It's not about physical vs. digital games, it's about ownership(popcar.bearblog.dev) |
It's not about physical vs. digital games, it's about ownership(popcar.bearblog.dev) |
Anything that you BUY needs to be your property. This means you must have the ability to:
1. Transfer ownership of it (either temporarily as a loan or permanently as a sale). Digital-only doesn't preclude this: the store can have a "transfer" functionality.
2. (Within reason) use it at your discretion at any point after the sale. This means that a company cannot "revoke" your access at a later time. Specifically for content that is DRM locked, if they decide to sunset that service (store, DRM server, whatever), no problem! just offer DRM free (or generally lock-free copies). I have no problem with Sony not offering DRM free versions of games that I can still download and play with the store. But if that goes away -> you must give me a path to local ownership.
(Multiplayer games that require server infrastructure are a bit more complex, and I'd leave aside for now).
This should apply equally to video games, movies, books, music. Any digital content.
This is why things really need to be DRM free from the start, and portable (have the ability to back them up, move them, etc). It’s the only way to ensure they can’t pull that kind of stuff.
I worry about shenanigans where you "buy" the game from a shell company and that shell company "folds" and doesn't uphold it's promises. Same is true for a smaller, but not shell, company. If the non-DRM version isn't already created and held in trust, then it's not trustworthy.
Fifteen years ago World of Warcraft was at its peak. You had 12 million people paying a monthly fee, plus buying the occasional expansion pack. No other gaming company had seen reoccurring revenue numbers like that before and it changed the industry. One aspect of this was that if you stopped paying you lost access to the game.
The industry has been looking for the next way to level up this subscription model on gaming. Battle Passes, Xbox Live, Game Pass, Playstation Plus, Stadia, Game Fly, and a ton of other ideas. Sony is now using the stick to directly attack ownership instead of the carrot to entice subscriptions. We'll see how this plays in the PS6, but I think they are overplaying their position, especially with how underwhelming the PS5 has been received by gamers.
I'm optimistic that the raise in PC gaming will act as a balance for the obvious greed of the consoles. It's becoming a larger and larger player in the non-mobile gaming market, and it's too big to be treated like a second class citizen anymore. The open platform prevents anyone from acting as a gatekeeper between game developers and players.
For me personally, I began losing interest in consoles the first time I had to install a console game to a hard drive. The plug and play magic just fell apart.
What's different? How do we get back to how it was before? I know the current political climate is one that enables this sort of thing. There are parallels with the current movement also WRT to the employer/employee relationship.
Beyond that, there's still more at play. In tech, and specifically on this site, I see a lot more complicity and fatigue when discussing these issues. I can't help but think that also contributes. I'm not saying everyone should always be mad at everything. But it does seem like there's a generational component to this where we haven't passed down an essential feature of a hacker, namely the anti-establishment bent.
I suppose that's collateral damage of a culture tolerating lots of people rushing in to grab their bag of cash and then get out.
https://www.sony.com/en/SonyInfo/IR/library/corporatereport/... (page 37)
Someone once said that if libraries were invented today they would be illegal and that feels more true every day.
Physical disc production ending in Jan 2028 for new games on PlayStation
Eventually someone important enough will force digital resales to become reality, changing everything to require KYC.
As in you can't wake up one morning and your game is gone overnight because copyright around in-game music changed.
All these music behemoths are way too powerful and they twist entire society globally to dance as they want. Not a fraction of a worry for pirates of course, just for decent paying fools.
Abhorable business.
But not all of my physical games CD/DVDs are in mint condition and some have scratches.
I’d love to see regulation around guaranteeing consumers the ability to transfer ownership of digital goods in a similar way to the analog counterpart.
The first is the loss of the physical item. I like organizing carts and discs, looking at them on my shelves, reminiscing, easily putting one in a console to replay. Same with other media for me: I buy books, only read physical ones. I listen to digital music (generally downloaded from sites like Bandcamp) but for albums and artists I like the most I buy vinyl. I get that this isn't a big deal for most people, but it is something that is permanently lost when you get rid of physical media.
The second aspect is control and ownership. This is indeed intertwined with the physical aspect, since you can do things like resell a cartridge or disc and let someone easily borrow it. But control is possible with purely digital games, they just need to not be locked down with DRM. And companies like Sony want to kill physical games because it allows them to keep those DRM locks on digital-only copies so you cannot resell your games, which is connected to the second point, control.
