It's an edited aside, grow up.Get a life
It's an edited aside, grow up.Get a life
Well its that moral question I guess, do you buy it or not? I'm not much of a gamer anymore, but certainly in terms of music - I download it to listen to first. If I like it, I buy it. If I don't like it, I delete it. It's that simple really. It's saved me a lot of money in the past, given some of the absolute ***** churned out by musicians.
Can a mod correct the spelling in the thread title? It's irritating.
Any links, or is this info considered dodgy?XBL is only £24 a year
Any links, or is this info considered dodgy?
In a post on Bioware's forums, producer Derek French has confirmed that two of the biggest PC titles of the year - Will Wright's Spore and the Xbox 360 conversion of Mass Effect - will require ongoing, rolling 10-day activation over the internet.
"Mass Effect uses SecuROM and requires an online activation for the first time that you play it," French says. "After the first activation, SecuROM requires that it re-check with the server within ten days (in case the CD Key has become public/warez'd and gets banned). Just so that the 10 day thing doesn't become abrupt, SecuROM tries its first re-check with 5 days remaining in the 10 day window. If it can't contact the server before the 10 days are up, nothing bad happens and the game still runs. After 10 days a re-check is required before the game can run."
1) If you are crap at games, you will pay 100% of the price without seeing 100% of the content. You will maybe see 10% of the content. How do you feel about that?
Shoeski said:2) If the game is genuinely dull/uninspired/not your tastes, you will buy it, and get bored of it. Where is your 100% satisfaction when you have had 100% cost?
Shoeski said:3) New games are often direct developments from old games, heavily influenced, or most of the organisational/development structures are all extensions rather than new additions. StreetFighter2 > SF2:HF > Super SF2 > Super SF2 Turbo etc. Now, you bought the original streetfighter 2, but now you want the new one, why do you have to pay full price for the new game, which is only 10% better than the old?
Shoeski said:1) You create a game and toolset for players, they buy it once (such as NWN) you spend a great deal of time making the tools worthwhile, now the players make scenarios for themselves and you aren't needed. Where is the incentive to keep developing further tools?
Shoeski said:2) You make a subscription based service (such as WoW) but make it so that the software is free to download. However, they mod it and run a private server, thus cutting your service out of the loop entirely. Where is the money in that?
Shoeski said:3) You make characters/plotlines and they are ripped off in fanfiction / false stories. Where is your control/business model?
Not entirely worthwhile reading reviews though is it. The vast majority of reviews are publisher led or biased, or just plain awful to read and don't actually discuss the quality of the content.Same goes for anything. Quality should be factored into price. It's your fault if you can't read reviews. Again, do you pay less because you think a book is crap?
Not entirely worthwhile reading reviews though is it. The vast majority of reviews are publisher led or biased, or just plain awful to read and don't actually discuss the quality of the content.
That's the nature of video games. If you suck at reading, you might give up on a book part way through, or might not understand it. Should you pay less for that too?
If you suck at games, you should practise or buy easier ones or pick a hobby you're better at.
Same goes for anything. Quality should be factored into price. It's your fault if you can't read reviews. Again, do you pay less because you think a book is crap?
You don't have to. You make a choice on whether to buy the game or not. If you want SF2 Turbo you buy it. If you don't think it's worth it, you keep playing the original SF.
Honestly, I'm failing to see how the decision that something isn't worth the price offered makes it OK to rip it off. If you don't think it's worth paying for, you don't buy it.
It's your fault if your business model works a bit too well and cuts you out of the picture. Lego are facing similar problems - their bricks are too good and last too long, so it's hard to get people to buy new sets when everyone has their grandparents Lego to play with. That's not an excuse for planned obsolescence though.
That's probably covered by any contracts that users agree to when downloading and subscribing. So you clobber them for breach of contract.
That depends on whether people profit from it or not. If someone else profits from your ideas then you may be able to get them under IP laws. If they aren't profiting then for one thing there's probably no loss, and for another there's probably nothing you can do about it.
Except that it hasn't been a disaster at all has it? Given their sales.Unfortunately you have to make sure that you can deliver - which is why the whole half life 2 episodes is such a disaster... they just take too long to produce.
1) If you are crap at games, you will pay 100% of the price without seeing 100% of the content. You will maybe see 10% of the content. How do you feel about that?
2) If the game is genuinely dull/uninspired/not your tastes, you will buy it, and get bored of it. Where is your 100% satisfaction when you have had 100% cost?
Von, I think your arguments are very old fashioned, and very black and white. Nowadays business models do not work on this "tough luck, should have done your research" approach.
Except that it hasn't been a disaster at all has it? Given their sales.
Von, I think your arguments are very old fashioned, and very black and white. Nowadays business models do not work on this "tough luck, should have done your research" approach. By bitesizing everything, producers can get feedback from consumers to better tailor their products for the future - making a bomb of a game for £100 that everyone buys and then finds is too hard to get past lvl 1 is not going to cut it.
Shoseki said:The same goes for most of your other replies. Whilst the quality of any particular "instance" might be poor, the point is that your business model should be based on low cost of entry and high renewability. Unfortunately you have to make sure that you can deliver - which is why the whole half life 2 episodes is such a disaster... they just take too long to produce.
Shoseki said:Take a leaf out of the sitcom/soaps book - reasonably high quality, reasonably high entertainment, low cost, high renewability. Those models have already been proven succesful.
Shoseki said:EDIT : And for certain things, scalability is certainly an issue. Difficulty in games could be from an overall perspective, but "AI" can be scaled to be more/less difficult, gameplay doesn't need to be excessively difficult, it should be tailorable to the prospective customer.
Shoseki said:Thats why nowadays most games have probably at least the first 3rd of the game, just dedicated to teaching the player how to play. Once the player knows how to play, the difficult can be adjusted to keep it competitive, to keep challenging the player.
Stop taking my points out of context/putting words in my mouth - it was quite clear that I was referring to the effect it has on sales of new games - just read the preceeding sentence :\
As for my original post, if you actually pay attention then it states that I understand that piracy is outside of the law...
I'm merely trying to make people think - you're affecting the industry identically if you buy a second hand game than if you simply pirated it (one could argue that funding retailer's growth benefits the industry, however that's a different question altogether).
As I said before, what happens to a game after it is bought new has no affect on the developer whatsoever. It could be ripped to pieces, used as a frisbee, simply played, or sold again and again and again through multiple people - who otherwise may have bought it new - with no funds passed on to the developer.
Interesting discussion, in some ways more related to business models than anything technically related.
Here are some random thoughts of mine :
1) If you are crap at games, you will pay 100% of the price without seeing 100% of the content. You will maybe see 10% of the content. How do you feel about that?
2) If the game is genuinely dull/uninspired/not your tastes, you will buy it, and get bored of it. Where is your 100% satisfaction when you have had 100% cost?
3) New games are often direct developments from old games, heavily influenced, or most of the organisational/development structures are all extensions rather than new additions. StreetFighter2 > SF2:HF > Super SF2 > Super SF2 Turbo etc. Now, you bought the original streetfighter 2, but now you want the new one, why do you have to pay full price for the new game, which is only 10% better than the old?
If you're crap at driving, does that mean the retailer should sell you a M3 Beamer for 10% of the price? If you're crap at poker, should poker web-sites charge you less for losing?
If you play the demo and find it dull and boring, then why would you buy the game in the first place?
it doesnt? does that mean we can have cut price hardware and clothing because 'its not as good as i thought' or 'it doesnt fit quite right but i still like it'?