alms24sebring wrote:Im sort of torn on this. Ive always hated the online pass but now I understand why. I would be upset if I was missing a third of my potential profit too to help develop new games. Lets face it, we dont let friends 'rent' games. We let them play until they beat it or are bored with it... for free.
The problem with this mindset is that it assumes that every rented, borrowed, or used game is a lost sale. This is not true. And there's certainly no proof that those things account for "a third" of lost "potential profits."
Things to keep in mind:
I've been playing demos since the mid-90s. Demos help you decide if you want to purchase a game. PUBLISHERS THEMSELVES are often directly responsible for these demos. Yet one could argue that the demo might be enough for some players, and those players may never buy the full version of the game. You
could consider those players as "lost sales"--but demos still happen.
I have purchased a huge number of games based on rentals and borrowed copies. And I have friends who are open about their piracy habits who happily admit they pirate games so they can test them...then they often buy the game if they enjoy it. It's their version of the demo. I am NOT condoning piracy (ask any of my friends what I think of it and they'll tell you I've yelled at them a number of times). But from this line of thinking, rentals, borrowing, and even used sales can INCREASE sales. I've said it before: I don't have time for mediocre games. So if I'm doubtful about a game I probably won't buy. If I borrow it and it changes my mind, though? There's a sale. I'm not arguing that every borrowed copy will have this effect, but it does demonstrate that rentals do not exclusively equal lost sales.
What I'm getting at here is that this particular justification for online pass, always-on-DRM, day-one-DLC, and other such nonsense, is NOT VALID. There is NO DEMONSTRABLE PROOF that rentals, borrowed games, used sales, or even piracy are LOST sales. They are simply people playing the game without directly paying THE PUBLISHER for it. In two of these cases, the publisher ALREADY GOT THEIR MONEY for that copy of the game.
As an adult consumer AND a gamer, I look at the games industry like I would any other product/service industry. MY experience with the product or service MUST BE POSITIVE or I'm not going to be inclined to buy from that company again. I don't (well...didn't) put up with bullcrap from Comcast and I'm not going to put up with it from Ubisoft or EA or Activision or anyone else. If the company in question is not trying to make MY experience as a PAYING CUSTOMER postive, I AM NOT INCLINED TO GIVE THEM MY MONEY. Day-one DLC, online passes, always-on DRM, and other tedious limitations are not aimed at improving my expreience as the paying customer. They're aimed at making sure NON-PAYING users lose out. This is a backward approach. The correct approach is simple: make a product people WANT to pay for, and then present and support it with a quality of service that people will WANT to support.
For those idiot publishers out there, I will make it very, very simple to understand.
Here's a list of ways to make me want to purchase your game:
1: Make a GOOD GAME.
2: Make a HIGH QUALITY game that won't leave me spending hours fighting bugs and getting burnt out to the point where the game itself becomes unappealing to think about.
3: Offer exceptional customer service. THIS MEANS NOT TREATING ME AND OTHER PAYING CUSTOMERS LIKE POTENTIAL CRIMINALS.
4: Allow me to install my game (which I have paid for) as many times as I want, on as many machines as I want, WITHOUT having to call customer support and explain that I'm not a criminal.
5: Don't charge me $60 for a new game. It's not worth it. Half Life 3 won't be worth it. Diablo III is not worth it. The new Xcom won't be worth it. Call of Duty is sure as Hell not worth it.
And here's a list of ways to make me NOT want to purchase your game:
1: Make a crappy game.
2: Crap out low-quality mediocirty at regular, investment-safe intervals and slap a new sequel number on each one.
3: Play it safe. I don't want to play seventeen different versions of Call of Duty. Do something interesting or you'll loose my interest.
4: Treat me like a criminal. I have not stolen anything from you and I don't intend to. Precautions "just in case" are just as offensive as outright accusation. I don't like Walmart greeters checking my cart and receipt after I check out, and I don't like Sony assuming I'm going to steal everything I can get my hands on as soon as they look away. These companies have NO VALID REASON to consider ME a potential criminal, yet it continues to happen.
5: Intrusive DRM: I'm not interested in paying for a game that's going to restrict my use. Sure, I agree to an EULA when I purchase and use a piece of software. But if that EULA says I can only play it at my primary PC on sunny days when the wind is right, I'm going to pass on that particular purchase. Certainly it's POSSIBLE for this kind of DRM to happen. But it's not a good idea.
6: Day-one DLC and other delete-and-add content that should just be a part of the game. U-Play is a joke. It adds no value or content for me, it simply denies it to others. But it does it in a way that adds invonvenience for me, who I will restate yet again is a PAYING CUSTOMER. Which brings me to number 7.
7: Treat me like I'm stupid. Stop presenting your anti-piracy/used games/rentals approaches as features or content improvements. I know they're not. I can see clearly that they are not. Telling me that your day-one DLC was never a part of the game from the start is insulting. You didn't license the Dodge Charger for Driver: San Francisco so you could leave it out of the game...and then change your minds later and add it back. You made it day-one U-Play DLC to punish non-payers. STOP BEING DISHONEST AND SHIFTY ABOUT IT. It would go a long way toward improving the image of your company, your services, and your product. Being dishonest with your customers hurts everyone.
You'll probably notice that the second list is a lot longer than the first. The first list is also much easier to get right. So why is it that pretty much every games publisher out there manages to nail the second list all the way through, and only a few manage to hit even one item on the first?