Video Games: Goods Or Services?
silentbrad points out an article about the gradual shift of video games from being 'goods' to being 'services.' They spoke with games lawyer Jas Purewal, who says the legal interpretation is murky: "If we're talking about boxed-product games, there's a good argument the physical boxed product is a 'good,' but we don't know definitively if the software on it, or more generally software which is digitally distributed, is a good or a service. In the absence of a definitive legal answer, software and games companies have generally treated software itself as a service – which means treating games like World of Warcraft as well as platforms like Steam or Xbox LIVE as a service." The article continues, "The free-to-play business model is particularly interesting, because the providers of the game willingly relinquish direct profits in exchange for greater control over how players receive the game, play it, and eventually pay for it. This control isn't necessarily a bad thing either. It can help companies to better understand what gamers want from their games, and done properly such services can benefit both gamers and publishers. Of course, the emphasis here is on the phrase 'done properly.' Such control can easily be abused."
Seems to me that whether services are ongoing or have been completed is an important question in the eyes of the law..
Well that's one way to kill the first sale doctrine or second hand market. Its a service and in the TOS "No reselling allowed" Luckily for me between my NES/SNES/N64/GameCube/Sega Master/TG16/Jaguar/Dreamcast/Saturn there's enough games out there that I never have to bother with buying/supporting anything as a service for the rest of my life.
by TheSpoom (715771) Uncaring Linux user here. I have nothing to add to this but please continue. *munches popcorn*
The game itself should always be classified as a "good", and should be able to be used in some form or another on it's own.
Connection to a server in order to play with others, however, is a service.
What do I know, I'm just an idiot, right?
Thank you Captain Obvious, but we'd already realized the game industry was going towards game-as-a-service years ago.
Is never a good idea for the purchaser. This doesn't change when it's video games instead of spreadsheets or databases.
Give me Classic Slashdot or give me death!
But which are they: bads or disservices?
Our product is bits. Bits are arbitrarily reproducible by anyone with network bandwidth and storage space. Copyright laws are only a partial success in locking up our product as property we can sell in a shrink-wrapped box or rent-seek upon via licensing.
What we want is an income for our work. What companies want is ever-growing profits. What customers want is either free stuff (as always, ultimately) or a concrete product they can buy and own like a car.
Post-scarcity production and distribution technology is clashing with industrial-capitalist economics.
This is based on the RIAA's argument that mp3s sold online were merely licensed when arguing in the ReDigi lawsuit, but asserted they were sales through iTunes when arguing that they didn't need to pay an artist the contractually higher percentage of royalties due her for licensing her music as opposed to selling it.
My guess is video games are goods and/or services depending solely on which is more beneficial to the MAFIAA goon in court, and nothing at all logical.
I for one am resisting the "services" model all I can. I will not pay to play a game more than once.
There again, I'm a cheap barsteward who won't spend more then $9.99 on a game anyway. I gain no extra pleasure from playing a $60 game than a $2.99 game that is a few years old.
Rather than paying a $15 subscription- wouldn't it make more sense to buy a "new" cheap older game once a month- surely they're worth more for a month of novelty than it is to play the same old thing month in month out on a subscription game?
As for steam- nothing but added problems... you get whatever bugs the game may naturally have- compounded by the extra bugs that running something through steam adds. I avoid steam when I can.
"That's the way to do it" - Punch
My television is a good. The DVD in my DVD player is a good. The programming sent to my television over the air is a service.
If it runs on my computer, it's a "good." If it runs on somebody else's computer, it's a "service." If part runs on my computer and part elsewhere in order to get the whole experience, the portion that runs on my computer is a "good."
Moderating "-1, Disagree" is simple censorship. Have the guts to post your opinion.
...not specifically for video games, but for software in general and particularly for custom-developed software. I've seen this a lot because of work on "failed IT project" lawsuits -- the goods vs. services distinction brings different legal standards, requirements and remedies to bear. Generally speaking, commercial off the shelf (COTS) software is usually seen as "goods", but the more customization and original development involved, the stronger the "services" argument. And, of course, the whole movement towards "software as a service" and cloud deployment muddies the waters more. ..bruce..
Bruce F. Webster (brucefwebster.com)
If you sell gaming as a service, you're effectively eliminating piracy. You're also entering an area where the legality of the contract between the two parties involved is much less of a gray area. True, you need to maintain the server environment to support the gaming experience, but that's easier to plan and budget for than trying to account for how piracy will affect your sales.
Understand that the gaming industry's shift from a goods model to a services model is, at its very root, a direct response to piracy. It's quite the effective response to piracy, at that. No matter how much DRM you put on a game, it's easy enough to crack an installed game and send it into the wild. It's virtually impossible to effectively recreate a game where content is delivered on-demand by a server environment, though--especially when that content is player-driven to some degree.
