Want to read Slashdot from your mobile device? Point it at m.slashdot.org and keep reading!

 



Forgot your password?
typodupeerror
×
Games Entertainment

Bleak Future for Videogame Customers 399

jvm writes "A recent commentary on Curmudgeon Gamer speculates on the future of the videogame market. Among the predictions: no more rentals from video stores, no used games market, no lending games to friends, less upgradeable computers, pay-as-you-play software subscriptions, and other consumer-unfriendly changes. In all, less gaming value for your hard-earned dollar."
This discussion has been archived. No new comments can be posted.

Bleak Future for Videogame Customers

Comments Filter:
  • by Anonymous Coward on Saturday January 17, 2004 @02:16PM (#8008277)
    ... is XBox Live, hands down. $50 a year, unlimited play, fantastic selection of games.

    For those of you considering a subscription, give these three games a try - Project Gotham 2, Crimson Skies, and MechAssault.

    It's a blast, I promise.
  • by LostCluster ( 625375 ) * on Saturday January 17, 2004 @02:26PM (#8008348)
    That's why they realized that serial numbers had to be washed against a list of compromised numbers in some sort of revocation process. The result of that is known as "software activation"... phoning home with the CD key to see if that key is still valid.
  • by Crasoum ( 618885 ) on Saturday January 17, 2004 @02:30PM (#8008370) Journal
    But is hardly strong enough.

    Yes games that allow you to play on OTHER people's servers are more restricted, because it is THEIR servers. Granted there are plenty of public Half-life servers, but they still are indexed by VALVes master server. In doing so they get people playing on their server, and VALVe is assured the people playing on these servers are using legitimate products.

    If one has a problem with the 1984 style, then don't play on the servers, instead use other servers like one can use with open battle net. You can connect without any legit CD key, but you also are playing with less people; more then likely. As always a trade off.

    As for Steam only downloading the parts you'll "Use in the near future" the author does NOT know what he is talking about. Steam downloads the levels as you play them, yes, aside from the core levels that come with the mod you are playing (or the original game). By core levels I mean, if you download half-life it downloads all the game content you need, but no added developer levels unless you go on a sever that has them, then it downloads them and you keep them on your hard drive.

    It is for two reasons. To be gentle on VALVes bandwidth, and also if you never play any other levels/mods (like Counter strike, or Day of defeat) then there is less Hard drive space taken up on your computer.

    As for the rest of the author's comments on making everything non-tangible, I doubt that will happen for a few reasons.
    One of which is people like to have a product for convince they can grab and install if their system crashes.
    Two people would want more for less, if they don't have that solid backup to go back to.
    Example. Through steam, you either buy the game in the store or get an unlimited subscription to steam, or you pay 5 dollars a month for the same service.

    I'd love to hear arguments against what I've said, so please...
  • by No Such Agency ( 136681 ) <abmackay AT gmail DOT com> on Saturday January 17, 2004 @02:34PM (#8008392)
    (Offspring, I believe)

    To do any significant game-related downloading, you need a fast internet connection. A LOT of users (self included) are still on dial-up, simply for cost reasons. If you add the cost of a required broadband link, plus a pay-per-play or subscription model for games, people will decide it's simply not worth their hard-earned money. I know people who pay $80/mo for their cable TV & internet, but they're double-income, middle class families. Students, young workers, and other lower-income people will not - often can not - pay through the ass just to play video games.
  • by moresheth ( 678206 ) on Saturday January 17, 2004 @02:54PM (#8008523)
    Although it won't help regular office-type software, the CD-Key is the bane of online-gamers who don't pay for their games. Most games that use one will connect to a master server to verify its authenticity. So games like Quake 3 and Raven Shield require you to be legit to play in most of the open servers on the net, while games like half-life (even though it has a cd-key system) don't check the number online and are able to be cracked. I don't know this from experience, or anything.
  • by roystgnr ( 4015 ) <roy&stogners,org> on Saturday January 17, 2004 @02:56PM (#8008531) Homepage
    It's far harder to accidentally corrupt a plastic disc than it is to have a transfer error screw up an application.

