Googling "Steam France" can drive to articles written in English, too :)
Anyway: wow. This could possibly become HUGE.
Edit: https://www.gamerevolution.com/news/598261-resell-steam-games-valve-france
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I doubt it's as big a deal as it seems, since there's no obligation for Valve to provide the mechanism for reselling games. This would be similar to how a clothing store doesn't have an obligation to provide you a venue to resell your used clothes.
What it might mean is that Valve could be forced to allow the sale of accounts, but I fail to see how someone would actually be able to resell a single title.
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It's not a good analogy. You can resell clothes but not Steam games. The decision forces them to put a system in place to allow resale but not to implement a market place to advertise your second-hand games.
Maybe they could have a system where you can generate a code which you give to the person you sold the game to. When they activate it, the game is automatically transferred from your account to theirs.
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And then how do you prove that the code is authentic? Or unique? That would just lead to fraud on a massive scale as people sell "codes" on third party sites, or sell the same code to multiple buyers.
That's the big issue - only Valve can guarantee that a digital property on Steam is transferred legitimately. Meaning that for this to work, Valve is effectively being forced to develop a marketplace for secondary transfer of titles, undermining their own primary distributor business model. Maybe Valve will decide they can make money by taking a cut of sales by offering such an escrow service, but until that happens, I really don't see anything coming of this.
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Already available here: https://store.steampowered.com/account/registerkey if you are looking for "validity", rather than whether the key has already been used or not.
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That's my conclusion from it + bonus heading text as people are likely to overlook whats probably the most accurate take so far in pursuit of the less realistic (though far more interesting) hypotheticals.
It's about the right to compel another party to do something when looking back from either side. Valve can't compel you not to sell your own games without inhibiting your own basic rights of resale. Realistically though, there's no meaningful way do that selling with licences outside of selling your whole account, so it seems that's the only directly meaningful change.
This newly announced inability to contractually prohibit you from selling your licences is NOT the same as compelling Valve to make whatever means available by which you could sell off your library piecemeal.
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I doubt it's as big a deal as it seems, since there's no obligation for Valve to provide the mechanism for reselling games. This would be similar to how a clothing store doesn't have an obligation to provide you a venue to resell your used clothes.
They don't have to provide a mechanism for the reselling but they will have to provide a way for users to remove games from their libraries and get the key back.
It's exactly like a store that sells you clothes... but leave an anti-theft device so you can't sell them or wear them anywhere else than preapproved places. They won't have to help you resell but they have to remove the device when asked.
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I think we should be able to sell purchased digital items the same as we can with all physical items, but if this happens, it is going to cause massive issues with pricing because there is no reason to ever buy anything full price if someone is selling it "used" for less.
This will also allow people to gather money in a group to buy one copy and then pass the digital item around throughout the entire group after each person is done with it. This sounds crazy now because we are not use to it, but this kind of thing is 100% legal with everything else in the world that isn't digital, so why not digital items as well? You can buy one physical copy of a movie and pass it around to as many people as you want as long as you don't make duplicates. If you are poor, you can get together with a group of people or family members and buy one vehicle that will be shared between the group, that is the same thing.
On a similar topic, we should be able to let others rent for a fee or borrow for free any digital items we own. That is how all rental stores and libraries have always worked. A rental store buys DVDs, Blu Rays, or physical video games, and rents them to whoever they want. They pay for each copy and then rent them as many times as they want for as long as they want.
Libraries buy however many copies of books, audio books, movies, music or whatever else else they want in physical or digital copies and then they let people borrow them for free. They can let whoever they want borrow that copy and they can keep letting people borrow it forever. This is not a law for libraries, it is for everyone. You are allowed to let anyone one you want borrow or buy a copy of something you own.
That is how it was all though history, but when digital items came along, things changed and I think they passed some law to restrict reselling software. I looked it up once and think I talked about it on here, but I don't remember exactly what happened. If there are companies renting and letting people borrow digital items, there is no reason we should not be allowed to do the same.
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If France wins this court case, Steam would probably have to remove that. Other than the recent invention of digital items, if I buy a product, I own it and can do whatever I want with it. I can sell it, rent it, or let someone borrow it. Digital items are the only exception to this and that is why France is taking them to court.
