of the Sistine Chapel for free and sold tickets AFTER)

      2) There are in fact successful comercial models that include free distribution of the copyrighted product. For example, Redhat makes is money from support. Similarly, some game makers distribute the game for free and make their money solely from paid subscription to access a managed online environment for that game.

      3) In computer systems DRM is more than just a means of protecting copyright. It is essentially an automated digital Agent for the seller which is present in the sold product and imposes arbitrary after-sale limitations on the use of it. With online authorization and updating, the seller can even easilly and at no cost change the allowed use of the product AFTER the buyer has paid for it and the only recourse for the buyer is (costly) legal action to recover access to those features they already paid for.

      A good real-life example of how DRM is used by the seller to change after-sale features of a product is the "Removal of Linux access on the PS3" situation.

      To use a car analogy, it's like buying a car and discovering that you have a representative of the brand on board always with you when you drive. He can stop you doing certain things (say, turning the radio on, opening the windows or having passengers on the back-seats) and will, once in a while, phone home office and get a new list of limitations he will impose. He works for free and if he suddenly adds a new limit on your use of the car you bought (say, by only allowing the aircon to be off or full-blast on) you have to go to court with it and show that the contract you signed when you bought the car actually included the right to use that function of the car which you've just been denied the use of (i.e. that the contract actually stated you could regulate the level of the aircon).

      With Physical Property like a car, the law is in your side in that you can just kick the seller's agent out of your car.

      However, with Intellectual Property laws in places like the US you actually have no easy way to do that since:
      - AFTER the sale you have to accept the EULA to use the product you just bought, which in some States as per-law means you just signed a contract that pretty much gives the Seller any arbitrary rights they want.
      - Laws like DCMA restrict your access to tools that would allow removing of seller's digital Agent(s) from a product you bought.

      Current Intellectual Property laws de facto support the right of the seller to arbitrarilly enforce and change at will limitations on a product that the buyer has already bought, something which, with products which are purelly physical, is not allowed.

      This is why Intellectual Property when it comes to products which can contain digital Agents is flawed.

    9. Re:Copyright and DRM are a bug. by GWRedDragon · · Score: 1

      In many large cities, tap water tastes like you are drinking out of a sewer. NYC is probably the most famous example, but it is also true elsewhere.

      Of course, a Brita-style filter is another option and much cheaper than bottled water, but it may require multiple passes through the filter to remove all the sewer taste.

      Where I live, the tap water alternates between tasting like a sewer and tasting like drinking from a swimming pool (they periodically dump in huge amounts of chlorine). During a high-chlorine period it also requires that the water be left to stand for a time to allow the chlorine to dissipate before the tap water is drinkable.

      So in these places, getting water with a drinkable taste using filters is quite inconvenient, and I understand why people might buy bottled water. Then there are other places, like for instance the public water system in Burlington, VT, where the tap water tastes better than any spring water I've ever had (it is filtered lake water). It just varies.

    10. Re:Copyright and DRM are a bug. by Anonymous Coward · · Score: 0

      They are TRYING to charge you for their time and talent, which is not scarce

      Remember, it is "Time is money, friend." not "Scarcity is money, friend." Scarcity is just the price gouge multiplier, not the root determinate of the cost.

    11. Re:Copyright and DRM are a bug. by Anonymous Coward · · Score: 0

      We have centuries of experience with paying BEFORE for people to produce something and that seems to have worked out ok

      Yes, but it only really works for things like books, paintings, and musical compositions that are mostly the straightforward work of an individual.

      The Sistine Chapel is an incredible work of art. But it didn't need a soundtrack, a physics engine, voice actors, or playtesting.

    12. Re:Copyright and DRM are a bug. by Veggiesama · · Score: 1

      I don't know when was the last time you played Left 4 Dead or DOTA, but friendly players that handle constructive criticism well are quite scarce, to put it lightly.

      In other words, most players are obnoxious asshats.

    13. Re:Copyright and DRM are a bug. by Svartalf · · Score: 1

      Not so irrational. Unless you're post-filtering the water coming from the tap, it's got all sorts of stuff still in the water that can be objectionable, harmful over time, etc. Bottled water took off because the water was purified and sterilized so it could be kept without adding things like Chlorine/Bromine/Iodine to sterilize it over time, coupled with stuff like you pooh-pooh in #3 (If I'm not drinking very much tap water, I'm not drinking much fluorides now am I?).

      Me, I post-filter the water for a lot less overall expense and only buy stuff like bottled water so that I've got something like what I want while on the road. But then, I'm sure you buy a lot of sodas...which are litte more than carbonated, flavored, bottled water. I can manage most of that myself too (and have to- most places still don't carry Splenda or Stevia sweetened sodas...and I can't do Nutrasweet or Sugar...)

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    14. Re:Copyright and DRM are a bug. by N1AK · · Score: 1

      1) Why limit yourself to models that pay for something AFTER it has been produced?

      I expect it is because many consumers given the choice of buying a game at the point of retail, or putting money into producing the game, which if the project doesn't fail, they will receive in 2-5 years prefer buying the end product.

      Similarly, some game makers distribute the game for free and make their money solely from paid subscription to access a managed online environment for that game.

      This is where gaming is going. Produce your games so that they can only be used with an authorised account and an internet connection. It has nothing to do with consumers liking the subscription model though, it is entirely because 1) It's harder to pirate 2) Very few people would drop £500+ on a game, but will willingly pay that in total in subscription costs over a long period.

    15. Re:Copyright and DRM are a bug. by dcollins · · Score: 5, Informative

      "Unless you're post-filtering the water coming from the tap, it's got all sorts of stuff still in the water that can be objectionable, harmful over time, etc."

      Numerous studies have found that city tap water generally safer, cleaner, has less bacteria, tastes better in blind taste tests, etc. than bottled water. The bottled water industry has numerous "bacterial and chemical contamination problems" per the NRDC.

      http://abcnews.go.com/2020/Health/story?id=728070
      http://www.nrdc.org/water/drinking/bw/bwinx.asp

      --
      We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
    16. Re:Copyright and DRM are a bug. by Kjella · · Score: 1

      1) Why limit yourself to models that pay for something AFTER it has been produced?

      Because it's the only way mass market products work. True, many companies will invest money before it is produced to collect pay afterwards - for a risk premium of course - but if the consumers aren't paying they will go away too. How do I know your project will deliver? Do I have any say in the project so I know the features I want will even be there? Will you 80% down the road say you need more time and money? I don't want the risk or uncertainty of investing in something that could be a flop or a scam, as a consumer I want you to offer me a finished solution at a fixed price. And on the exceptions where I do pay up front I'm normally in control of the projects with deliverables and estimates, while I have no control over $20 in a $100k project.

      2) There are in fact successful comercial models that include free distribution of the copyrighted product.

      In certain niches where service and support is critical, yes. There's lots of software where people either don't need it or feel you're giving them a broken product and charging to fix it. And it doesn't work so good for music, movies and other things that are "done" so to speak. Of the total volume the exceptions are pretty marginal and can't be generalized to apply very broadly.

      3) In computer systems DRM is more than just a means of protecting copyright.

      Yes, sadly. It's a huge flaw that the DMCA protects use restrictions and that kind of bundling should simply be outlawed.

      --
      Live today, because you never know what tomorrow brings
    17. Re:Copyright and DRM are a bug. by AmiMoJo · · Score: 1

      We have centuries of experience with paying BEFORE for people to produce something and that seems to have worked out ok (Michelangelo didn't exactly paint the ceiling of the Sistine Chapel for free and sold tickets AFTER)

      Well the simple answer is that while it may be possible for individuals or small groups to do that based on the quality of their previous work, you are unlikely to get millions of people to pay for the next game from a studio of hundreds of people up front. Michelangelo only needed one person to commission him to make it worth doing, but games/tv/movies need hundreds of thousands minimum. Music is somewhere in the middle because only a few band members are required and production costs are relatively low, but they would still need to get thousands of patrons to pay to listen to them (live or on CD) to make an album worth writing.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    18. Re:Copyright and DRM are a bug. by phantomfive · · Score: 1

      We have centuries of experience with paying BEFORE for people to produce something and that seems to have worked out ok

      No, actually, it sucked.

      --
      "First they came for the slanderers and i said nothing."
    19. Re:Copyright and DRM are a bug. by Anonymous Coward · · Score: 0

      When I buy a bottle of water, I am generally paying for convienence. There is nothing irrational about it.

    20. Re:Copyright and DRM are a bug. by Anonymous Coward · · Score: 0

      software is a sunk cost. you're not paying corp for "time they took to make the game", you're paying them for what they arbitrarily decided to charge you.

      For example, Windows has some code in it that was written 20 years ago, by developers who got paid and retired---and the company has made many times over what they've paid those developers.

      And yet, when you buy a copy of Windows today, you're still paying for that code that was written and paid for 20 years ago. In other words, it's pure profit for the company, and whatever they've charged you has nothing to do with reality of how much it costs to create.

      I'm not saying it's wrong, I'm just saying whatever software costs has little to do with creation process.

    21. Re:Copyright and DRM are a bug. by rsborg · · Score: 1

      Trying to make money from something that isn't scarce is silly. Charge for the scarce goods not the stuff you can easily copy. The very first copy is scarce. Support is scarce. Commissioning people with talent is scarce.

      I thought bottled water in places where clean water is plentiful for almost nothing would never take off. I was wrong. People aren't rational.

      Bottled water is an interesting case. I believe people drank it because of convenience and for health reasons (it was promoted in the 90s as "better than sodas - no calories, no sugar"). In the respect that it's replacing the soft drink as a hydration vehicle it's quite reasonable (if you consider mass-consumption of sodas to be understandable).

      The problem is that, just like with gasoline, without forcing people to pay for the consequential externalities (ie, litter, environmental damage, landfills), things like the 35-bottle costco/walmart family pack arose, and it wasn't too expensive for the "convenience". This pushed the "bottled water" into the home.

      I've been down that route, but I now fill my water at a local purified water store (10-step filtration of municipal water supply, decent price, fill about 30 gallons at a time) and have nalgene bottles and such for transport and daily drinking. Everything recycled/reused (including the water), just it's much more pure than tap water and tastes better than bottled water as it hasn't been sitting in a plastic bottle for more than a week or two.

      --
      Make sure everyone's vote counts: Verified Voting
    22. Re:Copyright and DRM are a bug. by roju · · Score: 1

      In many large cities, tap water tastes like you are drinking out of a sewer. NYC is probably the most famous example, but it is also true elsewhere.

      Um, what? Someone is actually selling bottle NYC tap water and people love it. Check out this article. Here's a choice quote:

      Michael Saucier, a spokesman for the New York City Department of Environmental Protection, notes that the city's water beat 150 other municipal water systems in New York state in a taste test last summer.

    23. Re:Copyright and DRM are a bug. by tompccs · · Score: 1

      I'm wondering when the day will come when we realise that "information" (films, music, software/games, books) are all now effectively public goods (are indiscriminately available to everyone - like street lighting and parks). Then we can have a (perhaps progressive?) "artistic tax", the revenue from which can be distributed to artists according to how widely distributed their "information" is.

    24. Re:Copyright and DRM are a bug. by kevinmenzel · · Score: 1

      I don't expect that to happen in my lifetime. I also don't think that the formula for distributing an "artistic tax" would be fair across all situations, and could likely be LESS fair than the current system.

  10. Entitlement by Anonymous Coward · · Score: 0

    One issue might be the inevitable sense of entitlement that purchasing chat type services in-game might create. That could open a whole new can of behavioral worms.

  11. Adobe fixed this years ago! MS too. by Anonymous Coward · · Score: 0

    Adobe charge one price in the US, and 3x to 5x that price outside the US. [grr] crooks [/grr]. One price levels the playing field.
    MicroDaft worked the other way - full price USA, and heavily discounted in high-copy-theft countries to try and discourage illegit copies. Cuts both ways I guess.

  12. Fuck no by Anonymous Coward · · Score: 0

    They want to turn everything in life into a popularity contest. Do we really want "Girl gamer" types to get their games free, because they giggle over a mic and flirt with desperate nerds?

    1. Re:Fuck no by Anonymous Coward · · Score: 2, Insightful

      Yes

  13. Yes Please by Anonymous Coward · · Score: 0

    I'm tired and bored and don't want to play with the cheating 16 year olds with their modded game clients anymore thanks.

  14. Or by elucido · · Score: 1

    The money can be given to you via a government jobs program. Build a bridge and then spend the money on games in the evening.

  15. Newbie penalties (we need to be fair, right?) by redstar427 · · Score: 1, Insightful

    I can see it now, a newbie joins a game server, with 15 other players. They play the current FPS game, but are not very good.
    After a couple of hours, they see this message from the game system:
    "15 out of 15 other players have rated you as: Loser. That will cost you $30 in penalties. Your credit card has been charged."
    Since the other players were rated higher, some of that money goes to lower their game playing costs.

    Somehow, one price for all, seems more fair.

    --
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." Albert Einstein
    1. Re:Newbie penalties (we need to be fair, right?) by Anonymous Coward · · Score: 1

      Huh? This is not at all what Newell was implying.

    2. Re:Newbie penalties (we need to be fair, right?) by osu-neko · · Score: 2

      Somehow, one price for all, seems more fair.

      Than the system you just described? Obviously. It's easy to design a system that's less fair. The challenge is to design one that's more fair. Just because you aren't up to the challenge doesn't mean it's a bad idea...

      --
      "Convictions are more dangerous enemies of truth than lies."
    3. Re:Newbie penalties (we need to be fair, right?) by complete+loony · · Score: 2

      Having a reputation system that gets you in game/store credit, that you can never lose, could work. eg, help some noob through the training level (ala portal 2) gives you $0.50 credit to your next game / DLC purchase... But charging people for trolling/griefing? Not gonna happen. Charging people based on geographical area? Please no, publishers already suck too much at this.

      --
      09F91102 no, 455FE104 nope, F190A1E8 uh-uh, 7A5F8A09 that's not it, C87294CE no. Ah! 452F6E403CDF10714E41DFAA257D313F.
    4. Re:Newbie penalties (we need to be fair, right?) by roman_mir · · Score: 0

      Somehow, one price for all, seems more fair.

      - how is that one price for all, if the 'loser' ends up shelling out $30? That's 'one price for all except THAT loser!'

    5. Re:Newbie penalties (we need to be fair, right?) by roman_mir · · Score: 1

      By the way, with your idea I just thought of a perfect way to screw anybody new, who enters the game for the benefit of those, who've been stuck in it for a while. All noobs are all losers, didn't you know? It's fair and balanced.

    6. Re:Newbie penalties (we need to be fair, right?) by artor3 · · Score: 2

      How the fuck is this insightful? It's a nonsensical strawman argument.

    7. Re:Newbie penalties (we need to be fair, right?) by iroll · · Score: 1

      Or, everybody pays the same price up front and the same monthly fee at first, and the people who get good ratings and few/no complaints quietly get their bill lowered as a reward. Kind of like the karma ad blocking on slashdot...

      But that doesn't have as much 'derp,' so it must seem unfair.

      --
      Repetition does not transform a lie into the truth. - FDR
    8. Re:Newbie penalties (we need to be fair, right?) by Stuarticus · · Score: 1

      There's an achievement for that, personally I'm not sure have someone walk you through the solutions to the puzzles is fun, doesn't the enjoyment of a puzzle come from solving it for yourself?

      --
      If you think someone isn't free to have a different definition of "freedom" you may be a tyrant.
  16. "Optimal pricing service" by Anonymous Coward · · Score: 0

    What a bunch of management wank-speak that is.

  17. Awful by dcl · · Score: 1

    I love Valve, they support their games and reward the gamers in brilliant ways, but this is one of the stupidest ideas I've heard of in a long time.