To my mind, this makes perfect sense for a game maker. Make a game a service, and you pretty much completely eliminate resale and piracy issues.
Obliteracy: Words with explosions
As a matter of interest, Black's Law Dictionary, 6th Ed., defines the relevant terms as:
Good: 1. Tangible or movable personal property other than money; esp., articles of trade or items of merchandise. ...
Service: ... 3. The act of doing something useful for a person or company for a fee. ...
License: 1. A revocable permission to commit some act that would otherwise be unlawful; ...
In the case of a software game:
1. the box, CD, manual etc., is a good;
2. permission to use the software in spite of copyright and patent protections is a license; and
3. the interactive online access is a service.
It is not apparent to me what is "murky" here.
To me it's fairly clear that there's two components:
1. The goods. The actual game software delivered to you, whether in a box or via download. It can be purchased and paid for, or provided for free, but it's a good delivered into the hands of the buyer.
2. The service. This would be access to the servers run by the game company and technically needed to run the game, verify account authorization and such.
You can have a mix of the two, depending on the degree to which the game does on-line play. You have completely stand-alone single-player games, completely on-line games, and ones that're a mix of the two (eg. single-player games with a multi-player on-line mode). The law ought to have no problem with this, after all it's got no problem dealing with the sale of a car (goods) that comes with a maintenance contract (a service).
Note that in the above servers not technically needed to play the game are excluded. Ie., the law shouldn't count as a "service" a DRM server whose only purpose is to block disallowed play of a game that's otherwise completely stand-alone and single-player and wouldn't need to interact with a server for any reason other than the game designer's choice to make it dependent on their server. This is distinct from eg. World of Warcraft where the whole point of the game is to interact with a world inhabited by other people, which you can't do without interacting with a game server that maintains the world.
Team Fortress 2 is an example of game as a service. I bought the Orange Box in 2007, and what was known as Team Fortress 2 then is not what we know as Team Fortress 2 today. In 2007, TF2 was a game with a very specific set of weapons and style of play. Through time, Valve have added hats, new weapons, item drops, crafting, crates and unboxing, community supported items and maps, holiday events, etc. TF2 today is not the product that I bought in 2007.
I don't know if TF2 as a service is a good thing. I'm still playing this since 2007, so they certainly have added value over time. The move to a free to play model has also increased the number of players, which has made the community bigger for our gaming group. However, I can say that I miss the game that I had in 2007, would that mean that I would still play that game today? I don't know, but I would love to still have that choice.
The fact that it takes this much discussion to determine the answer should tell you you're probably asking the wrong question. There's no need to classify things as either a good or a service. Those classification categories are obviously lacking nuance and don't fit modern reality. So stop using them.
And if you're using these categorizations to try to re-mold reality into a shape that personally benefits you, then stop pretending and stop being deceitful. Reality doesn't cater to your needs. It just is.
I refuse to play along with the 'games as service' model although I did bend over and spreadem for THQ this week because who can play UFC without having Alistar Overreem in there?
So yeah, I bought a damn online pass AND overreem and i'm not happy with myself.
The program you run to play the game: good
The data files used to unlock additional game-play: good
Access to servers for online play: service
The availability of downloads and re-downloads: service
Most games today are a combination of goods and services (like buying a car and an OnStar subscription as a package).
Coleco 21 LED football handheld game: good.
WoW: service.
What I don't like are the games that masquerade as goods, but want to suck you into services after you're hooked. It's more obvious (and acceptable) when it's a free to play teaser, but paying a $50 entry fee for something that doesn't clearly spell out what you'll be spending later on, or that the service will be shut down at some future date, (GT5 online racing, I'm looking at you) is wrong.
That depends - do you have to only pay once, like cement bricks from the mafia, or is it a recurring cost like taxes?
You forgot to mention how the Italian Islamocommunists are involved in this.
Son, I am disappoint.
Of course, it doesn't hurtthe game manufacturer to insist you buy a base copy of their game (for $60 or so) and THEN basically force you to subscribe to the service going forward. This puts more money in their pocket even before the game is available as well as keeps you hooked. We see this paradigm shift in games such as Call of Duty - MW3 where the "ELITE" service is an additional add on, just as the map packs that everyone just has to have.
I'll take a good. Don't need the bad. The last thing I need is a new, grubby friend who's always mooching money off me.
Imagination drew in bold strokes, instantly serving hopes and fears, while knowledge advanced by slow increments...
I bought the game and the data is stored on my hard drive. I don't see how it could be called anything but a good that belongs to me.