If Steam ends up having to let us sell our used games just like any other product we purchase, then renting and borrowing kind of has to be allowed as well because they are just a transfer of ownership twice. I don't think Steam would be able to stop it because they wouldn't be involved in the money transfer and wouldn't even know if there was any money transferred, they would just be involved in moving the key from one account to another.
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I would assume that with actual renting it wouldn't be so simple. You need a license to perform or host events (playing any licensed music to a crowd beyond a small size or a very informal nature), and you need a license to sell products beyond the smallest of scales, so I imagine once you go beyond super small-scale stuff to actually offering a rental service you'd run into trouble. Just because the system would allow you to do so invisibly doesn't mean you can't be caught doing something ;P
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I don't know what kind of business licences are needed, but that would be fine. I just meant that if Steam was required to allow us to sell used digital items, digital items would be the same as all other physical items and people should be able to borrow or rent them just like any other physical item. If you wanted to start a business, you would be required to follow the same rules and get the same licenses or tax documents as any other business.
I was mainly just thinking about passing games around between friends so everyone didn't have to pay for their own copy just like you can do with physical copies. So many things in life work like this, it is only prevented with digital items. When I need a specialty tool to work on my car that I might only need to use once and don't want to buy it to keep forever, I can borrow it from a friend or drive to Autozone and borrow the tool for free and give it back when I am done. They do it to get you in the store to hopefully buy parts, but you are not required to buy anything.
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"borrowing" or "lending" out your game is already possible on Steam with the "Family Library Sharing" option...
You only need to log in once on your friends computer and you can share your library with them in your options ("Family" tab). They can play your games on their own account when you are not playing yourself.
(although I would prefer it to be expanded on so they could play any game you are not playing whilst you are playing as well)
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Yea resale of digital goods is extremely problematic for the reason you listed. I've yet to hear a good proposal on how it could be done without causing serious issues.
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I think the difference is that people generally have reasons for wanting a new copy of something physical when they can afford it. Cars and clothes wear out, library DVDs get scratched, books get beaten up. You can buy used phones, but you know they aren't likely to last as long as a new one, and they'll probably have a few cosmetic flaws.
With digital items, you can essentially sell something like new every time. That Steam copy of Borderlands will work as perfectly for the 100th person as it will for the first.
The way book publishing companies have gotten around this is with DRM. I can't lend the books on my Kindle to anyone else, just share my account with a limited group of people (like you can with your Steam account). And although I don't agree with this practice, library ebooks are generally far more expensive than normal and only last a limited time (generally two years) before libraries need to buy them again.
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"This will also allow people to gather money in a group to buy one copy and then pass the digital item around throughout the entire group after each person is done with it. This sounds crazy now because we are not use to it, but this kind of thing is 100% legal with everything else in the world that isn't digital, so why not digital items as well?"
It's been possible to do that with DRM-free stuff for a long time now, and the world hasn't imploded yet.
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Probably we will end up with services like netflix. You buy access to all games monthly. I dont see any other way. Sold quantities will drop huge.
Every company will have their launcher. The process even started. Only small studios will have to use game services like netflix/gameflix.
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I really hope not. There are a few companies trying to do this right now. I absolutely hate these services. I want to buy a game and own it so I can play it anytime I want in the future, not lose access when they remove the product from their service, shut down, or I stop paying monthly. I have games from the 90s on CDs that I still play to this day.
Technically we can lose our games on Steam as well, but that is the safest bet right now and if Steam shuts down, there will be huge problems. So many people will lose massive collections of games that I think they will turn to other means to get them again without paying.
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There is a probability that in the future there will be new operating systems and new hardware architecture and you wont have chance to run your old games.
The safest place now is GOG, where you can download your game. But they are not supporting old windows versions. Win10 will be old someday and forgotten.
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That's fine. If I buy an original NES game, I don't expect to be able to play it on a N64 console, I will keep my original NES console to play it. I don't mind having to install an old operating system to play old games if the games have not been updated. People who want to play classic games need to keep around an old computer or emulators need to be created like dosbox.
The big problem is the DRM, like Stream. Steam no longer works on Win XP, but there are games that have issues on newer operating systems, but work fine on Win XP because that is what they were designed for. So Steam is essentially selling you a product that says right in the requirements that it only works on Win XP and you need Steam installed to play the game, while at the same time saying that you cannot install Steam on Win XP. It's like buying a game that is sold on a N64 cartridge, but the game will only play on a SNES console, so there is no way to plug it in.