    1. Re:Awful by Steauengeglase · · Score: 1

      Depends on how they do it. I'd wager that most gamers would rate other gamers less on their body count and more on, "was that guy a total dick". If it goes this direction I'd see this as a plus because no one likes getting screamed at and told that their entire family should die in a fire 2 seconds after spawning. It would cause player retention to go up as well as getting rid of some pointless intimidation for new players. Hell, I would pay more just to have the jerks weeded out. If I'm wrong and most gamers really do care that much about body count, this is a doomed idea.

  18. That is how Gray Markets are Created. by Anonymous Coward · · Score: 0

    Microsoft Sells the Same Product at several price points. So you get copies of "Only to be sold with a new Computer software" floating around. And Student Office at 1/3 the price of Business Office. Even Hardware companies have to fight the importation of products sold cheaper in other counties.
    Prescription Drugs, in the U.S. you can drive to Canada and get a lower price.
    Every Business want to get the maximum you can afford to pay. Most have to settle for what the market will bear. It is called capitalism.
    Otherwise it will just create a new scam where you try to convince them you are in the lower cost group.

  19. Please go back to making games by Anonymous Coward · · Score: 0

    It seems to me that Mr. Newell has lost his way similar to MIT engineering graduates that work for Wall Street. We know that it is broken, and we know that you can do it better then them. But I'd rather play better games (i.e., HL3) then play shitty games cheap.

  20. Also known as; DLC by RobDollar · · Score: 2

    What started as the Team Fortress 2 nonsense store which allowed the purchasing of hats in a first person shooter(!), has progressed to a total overhaul of how Valve sell their products. Portal 2 is now fast becoming the flagship example, with, wiat for it, hats available for purchase, along with little flags and such. DLC (I feel a bit sick every time I say or type that) is the devil that you cant' avoid. If Activision put a human shit in a box and sold it as Call of Duty (or Modern Warfare, whichever they own) material DLC, for let's say £5 / $9, it's guaranteed they would make a profit. Call of Duty: Human Chemical Warfare in a Box.

    Pretty much every game you buy now has this so called downloadable content, right from the game's release. There's no relevant analogy here, even the most coherent slashdot analogy wouldn't be able to ascribe to the bizarre concept of selling an entertainment product with parts loped off and sold along side it.
    A great example is the add-on content to Railworks 2. A £25 game with £800(sic) of DLC. Have a look if you don't believe me. http://store.steampowered.com/app/24010/

    Bottom line, there's a huge amount of money to be made on the DLC market and any game company would be stupid not to dip into that pool. And it's a damned shame.

    1. Re:Also known as; DLC by MimeticLie · · Score: 1

      Two points. 1: Valve does DLC properly. Instead of using day one DLC and charging for things that should have been free, they charge for cosmetic things (yes, you can buy weapons in TF2, but you can unlock those through playing as well). Sure the hat thing is silly, but it's let Valve finally get a return for all the free content they've produced for TF2 (4 years worth).

      2: Railworks is a sim game for hardcore train fans. It's a niche product, so it's no wonder the DLC costs quite a bit. The developers are going after a very limited number of sales. And it certainly isn't "an entertainment product with parts loped off and sold along side it". If you paid any attention to the New Releases section of Steam, you would have noticed that the DLC in question has been released over a period of years.

      If you want to take issue with DLC, go ahead, but at least aim your ire at people who deserve it.

    2. Re:Also known as; DLC by Anonymous Coward · · Score: 1

      2 points:

      1 - You don't actually need to get all the DLC to enjoy the game.
      2 - If you included all the DLC with the initial purchase - either the company's profit margin would go down (keep the consumer price constant - could reach the point where the game might be no longer feasible to develop) or the consumer price increases to the point where the audience is no longer interested in paying for it.

      To me DLC is almost analogous to a-la carte cable channel selection. In this case I might be interested in the base game + the portland expansion pack (b/c I grew up there) and thats pretty much it. I'm glad I can buy what interests me the most and leave the rest out of it. (And hell I'm glad someone cared enough to add some niche content...)

    3. Re:Also known as; DLC by osu-neko · · Score: 1

      So, no one should ever put more work into a game than the $59.99 initial price warrants? Or are you saying that they make $200 games and then don't "lop parts off" but insist everyone pay $200 up front?

      No relevant analogy? Please. A very simple car analogy is right at hand. You seriously believe no one ever buys anything but a base model car, or never pays to have additional features installed after?

      --
      "Convictions are more dangerous enemies of truth than lies."
    4. Re:Also known as; DLC by Anonymous Coward · · Score: 0

      Portal 2 had day 1 DLC

      just sayin......

    5. Re:Also known as; DLC by aztracker1 · · Score: 1

      voltron.. each lion sold separately... He-Man, green tiger sold separately... (insert toy here) "collect them all" ... it isn't new at all.

      --
      Michael J. Ryan - tracker1.info
    6. Re:Also known as; DLC by Anonymous Coward · · Score: 0

      "Properly" is the cosmetic DLC in Portal 2 can be unlocked in the console versions but you have to pay for in the PC version?

    7. Re:Also known as; DLC by Steauengeglase · · Score: 1

      I feel like we are still in the infancy of all of this and many companies are going to make the mistake that some of their previous successes in DLC are "how business is done" and it just becomes another checkbox on the game development list that becomes exploited in a more miserly fashion with each new iteration. Thankfully there have been huge blunders (horse armor) that pointed companies in better directions. So I'm not too worried on that one.

      The one thing that does bug me is that DLC seems to be driving some developers, who would have otherwise have taken chances that were as striking and original as their earlier titles, to make luke warm follow-ups and then add DLC (why can't we just call it an expansion pack?) that takes the risks that fans of the original were hoping for in the first place. Granted it is just hedging your bet, but I'm afraid it may drive gameplay back instead of pushing it forward.

    8. Re:Also known as; DLC by The+Dawn+Of+Time · · Score: 0

      Yeah I'm with you man Valve OWES me that content I'm entitled to what I want for free because I want it and just because these greedy fucks want to make money doesn't mean they deserve it but they should still be forced to invest massive sums of money to entertain me anyway just don't reward them cause I WANT WHAT I WANT FUCK YEAH!

    9. Re:Also known as; DLC by FlyveHest · · Score: 1

      What started as the Team Fortress 2 nonsense store which allowed the purchasing of hats in a first person shooter(!), has progressed to a total overhaul of how Valve sell their products. Portal 2 is now fast becoming the flagship example, with, wiat for it, hats available for purchase, along with little flags and such. DLC

      Those items are pure vanity items, they make no difference ingame whatsoever, so why would that piss you off so much?

      If you don't want a fancy new hat, a little flag, or a new lo-5 gesture, then just don't buy one, and the core game experience will be exactly the same for you and the guy that bought the all-content pack.

      While I absolutely agree on paying-for-skills is a bad idea, I have no problems with someone paying 10$ for a new hat, if they want to stand out from the crowd wearing that, and I can't really understand why that would annoy you in any way.

      If people are willing to pay, then let them, gives Valve more money to get Ep 3 done :)

    10. Re:Also known as; DLC by Haeleth · · Score: 1

      There's no relevant analogy here, even the most coherent slashdot analogy wouldn't be able to ascribe to the bizarre concept of selling an entertainment product with parts loped off and sold along side it.

      Well, it would be kind of like a car, if the manufacturer advertised a "base spec" and then forced you to pay extra if you wanted cruise control or alloy wheels or leather seats or a sunroof. Sounds crazy, huh?

      Or like a phone, where you don't get the complete phone, you have to pay separately if you actually want to make calls or text, and then you have to pay again for data, and then you still don't have all the apps you want and you have to pay a few bucks for each of those as well. Maybe they would get so greedy that they would even charge for cosmetic things like ringtones! Such a bizarre concept.

      I'm sure glad we don't live in a world like that.

    11. Re:Also known as; DLC by ildon · · Score: 1

      What are you retarded? You can completely avoid TF2 and Portal 2's hats and trinkets. 100% avoid them. They're entirely optional to the gameplay experience. They're one of the examples of DLC done right: Let the people with more money than sense subsidize the rest of the playerbase, who don't have to pay anything extra ever if they don't want to.

    12. Re:Also known as; DLC by ildon · · Score: 2

      Which had NO EFFECT ON GAMEPLAY. Bad "day 1 DLC" (in the eyes of people who whine about that shit, honestly I think it's fine) is DLC that's like a set of 5 multiplayer maps when the game only shipped with 5 to begin with, or a single player mission that gives a bunch of goodies that makes the game easier, or when an NPC runs up to you and asks you to save his family and when you agree a dialog comes up to enter your credit card information to help him. The logical complaint is that these are pieces of gameplay that were built concurrently with the game (meaning resources concurrent with the original production of the game), and were on the original install disc (giving the user the feeling of "having already paid for it"), but which the user is locked out of and unable to access on the game they purchased on release day without shelling out another $5-$10.

      However, hats are not gameplay. They're 100% optional cosmetic additions to your in-game avatar which no one will ever see except the one friend you play Portal 2 coop with the one time you play it because it's the type of game it doesn't make a lot of sense to play over and over again (because once you've solved the puzzle the best you can do is solve it faster, which isn't interesting to a lot of players).

      There is some merit, in general, to complaints about real "day 1 DLC" as I described earlier, however I don't agree with the argument. There is NO merit to complaining about Portal 2's fucking hats, unless you REALLY LIKE HATS in which case I guess Valve are fucking geniuses that people get so bent out of shape over them that they demand they be free instead of charged for.

      The idiots who buy these hats are paying for YOUR free DLC like more single player and coop maps for Portal 2 and the hundreds of free updates including new maps and gametypes and achievements and weapons and gameplay balancing patches you've gotten over the years for TF2. You should be fucking thanking Valve for this type of DLC not getting upset about it.

    13. Re:Also known as; DLC by MimeticLie · · Score: 1

      Are the console versions going to be getting the free coop levels that I remember hearing about? I know the Xbox won't, but not sure about the PS3.

      I'd rather they charge for hats than for levels.

  21. Re:Same old bullshit by cduffy · · Score: 2

    If those fake accounts need to spend real money (buy in at retail price) to count, that's not such a likely scenario.

  22. Maybe by Anonymous Coward · · Score: 0

    Nowadays, "government jobs program" sounds like he's pulling one over on someone if he's making enough for a game. Anything short of being paid sub-minimum wage on a contract basis for undergoing medical experimentation or other things valuable to the shareholders and other early resource adopters is socialist -- in the Network News sense.

  23. Don't charge me for MP modes by Anonymous Coward · · Score: 1

    This makes no sense until you start breaking down the components of the game. I don't play online multiplayer, so don't charge me for it. But I might be interested in playing, say, the Portal 2 Co-Op modes, so maybe I'll buy it for this game and not for others. Break *that* one-price-for-everyone model down, and I'd be interested.

  24. Hrmmmm, interesting by definate · · Score: 4, Insightful

    I initially wrote this off as "oh he's sort of trying to implement perfect price discrimination", which is great in theory, impossible in practice.

    But if you ignore his "one price for everyone is a bug" idea, which is fucking stupid. Then supplant it with a, you get micro payments over time, to your account, for playing a lot and being a good player. Then it's just "incentivise people to play nice". That would mean some sort of mechanism of ranking players (based on fun), and giving them targeted discounts based on new games.

    This seems fine and dandy... in theory. Once again, how would such a mechanism be implemented? Admin's would suddenly have a lot of power, or other players would, where they could actually do monetary damage to someone. You'd need a dispute resolution system, which is going to cost you overhead. Suddenly you've invented an elaborate system, which might make less profit, and the inventive structure might deter people from getting into these games because "well if I'm not good at it, I might end up paying more for other games I'm more interested in/better at".

    At which point, you realize BOTH of these ideas, and likely everything this man has ever said, everything his grandparents ever said, and that his spawn will ever say, is wrong!

    --
    This is my footer. There are many like it, but this one is mine.
    1. Re:Hrmmmm, interesting by Intrepid+imaginaut · · Score: 1

      Micropayments would work well for this, a flat monthly charge would too slow to keep up with the dynamics. If you focus on incentivising good behaviour, not so much punishing bad behaviour, people will work it out for themselves. Mind you someone who plays a lot is actually costing the company more, so bulk discounts are kind of self defeating. So yeah I can't see much use for this idea.

    2. Re:Hrmmmm, interesting by Opportunist · · Score: 1

      Who gets to determine what's "good" and what's "bad" behaviour? The other players? Any chance I could be a spectator for the train wreck?

      Could you imagine how many people would consider someone a true friend and wonderful buddy who is too stupid to play a game and lets them pad their kills?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:Hrmmmm, interesting by Anonymous Coward · · Score: 0

      Seeing as how all of VALVe is essentially swimming in money from their success with Steam, I don't think Gabe Newell is ALWAYS wrong.

    4. Re:Hrmmmm, interesting by definate · · Score: 1

      ARE YOU SAYING MY INFALLIBLE LOGIC IS WRONG? HOW DARE YOU SIR!

      This little body of text is to get around the caps filter. Please ignore it, and continue to read with the same amount of rage as above, until I say stop.

      --
      This is my footer. There are many like it, but this one is mine.
    5. Re:Hrmmmm, interesting by Anonymous Coward · · Score: 0

      In the other words, economy will take care of it:

      "Loosers" will simply leave for competition which does not tell then "lol, u suck, pay us moar" so increased profit will be voided. No one likes to be told they suck. And charging for that is so insulting that few people will continue making business with you.

      Leftover "Winners" with their lowered profitability will make you earn less.

    6. Re:Hrmmmm, interesting by definate · · Score: 1

      Exactly.

      --
      This is my footer. There are many like it, but this one is mine.
    7. Re:Hrmmmm, interesting by Anonymous Coward · · Score: 1

      Micropayments in the form of points which you can use for in-game rewards (brag rights without game benefit) or in large point total cases, gaming discounts - and In game penalties (humiliation penalties without game balance impact) and preference discrimination in multiplayer server join scenarios based on vote ups or vote downs could certainly be built into gaming models - making games more fun for popular players and less fun for assholes. Balancing that so that guilds/clans didn't just down vote the fuck out of key opposition players would be difficult - but possible. And you could build it into a fairly transparent/end user benevolent model.

      The knack is to make 'I'm awesome, I might get a discount' the incentive rather than deterring people with penalties.

    8. Re:Hrmmmm, interesting by definate · · Score: 0

      It seems you didn't read the other people, who responded with essentially the same idea, which was the shot down by the obvious problems with this.

      But you know, thanks for trying.

      --
      This is my footer. There are many like it, but this one is mine.
    9. Re:Hrmmmm, interesting by Sky+Cry · · Score: 1

      But if you ignore his "one price for everyone is a bug" idea, which is fucking stupid.

      Micropayments have already proven to be a good way to get price discrimination. For example, check out what happened to Dungeons&Dragons Online after it went free-to-play with ability to buy extra content or eye candy. By giving customers a lot of payment strategies to choose from they managed to get a huge revenue increase. Here's a first link I googled out for you: Going Free Boosts Turbine's DDO Revenues 500 Percent. This is reality, not theory.

      Suddenly you've invented an elaborate system, which might make less profit, and the inventive structure might deter people from getting into these games because "well if I'm not good at it, I might end up paying more for other games I'm more interested in/better at".

      You're bashing a perfectly reasonable theory for *your* inability to see it implemented. They must love you at brainstorming sessions. All of the points you mentioned can be worked around. For example, you can have a per-game rating that can never get below 0, so there would be no point in avoiding a game.