I also agree that the issue of control is more important. How do we continue to make sure our games, that we bought, aren't just taken away from us? What happens if you lose your account with Sony/MS/Nintendo? What happens if your old console that you downloaded a game on breaks? The death of physical games is also a step on the way to subscription-only services, where you won't even be able to play something unless you are actively giving money to a company regardless of how much you gave them before.
The ways forward that I see are legislation that would do things like force companies to allow people to always download games they bought in perpetuity, regardless of account status, and if the company dies the successor company must do the same or release the game into the public domain. But given the power of large corporations and current intellectual property laws, this isn't happening anytime soon.
Practically, then, the only way I see is to either have a console that is hacked in some way, or only play games on an open platform like PC. And there you can only buy DRM-free games or, at worse, if you lose access to game in some service (e.g., Steam) you can still pirate it (which I'd feel morally fine doing if I bought it already of course, but that does bring legal risks depending on where you live).
And the later option still doesn't address the larger issue of preservation, as the OP's blog post notes: games will be made for locked-down consoles in the future and will be lost forever unless the hardware is hacked or a law demands the game's preservation.
A child doesn’t think about ownership, he picks up a controller and plays a game. And when the child has grown bored of the game, one day they just never touch it again like a discarded toy, moving on to something else.
It is adults, reminded of their own feeble mortality and impermanence in the world who try to grasp at things like permanent ownership, they long for something that can’t just be torn away from them on a whim. But in life, everything is ultimately torn away from you, there is nothing you can do about it.
Some try to disguise their hoarding as “preservation”. Nobody cares. Even if you had some carefully curated museum, these old games would just be exhibits people look at for a bit with passing curiosity. Nothing more. You didn’t even make these games, why do you care so much?
Focus on enjoying games now, in the time when they are relevant. No matter how hard you try, all those games will be lost in time, like tears in the rain.
This is the most perfect sentence about this situation
I can afford it trivially, but its like paying say 20 bucks for a standard bread or bottle of milk. Insulting
The key to owning modern multiplayer online games is to have private servers run by human persons on their own owned computers. But except for TF2 no one has been able to (or cared enough) allow private servers alongside the much much more important microtransactions. This is what is killing ownership.
When things on the other are presented as rent only, it's very bad.
Those who wanted change made it happen. There are indie games and remakes without these restrictions. Most of classic gaming preservation has been successful with its goals apart from some legal gray areas and chasing rarities.
These discussions then fixate on the cutoff year for classic gaming and whether everything beyond that is even worth saving. The conclusion is always the same. Nobody really cares about the slop.
All that remains to discuss is politics. That's always the most vocal part drowning out everyone else. Who keeps banging this drum?
Let’s say there’s a new rule implemented by the NBA that no one likes (similar to a fear of live service games changing). How is that resolved there and why can’t that solution work for video games?
I think a big thing we’re currently missing here is something like a community field or park. Why are there no open-source, community-run Diablo projects for example? If no one cares enough to do that, maybe this isn’t so big of an issue.
Why?
Steam has never done anything to support ownership of games, their policy completely bans transferring licenses or accounts to other people or leaving them to someone when you die. Their next CEO is someone who has only known extreme wealth their whole life and gets the job because daddy started the company, when has that been a catalyst for societal good?
GOG is the only one to have advocated a different status quo, but they have virtually no marketshare that could pressure developers and publishers to accept more equitable terms beyond eschewing DRM.
Sure, that loses out on the ability to transfer it to a friend, but it's better.
Maybe if you look for evidence to be pessimistic, you find that, and if you look for evidence to be optimistic you find that.
I'd rather choose the more positive, hopeful perspective than the negative, downer one. What about you?
PC already went digital no ownership for most people unfortunately. His argument that it isn't the same doesn't wash, you still can't sell them or lend them to someone else and you have to hack around Steam's DRM, which is a loophole that can be closed at any point.
Having a PC to check your email, order off amazon, and download recipes is dying. Buying a PC and using it for video games is raising. The PC hardware is getting more expensive, but the upgrade cycles are also extending. If you look at the steam hardware survey most gamers are 1-3 GPU generations behind.
If you look at the total cost of ownership PC gaming is not awful compared to consoles. It's higher, but not as high as the initial price tag makes it look. There is no monthly Playstation Plus or Xbox Live subscription. These can run between $80/yr to $240/yr. PC games often have access to deeper discounts. The PC has additional utility, and modern PC components are holding exceptional resell value.