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This sounds crazy now because we are not use to it, but this kind of thing is 100% legal with everything else in the world that isn't digital
Exactly. And with the grey market already taking its toll on the industry, I can see why it would be a big problem but at the same time... we got used to something that wasn't legal.
And by the way Steam also got away with other things that aren't exactly right if you think about it. Like if Steam ever decides to focus on something else or goes the way of the dodo like... Blockbuster, after some new technology comes along (I'm sure Google streaming games is not going to do that kind of damage but you never know)... What happens to all the games we bought? I'm pretty sure we won't get hard copies right?
So yeah it's nothing new either. But it's a big thing because it shifts the balance again.
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If Steam shuts down there will be massive problems. There are so many users with massive collections and they will not want to pay again to play games they already bought. I think they will turn to other means to get them again without paying.
If there are signs of Steam shutting down, I think people will start backing up games and find a way to play them. Maybe you could put all your games on a big external and then keep a copy of Steam installed in offline mode to keep playing the games. Might have to block Steam's access to the internet to stop it from trying to update. Or maybe someone could create a program to play our backed up games without using Steam, like an emulator.
One major problem with this is that if there are signs of anything bad happening to Steam and everyone decides to start downloading all their games, Steam's servers will immediately and forever become overloaded and everything will probably slow way down or crash. Most likely people would just resort to getting the games "another way" without paying.
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If Steam shuts down there will be massive problems. There are so many users with massive collections and they will not want to pay again to play games they already bought. I think they will turn to other means to get them again without paying.
I must admit that as a long term Steam user, and since that's how I get most of my PC game and most of my gaming these days, it's a nightmare scenario.
I imagine Epic would be happy though :P
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As I see it, you bought your licence on the Steam store, but the license comes from the developer/publisher and is perpetual, so the developer/publisher could easily do the smart thing and grant keys for users who can prove ownership on Steam for other download venues as not to turn these people to piracy... Because once people start to pirate, it takes the likes of Steam and its ease of use to stop them doing so... (Also: as you have already bought the license, downloading a pirated copy with seeding disabled is completely legal!)
And I bet many stores would be all too happy to provide the bandwidth to the devs/publishers who choose to make that move, just to attract hordes of new clients who would be incentivised to stay on their store/platform...
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They might want to read the elua of most companies. https://bethesda.net/data/eula/en.html
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Just because qa company states something in their EULA it doesn't automagically become legal and/or enforceable.
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even in the US, the EULA cannot violate the law. The big difference is that in the U.S. the assumption is that people enter into contracts willingly (which gives a huge deference to companies), whereas in the EU the assumption is that people don't really have a choice about entering into contracts with businesses (and a presumption that businesses abuse that power).
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EULA's are are just made up nonsense that companies try to force on product owners after purchase (on a product that normally cannot be returned no less). Any judge with any brains would understand that such a thing is, or should be, unenforceable.
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Good for those who want money back on things they've finished with, but likely bad for those of us who want to own and keep games, as the pricing considerations will end up adjusted accordingly (assuming the 'not for resale' aspect of digital purchases doesn't block this whole thing). Even if the pricing stabilises at a tolerable point for those of us who never buy on day 1, unless properly facilitated by the various platforms, there is gonna be one hell of a new wave of scam artists out there. The grey market still hasn't been tamed (bulk-buying for resale, chargeback fees from unscrupulous individuals hurting upstart devs, etc), but this might go a ways towards rendering it obsolete.
I can understand why the focused on Valve as the biggest player, but this has to be applied universally for it to have any meaning. If they lean into this, people are going to home in on any exploitable aspects like piranhas, and companies are going to start taking certain measures in the aftershocks to preserve their business model. Big change rarely happens without birthing pains, but I do worry somewhat about how this might pan out. We are (or were) sitting atop a golden age of bundles and massive (if fluctuating) sales discounts. It would be sad if we saw that go.
Usually the people making said policy and decisions aren't entirely familiar with the systems in place or how the work, so they tend to leave loopholes open, leave important subjects totally untouched, or totally overstep and apply unreasonable policy on non-issue matters. I hope whoever they have scribbling the fineprint actually uses digital distribution stuff on the regular and has some actual grounding understanding of things. Eesh.