    10. Re:Hrmmmm, interesting by Sky+Cry · · Score: 1

      Actually "loosers" will not be told they are such for exactly the reasons you state. However the incentive to make games more fun will bring in larger audience (because people play to have fun first and foremost). So you give some discounts to "fun to play with" players and you get this money back thanks to the increased revenue. You win, your customers win - this is how you do business.

    11. Re:Hrmmmm, interesting by Anonymous Coward · · Score: 0

      Universities have a system that is close to near perfect price discrimination. Start with an excessively high tuition fee that only the wealthiest can afford. Use a system of loans and grants, based on financial details that students are required to disclose if they wish to receive aid, to reduce the initial burden of payment to the maximum each student would be individually able/willing to pay. The result, almost everyone enrolled in the university is paying as much as demanded. The only exceptions being the super wealthy and the scholarship students, however the scholarship students are primarily meant to increase the perceived value of the institution anyway.

    12. Re:Hrmmmm, interesting by definate · · Score: 5, Interesting

      Sorry. I made the fatal mistake of RTFA, and just Re-RTFA just in case I missed it, and I still don't see it. Nowhere is he talking about micro-payments for extra content or eye candy. Also, this isn't "a lot of payment strategies" your examples are "different products". There is a HUGE difference.

      I have no problem with these different products, such as paying for eye candy (like more hats in TF2!), or paying for DLC. No problem there, and this isn't what he's talking about. Also, this isn't price discrimination. You could loosely apply third degree price discrimination, but this would be more like "You bought a more expensive variant of the game and it comes with a golden hat, which can't be purchased later".

      What he's talking about, is proper price discrimination, and he offers these two examples:

      "charging customers based on how much fun they are to play with"

      " how much people want to pay for items. Some people are happy paying a dollar. They’ll pay a dollar over and over and over again, others want to be different, others want to run servers and create mods. Each one of these people should represent a different monetisation scheme for the community as a whole."

      While the latter is a possibility and they're already doing this (such as "free to play this weekend", "DLC", "WoW pricing model", etc), the former, is what everyone is discussing.

      Okay, so your per game rating means they can't apply discounts beforehand, additionally it's open to the biggest weakness of "how do we rate 'fun'". Do you know an easy way to calculate this? A way which isn't open to gaming? A way where you don't give the trolls a very nice weapon? A way where the administration overhead doesn't increase disproportionately? A way which allows you to trust servers that you don't run?

      Quite frankly, you're saying I have an "inability to see it implemented", where as you've got what I like to call entrepreneurs myopia, it's like marketing myopia but it's where you don't think through the entire solution, systematically, and instead jump to simplistic solutions which don't necessarily reflect reality. We all get it, especially entrepreneurial types (Read: ADD/Bipolar types).

      Also, this sort of analysis is what I do. Implementing different revenue models, is extremely difficult, and requires looking at each stakeholder (particularly the ones which are customers or associated in that way), then considering how they make their buying decision, considering what all the incentives produced are, what sort of proportions these would be produced in, and what the sum of these two would be. You're bound to get a lot of this wrong, because incentives aren't obvious, until a lot later. The dotcom boom was a perfect example of this, many different revenue models which on the surface seemed good, but underneath was a house of cards. Though hopefully we likely wouldn't make the valuation feedback mistake again (Well, at least as obviously).

      "Brainstorming" I've found to be useless, you just get a pile of ideas (which are never in shortage), instead of rigorous analysis. Which is what's actually required!

      Anyway, I sort of went off on a few tangents here, it's hard to stay on track when discussing such complicated ideas, in essentially an open forum (and they are complicated ideas, when you look at them in full).

      --
      This is my footer. There are many like it, but this one is mine.
    13. Re:Hrmmmm, interesting by Anonymous Coward · · Score: 0

      Gabe has a long, public history of being correct. What have you got?

    14. Re:Hrmmmm, interesting by definate · · Score: 1

      I don't come from a country with that model, ours is a merit based system, where everyone pays the same (though some programs/courses cost more), and people are divided by their entry method(s) score. Though local students (defined as being from that country) pay a discounted amount, and receive government funding, where as international students pay the full price.

      Having a quick read over this, I'd suggest it's nowhere near perfect price discrimination, unless each (or at least, relatively small groups) of students receives a different price. From the sounds of it, there are a few different groups, and they each receive their own price. There's the people who can afford it, the people who can't but merit learning this, and the people in between. This is fine, and is nowhere near perfect price discrimination.

      However, if they do discriminate per person, and you're legally required to hand this information over, I'd be surprised if you don't have a case under your countries competition laws.

      --
      This is my footer. There are many like it, but this one is mine.
    15. Re:Hrmmmm, interesting by definate · · Score: 1

      I didn't realize that having made "correct" decisions before, means you will make correct decisions into the distant future.

      Also, a quick google for things he got wrong/failed at...

      • Prospero, the game that we never shipped.
      • The TF2 that was built up until 2000
      • The second TF2 (the current one, is the third try at it)
      • Our first stab at Blobulator was a failure
      • Invasion was a failure.
      • There’s a few failed starts to build Left 4 Dead, too.
      • Well, there was the flying fairy game
      • banning people in Call of Duty. That was way, way bigger an issue for us than piracy
      • PS3, so far. The way we’ve dealt with those customers so far, and the product that they have, and the lack of updates on the 360 for TF2 is also a total failure

      Seems he's got a lot of failures. I'd be surprised if they were the only ones too, you tend to not get things right, without a fuckload of failures, you just hope that the ones you get right, can keep you solvent.

      Also, I didn't realize that to critically analyse an idea, that I needed to have succeeded more than the person I was criticizing. Seems slashdot has really tough requirements to comment these days.

      --
      This is my footer. There are many like it, but this one is mine.
    16. Re:Hrmmmm, interesting by masterwit · · Score: 1

      I didn't post AC above... but i do read replies :)

      AC stated: The result, almost everyone enrolled in the university is paying as much as demanded.

      Take this in consideration...with the following (which you have) again:

      From the sounds of it, there are a few different groups, and they each receive their own price. There's the people who can afford it, the people who can't but merit learning this, and the people in between. This is fine, and is nowhere near perfect price discrimination.

      You nailed it.

      and you're legally required to hand this information over,

      Some facts are legally required, some not. (Or you can not provide them and mysteriously have your application rejected - or sent back with an incomplete ribbon.) Ironically, however, financial aid based on income of household (I have heard this so take it with a grain of salt)... ...accounts for a very small portion of financial aid.

      I have been blessed in life but I also worked my a** off for some scholarships. Result: I paid in the bottom 10% (knowing a dead of admissions at another school provided me this insight.)

      Lastly,

      I'd be surprised if you don't have a case under your countries competition laws.

      There should be a case for a lot of things these days in my opinion, esp IP Law, copyright, and other message-board-hot-topics... you get the point. (we all strive for a better world on this stuff, but reality is a b****)

      cheers!

      --
      We should start a new Slashdot and return control to the geeks. It actually wouldn't be that hard to get some users to
    17. Re:Hrmmmm, interesting by definate · · Score: 1

      It's an interesting system. One I don't particularly like. The whole "being required to provide financial information" really doesn't sit well with me. I'm okay with Universities asking for it, but I'm not okay with government handing them the keys to knowing how much they can charge. I'm sure this measure was done as part of some government funding requirement, to attempt to help them discern who can pay and who can't.

      The problem being that creates a whole lot of power for them, and I'd be surprised if it didn't explain a large amount of the growth in university costs.

      The more I hear about the US's education system, the more I'm amazed at how insane it is. For instance it was just the other day that I learnt that "legacy" students (students whose parents went to that university) are offered preferential placement, and either much lower standards of entry, or have no required standard for entry (beyond being able to afford it). To me this sounds insane. It's shooting yourself in the foot, by decreasing the quality of your education. Perhaps not in the short term, but in the long term. I was most amazed to hear that this practice often happens a lot at your more famous institutions (Harvard, Yale, etc).

      I didn't research this last bit, but had a brief search, and it seems it's less prevalent, and almost only with the old institutions. Very odd.

      Take this, and add in what I saw in Waiting for Superman, and the US seems crazy with its education system. Hopefully you earn enough to not have it affect you, or are gifted enough.

      --
      This is my footer. There are many like it, but this one is mine.
    18. Re:Hrmmmm, interesting by Sky+Cry · · Score: 1
      tl,dr, so in points:
      • price discrimination is proven to be able to both draw more people to an online game and increase the actual revenue, so it's worth a try;
      • price discrimination doesn't necessarily mean any single person would be forced to pay more than they pay now;
      • there are certainly issues with this (e.g., "how to measure fun"), because, let's face it, it's just a theory right now; but that doesn't mean this theory is pointless and shouldn't even be considered
    19. Re:Hrmmmm, interesting by definate · · Score: 1

      Oh, lemme break it down for you then. In response to your points:

      1) What you're talking about, isn't price discrimination.
      2) I didn't say anything about that, not sure why you'd assume I'd even think that.
      3) I do work in this area, I try to measure these sorts of things, and this is useless.
      3 part 2) It was considered, it will likely be considered further, the very fact that I commented, was my consideration.

      There we go, even you should be able to manage to read that.

      --
      This is my footer. There are many like it, but this one is mine.
    20. Re:Hrmmmm, interesting by Sky+Cry · · Score: 1
      Thank you for valuing my time with your new concise reply. I will also try to be concise for your sake.

      1a) Regarding DDO, see your link:

      For certain products, premium products are priced at a level (compared to "regular" or "economy" products) that is well beyond their marginal cost of production. Economists such as Tim Harford in the Undercover Economist have argued that this is a form of price discrimination.

      1b) Regarding Valve: you give a discount to the segment that is fun. There are no rules you can't segment customers this way. While your goal isn't to cover more market with the highest possible price, this isn't a requirement of price discrimination (see the examples in the wikipedia link).

      2) Your words:

      the inventive structure might deter people from getting into these games because "well if I'm not good at it, I might end up paying more for other games I'm more interested in/better at"

      No, you won't pay more for other games. You just won't pay less if you aren't fun to play with.

      3a) Appeal to authority is not an argument. And if it was, it wouldn't be an argument you can win, when the original idea is by someone with much more authority than you.
      3b) Commenting is not the kind of consideration I was talking about.

    21. Re:Hrmmmm, interesting by masterwit · · Score: 1

      Should have taken the blue pill.

      example

      --
      We should start a new Slashdot and return control to the geeks. It actually wouldn't be that hard to get some users to
    22. Re:Hrmmmm, interesting by masterwit · · Score: 1

      forgot to add (politely), I agree with what you say!

      --
      We should start a new Slashdot and return control to the geeks. It actually wouldn't be that hard to get some users to
    23. Re:Hrmmmm, interesting by definate · · Score: 1

      1a) Go re-read your proposals and see that they don't apply.
      1b) No one said anything about that.
      2) You would pay more, relative to expectations. However, this was intended as an example of how the incentive structure might.
      2a) I'm not going to provide examples for every outcome.
      3a) I have to appeal to authority, because to carry on the argument of why "how to measure fun" is a useless task, I'd have to write a huge paper on it, and depending on your education, I might need to teach you mathematics (with a focus on statistics) and economics. Either way, it's far out of the scope of Slashdot.
      3b) If you understood 3a, you'd understand why I'm so flippant.
      4) Many people consider Gabe Newell to have applied rigorous analysis to this, and so they're arguing for his idea, however reading it, it didn't sound like it was something he's thought about much. Just a passing comment in an article.
      4a) I'm sure when they sat down to really go over it, they'd come across these same problems.

      --
      This is my footer. There are many like it, but this one is mine.
    24. Re:Hrmmmm, interesting by Anonymous Coward · · Score: 0

      And you would need a system to deal with Anonymous, who decides to take the top to the bottom or vice versa...

    25. Re:Hrmmmm, interesting by CCarrot · · Score: 1

      Who gets to determine what's "good" and what's "bad" behaviour? The other players? Any chance I could be a spectator for the train wreck?

      Who gets to decide what's a 'good' post and a 'bad' post on /.?

      True, the system as described is open for abuse, but limiting the players ability to 'venge on each other by limiting the damage (or kudos) players can 'spend' on other players seems like a somewhat workable solution, much as it is here. Translating that to dollars may not be the best idea, since people get funny about that, but opening up in-game specials, or adding access to special items based on good game karma might be an acceptable alternative.

      --
      "I love animals! Some are cute, others are tasty, what's not to like?" - Betsy Schroeder, Jeopardy contestant
    26. Re:Hrmmmm, interesting by Anonymous Coward · · Score: 0

      hello, this is basic capitalist strategy.
      it's called market segmentation.

    27. Re:Hrmmmm, interesting by Opportunist · · Score: 1

      You don't think the moderation system on /. isn't being gamed, do you? And here it's for fun. There, it will be for profit.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  25. Re:Same old bullshit by mlts · · Score: 0

    The fake accounts can always use bogus credit cards. Yes, it seems like money coming in, but a lot of that will be yanked back out when charge-backs start occurring, or people wonder why they got double-billed.

    One reason why gold spammers on MMOs are common is that when people hand the sleazier ones their credit cards, the cards are charged multiple times, usually to provide 1-2 extra accounts ready for botting. Now multiply that by how many people on a MMO pay for gold. It is easy to understand that even though a MMO company may swing the banhammer like a lawnmower like in Dead Alive, it doesn't seem to have that much effect.

    If a botter decides to make all their bots put in a complaint about someone, most GMs seeing that pop up will almost certainly boot if not suspend the victim's account just to see what is up.

  26. Re:the cable and sat co need ideas like this no bi by seanvaandering · · Score: 1

    If my wife didn't watch TV, i'd stop subscribing tommorow, so I hear you loud and clear.

    Cable companies could make more money if they could just become repositories for programming on demand for everything. So basically they become one giant PVR - and charge per episode or per season for programming - of course, advertisers would want them to force ads, but if I had enough money to start it up, id offer a full streaming on demand service - one subsidized by on screen ads while you were watching programming and one where you paid to have no ads.

    Then if I wanted no ads on a series of programming, for 20 episodes I'd pay like $20.00 for the season, and would have a month to view it. If I wanted to do single episodes, then i'd charge $2 per episode for instance. The thing is, like being in a restaurant - it's all about the selection, and if the selection is good and what people want, they will gladly pay through the nose for it.

    Fantasy I know, but I can dream :)

  27. Curses be the socially inept! by macraig · · Score: 4, Interesting

    So lemme get this straight, Mister Newell: you wanna charge socially awkward and inept people, like loners and people with Asperger's Syndrome, a premium simply because they don't benefit your Bottom Line above and beyond what they pay for the game? You want to penalize them for being "unpopular"?

    Wow, as if they didn't get enough of that mistreatment in high school, now they have to endure it in the marketplace.

    1. Re:Curses be the socially inept! by artor3 · · Score: 3, Insightful

      Victim complex much? He wants to charge more to the trolls and hackers. The sort of people that join a server and blare Rick Astley through voice chat nonstop. That's not going after the loners, that's going after the assholes.

    2. Re:Curses be the socially inept! by macraig · · Score: 1, Insightful

      Get out of Mom's basement much? He effectively wants to penalize anyone who doesn't positively effect the social aspect of a game (and thus indirectly benefit Valve)... in other words, socially impaired people, not just "trolls" and "hackers". Newell never used those terms, you did. You don't seem to have a very useful definition of "socially impaired". Newell used a brush about as wide as "socially impaired", not as fine as "troll" or "hacker". There are plenty of ways a person can cause people to shun him that can't be described as either trolling or hacking.

