- cross-posted to:
- gaming@lemmy.ml
- games@lemmy.world
- cross-posted to:
- gaming@lemmy.ml
- games@lemmy.world
Full text from the Electronic Frontier Foundation (EFF) article:
Fragging: The Subscription Model Comes for Gamers
By Rory Mir
The video game industry is undergoing the same concerning changes we’ve seen before with film and TV, and it underscores the need for meaningful digital ownership.
Twenty years ago you owned DVDs. Ten years ago you probably had a Netflix subscription with a seemingly endless library. Now, you probably have two to three subscription services, and regularly hear about shows and movies you can no longer access, either because they’ve moved to yet another subscription service, or because platforms are delisting them all together.
The video game industry is getting the same treatment. While it is still common for people to purchase physical or digital copies of games, albeit often from within walled gardens like Steam or Epic Games, game subscriptions are becoming more and more common. Like the early days of movie streaming, services like Microsoft Game Pass or PlayStation Plus seem to offer a good deal. For a flat monthly fee, you have access to seemingly unlimited game choices. That is, for now.
In a recent announcement from game developer Ubisoft, their director of subscriptions said plainly that a goal of their subscription service’s rebranding is to get players “comfortable” with not owning their games. Notably, this is from a company which had developed five non-mobile games last year, hoping users will access them and older games through a $17.99 per month subscription; that is, $215.88 per year. And after a year, how many games does the end user actually own? None.
This fragmentation of the video game subscription market isn’t just driven by greed, but answering a real frustration from users the industry itself has created. Gamers at one point could easily buy and return games, they could rent games they were only curious about, and even recoup costs by reselling their game. With the proliferation of DRM and walled-garden game vendors, ownership rights have been eroded. Reselling or giving away a copy of your game, or leaving it for your next of kin, is no longer permitted. The closest thing to a rental now available is a game demo (if it exists) or playing a game within the time frame necessary to get a refund (if a storefront offers one). These purchases are also put at risk as games are sometimes released incomplete beyond this time limit. Developers such as Ubisoft will also shut down online services which severely impact the features of these games, or even make them unplayable.
DRM and tightly controlled gaming platforms also make it harder to mod or tweak games in ways the platform doesn’t choose to support. Mods are a thriving medium for extending the functionalities, messages, and experiences facilitated by a base game, one where passion has driven contributors to design amazing things with a low barrier to entry. Mods depend on users who have the necessary access to a work to understand how to mod it and to deploy mods when running the program. A model wherein the player can only access these aspects of the game in the ways the manufacturer supports undermines the creative rights of owners as well.
This shift should raise alarms for both users and creators alike. With publishers serving as intermediaries, game developers are left either struggling to reach their audience, or settling for a fraction of the revenue they could receive from traditional sales.
We need to preserve digital ownership before we see video games fall into the same cycles as film and TV, with users stuck paying more and receiving not robust ownership, but fragile access on the platform’s terms.
“Free to play”, which is effectively a subscription model, has been around for a while now
Btw, you can’t get your DLC’s from one store to play with the game from another, not even GoG. Reasoning: because every store only allows you to purchase DLC if you own the game aleady on the same store.
Isn’t that some anticompetitive Gatekeeper stunt?
One key difference between games and movies is that games can be made on a much smaller budget.
There are plenty of indie studios putting out some absolute masterpieces, and if being able to own my games means ditching the “triple-A” titles then I will.
You think movies need massive budget?
In literal terms no, but in comparison to games I would expect yes.
Movies usually have more moving parts. You have multiple people involved in production, a schedule, technicians, actors, people who typically want to get paid for their time.
Games don’t have quite the same constraints. Many amazing games have been made by single individuals in their spare time over years, while they work regular jobs, because one person can do every aspect with just a a computer and enough time.
Not quite. It’s different than movies, because one person can purchase assets. Typically most talented developers aren’t also incredibly talented artists, animators, and composers. There are certainly people out there that could do that, but the same could be said for indie films made by a group of friends in their spare time with licensed music and improvised sound effects.
You can’t just compare a solo indie dev to a feature film like it’s not apples to bananas. Comparing an indie film would be more apt.
I’d say that solo indie dev games would be similar to that one web serial in the early days of YouTube, Marble Hornets, I think it was. It was interesting enough (I only saw bits and pieces personally) that it had a very dedicated fan base, but was made by like… three friends or something.
Game studios making triple a titles are more comparable to a triple a movie (that’s where AAA comes from - A list actors, A list studio, and A list something else. Triple A games have massive budgets for the same reason movies do. Marketing, voice actors, sound design, composers, animators, developers, project managers, interns, assistants, game designers, etc.