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This is very true. Additionally, it is impossible to design a rule or a system that doesn't have loopholes. I used to be in the loophole business. Closing a loophole often had unintended consequences (both good and bad), but in the end it just created a new loophole to the loophole
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It's like a much slower version of the old DRM arms-race. Every measure that can be possibly taken to protect, will come with negative side-effects and typically ends up bypassed in a short frame of time. Those that withstand bypassing attempts tend to have far more severe side-effects. Only in this situation it will be a rebalancing of pricing, content, quality and services, and the bypassing will be done by both the commercial front and the consumers.
Even with how things are now, we have a very active gray market. Back when the steam marketplace allowed for storing of gift copies, people quickly learned to turn a major profit upon a system that was never intended to be used as such. I just worry for how all invested parties are going to adapt. License trading will have to be extremely secure and careful not to strangle participants in the process, otherwise it would mostly just benefit a new wave of scammers and profiteers, creating a subsequent wave of negatively influence in the market market (content, prices, diminished sales), but without being useful or widespread enough to make up for it.
I guess I just really don't trust human intelligence to be lucid or consistent enough to make this transition work well.
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as the pricing considerations will end up adjusted accordingly (assuming the 'not for resale' aspect of digital purchases doesn't block this whole thing)
If they inflate prices because there's a possibility of resale, they'll just lose sales altogether so I don't think that's likely.
And "the 'not for resale' aspect of digital purchases" is illegal, that's the whole thing here. Now that it's been deemed illegal, there's not much for them to do.
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Not if it's a shift across the entire market. Before Valve propularised the whole severe discount sales thing, big-name titles would happily stay at top-end prices until their constituting engines / technologies were substantially old. Seeing Β£5 off a title was considered a nice bargain.
They can appeal it, they can withdraw sales from the region until they cook up a different model, or they can concede to a degree but then update their service terms in bold lettering regarding what exactly is being purchased, so they can continue on as they were.
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I'm totally fine with them redefining their terms of sale. I'm not one of the pitchfork people when it comes to Valve. I really enjoy Steam and the service they provide. And I really do hope it won't cause a loss of income for indie devs so I'll be fine with that outcome.
Nor am I going to count my games and see how much money I could be making reselling them. I just think it could be cool to be able to buy games that are delisted and are sitting idling at the bottom of some people's libraries but I probably wouldn't use the service beyond that.
It's just a matter of them not getting away with breaking the law.
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Buying used games without the possibility of them being damaged sounds great. Also it seems like every digital storefront is in violation. Will every platform need to implement a secondary marketplace for reselling games? Can the platform take a cut of the resold games? I doubt the publishers or developers will profit from those sales.
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I mean, quality has already gone down. Prices, too. And there's no shortage of screaming already...
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I'm talking about a major shift here, because we're taking huge sums of money out of the pockets of developers and publishers. This could potentially drive indie developers out of the market.
I'm amazed consumers were against Valve taking a 30% cut, but they're okay with this. Just goes to show where their interests truly lie.
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I don't disagree. Someday soon we won't own any games at all, we'll just be renting them Netflix-style from streaming services, and this ruling will only force that to occur sooner rather than later.
However, what I said still stands. The quality will go down and prices (even for those streaming services) will go up.
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True, but in the case of streaming services and subscription gaming, the devs / publishers in question get to retain a degree of control over pricing, availability and where they opt to participate. Even with the monkeypaw that are publishing companies (and the cut of profits they take), they were at least focused on promoting the product. With a shift to total license reselling rights, a lot of a company's survivability is suddenly out of their own hands, so attitudes towards quality and pricing are going to become a lot more self-preserving. There'll be a price to pay, and I wonder what shape it's ultimately going to take.
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It's not indie games people are gonna be mass-reselling. By far the biggest market is gonna be for shit AAA games that people preordered or bought due to hype and want to get rid of. I fully expect the AAA publishers to fail miserably at adjusting to this and start going down for good, finally letting the gaming industry thrive.
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It's not indie games people are gonna be mass-reselling.
It'll be all games. What's the point of holding onto a game once you're finished, regardless of who developed it? Evidence (that there are buyers for indie games out there): Indies are already hit hard by re-selling on the grey markets. What happens when fewer people are buying a fresh copy of their game?
Edit: Apologies for the late edit, but I wanted to show the damage this could cause for indie developers.