      I should know: As a volunteer for Designated Drivers, I made what I thought was an interesting constructive comment in a preliminary meeting. I was later asked by the director to please leave and not come back, because of that ONE comment. Other volunteers had complained about it and said they didn't want to partner with me, BECAUSE of that one comment. The comment was my mention of the numerous studies that have demonstrated that what we typically think of as "drunken" behavior is actually voluntary, allowed and enabled by social and cultural tolerance of that behavior when someone is presumed to be drunk. In other words, people behave that way after drinking alcohol because they know they'll be excused from it. It wasn't my judgement or opinion; I was merely stating a clinical fact. And for that people didn't want to be in the same car with me.

      People that do or say innocent things like that will be swept up just as quickly in Newell's proposed dragnet.

    3. Re:Curses be the socially inept! by Anonymous Coward · · Score: 0

      No one cares about you. Game server admins are trying to make a fun social atmosphere for people to play. I'm not going to hold someone's fucking hand in public. If they want to be treated equally play a single player game.

    4. Re:Curses be the socially inept! by Anonymous Coward · · Score: 0

      > get out of mom's basement

      That's rich, coming from an internet autist.

      The only problem I can see with this scheme is that the union of "unpleasant autists" and "people who play video games" is pretty much 1.

    5. Re:Curses be the socially inept! by Anonymous Coward · · Score: 0

      I can certainly relate to the people not wanting to be in the same car as you and drunk people, since you are likely to insult the drunkards. Drunk people can be ... unwise to insult, especially when driving.

    6. Re:Curses be the socially inept! by thijsh · · Score: 1

      And exactly because of this 'discrimination' they will legally be required to do this in reverse... Everyone will pay the same fee, but the valuable team players get a discount... I think this can be a good thing! When you get good at a game you can play for free or even earn some free stuff. And I'm fairly sure that even people with Asperger can manage to be great team players that contribute to the game... And as to loners, who do you think are the top ranked players in most shooters? It's not the guys with the most active social lives!!! :)

    7. Re:Curses be the socially inept! by Anonymous Coward · · Score: 0

      So lemme get this straight, Mister Newell: you wanna charge socially awkward and inept people, like loners and people with Asperger's Syndrome, a premium simply because they don't benefit your Bottom Line above and beyond what they pay for the game? You want to penalize them for being "unpopular"?

      Wow, as if they didn't get enough of that mistreatment in high school, now they have to endure it in the marketplace.

      Asperger's doesn't excuse you from installing an aimbot or mic spamming Rick rolls every time you shoot someone. You can be an introvert without being unpopular, in game.

      The pricing model envisioned here rewards you for friendly behavior more than it does for having friends per se, at least if done right. And if you can't manage that, then on some level I hope they do charge you $207/game while the rest of us pay $45.99. Had enough griefers, thx.

    8. Re:Curses be the socially inept! by Anonymous Coward · · Score: 0

      Victim complex much? He wants to charge more to the trolls and hackers. The sort of people that join a server and blare Rick Astley through voice chat nonstop. That's not going after the loners, that's going after the assholes.

      CoD and Halo are going to get a lot more expensive.

    9. Re:Curses be the socially inept! by Anonymous Coward · · Score: 0

      The socially inept, being the ones who are most often trolling? Yes. Loners and People with Asperger's Syndrome, being people who either don't talk or talk sparingly? No. The system wouldn't penalize people for being quite, it would penalize people for being loud. I can't imagine why anyone would find fault with people who just sit there and play the game quietly without instgating conflict, I would even go so far as to give these people a positive rating(assuming that was the system put in place, which would a massively idiotic move.)

    10. Re:Curses be the socially inept! by Anonymous Coward · · Score: 0

      Arrogance much? The linked article says nothing about "trolls and hackers". It mentions popular and likeable people getting perks and the contrasts that with social pariahs and jerks paying more. Which makes macraig's comment much more applicable than yours. I wouldn't have bothered posting at all, except that snotty comments getting modded +4 Insightful, while the new norm on /. doesn't sit well with everyone.

    11. Re:Curses be the socially inept! by RivenAleem · · Score: 1

      I play WoW. I've raided with a whole lot of people. There are 2 examples of people who were in my guild

      1) A healer who never said a word, turned up for every raid and did a great job.
      2) A dps who never said a word, turned up to almost every raid and did a great job

      Which do you think had Aspergers?

      Can't tell? Well neither could I. It actually took over a year before I ever found out that someone had AS. It never came across in the game playing or team playing ability.

      I'm quite certain that someone with AS would be able to get on fine in a system where good (team) play is rewarded with reduced tariff. Like another poster says, this is aimed at penalising the people who go out of the way to disrupt a game, or make 0 effort to further the goals of a team based game.

    12. Re:Curses be the socially inept! by Anonymous Coward · · Score: 0

      My thoughts exactly.

      Most of the "loners" that I knew at high school ended up being pretty great people: the kind that one would WANT to play games with. it's the assholes that think that caps-locked-obscenities, anatomy jokes, and calling every new player a "stupid f'in idiot" that they're looking to prevent from happening.

      And honestly, if people want to go home and get drunk and ruin other peoples evenings: I agree they should be paying more for the privilege.

    13. Re:Curses be the socially inept! by wamatt · · Score: 1

      I think one may find that the opposite behavior occurs as an unintended consequence. In other words its legitimatizes the trolling to a mere monetary payment. A beneficial setup indeed for a troll with excess funds.

    14. Re:Curses be the socially inept! by Anonymous Coward · · Score: 0

      If Valve can identify who is blaring Rick Astley through voice chat, then why not simply ban them instead of having this weird pricing structure that allows you to be an asshat? If people are paying for the privilege of being an asshat, then guess what? The law of unintended consequences shows that they will be even *more* of an asshat since they paid for the right to it.

    15. Re:Curses be the socially inept! by robot_love · · Score: 1

      First they came for the assholes...

      Wait. Where was I going with this?

      --
      .there is enough of everything for everyone.
    16. Re:Curses be the socially inept! by Anonymous Coward · · Score: 0

      That's what the banhammer is for. No good admins on your server to do said banning? Solution: switch servers.

    17. Re:Curses be the socially inept! by Anonymous Coward · · Score: 0

      ANAL [RUPTURE]

    18. Re:Curses be the socially inept! by Anonymous Coward · · Score: 0

      uh no he is after a form of social discrimination.

      Say group X gets a discount because of some feature.

      Group Y does not get it because they do not have some feature.

      So group X tends to bring in people to play as they are the 'in' group.

      Group Y does not have the 'in' feature. So they do not get the discount. Therefore a higher price is charged to them because they do not know people.

      Hackers and trolls group Z act in a different way as they have an 'out' feature. Getting an even higher price than group Y.

      Now I ask as an econ major. Does this create MR=MC. Or is it social engineering? From a business perspective MR!=MC costs you money and customers. Social engineering is 'I feel like giving group X, Y, or Z some sort of price break/non break'.

  28. Shades of Counterstrike! by Bieeanda · · Score: 1
    Specifically, the Hindenberg of an experiment where they coded the costs of weapons and equipment to shift based on their cross-server popularity.

    The experiment broke down immediately. Prices skewed so high on some weapons that they were literally unattainable. People coded and loaded servers full of bots to do nothing but buy weapons and further fuck with the algorithm. People figured out how to turn it off and voted with their feet.

    The funniest thing about this whole 'give bennies to 'good' players' thing is? When they did it in TF2, with the halo hat for not having hacked or botted one's way through the achievements, wearing the thing just became another tool in the griefer arsenal. Likewise the Mac edition earbuds, and the weapons for pre-ordering RIFT, and anything else of the like that comes down the pipe.

    Just think about it: People are getting their undies bunched in droves over a few polygons and some limited special effects. Imagine what they'll do when there's actual money on the line.

    1. Re:Shades of Counterstrike! by artor3 · · Score: 1

      How did wearing the halo become a "tool in the griefer arsenal"? A few servers banned people who didn't wear them, but a) that's because those people were likely cheaters and b) who cares about being banned from a couple servers when there are thousands?

  29. Wait... by FatLittleMonkey · · Score: 1

    "The problem"?

    --
    Science is all about firing a drunk pig out of a cannon just to see what happens.
  30. Interesting by mustPushCart · · Score: 2

    Valve does Gods work imho so I would not dismiss this out of turn. He is naturally talking about multiplayer games because in single player games you effectively pay for the content so your entire user experience is crafted by the company using artists etc so in that case you charge what it cost you to make and think up and then some. Now in multiplayer games, the community adds a significant portion of the value to the final product so it could be argued that it makes sense that they be rewarded for adding value to a product (not unlike modders who can sell their maps on the starcraft 2 map store thingie).

    In an MMORPG you ARE rewarded for being a better community member when you join groups, raids etc allowing you to unlock better gear and levelup faster. This does not result in monetary gain but most mmo's have some kind of conversion between in game benefits and real world money (not gold farmers, more like purchasable experience scrolls and the like). So in some ways being a better community player already rewards you (at least in theory, by design). Should the base game be cheaper for better community members? I dont think so. Should being a team player/community positive give you in game rewards that are otherwise purchasable with RL cash? Yea that sounds decent.

    Its vvvvvvvery interesting he mentions Dota 2 here. First because its good to hear some news about it cos I am waiting on it, and secondly because DotA (the original wc3) has a community that WILL bite your head off the instant you make a mistake in game or say something stupid in people. For some reason DotA brings out the worst in people.

    1. Re:Interesting by Anonymous Coward · · Score: 1

      It's funny that you mention WC3 as bringing out the worst in people, but then also mention that you're rewarded in MMOs for being a better community member ... in World of Warcraft, there's VERY little incentive for being a good community member - between name changes, character appearance/gender changes, faction transfers, server transfers, and other associated services, you can be the biggest douchebag you want to be, steal all the loot you can get away with, etc. etc....then the next day, do it all over again because no one can tell it's you, now that you're on another of several dozen servers (or have hopped factions and changed your name/gender, etc.). Granted, you could say that the costs associated with such services are the financial disincentive for such, but the actual state of the community seems to show otherwise. I quit playing quite some time ago because I was tired of having to turn off every single public chat channel and go out of my way to avoid interacting with ANYONE outside of my circle of friends (in a supposedly social, massive online game, natch), as the average player carried on in such a way that would make most sailors first blush, then punch them in the face (if they acted in such a way in front of another person, which I suspect most of them did not have the ... chutzpah ... to do. =P) And their forums...dear gods, it's like someone distilled the collective vitriol of the entire internet and focused it in to a single website. =P

      I wonder if it's something about Blizzard games in particular (Starcraft 2's community quickly became rife with the same elitism and closet sociopathy evident in the WoW community), or if they've just attracted that audience over the years and it's the same army of twits flitting from Blizzard title to Blizzard title. =P

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

      I'm an officer in a large-ish guild on World of Warcraft (624 characters in a total of 210 accounts). The guild itself has been around for... gosh, I'm not sure exactly how long, I believe on the order of 5 years now? I haven't been around that long, though - only coming up on 2 years now. We got to that size not by randomly inviting anybody who stumbled across us, but by requiring new members to fill out a reasonably-long form and tell everybody a little about themselves before joining.

      The guild profile is that of a social guild with a raiding team. So we don't exclude our community to people who are hardcore raiders by any degree.

      You get the occasional twit, like you describe, who likes to answer every question with a one-word answer or random vagueness, and we either decline them or make them fix their application to show them they're serious.

      The result is a community with a not-unreasonable barrier to entry. It keeps out the guild hoppers and the ninjas. It's not a perfect process, we've had some problem members, but we have dealt with them, and do deal with them on a regular basis. (I'm a bit of a nerd myself, and I work hard to make sure people aren't shut out simply for not "fitting in", to create an inclusive environment.)

      The thing with communities in World of Warcraft is that the realm you're on is only a community in the best of days. Like in any community, there are twits, and there are generally nice people. The real community is the guild you're in or the circle of friends you have. The reason for this is simple - Blizzard does very little to enforce any community standards beyond punishing the most egregious of offenses. And even then they don't hand out much worse than wrist slaps. Heck, the twits you mention are their best customers, paying for all of those faction changes, name changes, character transfers, etc!

      Is this a bad thing? Hell no. It's not up to the game company to decide what kind of community I want to have. It's not up to them to swoop down from their high clouds and smite twits, occasionally, then returning back up into the invisible heavens, to enforce their idea of what makes a community. If somebody want to have a guild that focuses on raid progression with less regard on whether the people in the guild are twits or not - more power to them! If somebody wants a guild whose only purpose is to get as many members as possible to level up the guild, or to join a high-level guild for the perks that brings - more power to them! There are other guilds on the same realm, that would fit those descriptions rather nicely - and they are not guilds I'd choose to be a part of. (That is not to say they are full of twits, there are plenty of cool people in those guilds too.)

      It's up to the players to shape the communities in a social game like World of Warcraft, just like it's up to you to choose your circle of friends or the groups you're part of, whether it's in real life or on Facebook, or on the larger Internet.

      I guess this could be compared by analogy to the current phase we are on the Internet now, the september that never ended. Once a community becomes large enough, it's impossible to embrace all the twits and convert them. And they become too many to keep out. So you fracture into smaller communities, with community standards set not by the operator of the service, but by the community leaders that emerge.

      I think I'm part of an awesome guild, that I can be proud to be an officer of. And I'm under no illusion that I've caused or even help create this community I'm part of - that was there for a long time before I ever joined or became an officer. I just help maintain it, as one of several officers. Hell, most of the time, I'm content just keeping track of loot for our official raids (which is my primary job these days).

      Oh, and yeah. The offical Blizzard forums suck. I practically never post there and only read the occasional thread if I've been pointed there.

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

      "In an MMORPG you ARE rewarded for being a better community member when you join groups, raids etc allowing you to unlock better gear and levelup faster"

      I don't find this quite true. In a MMO (WoW for my expereince) if you follow what the comunity belive it is good (you take the correct talents, your equip give you the right stats for your class/role, you have the right consumable, you study the tacts ecc ecc) you are picked up (rewarded)for the party/raid/arena. Not that all of these thinghs are wrongs, but if you want to try to make something different most of the time the comunity will turn your backs to you (unless you are an officer/gm of your guild or a famous player on your server).

    4. Re:Interesting by Anonymous Coward · · Score: 0

      It's not just DotA, this happens in a lot of extremely competitive PC games. There are (or at least used to be) ridiculous shit-talking storms in all of the big competitive FPS games between a lot of the players when someone couldn't pull their weight. Fighting games have this to a lesser extent, with the notable exception of the Marvel vs. Capcom series, where people get into physical fights, sometimes with knives.

  31. Competing news: by Vectormatic · · Score: 1

    Internet's Vectormatic: Gabe Newell's brain broken.

    I dont care about online MP these days, but if this even so much as creeps near Valve's single player titles they can fuck off, i like my games single player and without influence from random internet people thank you very much, that includes the price

    --
    People, what a bunch of bastards
    1. Re:Competing news: by Anonymous Coward · · Score: 0

      Maybe you would like online games with random internet people if they were considerate and well-behaved. Even if you're simply not interested in online games, some people might but are deterred by offensive people hiding behind the mask of anonymity.

      That's what Gabe intends to foster, a community that is friendly and safe for casual gamers (which admittedly is where a large portion of sales come from, regardless of whether the fiercest and most loyal fans of any series tend to be the hardcore gamers). Whether his approach is correct is definitely subject to debate, but I think his goal of encouraging the online community of games is worth pursuing. I've seen many smaller online games fail because of an onslaught of trolls or hackers that drove away the legitimate players that formed the heart of the community (and when only the trolls and hackers remained, they got bored with one another and left).

  32. News Flash by OverlordQ · · Score: 1

    Large man seen on water ski's above shark infested waters.

    --
    Your hair look like poop, Bob! - Wanker.
  33. The Computer is Watching You by Plekto · · Score: 1

    Happiness is mandatory, friend citizen.