What about games like Skyrim where the DVD in the box is merely a convenience so you don't have to download 4Gb before playing the game, but you are still required to activate the game on Steam in order to play? The box lead me to believe it was a "good" I could loan to a friend when I was done, but it is effectively a "service" since no one else can play my copy after I activated it on Steam.
Video gamse are bad for your health, and they are a disservice to our Nation's morals. Anyone who plays video games should have to do equal time community service washing my cars. Everyone knows I am right so don't even bother modding me down or flaming me you pathetic nerd vergins.
Kinda sad that the guy who modded you a troll did not recognize bilious sarcasm.
It is whatever you agreed to in the EULA. Short of that, if it's a good that depends on a service to function, and it's infringement to recreate that service on your own, then which are you really paying for; the good or the service? I'd say it's a bundle. If each is useless without the other, then what's the point. Sure, I have WoW installed on my computer, but I can't do jack without signing up for the service (rogue servers aside). What about a game without a subscription? Congrats, you bought the good and got the service for free. What about FTP games? Congratulations, you bought the service and got the goods for free.
The scary thing lately is that the "questions" asked in one story/thread are answered within a week in a subsequent thread. From a few stories above this one:
"A few years back, Sony bought up a small company running an online collectible card game called Star Chamber: The Harbinger Saga. Two days ago, they announced that the servers will be shutting down on March 29, 2012. All of our virtual collectible cards? Poof. It's not surprising - the user base is small and dwindling - but it's proof that any server-based digital goods you 'own' can vanish on a corporation's whim."
http://games.slashdot.org/story/12/03/02/214243/sony-to-delete-virtual-goods
My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
Yeah I commented on that story too. My only comment was titled "The old saying..." I then said "If you want something done right, do it yourself. A lot of wisdom there."
In other words, if you don't own or obtain a physical copy of whatever it is, it does not exist. The cloud is a joke and a grand illusion so that your private info is eventually readily available online somewhere. Hard to see when you're on the inside looking out.
If carrots got you drunk, rabbits would be fucked up. - Comedian Mitch Hedberg R.I.P. 03/30/68-2/24/05
I took my old PS3 Madden video games into gamestop for trade in value on the next year's version and they gave me $0.75 for 2010 and 2009. FUCK that shit.
Or you could just continue playing with the old rosters. Perhaps you want this to be a service if you want to play with up-to-date rosters. Or you could buy one of the various Mario sports titles for Wii if you want an environment where rosters don't go stale.
How many people can play together with the copy of the game stored on your hard drive? Online multiplayer requires a matchmaking service. As for offline multiplayer, PC game developers have historically ignored the market of people who have connected two to four gamepads to a PC.
Post-scarcity economics leads to some fun debates about pricing. I've found that many people want to pay for good software but not many people can agree on what a fair price is. Most indie houses I've visited tell me they struggle mightily on deciding what the "right" price point is. Ultimately their answer boils down to "whatever the market is willing to pay." They just sort of take the pulse of the market and set a price that seems consistent and fair with respect to similar titles.
But that seems wrong to me because it's arbitrary and subjective. If I ask five different Slashdotters whether an Android app is priced reasonably or not, I may get five different answers. Some will think it's too expensive, others will think the app is worth more. The users who think the app is too expensive will pirate it. The users who think it's worth more will only pay as much as the author charges, since they're not furnished with an easy way to give more to the author. This all leads me to believe that we go about pricing software entirely wrong.
If the right price is whatever the market is willing to pay, then why not let the market decide the price itself? Users should be able to decide how much they're going to pay you when they buy your software. If they pick a number below your recommended price (which should be the default), then show them some ads or something. That way at least you're getting the ad revenue instead of piratebay.
But it cuts both ways too. If you let users pick their own price, generous users will have an easy way to give you more money for your work. Some outliers that really like your work may even donate large amounts.
By using this pay-what-you-want model during the app purchasing experience rather than a donations button off to the side, you create an integrated experience which benefits from convenience psychology. The more convenient it is for people to pay you more, the more you will get paid because you've made it easy for your users to be generous.
And by making "free" an option in exchange for some ad impressions, you've completely abolished piracy. Why visit a shady torrent site that has shady ads when you can get it straight from the author and see their less obnoxious ads?
Whenever I meet with and indie developer, I always strongly encourage this model. The biggest reason: the market already functions this way. When you price your app, the user always has piracy as an alternative. If they don't like your price, they'll simply pirate your app. Let the user make the arbitrary decision of what price is right. Don't pretend you can make it for them. You can't.
You're right, I wouldn't steal a car. But if it were possible, I sure as hell would download one!
If you had a license or proof of purchase
Hence the common perception that the BSA wants receipts.