So, let's say reselling licenses was around when Firewatch was released (I intentionally chose a popular indie game). I buy Firewatch for myself, play the game, finish the game, then sell it to my friend for $1.00 That friend finishes it, sells it to another friend for $1.00. They finish it, resell it for $1.00, and this goes on through 10 different people. Each of you buys one game and you all resell it through each of your group of friends. Each of you get to play 10 games - 1 at full price, 9 at an extremely reduced cost. Since it's a relatively short but excellent game, all of you could finish it within a week or two of release, before it's ever been on sale.
That's 10 sales lost per copy sold. Multiply this over thousands or tens of thousands of potential owners (for any game), and surely you can see the ramifications this might have. Would we be seeing another game from this developer if this had been around back then?
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What's the point of holding onto a game once you're finished, regardless of who developed it?
For what it's worth, I know I'd keep most of my games, even the story-heavy ones. I enjoy replaying things and I like to have them on hand for easy access. The only ones I'd be looking to sell are the ones I regret buying. I don't know how common that is, though.
Another possibility is that once you remove the game from your library, there's no sign you ever owned it, which would make achievement hunters quite reluctant to sell anything.
That's 10 sales lost per copy sold.
Hmm. Could some of the damage be mitigated if both the publisher and Valve got a cut of the resale profits? That would also probably keep the resale prices from sinking too low.
I also don't think Firewatch would be frequently sold for just a dollar, especially right after launch. People will want to make back more of their money than that, just as they do on the current physical resale market.
It's true some people will immediately take the opportunity to lend games to friends, but again, if doing so wipes your achievements and your Steam Cloud file, I think a lot of people would hesitate. And besides, we can kind of already do that with shared libraries, although only with a limited number of friends.
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With physical items, there are certain limitations that are not existent in digital items. One is that physical items get damaged so some people might be hesitant when buying used. Another is sending the physical item to the buyer, you either have to set some time to see the person to deliver them the item or pay someone to deliver it. With the delivery there's also the issue of distance, selling a dvd/bluray to someone on the other side of the world would end up costing more to send the item than the price of the dvd/bluray.
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That's a fanciful scenario. There might be a few dozen, maybe a few hundred such groups scattered throughout the world, but in almost all cases people are gonna be reselling to strangers.
You're also completely ignoring the obsessiveness with which people collect things they like. And gamers are especially prone to this. I bet less than 10% of people who actually like a game would sell it. And for the others, the game companies don't deserve to make money from people who didn't like their game, so I can only see giving them the option to resell as a good thing. It'll force companies to focus on making people want to keep the game once they've bought it, instead of trying to sell the biggest number of copies with scummy marketing.
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It would change the structure of pricing and sales for sure. But I suspect only in the direction of how console games have been for ages. Console games are expensive, rarely go on sale, and almost never below 50%. Due directly to second-hand market.
You're probably right about indies. Except that there is now a demonstrated market for them. So there is incentive for big studios to buy up indie studios and maintain them. Sort of like horror studios that are owned by major film studios. We would surely never again see titles like Trump vs. Putin Hentai Puzzle Game, though!
And it would disrupt Valve's trading card business. Unless they figure a way to have cards drop only for first activator.
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The problem with big groups consuming the little groups is that they get an absolute say in all happenings of said smaller entity. A major slice of why indie games are treated like a beloved underdog is because when they get something right, they tend to really get it right. They usually offer a flavour that can't be found under the banner of bigger companies for the simple fact they don't have to answer to executive meddling, and are free to take bigger risks in themes, content and mechanics. Bigger companies have bigger overheads, and tend to want to stay afloat by picking the safer (and often far more generic) approaches.
There is a potential opening for a kind of patronage system, where a bigger company sponsors a smaller one as an investment akin to how Epic 'protects' purchased games, by essentially pre-purchasing keys from the developer as a way of funding their unreleased product. I just... really don't think the little guys are going to win out on any adaption that will come to the current licensing models.
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I believe Uroboros' comment on this topic is very much on the mark, as is Golwar's.
One thing to ask yourself, too -- are you sure bigger studios buying up smaller ones is a good thing? Aren't we (as indie game consumers) already conditioned to hate the big players in the market? Activision, Blizzard, EA, etc? What happens when they get their hands on a beloved franchise or sequel to a game you loved?
I'm certainly not looking forward to that at all. :/
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Oh, I'm not sure it's a good thing.
But indie studios have always struggled with success and selling out to the big publishers. If the used market squeezes out studios with the smallest profit margins, then there will be fewer willing to take the risk.