  34. wat by Alex+Belits · · Score: 1

    So now, on top of accusation of hacking, people will suspect each other in trying to get freebies from game company by pretending to drag in more customers.

    And I thought, atmosphere in some... communities could not get any more poisonous.

    --
    Contrary to the popular belief, there indeed is no God.
  35. So, in a nutshell by Opportunist · · Score: 1

    you will reward those that game the game and punish those that play it.

    Because what do you think will happen? Trolls don't play games but they toy with it. Handing them yet another toy to abuse and screw with isn't going to make it better.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  36. So girls play for free by dadioflex · · Score: 1

    Basically. Gabe invented what bar owners have known for centuries.

  37. Oh Gabe... by atomicbutterfly · · Score: 1

    Gabe, Gabe, Gabe. You love talking about this hypothetical shit, but you somehow can't bring yourself to answer even the smallest questions people ask about Episode 3 (or Half Life 3 if you believe the rumors).

    Shut the fuck up and get your developers coding already. You can't end Episode 2 like that and not have a resolution.

    Yes I'm pissed off. Maybe irrationally, but this guy's been spouting a lot of crap recently (how games need to be more social, connected to Facebook and so on) that I'm wishing for someone with more traditional views on gaming to gain prominence.

    1. Re:Oh Gabe... by Anonymous Coward · · Score: 0

      Considering that in a recent interview, he basically said that the dev process at Valve is "People work on whatever the hell they feel like working on, whenever the hell they feel like working on it, neither I nor anyone else tells them what project to work on" ... the lack of an Ep3 would seem to indicate that none of the devs at Valve *want* to work on HL2 anymore.

      Granted, I'm not saying such a dev philosophy is necessarily a *good* one, but...there's the facts as we have them.

  38. He got it half right by cbope · · Score: 1

    I totally agree with Gabe on game pricing, when the pricing we are talking about is how much the gamer pays, with the price varying based on the market they reside in. For example, a gamer in China or a developing nation should be able to pay less for a game than someone from EU or the USA. The average salary in emerging markets does not allow for paying the same price as we do in the EU or USA (or Korea, Japan, etc.). I believe this is a major driving factor behind game and software piracy in these countries. The average consumer just can't afford to pay what we can, and so they pirate the game. It has been shown time and again, if you offer something at a reasonable and fair price, more often than not people will pay for it. When the price of something you really want is out of reach and easy to get by illegal means with little risk, then piracy happens. The challenge of this is if you offer products for a lower price in specific markets, how do you prevent the lower-cost version of the product from being sold in a market where the price is higher? Steam seems to handle this pretty well, but it's still a potential issue.

    However, I totally disagree with Gabe on his server/online pricing scheme. This is just creating a way for people to literally "game" the system for profit. You are incentivizing bad behavior whenever you put a price tag on something that someone can manipulate based on their actions. Online gaming will become less about playing the game itself and more about how to game it for profit (or lower cost). This will ruin online gaming and it will not work.

  39. "clans" by Gravis+Zero · · Score: 0

    so now you can get a group of kids that want to monopolize part of the server that all say each other are fun and anyone else is terrible. they do this already but now the difference is going to be that there will be consequences for everyone they screw oever

    there go the profits!

    --
    Anons need not reply. Questions end with a question mark.
  40. It works so well for the airlines.... by count0 · · Score: 1

    Yes, the fact that you are on a flight from O'Hare to SFO and paid $234 while the person ahead of you paid $428 and the person beside you paid $173...yeah, people will loooove that model brought to Steam.

    SteamAir, coming in 2013....

  41. How about addressing the bigger problem? by ausrob · · Score: 1

    I had to chuckle (in disgust) when I read this article. "The industry has this broken model, which is one price for everyone"? One price for everyone? What? Are you kidding me? I'm in Australia where we pay far, far more for games than in the US or Europe including online purchases and content. Perhaps they meant "one price for everyone..living in the USA". Regional pricing has been a reality from the beginning and continues today despite changes in currency values, distribution, consumer habits and the digital frontier (purchasing online). Any rational discussion about changes in the games industry's pricing models needs to start with a serious analysis of the (mostly flawed) pricing model which exists today, and demystification of this so-called "one price for everyone" falacy!

  42. Makes sense (but not for Valve's current games) by Anonymous Coward · · Score: 0

    I don't really see this system working in casual, fast games like TF or CS, but a reputation system would definitely improve more "social" games like WoW.

    I cancelled my subscription to WoW mainly because it's full of jerks and the GMs either have no power to act or have instructions not to act because Blizzard values the subscription money above all else. The only thing that would make me consider reactivating my WoW subscription would be a reputation system (think eBay; you'd get asked to rate the people you have played through a dungeon with at the end of that dungeon) with actual consequences (starting with in-game consequences, but I wouldn't be against reducing or even completely eliminating the monthly fee of players with high reputation).

    1. Re:Makes sense (but not for Valve's current games) by eyenot · · Score: 1

      Yes, think eBay and i think abuses and corruption. Think Amazon, ditto. Slashdot, well we're largely above that but the moderation systems here can be abused, too. All these peer review systems have been circumvented, even countermanded by the users. More remote? Think Google-bombs. Horde behaviour would become the norm as people would prefer to fill a server up simultaneous to all their friends and just sit around showing off... I dunno, shooting a tin can in the air or rocket jumping, rather than actually play. Most of the FPS games Newell is fond of require sparse populations to maintain suspense and continuity, because the alternative is just a constant barrage of respawns in the middle of senseless humanflood. They could make bigger levels, but they would still get filled up, now with more impetus, by people looking for the lowest price. So it's ultimately a self-defeating scheme unless they are going to revolutionize how FPS war games work from the ground-up.

      --
      "Stratigraphically the origin of agriculture and thermonuclear destruction will appear essentially simultaneous" -- Lee
    2. Re:Makes sense (but not for Valve's current games) by Anonymous Coward · · Score: 0

      Yes, think eBay and i think abuses and corruption.

      So you're saying you think eBay would work better without the reputation system?

      When I think about the eBay reputation system I think "here's a guy who has 100% reputation on four thousand items sold, that's a pretty good indication that he actually sells what he's advertising". If you think that's worthless (or worse than worthless, if it immediately makes you "think abuses and corruption"), you're free to buy from the guy with 3 items sold and a reputation of 33% instead.

      Some people have "circumvented" the laws about murder, too. I guess by your "logic" (and I use the word quite wrongly there) that means we should scrap them because they're completely useless.

  43. they already do this. Europeans pay more already by sammyF70 · · Score: 1

    Valve/Steam is already implementing a "one price per region and currency" approach : the number is the same for people paying in Euros and Dollars, just the currency changes, which means quite a difference in the actual price you pay, eg. Portal2, 49.99$ vs 49.99 euros (~70 US$ according to xe). I guess we europeans are not fun enough to play with.

    --
    "DRM is like the Ford Pinto: it's a smooth ride, right up the point at which it explodes and ruins your day."-C.Doctorow
  44. Charges and rewards currency by fleeped · · Score: 1

    And as we're talking about proper greedy companies and people who would sell their mother for a new monetization idea, I can expect the following:
    1) For the exceptionally good/popular players, give some freebies indeed
    2) For good/popular players, give in-game freebies (skins, pets, etc)
    3) For bad/unpopular players, alter microtransactions so that they need to pay more or pay sth for functionality that was previously free

    Point is, they're thinking to increase ways to monetize and charge more real money, and to keep the perceived balance, they will probably add rewards in worthless in-game currencies.

  45. This could work by r3x_mundi · · Score: 1

    Not the price up front, but through rewards in the game. Slashdot's karma works in a similar way. Everyone can post, its equal in that sense, but people with more karma get more recognition. Multi-player games could have the same mechanism. Playing nicely with others could do things like making it easier to join another multi-player server, and would earn you in-game rewards more easily. Designing such a system that rewards positive behavior would be fiendishly difficult though. Also, a global ranking might not work....i might like playing with this person, but someone else might not....i might like playing with this person in this game, but not in another...

  46. Also by Sycraft-fu · · Score: 4, Interesting

    You find that people in online games quit for all sorts of bad reasons, including "That guy is better than me." I've seen that kind of thing in Bad Company 2, servers that get cleared out because people are good and nobody likes losing all the time.

    I play BC2 with a small group of friends, all who are pretty good at it. We are all above average. Get a couple of us together on a server, and we tend to slant things to the side we are on. This often leads to lots of people leaving on the other side. Sometimes it leads to a server dying because people leave, the server switches people from our team, they don't wan to be on the other side so they leave and so on.

    Even happens when we are facing another group who is playing together. That is most often the sort of game we get in, since that is where there are a lot of spots on one side. We'll get in and a group of people in the same clan are on the other side. We'll turn the tide of the battle and start winning, and they'll all leave because they want to beat up on people.

    So should we get ranked down and charged more because we are good at the game? Now I should add we don't talk shit, we don't harass people, we just play the game to win. People leave because they like to win and aren't having fun losing. Should we get penalized for playing the game, as intended, and being good just because others are not as good and do not care to play against us?

    1. Re:Also by Anonymous Coward · · Score: 0

      So should we get ranked down and charged more because we are good at the game?

      That's now how it'll work, and you know it. What will really happen is: the guys you're beating will get incentives (read: free stuff) to stay and play against you, even though they're losing most of the time. Yes, you'll pay more, but it won't be because you're good; it'll be because you don't qualify for the "you suck" discount (aka free gifts).

    2. Re:Also by QuasiSteve · · Score: 2

      Should we get penalized for playing the game, as intended, and being good just because others are not as good and do not care to play against us?

      Emphasis mine.

      My gut reaction after reading your post is, of course, "hell no".

      But let's read it a bit more carefully and put it into context with the "as intended" part of your question.

      We are all above average. Get a couple of us together on a server, and we tend to slant things to the side we are on. This often leads to lots of people leaving on the other side.

      Once you notice this to be the case - i.e. you're pretty much kicking everybody's ass on that server - shouldn't the "intended" thing be to go to a server with stronger players?
      ( Mind you, I have no idea how that works. Sounds like there's not a particularly strong matchmaking system at play there. )

      Sometimes it leads to a server dying because people leave, the server switches people from our team, they don't wan to be on the other side so they leave and so on.

      That can certainly not be "as intended". What, your teammates only want to play with eachother (probably because you're used to eachother's gameplay which is part of why you're doing so well as a team) and not against eachother, even though that might balance things out?

      We'll turn the tide of the battle and start winning, and they'll all leave because they want to beat up on people.

      As do some of your teammates (see above), but maybe they're not leaving so much because they want to beat up on people, but because they don't want to be beat up on? If you're winning pretty much every match to the point that the other team realizes you're just too good for them, maybe they decide to go to a weaker opponent? Not necessarily weaker than them - just weaker than you.
      ( I confess that's more wishful thinking than based on evidence, even if my evidence comes from a different game. )

      So to get back to your question..

      So should we get ranked down and charged more because we are good at the game?

      Maybe. That depends on whether or not you're exploiting the fact that you're good at the game.

      A lot of this hinges on whether or not there's a matchmaking system and how well that thing is performing. If you're winning most of the matches you play, then clearly you need to be served stronger opponents.

    3. Re:Also by Anonymous Coward · · Score: 1

      I play BC2 with a small group of friends, all who are pretty good at it. We are all above average. Get a couple of us together on a server, and we tend to slant things to the side we are on. This often leads to lots of people leaving on the other side. Sometimes it leads to a server dying because people leave, the server switches people from our team, they don't wan to be on the other side so they leave and so on.

      Pick ANY game in real life. Why would a random bunch of opponents who've never met each other want to play against you and all your buddies so _you_ can have a good time together? It's pretty obvious this isn't fair to all players.

      So should we get ranked down and charged more because we are good at the game? Now I should add we don't talk shit, we don't harass people, we just play the game to win. People leave because they like to win and aren't having fun losing. Should we get penalized for playing the game, as intended, and being good just because others are not as good and do not care to play against us?

      The problem here lies in the game design, not the players. Gabe has it all wrong. Stacking teams, not randomizing teams, not balancing teams, slippery slope gameplay that rewards winners with better tools to win with, etc, all need to go. On top of that you need moderators. Also, tweens and old ass adults do not mix well in competitive sports. It is fucking stupid in real life, and fucking stupid anonymously online also.

      If you want to play with a prearranged team, play against prearranged teams, PERIOD. The game should facilitate this and not let very basic, stupid things happen that would not happen in real life, like changing teams, stacking, mixed maturity levels, age groups, etc.

      That's what makes people leave, when the odds are stacked against them and they have ZEEEEERO commitment to their team because they are playing a CASUAL game with STRANGERS.

    4. Re:Also by Anonymous Coward · · Score: 1

      Should we get penalized for playing the game, as intended, and being good just because others are not as good and do not care to play against us?

      Yes.
      Want a fair game - divide your team equally between both side, not only one.
      Or play comp/pr0.

    5. Re:Also by DNS-and-BIND · · Score: 1

      Wow, you mean a coordinated group of people who play together all the time can dominate a team composed of random players? Amazing. "Playing the game as intended," an interesting choice of words. That's what clans are for, jerk.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    6. Re:Also by Anonymous Coward · · Score: 0

      Should we get penalized for playing the game, as intended, and being good just because others are not as good and do not care to play against us?

      Well, on the one hand you guys could always throw a few matches to keep your costs down. On the other hand, I could see wearing that hiked-up rate as a badge of honor, i.e. "We're so damn good we get charged twice."

  47. Not set in stone by Anonymous Coward · · Score: 0

    If you look back you'll see Gabe Newell makes a lot of statements that are blue-sky future of gaming that tend to be insightful but aren't necessarily practical or profitable in practice. That being said he also knows that there's more to being right than simply thinking you're right and historically Valve have gone in completely different directions than they had originally intended because it was the *right* way to do things.

    The one exception to this might be the whole 'hats' thing. It sure accomplished the goal of monetizing TF2 however it severely curtailed the main strength of the game, that being it's brilliant and uncluttered art design. Have you looked at any TF2 serverrs lately?

    1. Re:Not set in stone by Ash-Fox · · Score: 1

      The one exception to this might be the whole 'hats' thing. It sure accomplished the goal of monetizing TF2 however it severely curtailed the main strength of the game, that being it's brilliant and uncluttered art design. Have you looked at any TF2 serverrs lately?

      The only thing I remember about the hats was people getting all mad and promising to never play again when they had their hats removed as they cheated to get them.

      Of course, you can't really trust those people to do what they say, there was an amusing blog post by this person I recall that was saying they would never play again. You look now, and that blog post disappeared and they've got loads of random TF2 references all over the place.

      --
      Change is certain; progress is not obligatory.
  48. Buh, what? by VAElynx · · Score: 1

    ... This scarily reminds me of the swinery that regions are on DVD's
    Allowing this for games would set a dangerous precedent for other products to follow... eventually you'll find yourself buying bread for twice the price of your neigbour because the 1k you earn more sets you in a higher income bracket
    I wonder what'd happen with resale , too? I buy a game for 15 bucks and sell it to people for 20 for whom the company would sell it for 30? Meh, never mind, it'd probably be account-tied and OK with everyone since the law doesn't care much about making resale possible - see DRM

    That said, i wouldn't mind there being rewards for skill , as in, a good player of one game earning credits to use to buy other games for achievements

  49. Cynical! by Anonymous Coward · · Score: 0

    I see a lot of cynicism here. Oh, he's trying to gouge us out of more money! He's discriminating against the nerdy! All my friends will be bugging me for more crap!

    True and possible.

    But remember: the man's job is to sell fun.

    At the moment, you pay for fun at the game store, for which you receive a box. (Or, in this case, as a Steam digital download.) Whether this box will, after installing its contents, truly give you fun... is uncertain. And this uncertainly isn't cool.