Triple A games also amusingly have directors and producers just like a Hollywood film does. In all honestly, video games are like interactive movies. We’re seeing now the end stages of that imitation with so many blockbuster sqls and nostalgia grabs in both industries.
I take it back. You’re right. I could straight up make a game with nothing so long as I’m smart enough and so a good job. It could be a pretty good game even. A good movie absolutely needs people working together on a schedule. It’s hard enough to get people together for D&D.
I don´t really care. Indie games are more fun anyway.
Gaming has had subscription since at least the early 2000’s. WoW, XBL and Eve are some examples off the top of my head. Some even required the purchase of additional hardware like the PS2 network adapter. Anybody remember Final Fantasy XI or the now defunct Matrix MMO?
Today every console has some form of online subscription. If anything, gamers normalized the online subscription model.
WoW, XBL and Eve are some examples
Subscriptions to online vs offline games is the major difference from now and back then.
I used to pay a subscription to play WoW and Eve because alot of the game runs on the game company’s hardware, which requires maintenance and upgrading periodically.
Single player games that have no reason to connect to the internet other than for updates should not be locked into having a continuous connection to authentication servers and there is no reason to pay a continuing subscription for the game, other than the company’s greed.
They should release decent DLC, expansions, etc if they want to keep milking the same title (or better yet, invest in some new IP instead of swapping franchises like trading cards)
I agree on the maintenance costs and do believe that the costs were justified but I can’t sell my horse armor and map packs from the same era at a GameStop, now or then. Doesn’t matter if I have a digital or physical edition. We normalized this.
Xbox Gamepass and the Nintendo Switch online console collections are the future regardless of what we want. We are simply rehashing the launcher wars with individual titles at this point. We traded ownership for convenience and somewhere along the way we became comfortable with the same IP being remastered, re-released, remade or reimagined on a yearly basis.
Just look at overwatch and counter strike. New game comes out and the developers “erased” the old game/version. We are reaching peak games as a service where you pay for everything but own nothing. I was never interested in Stadia but wasn’t their whole business model a subscription service with individual game titles as microtransactions?
I had a CD collection back in the day, still do, but it’s getting harder to find somewhere to play those discs. Most new cars don’t even come with a CD player. So now I can either repurchase on some digital platform or pay indefinitely for a streaming service. Both give the content without ownership. Why would gaming be different?
Look at what Nintendo did with the switch. Every physical copy has a unique license built in. So if you buy a used game, there is a real possibility that it won’t play despite having it physically in your hand. We’ve had always-online-DRM for offline single player games for years now.
Again, I agree with you. Its just that this has been coming for a very long time.
Just a quick thing i want to mention. When Valve released counter strike 2, the thing they DIDN’T erase was the store page, reviews etc. They literally just replaced it. Leaving all reviews and scores etc from counter strike global offensive but use them for counter strike 2 instead. Valve gets away with way to much shit…
Btw: Steam crackdown on workshop downloaders. They want to own the mods.
Remember: there’s no good companies, only less shitty ones (for a while).
steamworkshop.download
We just need to tighten up verbiage.
The sale is a sale. A rental is a rental.
This line has been very much blurred. Their definitions are quite clear.
A sale is a sale. You sell it to me. I own it.
A rental is a rental. You rent it to me. You own it.
There need not be any middle ground.
There is a middle ground, though and it’s called leasing. It’s what we get most of the time when we “buy” digital content. They call it buying, but leasing describes it more accurately.
Edit: not saying I like it - I don’t, just making an observation.
After the lease period you should be able to buy the product at a discount tho… so no, it’s not a lease.
That is absolutely not how all leases work…
A lease is a rental.
It is not different from a rental in any way shape or form.
The main difference between a lease and a rental is the length of time the contract is for. Subscription models are more of a rental than a lease, since they tend to be month-to-month and not like 5+years at a time.
No, a lease (noun) is literally just the contract that outlines the rental agreement. They are different but it has nothing to do with the length of time.
To lease (verb) is a direct synonym to renting.
Edit: Nope, I’m wrong
You sure 'bout that?
Ouf so I only searched up the definition of lease to make sure of what I was saying and didn’t think to simply type in rent vs lease.
That being said, I think OP clearly meant both when saying “rent vs own” and I’m really not bringing that up only because I totally lost face.
Game Pass kicks ass. I don’t mind not owning a good chunk of the games on there, and the ones I decide to buy I get a discount on. And first party titles are on there day 1.
I understand some of the concern, but for me Game Pass makes an enormous amount of sense.
Then we all buy in. Then they stop releasing games that are outside of a subscription. Then the price goes up.
This is the future if you support it.
ROFL!!!
They’re talking like the fragmentation bit was TV and movies first. The motherlickers probably haven’t heard of console wars.
In the end, WE will win and the people who try to keep exclusive control over a crowd of customers will lose.