Relevant question: How many indie studios disband after publishing their first game? Regardless of success?
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eh. the results can go both ways. Some games become better with bigger budgets, other games get ruined by committee.
Take Portal as an example. A bunch of students developed a game, Narbacular Drop, as a senior thesis. Valve hired the entire team and added their production values, which turned it into one of the greatest games of all time.
For a more recent example, Hot Lava started out as a passion project, and then Klei got involved.
As much as people hate on Bethesda, they're the reason we have Fallout 3, New Vegas, and 4. Not to mention the latest iterations of Doom and Wolfenstein. How many beloved series have fallen by the wayside?
Likewise, whether or not you want the Parks expansion for Cities Skylines, or Crusader Kings to be infected with the plague, Paradox games get updated forever because the publisher allows developers to keep adding to their game forever.
Sega is another publisher that gives developers the budget and the breathing room to make bigger and better sequels that everyone loves - which is why Total War released new games and/or campaigns on a regular basis.
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Same thing happens with physical copies of ps4 games and even ps4 games. People are buying used games and consoles but that doesnt end up with lower quality or more expensive games. The only bad thing that can happen is propably companies focusing more on streaming games and maybe a lot of new games will be exclusives to streaming.
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But if the market shifts towards subscription-based gaming, we find ourselves in a unique pickle.
Current subscription gaming services charge you a single sum for access to all its titles, which can be a bargain if you plan to do a lot of gaming in that month and are interested in a number of the titles they offer, but not a good deal if you are only interested in one or two of the available titles, have limited time to play, or simply don't feel like playing said titles much that month. Moods shift, free time varies, what you feel like playing is a moving target. A comprehensive subscription service in its current model would increase in price as more titles are added, either with a substantially heavy charge for access to all titles, or a more tenable price-point but with limited access (with the available games rotating). Each has their drawbacks.
The alternative to this is that you pay a subscription fee based on what games you want to access... but isn't that essentially already what Steam offers, only you lose access to what you paid for after a relatively short time limit expires, in exchange for a lower price-point? What consumers would make up for in lower prices, they may lose in substantially higher prices of owning a transferrable 'to own' game license. It's possible that with the looser pricing control that comes with allowing a provider to host your game in a subscription model, those subscription services may have to consider raising their prices to keep the high-end titles in play. Perhaps it's not a bad thing if the subscription packages are customisable enough, but until the market stabilises and all involved companies become better versed at handling the new shape of things, I worry we're going to get stuck with some really raw deals in the interim, and perhaps one or two fresh services that may die quick deaths and leave some burned customers in their wake.
Maybe it's just me seeing doom everywhere, but businesses are typically only truly adept at protecting their own interests, and can make awfully shortsighted fumbles everywhere else. Plus, the people who make the policies and laws relating to such things are often very out of touch with the actual state of technology and its common use, so it feels like it'll be a bit of a wild ride that (as is our place in this equation) we'll end up paying for :P
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First of all streaming will be a big part of the gaming industry no matter what. The economical reasons are way too many to not focus on streaming with or without this ban. Furthermore i wouldnt worry as much as you do for the prices of streaming programs as the streaming market is and will be a free market so companies will have to fight for their customers so no overpriced programs will survive.
Also you should keep in mind that many colossus wont just let everyone move to streaming and get destroyed. Intel, nvdia, amd, corsair and many more need customers so no matter what streaming wont be the only option for gaming.
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Just making sure you're not mixing up the term "streaming games" and "subscription services" here. Because actual streaming games makes a huge assumption on the part of the consumer base, where raw speeds do not equate to connection stability and latency, and areas where the actual local wiring and infrastructure at the limiting point (meaning that no amount of ISP switching or service adjustment will allow them to properly function within a game-streaming structure).
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The smaller indie scene may dry up, or convert to be entirely predatory grindy mobile-like form to pad out hollow addiction and playtime to slow circulation. It'd help vs big companies use of DLC, but would hurt small teams trying to boost their work / content.
Games that are primarily about telling a story that have little in the way of elaborate gameplay or branching choices will swap hands quickly, and I imagine there will be far far less of them. Games like Firewatch comes to mind. Though I disliked it personally, bigger and more ambitious ones like Hellblade : Senua's Sacrifice too.