    So Valve is trying to establish a closer and stronger link between paying for fun, and getting it. Hence the micro-payments[1], the social networking stuff, and today's community-building musing by Gabe Newell.

    Of course, there's got to be something in it for Valve too... and there is: happy gamers are more amenable to spending money.

    ---

    [1] I'm a fairly prolific TF2 player. The general vibe I get is, having to pay for items is distasteful, as is anybody who's obviously splashed the cash. And crates are spawn from hell. But some of the stuff is cool, a lot of money gets kicked back to the community (see TFA), and the actual gameplay is as good as it's ever been.

  50. More money please by Anonymous Coward · · Score: 0

    First I was thinking that wow this person understands that not everybody has same amount of money but no, he is talking about maximizing profit and manipulating our natural behaviour. I will be more happy when running around and charge from my credid card will be made after every kill I make, or maybe it is not made if I shoot the right person.

  51. Steaming pile of rip-off by Anonymous Coward · · Score: 0

    This is grand coming from steam, where at least 9/10 games I look into are more expensive by far usually, compared to buying online from amazon, play etc. So no middlemen, taking a cut, no storage costs, postage and packing costs, plus the retailers cut to be made, and they still charge a bucketload more for the same game.
    e.g. Rift on steam - £29.99, currently selling for ~£22 online (I saw it going for £16.85 for a while brand new)
    Left 4 Dead - bought for £9.99 on amazon ages ago when it was still £19.99 on Steam, currently £14.99
    I could go on but you get the idea...

    And these greedy feckers are still looking for ways to milk the zombie gaming public for even more. Don't buy off steam people! Hunt down bargains and avoid giving these greedy feckers full price (or your credit card details - how long til they get PSN'd?) for their overpriced DRM'd data bits.

    1. Re:Steaming pile of rip-off by Anonymous Coward · · Score: 0

      First, I would suggest RTFA. Newell is talking about adapting the price to each player (based on how he or she plays the game and deals with others in multiplayer games), not about changing the price based on which shop you buy the game from.

      Second, Rift isn't published by Valve, they dont' set the price, so Newell has nothing to do with it.

      Third, Valve's games can't be significantly cheaper on Steam, or retailers would accuse Valve of unfair competition.

      In any case, I suspect you're comparing prices in different countries and "forgetting" to include shipping, customs fees and VAT. Left 4 Dead is currently £12.50 (+ shipping) at Amazon and 13.99€ on Steam. £12.50 is approximately 14.30€, so Steam is 31 cents cheaper (more, if you include delivery). Of course, those 31 cents get you a boxed version of the game, so it's probably worth it if you're a collector.

      Steam is mostly for indie games and game packs. Big publishers won't sell game significantly cheaper on Steam because they'd be hurting their relationship with retailers (which are still by far their main source of income).

  52. But they're already doing that by Anonymous Coward · · Score: 0

    10$ for USA, 10€ for EU - super fucking equal price, innit?

  53. Menas: we don't give a shit about single player by Torp · · Score: 1

    Did you notice? All he cares about is multiplayer FPS crap. If you want an enjoyable single player experience (which is hard to find as it is), go shop somewhere else.

    --
    I apologize for the lack of a signature.
  54. It's not karma by Anonymous Coward · · Score: 0

    That's what he's trying to sell, but it's not what they're going to do. Valve couldn't measure karma even if they wanted to.

    What's going to happen is you get a points for each game you are good (ie aren't bad) in. Big discounts won't be given to people who are really good, but rather people who own a lot of games.

    In other words; you can tell Valve is trying to sell you a turd when they start advertising how shiny it is.

  55. Consumers Should Determine The Optimal Price by pandrijeczko · · Score: 1

    This is where I have a real problem with the 21st century version of capitalism.

    Through peer pressure & succumbing to advertising, too many consumers have lost their minds & backbones these days - I actually think it is quite a "sick" society we have when people are prepared to queue overnight for a new gadget or game, especially when in other parts of the world people queue for food in order to avoid starvation.

    I don't have a problem with wealth, I don't do so badly myself, but it's clear that in these times of governmental budget cuts, increasing fuel, food & utility prices, & job losses, there is still plenty of disposable income about when people are happy to shell out high prices for stuff, and stand in line for it. To me, this sends a very bad message to governments & corporations because it illustrates to them that there's clearly still a big pot of money that they can extract from Joe Public through even higher taxes & prices.

    I'm a PC gamer, but a middle-aged one, & whilst I do have a nice amount of disposable income, I treat money with respect - ultimately, this means I have no credit card debt or loans, only a reasonable mortgage for a reasonably sized house that I own with the wife. Maybe once or twice a year, I will buy a PC game within a couple of weeks of release (I certainly won't queue for one!) but most of the time I just wait until the game is 1/10 price in a budget range, then buy it.

    I simply *REFUSE* to bow to advertising pressure and hype - no tangible object is *THAT* important to me that I end up getting in a froth over it to the point where I *MUST* have it - one thing you learn when you get to my age is that the expectation is frequently the best part & actually having the object of desire in your very hands can be a letdown.

    I like nice shiny stuff and spending money - but I decide when something is at a fair price, not some money-grabbing corporation.

    --
    Gentoo Linux - another day, another USE flag.
    1. Re:Consumers Should Determine The Optimal Price by Phydaux · · Score: 1

      Through peer pressure & succumbing to advertising, too many consumers have lost their minds & backbones these days - I actually think it is quite a "sick" society we have when people are prepared to queue overnight for a new gadget or game, especially when in other parts of the world people queue for food in order to avoid starvation.

      So, I assume to alleviate the suffering of others you spend all your extra time and money on those who are not getting the essentials of life? No? Then you ARE the society you're complaining about.

  56. As a casual gamer: by drolli · · Score: 1

    I am willing to pay but only if you dont harass me with complicated schemes on signing up/getting rebates etc. If you want that people advertise for you, then hire them. If you want that people spread the word about your game on Facebook or at other places, then make a good game.

    Stop trying to pay susceptible people off for the possibility to influence their reviews.

  57. Not an expert by bryan1945 · · Score: 1

    Since I don't play online games, I don't know what kind of mechanism(s) is/are in place for dealing with trolls and idiots. But I can see a group getting together to complain about someone that is too good or they just don't like to make him/her pay more to stay. Those more qualified can say whether this is a reasonable outcome or not. I can see other fail points in his scheme. In a perfect world, this sounds like a great idea.

    --
    Vote monkeys into Congress. They are cheaper and more trustworthy.
  58. We got a taste of that already. by SharpFang · · Score: 1, Informative

    STEAM world pricing.

    USA: $59.99
    Eastern bloc countries: €59.99

    Fuck you, Valve,
    I have a choice between paying 40% more than americans or not paying at all. Guess which one I choose.
    I'm all open for honest exchange, but I have no qualms against screwing you if you try to screw me.

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    1. Re:We got a taste of that already. by ErikZ · · Score: 1

      Hey man, it's your VAT and your messed up currency exchange rules.

      --
      Democrats or Republicans. They are both taking us to the same place and they are not afraid of us anymore.
    2. Re:We got a taste of that already. by SharpFang · · Score: 2

      VAT is nowhere near 40%. Currency exchange margins never exceed 5%. And the american version isn't tax-free either.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    3. Re:We got a taste of that already. by KermodeBear · · Score: 1

      This is not a fair practice. It's pretty crummy. It has also been around for a long time.

      Books here in America and Canada have, ever since I can remember, two prices listed on the back cover. One for US Dollars, one for Canadian Dollars. The Canadian price was generally about 30% more, because their money wasn't worth as much. However, due to recent events, the Canadian and American dollar are about equal now. The extra 30% for Canada's money, however, hasn't changed. I believe that CDs and DVDs have a similar pricing scheme, but I haven't bought one of those in a very long time.

      The best way to change this is with your wallet. Don't buy the product unless the pricing is fair. Yeah, a new game might be cool, but principles are a lot more important.

      --
      Love sees no species.
    4. Re:We got a taste of that already. by Anonymous Coward · · Score: 0

      How much of that is just VAT?

    5. Re:We got a taste of that already. by TheTyrannyOfForcedRe · · Score: 2

      VAT is nowhere near 40%. Currency exchange margins never exceed 5%. And the american version isn't tax-free either.

      In the USA advertised prices never include taxes. When I buy a $59.99 game I actually pay $59.99 * 1.08 = $64.78. That final price includes state and local taxes. There is no federal sales tax / VAT in the USA.

      When you compare the "before tax" price in the USA to the Euro price minus VAT and then adjust for exchange rates the difference in cost isn't that large.

      --
      "Liechtenstein is the world's largest producer of sausage casings, potassium storage units, and false teeth."
    6. Re:We got a taste of that already. by jo_ham · · Score: 1

      Nowhere near 40%.

      The "oh, it's all the cost of doing business" excuse is bogus. VAT in the UK is 20%, and we're on the high side. There's no way that VAT+duty/currency exchange fees comes to 40% more. It's just plain customer unfairness.

    7. Re:We got a taste of that already. by SharpFang · · Score: 1

      oh, BTW, I just checked. The price does not include exchange rate to local currency. I bought EUR9.99 game from Steam recently. The amount deducted from my account converted directly to Euro is EUR10.24. So no, the price listed is not higher due to exchange rate - and I doubt Valve first converts my local currency to Euro and then exchanges that for USD. If it contained exchange rate they would list 10.24, not 9.99

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    8. Re:We got a taste of that already. by Anonymous Coward · · Score: 0

      It is the publishers that set the pricing, not Valve.

      And the publishers are often bound by legal agreements that prevent them from setting pricing lower in certain countries so they have the right to all of the sales in that country.

    9. Re:We got a taste of that already. by SharpFang · · Score: 1

      $59.99 * 1.08 = $64.78
      59.99 Euros = 84.91 U.S. dollars
      Highest VAT threshold here: 23%
      $84.91* 0.23 = 19.53 = VAT
      $84.91* (1-0.23) = 65.38
      $59.99 * 1.09 = $65.39

      So unless Valve is double-taxed (paying both european VAT and the US state/local tax on the same sale), they are making extra 9% on each sale. Exchange rate interest is near +/-1% of the average price (AND it's not included in Euro display price! Unless Valve converts, say, PLN->EUR->USD, paying exchange interest twice, instead of PLN->USD, then they charge the exchange rate interest extra, not average exchange price but dollar purchase price).

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  59. Gabe, go put your money where your mouth is by MikShapi · · Score: 5, Insightful

    Something you may be aware of is the increase in popularity in gaming over the past several decades.
    That translates into more households with more than one gamer, and more households with more than one gaming generation.
    I game, my kids game, I have many friends whose partner games.

    As an individual steam user, I find your prices generally reasonable, your service adds enough value (ignoring ethics and judging strictly from a convenience perspective) to justify paying you and using it over the hassles of both piracy and retail. Good job to you and your team on getting (me) there.

    However, I, like many geeks of my generation, have now evolved into a family of five, and am no longer an individual steam user.

    This is where the problems start, and you push me, your customer, away. Why? Because I'm a dad, and my gang all play.

    For the sake of making a point, I will ignore 'offline mode' because the games we care about are online.

    Here are the options you give me:

    Option 1. Have one steam account per person, and either buy many copies of each title
    (or, I am told, go through a cumbersome process that costs 10$ processing fee to have your support move the title between accounts, this option is too painful to be practical. ).

    Insisting I have a separate per-game license for each kid makes sense and is fair if we will be playing concurrently (and it is A-OK for you to sell us a 'borderlands 4-pack'. I'll buy it.).
    This makes no sense if I'm done playing a game, uninstall it, and my kid wants to have a go. Realistically, you're dreaming if you think you'll get me to pay twice. You'll either give me a way to let my kid use it, or I'll take my business elsewhere to GOG or direct2drive or retail, because they will.

    Option 2. Have one account for what I'll tell you is /me/, but what in reality will be the whole family. I won't tell, you won't know. Sadly, that means that two computers on my home network can't be "on steam" at the same time, and I can't play online game X while my kid plays online game Y. Plus, it'll get all my steam achievements gunked up with my kid's ones. I don't want that. Force me down this route and, again, I'll go.

    Option 3. I'll create a separate steam account for every game I purchase. This will make your product into a very inconvenient one with a flaky user experience, no achievement history etc, and I'll take my business elsewhere. Too much hassle.

    Here's the news. An entire gaming generation is now very busy having their children reach gaming age.

    You can put some weight behind those brave words you said. The solution is dead obvious.

    The recipe is:
    1. One family "billing account" (that's a BILLING account, not an application account you sign into steam with) with a single billing method. If a single billing method isn't enough to deter most of the unrelated people from pooling into a "pretend family" account and costing you potential revenue (it probably would be enough, and while you may lose a bit of immediate revenue, you will make huge gains in customer loyalty by trusting them), then put your thinking cap on and figure out how to structure a plan to include real families that count money together and exclude most of the freeloaders. You have smart people working for you.
    2. ONE family-wide game/license library.
    3. Several "gamer" steam accounts, one per real person managed by the billing contact (the guy with the credit card who vets the games, aka the parent), without needing to involve you. That's what web interfaces (or your application) are for. These steam accounts should all be able to go online concurrently, and can all have their own (SEPARATE) steam achievements, and can be use different games at the same time. If they want multiple people to be playing the same game at the same time (that thing we call co-op play is very popular in families btw) they need to purchase and own multiple licenses. Keep 2-pack, 3-pack and 4-pack deals coming.
    Yes, this will mean you may have sev

    --
    -
    1. Re:Gabe, go put your money where your mouth is by Phydaux · · Score: 3, Insightful

      I agree with all your criticisms. They're the reasons why if I have a choice between a steam only game and an xbox version of that game I'll get the xbox version so my wife and I can have separated achievements, progress, saves (in some cases), friends etc.

      Your solution is a great one too. I'd love it if Valve introduced something like that.

    2. Re:Gabe, go put your money where your mouth is by Anonymous Coward · · Score: 0

      It still wont work.

      Even if steam sets itself up the way you describe... you'll still have to juggle additional accounts for EA, Blizzard, Rockstar, Bethesda, and every other damn gaming company that decides to squeeze us a bit.

      DRM is NEVER a good idea... no matter how protracted you make the rules.

    3. Re:Gabe, go put your money where your mouth is by thepotoo · · Score: 2

      You should email this to Gabe. It's unlikely anyone from Valve is reading these forums.

      --
      Obligatory Soundbite Catchphrase
    4. Re:Gabe, go put your money where your mouth is by Piata · · Score: 2

      Rather than posting this on Slashdot, why not email Gabe Newell directly? Your argument is sound. Might as well present it to the one person that this kind of information will have an impact on. He is very well known for responding to all his emails eventually.

      Give it a shot:

      gaben@valvesoftware.com

    5. Re:Gabe, go put your money where your mouth is by pnuema · · Score: 2

      Gabe if you are listening - I am transferring as much business as I can from Steam to Amazon for this very reason. Their flexibility means they are offering a better product. I couldn't care less about friends lists, or achievements, or any of the rest of that crap. I want to be able to LEGALLY play my games without screwing with CDs, or logging in and out of a Steam account because my kid wants to play a game attached to my account. Until you fix this, I'm taking my business elsewhere.

    6. Re:Gabe, go put your money where your mouth is by Anonymous Coward · · Score: 0

      This is how cell phone billing works:
      1. Master account (this is the billing account), has the ID verification, "karma" (I'll explain later), billing credentials and contact info, sometimes has "notes" for customer service reps like "STOLEN ACCOUNT, DO NOT REACTIVATE" and "EULA VIOLATION (RENTING 2.1) ON MONTH/DAY" which are meant to prevent dialing-for-dollars (eg trying to find inexperienced CSR's to reactivate.) The Master account also enables a few account-level features like "pooled minutes" should the sub accounts be enabled for it.
      2. One User account per phone number, these have individual ID verification, but the user account only has access to change features on their own user account, and can't change features at the account level (Eg billing credentials) without being the master account ID as well.