    If you have a scratch on your plastic disc, you'd better hope that the disc specifications put enough error correction data on at manufacturing time to fix the problem. If you're transferring data over a network, during most of the transfer you only need enough data to reliably perform error detection, since over a noisy link the client can re-request corrupted blocks and the server can increase the percentage of ECC data dynamically.
  • by bryhhh ( 317224 ) on Saturday January 17, 2004 @02:58PM (#8008540)
    It doesn't make much difference for single player only games, but LAN & internet games will not allow installs using the same key to play together, but it still isn't that great a concept, as keygens seem to be widely available.
  • by NemoX ( 630771 ) on Saturday January 17, 2004 @04:12PM (#8009000)
    This may be seen as good and bad, but like anything, will take time to evolve. Personally, I have refused to buy any game that requires a subscription on top of a $50 initial buying fee. So have over a dozen of my friends and family. It is a ridiculous concept to pay so much money for something that you do not own, and never have the option to own. So, while the gaming industry is making oodles of money off of this concept, they will also be driving away gamers. How many 12 year olds do you know that can pay monthly subscriptions fees, let alone even have a checking account or a credit card? If the trend goes as the author suggests, the gaming industry might lose their biggest audience (kids). Or, what might happen is that it will force more users to the other side, like XP's activation service did. Granted it is not a large number, but if such brutal restrictions, high costs, and lack of ownership are the only option, people will make a second option. Smaller gaming companies might emerge making games for any of the platforms, and in my best hope, will target Linux desktops as that picks up momentum. When not given a choice I think people will make one. So, if this trend continues as the author stated, I think it will only be a temporary low in gaming (well, for me and my friends, since we won't be purchasing them :) until a viable alternative arises from the lower depths to compete and reverse this incredibly insane notion of subscription fees, plus purchase fees, plus lack of ANY kind of ownership for well over $100 worth of hard earned money, with nothing to show for it! I think the same will happen with games as has been done with many overly priced software and OS' ... it will be community ware in some similar manner such as much of the GNU/GPL licensed software, currently. It is a type of a rebellion against capitalism...the people are speaking, and will be heard, despite how much their elected officials are bribed...err...lobbied with ;)

    So, the bad is that it is too expensive and nothing to show for it, and I won't be playing any of these games that I otherwise would have played. The good is that it might make games open source, or free, and/or target other platforms besides Windows.
  • by illogique ( 598061 ) on Saturday January 17, 2004 @04:26PM (#8009101)
    it could be tricky because they could shorten game life and you would not be able to play "old game"

    want to play? get the new game that require the new hardware!
  • by gnu-generation-one ( 717590 ) on Saturday January 17, 2004 @04:30PM (#8009128) Homepage
    "keygens seem to be widely available"

    If you can't find the CD on an old microsoft application, try anything where the last 7 digits are a multiple of 7. e.g.
    111-1111111
    7777-7777777
    11111-11111-11111 -11111-11111

    more details [omnitechdesign.com]
  • by some damn guy ( 564195 ) on Saturday January 17, 2004 @04:39PM (#8009177)
    Not that I know anything about this, but for at least a while, quake3 could be played online without a valid key. You would simply redirect connections to the authentication server back to localhost while running your own, personal authentication service. The real pain was that something in the hacked-up setup would always get broken every time a patch was released, so that would count you out of online play anyway.

    Believe me, everything can get cracked, and if it's not in the client, then it's the server. It's always going to be a cat-and-mouse game. But, basically the copy protection works anyway, at least for me, because unless you're very very poor, you'll probably decide it's worth the money to have a version of a good game that actually WORKS consistently (Yes I baught quake3), however, I think that it's less true for non-online games where one doesn't care about patches of expansion packs.
  • by Prehensile Interacti ( 742615 ) on Saturday January 17, 2004 @05:51PM (#8009625)
    There are 2 important facts which back up the fact that CD/DVD delivery is not consumer friendly.