I know Sega and Namco operated some arcades, but mostly companies sold arcade machines and operators ran them. Coin boxes didn't connect to the developer except that games with good earnings sold well.
Whereas a game like Arma 3 has its own dedicated servers and has no such login requirement so theoretically you could still play that in 50 years time, but that might still depend on Steam DRM.
We have a lot of client side controls right now on DRM and logins which make the dedicated server only part of the problem.
However, allow me to ignore my opinion for a moment and play the Devils Advocate for a thought experiment.
What if, cosmetics and other unlockables (which should be part of the base gameplay) were instead evaluated on other people's computers. That is, rendering client side, authentication for use also server side.
Hats / Skins / Other -- Render some 'humiliating' cosmetic if authentication fails. Circumvention would require compromise on all client devices.
Core game assets -- Levels / 'mods' that require auth a similar path, except client/server verification mismatch. Do note the license server as a possible cause.
At end of life all of those checks should be patched in a final release to fail enabled. No more auth server, archive mode releases all use.
2. Video games (especially console) don't, as a rule, receive important major updates, nor do gamers expect and demand that. This means that charging over and over again for 'access to them' every month is transparent greed, as opposed to a mobile game which has to keep being updated to keep up with iOS's yearly breaking releases, where you can argue very fairly that someone has to be paying developers to maintain those games, and the library of games to update would be too big if they had to keep updating all games written from 2008-2026 when 99% of them were no longer bringing in any sales revenue.
> Let’s say there’s a new rule implemented by the NBA that no one likes (similar to a fear of live service games changing).
Personally, the games where they charge for the MMO aspect (even if that comprises the entire game, e.g. WoW), I'm honestly ok with. It's a gamble to invest your time in something like that, but the alternative, where paying for a WoW client once legally obligates them to run the server without ANY rule/gameplay changes, for eternity, seems completely unfair and unsustainable. Though I think it's a moderate position to argue that if Blizzard wants to cancel WoW's servers, making the server specs open source and enabling the client to connect to community-run servers should maybe be incentivized somehow, though mandating as much seems a bit extreme.
I still don’t quite understand in which cases the status quo is not ok though.
Publishers and storefronts need to be clear that what you're doing isn't buying, or start selling tickets (season passes) that have a clear end date, or use some other mechanism that isn't "buying".
The fundamental problem is that it's unclear what you're buying, and the contract can change at any time. Are you buying an item, a ticket, leasing, a subscription like an MMO, etc. These are all different things, and it misleads consumers when they're conflated.
The terms are also very one-sided, and your "purchase" can be ended by one party at will with very limited notice. Even basic consumer protection like requiring six months notice before ending your software lease would help.
The choice of language is deliberately made to deceive. If an auto manufacturer tried that, offering to "sell you" a car but the 3-page "Sales contract" had a clause buried in there that said "We can come to your house with 30 days' notice and just take the car back and you have no recourse besides stopping your payments" this would be ruled as grand theft auto (no pun intended) not "the terms and conditions allow it"
It doesnt make sense to "own" a massage just the same way it doesnt make sense to "own" spectating a game in person. The video recording of people playing a sport is a good that you can own however. This is why an online/multiplayer game is harder to separate because it straddles the line of both a service and a good, but other cases are much more clear cut. (also, a quick google does reveal multipke open source diablo projects fyi)
You may have heard of football clubs: If it's too expensive you can pool resources with your friends.
There are local clubs available but everyone wants to play on the nice FIFA field, which is the one that has to be rented.
If not, this doesn't seem to fix all of the issues it just feels like finger pointing at "evil copyright laws".
Yeah maybe we can change those to, but what about making it so if you pay for something you can do whatever you like with it.
Say if I buy a copy of a movie from Amazon I should be able to sell it to my friend who doesn't have an amazon account..
But that's just using what you payed for, it only very slightly overlaps with what actually owning something entails.
What games and some software do these days is much worrse. You have a license to use their "software installation service" and their "let me run the game" service until they decide to turn them off. At any point, at their discretion, they can remove your ability to install a new copy or even run it all together.
Very different and quite recent.
These are not the same situation.
When stream trading was more of a thing, and we had a ramen diet, it was probably true
and is a recommended step for engine modding games like skyrim.