      How this can be re-applied to games:
      - The account-level billing account contains two features
      1) A "pool of games" , so every game purchased, earned or gifted is sent here, and the account owner has to manually accept gifts and confirm purchases (eg send a SMS message and/or email confirming the purchase.) If any user account indicates that it is a child under the age of 18, then it will always request confirmation since the Account owner has to be legal age to accept a contract anyway. If the user account is over the age of 18, then they will have the option of splitting off from the master account if they provide their own billing information. All DLC that is not specific to the player goes into the pool.
      2) A "pool of authorized devices" , so -anyone- logged into the authorized device can play any game in the pool. In some cases these will be limited to only devices that can see each other (eg device-link, ala xbox 360 and NDS) simultaneously.
      - Single player games will only allow one device to play it, on the device the game was installed to, or re-download and install it to any authorized game device if "uninstalled" from the original device. Note this doesn't mean it needs to be deleted, just only one player can play the single player campaign. This prevents "renting" accounts.
      - Multiplayer (without a central server) games will allow any device to play it as long as the game is installed on one device. Only the multiplayer campaigns can be played this way.
      - Multiplayer (central server, eg MMO, battle.net, xbox live) games will register each device the user logs in with. Should the user attempt to login with a non-registered device, they will be prompted to authorize it (referring back to the master account for permission) before being allowed to play. This solves two problems as well, the problem of "my device is broken" and "my device has been stolen". Since people will be able to play the games on any device as long as they are registered on the device, the master account holder can "ban" a device should it be stolen, or temporarily ban a device they own to punish their kids.
      There is also an account-level karma score for preventing rental and "multiple user accounts for abuse", accounts with negative karma are indicated as such at the user level. This is the average score of all the user accounts.

      The User account this is only responsible for this:
      1. Login credentials - username/password.
      2. Friendly devices (a list of devices that this user plays from) so that they will not be prompted for a password unless requested
      3. Physical login token. An optional (or required for MMO's) usb dongle or bluetooth device (eg a mobile phone) that verifies the physical presence of the user. This is mainly to avoid theft of the account.
      4. Game achievements - all rewards and achievements that can be viewed by other players.
      5. User DLC - This is any content that is customized for the user, eg avatar clothing, "hats", generally anything that is a reward and not a purchase.
      6. User Karma - An aggregate score, compiled against all games played (xbox live could use this), which is calculated by length of play of other users, and how frequently the user is "dropp

    7. Re:Gabe, go put your money where your mouth is by Anonymous Coward · · Score: 0

      well said. as a family-man myself, I agree that there is indeed a need for this.

    8. Re:Gabe, go put your money where your mouth is by Anonymous Coward · · Score: 0

      I won't address the practical issues you raise, but this point makes me curious: Why is it that you consider Valve's prices reasonable for the entertainment of a single person, yourself, but do not consider twice those prices reasonable for two people, yourself and your child? How does the fact that this second person is related to you alter the value of the product?

      I'm honestly wondering what the logical argument is, or if it's just that we have grown accustomed to families sharing everything for free (arguably being subsidized by those without families to keep entertained).

    9. Re:Gabe, go put your money where your mouth is by Anonymous Coward · · Score: 1

      I am in the same boat as MikShapi, and he is 100% on the money with this. Please don't forget that kids grow up and move out of the household. History suggests they might even have kids of their own some day. We also sometimes give our kids videogames as presents. So a way to deal with a child in one account "moving out of the house" getting his own account and retaining at least accomplishments and ideally licenses for games would be essential. If you're really clever, you'll give my kid a way to share a game with me and get me hooked on it. I'm pushing 40 now which makes me an older gamer. I'm a lot more particular about what games get my precious time. While money is relatively a non-issue for me at this point, even the slightest barrier to adoption is virtually certain to cause me to say "screw it", short of a preponderance of positive reviews.

    10. Re:Gabe, go put your money where your mouth is by jwhitener · · Score: 1

      How would steam prevent you handing that one family account to several households and letting 15 people play under it at once? I suppose they could limit connections to one IP at a time but it wouldn't prevent a frat house using wi-fi to share one steam account.

    11. Re:Gabe, go put your money where your mouth is by MikShapi · · Score: 1

      Simple
      If everyone is selling a tomato for 1$, and historically it's been sold for 1$ (tho in the past with 5$ packaging now made obsolete by technology), making people pay 1$ for it multiple times based on an flakily-enforceable pseudo-honesty system is unrealistic and ultimately bad for your business.

      1. Many people will opt not to pay you multiple times (in their mind, they paid for it once, they rightly deserve to be able to do with it what they can do with the 1$ offering from every other competitor).
      2. If you somehow manage to semi-identify these users and allow them to still use the tomato but get a somewhat degraded user experience... that degraded user experience just became your de-facto product to every frugal parent who has more important things to do with his money.

      It's just bad business.

      Shai Agassi of Better Place fame made a good related point - that Coca-Cola is a 99% margin business.
      Some very bright individual in history decided to use bad sugar rather than good sugar in their secret recipe, saving a bit and making it a 99.3% margin business.
      That decision cost Coca-Cola mountains of popularity, with many people who could have been potential clients outright avoiding the drink altogether.

      You need to know where you're saving and where your destructive bean-counting habit is costing you single or double digits in next year's growth.
      Sometimes, it just makes more financial sense not to.

      --
      -
    12. Re:Gabe, go put your money where your mouth is by MikShapi · · Score: 1

      >> How would steam prevent you handing that one family account to several households and letting 15 people play under it at once?

      By limiting the number of steam accounts per billing account to a reasonable number (say, 5 or so, it's at their discretion), and having a fee (that would make it a same-benefit-with-more-hassle option for the public you named).

      The whole model is a cross-industry standard. Just like, let's see:
      * Managing multiple cars under a toll-road family account via a web interface?
      * Managing multiple SIM cards under a cell company family account via a web interface?
      * Managing multiple bank accounts under a single "person" account?
      * Etc Etc Etc

      Everyone everywhere has long since come to the realization that "in-family" micromanagement
      [a] Is a requirement and needs to happen, or else consumers will go get their service from someone else who does offer it
      [b] It's stupid to employ call center people and expensive/cumbersome mechanics to do it when you can just give people a web interface and reasonable freedom in managing their own corner of the world in a way that doesn't interfere with business.
      [c] If you respect consumer's time and make their life easy, they respect and like you.
      [d] A family account with multiple members, uninhibited by cumbersome mechanics, has less snags between wanting something and paying for it. It ultimately spends more.

      --
      -
    13. Re:Gabe, go put your money where your mouth is by MikShapi · · Score: 1

      Thank you.
      Sent.

      --
      -
    14. Re:Gabe, go put your money where your mouth is by MikShapi · · Score: 1

      That's some good ideas. Hope Gabe gets around to reading this (I've emailed him, both with the original post quoted verbatim, and also linked this sub-thread and recommended he go through the comments as well).

      One concern I had after reading your suggestions is 'scope of penalty in case of abuse'.

      Let's say you manage one billing account, and three gamer accounts - you and your two kids.
      One of your kids does something seriously unsocial in an MMO - say he gets caught cheating or something similar.

      The system should affect his gamer account adversely, but should NOT affect the billing account and the family library in a way that would impact the other gamers without giving some form of "slap-on-the-wrist" warning first (say, a three-strikes-and-you're-out system). Voiding/Cooloff on the kid's gaming account is useful for offenders who care about their account etc, but not so useful to the cheater that would just create another account under his billing one and go at it again. You do need to ultimately be able to penalize the billing account, but you also need to show consideration that there are other not-guilty people there too and let the guy who manages the account some room to maneuver, specifically if you're pitching to parents. If you want them to trust, respect and pay you, you need to convince them you're on their side.

      If the store voids the entire billing account or the game library on a single offense (serious as it may be), and my other kid - a 5yo - comes back crying because he just had stuff taken away for something he did not do, you probably won't (ever) see me (the guy who pays) coming back to do more business because I'll perceive you as irresponsible and inconsiderate, not only towards my innocent kid, but to me by making my life as a parent harder than it needs to be. Sure, I'll take care of the offending kid, but creating an unnecessary front for me with the innocent kid means I don't respect the store anymore.

      Flagging the billing account with a strike, and locking the account out only if you get more than so-many strikes inside a, say, 3-year period, seems reasonable enough to keep the "serial offender" billing accounts at bay while giving the families enough slack to retain them as satisfied paying customers over the long haul.

      A friend microbiologist calls this an "evolutionarily stable strategy". Something you can do for a long time without the occasional statistical blip blowing you out of the water in an irreparable way.

      It's not hard. Just have a look at how most first-world countries regulate driver-license suspension on traffic offenses.

      --
      -
    15. Re:Gabe, go put your money where your mouth is by GORby_ · · Score: 1

      Well, that has to be one of the most sensible threads in this whole discussion !!
      If I had mod points I'd mod you up (twice :-) )

      I'm in the same situation (or at least, will be in a few years when my kids are old enough to play games as well), and I think your solutions is at the same time fair for both the customers and the game makers.

  60. One price for everyone, except Australians by trawg · · Score: 1

    I'd love to have the sort of bug where it actually was one price for everyone, but Gabe might need a reality check on that one - Australians (and presumably some other countries) are still getting skinned alive on video game prices - even on Steam.

    We've started putting together a pricing comparison page for users and have a preview online, but in Australia we get to pay almost $50 more in some cases for games.

    In Valve's defence, it isn't their fault - regionalised pricing is set by the jerk publishers. But lots of Aussie gamers are sick of it and we're spending more and more time and effort buying overseas where we can - but then we run the risk of falling afoul of the various mechanisms in place to specifically stop us doing that. (I've heard of at least one Aussie who bought a game after VPNing to the US to get the good price, then Valve took it away from him - not sure how true that story is.)

    1. Re:One price for everyone, except Australians by Nick0000000 · · Score: 1

      yo. its already been done. you might like this link: http://bo-it.org/SU/list.html

    2. Re:One price for everyone, except Australians by trawg · · Score: 1

      Nice one, ta!

  61. Amazon tried it by MadeInUSA · · Score: 1

    10 years ago Amazon tried providing differentiated pricing for different customers under the same premise: they would charge based on what the customer is willing to pay. It was a catastrophe. Angry customers would complain that their loyalty was being punished by higher prices.

    Unfortunately, this happens to be one of those ideas that look good on paper but are bad in practice. A much better system than paying $60 for each game is basically letting the free market decide - this is the current model Amazon and other retailers employ. They have sophisticated algorithms to ensure maximum profits for the retailers and take in consideration the desires and moods of the masses. You might think that these algorithms would ensure "maximum rip offs", but at the end it creates the generally "fair" prices that many popular internet retailers charge.

    1. Re:Amazon tried it by smurfsurf · · Score: 1

      > 10 years ago Amazon tried providing differentiated pricing for different customers under the same premise: they would charge based on what the customer is willing to pay.

      3rd degree price differentiation is not at all what he is talking about. He is talking about financially punishing / rewarding players' behaviour in the game.

  62. No by Anonymous Coward · · Score: 0

    It's Valve being retarded, and I kinda wish Valve would fuck off with their ideas as to how best to screw the customer out of ever more money without having to put any more effort in to produce great content themselves.

    Valve were the ones who evangelised about how awesome episodic content would be despite people here and everywhere telling them it was a retarded idea. Then they and other companies went ahead with it, SiN episodes demonstrated the problem perfectly as the company went bust after episode 1 leaving players with half a game. Valve have aptly demonstrated they themselves can't make it work with Half-Life 2's episodes, which take as long to develop as full games, yet still have less content. This is of course between them bringing in regional pricing which doubled the cost of Steam games for some users, and the fact they peddle some of the most restrictive and often flawed DRM in the industry (Defcon regularly resorts to trial mode for me despite having paid for it via Steam to give one example).

    But despite all Valve's ideas, they still take about 5 times as long to release a game as their competitors, and whilst they're games are good, they're not so good that the increase in release time can be justified.

    Really, Valve just need to learn how to develop games better, they've always been over budget and very very late. Rather than getting the consumer to pay for their inability to run game development projects properly they should sort their company out.

    If Activision can chuck out a Call of Duty each year which massively outsells anything Valve produces then there's really little excuse for them taking so long to just release a single episode for HL2- 4 years in the making already and seemingly no end in sight. Getting consumers to pay for their incompetence in new and unusual ways just adds insult to injury.

    Gabe said episodic content would be good for HL2 as it meant fans wouldn't have to wait 6 years for a full HL2, yet here we are 7 years later waiting for the final 3rd of the game anyway. If they can't even come close to getting that right, why would I care about them trying to milk even more money out of me for their ineptitude?

    1. Re:No by TheRaven64 · · Score: 3, Insightful

      So don't buy their games. I stopped buying anything from them when they introduced Steam, and wrote to Gabe explaining why. I got a very polite response, basically saying that they knew that they would piss off a lot of customers, but they'd make a lot more happy, and that he was sorry that I was in the former category. Valve's happy with their customers, and I'm happy not being one of their customers.

      --
      I am TheRaven on Soylent News
    2. Re:No by Rockoon · · Score: 4, Interesting

      But despite all Valve's ideas, they still take about 5 times as long to release a game as their competitors, and whilst they're games are good, they're not so good that the increase in release time can be justified.

      The thing is that Valve games have polish. Its not just about how much content is in there, but how smoothly everything fits together. Portal 2, at least in single player, is an exceptionally well done game: zero-glitch high-immersion with voice acting and model animations that are top-notch.

      The games are not only 'good', but are 'high quality' too. What other game house can say that?

      --
      "His name was James Damore."
    3. Re:No by Anonymous Coward · · Score: 0

      Exactly, I wish more studios were like Valve in this regard.

      When a game ships full of bugs, you're lucky to see a handful of them ever get patched... the developers lose interest as sales diminish and they move on to a new project.

    4. Re:No by Atroxodisse · · Score: 1

      Valve is a "tremendously profitable" company. They don't owe anybody a game every x number of years. I personally love Steam and I only buy games through Steam.

      --
      Read my short stories - You won't regret it.
    5. Re:No by atomicbutterfly · · Score: 1

      The problem of course is that as time goes on, you'll lose out by now capitulating. There are too many games these days being released which REQUIRE Steam even though they're sold at retail stores (Civ V, Black Ops, etc). If you think to yourself "that's OK - I'll just stick with the indie developers", that might not be enough since indie developers are often releasing games solely on Steam.

      GOG.com and the Humble Bundles mitigate things somewhat, but it still does mean a significant reduction in what you can play if you choose to avoid Steam (and let's not factor pirated games into the mix, as that does not represent legal gaming). Ultimately you have to decide whether the positives outweigh the negatives. Given how cheap games often are on Steam (particularly with the sales), it tends to negate the inability to resell games so that makes things a bit easier. As for not truly owning the games - the world is full of compromises. Sometimes we have to.

    6. Re:No by Anonymous Coward · · Score: 0

      Yep i have no interest in signing up on a online gaming network to play my SINGLE PLAYER GAMES.

      Havent purchased a single steam game since HL2

  63. Games would be funded by annoying people? by NeoMorphy · · Score: 1

    Does this mean that the business would be funded primarily by jerks?

    This seems like it would have scary repercussions.

    1. Re:Games would be funded by annoying people? by Anonymous Coward · · Score: 0

      Does this mean that the business would be funded primarily by jerks?

      No.