    Firstly I have done my own analysis of TRSTS Data [npdfunworld.com] on the console market. It is very interesting to note that for the period I was examining (last year) 84% of the money was being made by 16% of the titles, which is a very high degree of polarisation for a market. For me this was indicitive that:

    • there are a lot of bad games around
    • that games are too highly priced for consumers to feel safe making 'impulse' purchases.
    The other piece of research that is relevant, was looking at the gaming habits of gamers, and was written at the end of the 90's. There they showed that on average 80% of gamers make it to level 2, and that only 10% of gamers will complete a game.

    Online delivery has the opportunity to change all of that, as finally we can adopt a pricing scheme which is able to cater more fairly to ALL of the players, and no longer just to the hard-core. The effect of that should be that we are able to get more game players, as more people will be able to purchase at a value they think fair.

    There are at least 2 models which can be applied to online delivery, subscription and micro-payment. These are not mutually exclusive, and cater to different sorts of player.

    Subscription is very analogous to Pay TV channels. For the most part there would be a catalogue of titles available to play within your subscription each month. This caters to the person who has a given amount of time for video games each month, however allows this player to enjoy a wider variety of titles than traditional delivery. Like in the PayTV realm there is still the option of having special one-offs, which can charge what they want. That's just life.

    With micro-payments, then you would only pay for what you actually play, and would be presented with an account at the end of a period. This model caters to the lighter gamer, who probably has other uses for their leisure time. However by offering this, then a distributer is able to significanlty lower the cost of entry, thereby making gaming finanically acceptable to a whole new set of people.

    The original author seems to fear change - and automatically assumes that because the pricing model changes he will be worse off. I believe that nothing could be further from the truth. Capitalism protects us as consumers, because if one company starts building in unreasonably high profits, then another company will come along and take away all of their business! The costs of digital distribution are already significantly cheaper than opening up physical shopfronts, and this is only set to get cheaper.

    Bringing new gamers in to play would be (and should be) where game's companys are able to increase their profits. Anything that gets more couch potatoes doing something stimulating, and away from the TV is a very good thing.

  • by rsmith-mac ( 639075 ) on Saturday January 17, 2004 @07:22PM (#8010230)
    What you say is true, but keep in mind the audience versus the hosts here. Even though one can crack a client to bypass the authentication, and one can crack a server to allow cracked clients, the only time the clients can even play is when it's on a cracked server, a very rare case. While you have some people with the nessisary bandwidth and the desire to run a cracked server for everyone, the large server organizations that run their own servers and official game servers(SCI, HomeLAN, etc) aren't in the buisness of running cracked servers, and neither are most server owners in general.

    The point of all of this being, is that it goes to show how secure the current key-master system that Q3, UT2K3, etc is - at best, crackers can only unlock a portion of the "world." And this is why such a system is staying, as even after 5 years, it's largely held up, something no other system so far can claim. One only has to look at UT(CD protection) vs. Q3(key-master) to see why this is ideal - in the age of online games, must buy your game in order to play it, piracy just won't work.
  • by MarkVVV ( 740454 ) on Saturday January 17, 2004 @11:01PM (#8011373)
    a number divisible by 7 is also multiple of seven...doh.
  • Technical Answer (Score:3, Informative)

    by virg_mattes ( 230616 ) on Thursday January 22, 2004 @11:14AM (#8054814)
    > Assuming that the valid-key-generating hash is not shipped as part of the product, why would hackers crack the hundred-gazillions hash of which some work rather than the tens-of-millions hash which the company used to generate actual valid keys?

    Because the hash the company uses is the hundred-gazillions hash. See, it works on two levels. The company creates a key generator that can make a hundred gazillion keys. It runs it one hundred million times, and actually creates a hundred million keys out of the possible hundred gazillion. It then uses only those hundred million for valid keys. So, when the hacker breaks the hash, he gets a hundred gazillion key generator, and generates a key. However, if the hacker's one-in-hundred-gazillion key doesn't match one of the hundred million actual keys the comapny generated, then the company rejects it as a hacked key. That means that even if the hash is broken, someone has only a hundred-million per hundred-gazillion chance of generating a vaild key.

    Virg

He has not acquired a fortune; the fortune has acquired him. -- Bion

Working...