      It's the basic economic principle of sales vs. price. As the price goes higher, you get fewer customers. As the price goes lower you get more customers.

      In the case of an online game if they raise the price for jerks they will have fewer jerks in the game. Fewer jerks in a game means fewer 'normal' people get driven to leave because of all the jerks.

      Valve expects to profit from providing a better gaming experience by limiting the jerk factor, attracting and retaining more 'normal' paying customers.

  64. Start with allowing me to buy... by eddy · · Score: 1

    ... using the currency of my choice, from the region of my choice. Steam does NOT currently have "one price for everyone". If it had, I'd be able to buy my games using the same dollar amounts as americans, which I can't.

    --
    Belief is the currency of delusion.
  65. Fluid pricing. by leuk_he · · Score: 1

    It is exactly as the airlines do. based on the moment that you buy the price is changed.

    If you are a regular flyer you Might get discounts. If you are the fat person you HAVE to buy 2 seats. if you are a VIP you get a upgrade to businessclass, unless you got kicked out before because of being drunk.

    However the downloaded game is not really a scare good like seats on a airplane. There are no last seats to sell, unles you count the limit in a MP game as a resource that is limited.

  66. Ragequit by Anonymous Coward · · Score: 0

    This would ruin Steam for me, I get people to curse me out and leave on a regular basis just by being better than them, in most of the Steam titles I play online. Why the hell should I care how much fun my enemy is having in an adversarial game? Want to win, be a better player. Even in co-op games, I've had people whine for minutes and occasionally even leave because they didn't like my playstyle (especially when they can't keep up). Never once used hacks or griefed, yet my prices would likely be at the maximum.

    When I buy your game I am buying it to play, not to "be good for our community" or to make you more money. That's your problem, Gabe.

  67. You do that Gabe, and I'll get it for free by Nyder · · Score: 1

    since i'll be pirating the games because you put in a fucked up system that rewards some people and punishes other based on obscure ideas such as "good & bad".

    One of my fav quotes: "Good? Bad? I'm the guy with the gun." Ash - Armies of Darkness.

    --
    Be seeing you...
    1. Re:You do that Gabe, and I'll get it for free by Ash-Fox · · Score: 1

      since i'll be pirating the games

      Bad person! Hey, I'm starting to get the hang of this!

      --
      Change is certain; progress is not obligatory.
  68. IMHO Re:As a casual gamer: by eyenot · · Score: 1

    I dunno about that. Consider a world where the only people playing games *are* reviewers, and yet the gaming companies still consider it lucrative.

    I'm not being sarcastic or cheeky when I say that the average opinion of art and entertainment today is about on a par with shit in a can, and that's for breakfast, not for installation in a museum.

    Every day the stupidest, dumbest shit *ever* is showing up on (to paraphrase R.E.M.'s Stipe), "Cartoons, Radio, TV, Movies, Magazines", and all I hear is rave reviews, day in and day fucking out, for every, single, last, thing, published.

    Obviously there are enough people, now, in the first world who are also interconnected enough and coercive enough to create communities capable of supporting every stupid piece of trash conceived of and marketed.

    So, his plan isn't new, it's a description of the way things are already working. IMHO.

    --
    "Stratigraphically the origin of agriculture and thermonuclear destruction will appear essentially simultaneous" -- Lee
  69. To use an airplane analogy by Latent+Heat · · Score: 2
    Yeah, everyone and his brother wants to "segment the market", to charge widely different prices for the same thing based on the variable amount of utility (Econ 101 jargon for "yeah, what's it worth to you, Bud") for the different customers.

    The phone company had that time-of-day pricing (good that is gone -- Hi Mom, sorry it is 2 AM by you but it is 11 PM for me here in college, and um, I need some money). GM would slap a Buick badge on a Chevy, Ford a Lincoln badge on a Ford and charge money for the status consciousness, that is until Bimmers and Audis came in fashion, although an Audi is a Volkswagen with a different badge on it. Airlines, don't get me started, have this patchwork of fares. Some of this is to fill plane seats and recoup costs at off-peak times, other of this is to offer teasers of bargain fares and then stick it to you when you have to get some place on short notice.

    Yes sir, to charge different customers different amounts on willingness to pay for pretty much the same thing has long been the Holy Grail of marketing, but besides the seeming unfairness of it, and to all of you Libertarians, part of success in business is your reputation, and from a utilitarian standpoint, it imposes all manner of inconvenience.

    Yes, we have cheap air fares, but on balance I have a low opinion of airlines. Yes, you can negotiate a good deal on a car, but the thought that car dealers "size you up" and someone else is getting a lower price on the car gives me a low opinion of car dealers and the auto industry in general. Yes, you can stay on this side of the law when it comes to swindling customers and I suppose there is a Randian Objectivist rationale to do that, but as a society we are the poorer for it.

  70. And how do you combat human nature? by jsprenkle · · Score: 1

    "How come that guy is getting a better price than me for the same thing?" People have built in subroutines for detecting inequalities in treatment. Sounds like a guaranteed way to make sure almost everyone is mad at you

    --
    - I've got bad karma because I won't parrot everyone else's opinion
    1. Re:And how do you combat human nature? by Anonymous Coward · · Score: 0

      Because it's not "the same thing". Or did you completely miss Newell's point?

      Are you also against people who are better at their job (and help others with theirs) being promoted before (or being paid more than) the selfish, rude, incompetent ones ?

  71. optimal pricing service for each customer by bug1 · · Score: 1

    Translation: we want to screw each customer for as much as posible, this requires and individual, rather than collective approach to pricing.

  72. Probably not a good idea by Anonymous Coward · · Score: 0

    This kind of thing could get real ugly real fast. Its called discrimination.

  73. I think he has a point by DarthVain · · Score: 1

    In many online games, certain players can, lets say "detract" from other users gaming experience. Just like other gamers enhance some other gamers experience. Building in a model to promote one, and punish the other, seems like common sense, and can only make for better games.

    However it would have to be done carefully, as it would be rife for exploitation. If some players want to go on and be total dicks, reducing others fun, well maybe they should pay more, and if others are helpful and positive increasing everyone's enjoyment, then they should likewise be rewarded.

    This of course would only have to do with online games.

  74. The Perfect Teammate? Good luck with that. by SloppyElvis · · Score: 1

    The problem is that people have fun playing with different types of people. For me, the underlying issue is that team-based games are frequently ruined by the constant issue of joining a team with a group of people who I'd rather be playing against than playing with.

    Players rating other players based on fun is a good idea, IMHO. I'd rather they match teams based on such metrics (similar to how Netflix or Pandora decide what you may prefer in their offerrings), than to see a price incentive. Combining this with a system that matches teams for competitive play would help the fun factor immensely (particularly if you're an old fart like me with molasses reflexes).

    Besides, Valve games, being episodic, have the price-to-fun ratio built in already to some extent (don't like it, don't buy the next episode). The initial cost is still prohibitive in some cases, and sale prices for old games help this somewhat (common on Steam).

  75. Abysmal idea surely horrid in practice. by RanceJustice · · Score: 1

    So you find someone you hate through Facebook, etc... and their gamer tag. Go into every game they play for a few days, harass them until they leave. Now they are flagged "leaver" and lose freebies and unless you were suitably aggressive to EVERYONE in the room, you're clean.

    No Valve. Just... No. The industry can't even get the simple idea of "Make a quality product at a reasonable price, give the customer what they want and they will buy". CD Projekt Red is understanding this with the GoG.com Witcher 2 release tomorrow - No DRM, all DLC free, true expansions, and LOTS of extras.

    Valve I'm worried is losing their touch - between the overpriced hat mania and overpriced bot skins,I don't want to play those games for long periods of time. I have given up on TF2 completely - Shooter MMO (sans subscription, mind you. Now its even Free To Play, and pay $20 ONCE to be upgraded to a "premium account" - if you already bought the game, you're automatically "Elite". After that, you can buy boosters for double XP and monetary rewards, but the standard rate isn't bad either) Global Agenda lets me craft a new hat or pair of blades for free within the game engine, instead of paying real money for new items or grinding for days. The biggest problem with this latest idea is that the developer's model of "people who are good for the game" will NOT be the "Nice guys" this is aimed at.

    Nice guys who make a server friendly for everyone are relatively common. People who are "Good for the game" is a relatively high metric, when it comes to convincing bottom-line marketdroids and business culture. Think of it like casino comps - the only people who are getting free suites are putting themselves in a place to dump a huge amount of money to the house.

    As soon as business gets its grubby little paws on this ideas "Nice" will mean "Has Eleventy Billion Facebook Friends, which means if we give him a free game every fucking tweet or status message is free advertising for our game!" or "Creates OUR content for us, voluntarily. Like the hats - We'll pay them something to keep them giving the modeled items or mods for cash. If MrModder 10,000 gets an Elite sticker on the forums, $100 bucks, and free games why would he release his mods for free or spend time developing stuff we can't control" or the "Has an alt-gamer-BDSM-modeling-pseudo porn "Profile" webpage. Thousands of lonely nerds buy Shooter 2: The Shootening because she *giggles* and says she plays and she'd like to play with them. Giving her a free copy is a huge ROI"

    BAD VALVE. VERY BAD.

    Unless there's a non-exploitable way to reward friendly, if occasional players simply for playing, this is a bad idea. I cannot think of one - voting for "mentors" will degrade like it does to "Will Pay XXX for Mentoring". Flagging people is useless. Time spent is simply a grind and doesn't have a good metric for "productive, game-positive" benefits. Any thing else basically rewards people who are willing to do the dev/publisher's work, for what is a pittance compared to hiring someone to do it professionally. Can't be good. Just...can't.

    1. Re:Abysmal idea surely horrid in practice. by Anonymous Coward · · Score: 0

      So you find someone you hate through Facebook, etc... and their gamer tag. Go into every game they play for a few days, harass them until they leave. Now they are flagged "leaver"

      Huh? "They're tagged leaver" ? Who said anything about a system that automatically "tags" players because they leave the game? Doesn't every player have to leave the game (at the very least to eat, sleep, etc.)?

      More likely, if you attempted that, the other players on the server would vote to kick you, complain about you to the server mods, and you would be the one tagged "asshole".

      Most people who complain about reputation systems are the ones who know they'd quickly sink to the bottom (and no, that doesn't mean the "shy" or "anti-social" ones, it means the jerks, griefers and cheaters).

  76. Eve has a good fix for this by Anonymous Coward · · Score: 0

    On Eve, you can buy game subscription time using in-game credits. They're pretty expensive, but the idea is that if someone gets to a high level they must be good for the community, and should get to play for free.

    For Steam, this could be changed to a Steam-based credit system. Maybe those silly achievements you get in many games could translate to discounts for other games, or some other measure of how fun someone is to play with.

    The idea breaks down on two fronts:
    - Meta-Gaming: Bots and hacks designed to boost your level, or make you look like a "fun" player would become more prevalent.
    - New player penalties: To make up for lost profits to "fun" players, prices may need to go up to "bad" and "new" players. And if I can get a game for cheaper at GameStop than through Steam, why wouldn't I?

  77. WoW by Anonymous Coward · · Score: 0

    World of Warcraft is a perfect example. I know I WOULD pay extra if it for example meant that you had to be over 18 to join the server. With all the twelve year old retards running around in that game my willingness to pay would increase if they could promise to keep the worst filth out.

  78. works for restaurants by minstrelmike · · Score: 1

    Restaurants do it all the time, comping dinners for celebrities to eat there and attract other full-pay diners.

    Same with musical instrument-makers, giving their instruments away for free to big-time performers in hopes of 'free' advertising.

    In other words, it is standard practice in the other genres of the entertainment industry.

  79. $10 por portal in usa, $108 in australia by Tei · · Score: 1

    we already live in a world where a dude from San Francisco can pay $10 for Portal 2 in Amazon, and another dude in Sidney will pay $108.

    --

    -Woof woof woof!

  80. Re:Same old bullshit by cduffy · · Score: 1

    Riiiight. If Steam didn't have adequate fraud-protection measures, they'd *already* be having problems with illegitimate purchases -- the problem wouldn't be waiting for tools that analyze how users interact in multiplayer (tools which would provide all the more data to use in variance/cheat detection) to announce itself!

  81. Tw old bad ( from the customer's standpoint ) idea by Anonymous Coward · · Score: 0

    Charge all the market will bear and
    There's one born every minute

  82. Except they are already charging differently by Snaller · · Score: 1

    Which is quite evident when people are comparing prices in the steam forums. Its one price for the US where they apparently are poor, and another easily 2 or 3 times that amount for Europe where they are apparently rich.
    So how about the same price for all eh, you greedy capitalist?

    --
    If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
  83. Asshole Tax by tgeek · · Score: 1

    That's all this ridiculous idea amounts to. Everybody starts out being a maximum asshole and being in the maximum asshole tax bracket. So for the sake of argument, lets' say a typical game sells for $20 now and Steam would be willing to go as low as $10 for an "excellent" customer. That means you start with a $10/game asshole tax. As you prove yourself to be less of an asshole, your asshole tax bracket does down until it reaches $0/game.

    Don't even think about assuming everybody assuming everybody is not an asshole and increase their tax rate rate as their assholeness shines through. Sure it's easy to selectively reduce prices for a given segment of a market, but ever try to RAISE them? For something as subjective as being an asshole? After the PR uproar died down Steam would likely be running afoul of a few consumer protection groups/laws/agencies.

    I'm not sure assuming that all of your customers are maximum assholes would be good for business. I wonder if Steam would require you to acknowledge that fact as well. Maybe a checkbox on their signup page: "I acknowledge I'm a maximum asshole and agree to be taxed as such until I prove otherwise".

    But it could prove to be more fun than a barrel of monkeys in the customer service department:

    (phone rings)
    Steam CSR: Steam Customer Service. How may I assist you?
    Irate Mother: My son Billy is being charged $18 for Hot New Game X while his friend Timmy only has to pay $13.
    Steam CSR: It seems Timmy is less of an asshole than your son Billy.
    Irate Mother: WHAT???
    Steam CSR: Let me rephrase that: Billy is a much bigger asshole.
    Irate Mother: LISTEN YOU! MY HUSBAND IS A LAWYER --
    Steam CSR: Excuse me ma'am. You're an asshole as well. Billy now pays $20/game. Thank you for being a valued Steam customer.
    (phone clicks)

  84. Steam is Broken by Anonymous Coward · · Score: 0

    It's all moot to me because Steam blows. I want to be able to buy software in physical form, bring it home, put it in my computer, install it, and have it work without any DRM or phoning the mothership. I don't want single player games that I buy to be trying to transmit network packets out of my computer. I'm not going to install the Steam client. I just want the game. Fortunately, there are plenty of great non-Steam games out there. I think I'll go buy another one this afternoon!

  85. This is not a new idea by Anonymous Coward · · Score: 0

    This is not a new idea. This harkens back to the old concept of "influencers and sheep" though. There's a reason certain people get free shit sent to them. It only makes sense for this practice to trickle down to "local influencers" within certain communities.

  86. The problem with price discrimination by Anonymous Coward · · Score: 0

    Economists are in love with the idea of price discrimination. They ignore the fact that it introduces a new cost and thus its own inefficiency; because people naturally want to avoid the effects of it and get the lowest price possible, price discrimination increases the cost of shopping. Look at the current situation with airfares, for example, where they can change literally by the minute; people spend lots of time trying to find lower fares, and that time spent looking for lower prices is (to borrow an economic term) a deadweight loss.

    I suppose that if you really DID have perfect price discrimination, the discrimination would be unavoidable and so extra time spent shopping would be pointless. Your psych implant would figure out how much you're willing to pay, and that would be the price you would get no matter where you went. I don't think that world would be an improvement over one price for everyone; sorry, economists, it's just too Big Brother for me.