Back when people freely traded or sold their copies of things, it was when there was no real reliable digital storefront, and to find copies you had to actually go out looking for them in stores or happen across someone in a limited listing in a newspaper or somesuch. With the internet and its widespread usage, fresh purchases that actually feed the devs will be lower in proportion. Oh god, will the publishers start eating bigger slices to try make up for it? It's a nice idea as a hypothetical but I just get a bad feeling about how this will all pan out.
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Why would the quality of games go down? That is like saying the more expensive a game is, the better it is.
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Why is it ok for this to happen with consoles but not PC? Same game costs $60 with or without a disc, but at least you can resell the disc for added value.
Consoles don't charge more for games and they have things like packaging, material, industrial production and shipping costs; yet financially we get less rights of ownership on PC.
The gaming industry is due for a reckoning as it is. Micro-transactions and DLC and lack of any true ownership are the current norms. The entire industry has already been corrupted by the profit seeking model, with everyone trying to emulate a shareholder meeting at EA.
Maybe this will mean less bug-ridden 'Early Access' asset flip garbage, maybe this will make quality rise even. We used to be able to resell nearly all our PC games right along with our console games. What made changing that better for us?
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You behave as though I'm simply speaking about AAA games from big publishing companies, and I am most definitely not. They're clearly not the only ones to be affected by this change, and I'd wager they're the ones who will be affected least of all.
Do you believe $13.99 was too much for the game Settlements (from your recently played games)? Indie project, and one you seem to enjoy. judging by the play-time. How do you believe these changes will affect developers like that? Or are they simply "corrupted by the profit-seeking model" and "trying to emulate a shareholder meeting at EA?"
How likely are they to make another game you might enjoy if the profits for Settlements are drastically reduced through reselling, when no one is buying a "fresh copy" because they can pick it up cheap second hand?
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First of all, to even buy a game second-hand it would first need to be purchased first-hand by someone else. Secondly, there can be methods put into place that can even bring profits to platforms and developers for second hand sales.
Again, why is this ok for consoles but not for PC games? We used to be able to resell our PC games, indie or large studio all the same.
Finally, it can be argued that this will inject more money into the industry, because people who sell their old games may use that money to buy more games, instead of having it stagnate in their library.
Developers will make money if they make good games, period. Good games are more valuable than bad games, and at the moment all of this is subjective. With changes like this ruling, games suddenly have actual intrinsic value. They are worth 'more'.
Just like consoles, games in high demand will be worth more in resale value. Indie or AAA, this can add new life to some older games in an industry that already has grey-markets giving nothing to developers.
How likely are they to make another game is up to them, you are assuming their profits would be reduced but that has already proven to not be the case with console resales. People will either pay the full price or they will wait for a sale/resale, and this will not change that. How many people wait for games to be bundled, or gripe that they paid full price only to see the game go on sale or be bundled later? At least if they owned their product they can sell it and regain some actual value for something they are not using.
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But you can't sell digital console games either, so I don't see the point on bringing consoles here. This would be about digital vs physical, And there are several issues that make it more inconvenient to sell physical items that it would be to sell a digital item, which is why many people don't bother selling or buying a physical item.
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I sold games with the discs, got like 150 bucks at Gamestop, and bought a $100 steam gift card. True story.
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My argument is that digital ownership should be treated the same as ownership of actual discs and with that all the ownership rights of resale.
PC used to be like that, and you can still buy actual physical games for consoles (and even rarely still for PC). While I agree that it is way more convenient and profitable to sell strictly on some digital platform, I feel that if some kind of change to add more rights of ownership to our digital entertainment will only help consumers.
Not to mention when the apocalypse comes. Good luck connecting to Steam when the bombs drop. xD
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Most games make most of their revenue in the first few weeks. This is going to get exacerbated, as the long and narrow tail shrivels up.
From a consumer's perspective, the sales for older games are going to be much steeper, and they'll come much sooner.
BUT, developers will adapt. It depends on the genre. I expect shooter-type games tol get shorter, which is cheaper to develop. I expect strategy and simulation games to get a lot more DLC (the Paradox model), which increases the monetization of older games. Other games will get more and more microtransactions.
These are trends that are already happening, it'll just kick into overdrive.
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Good point, can't really win no matter what happens really.
Well at least there won't be an entire landfill of E.T. cartridges or anything. xD
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that's one way to look at it. But I prefer to see the glass as half-full.
For example, when I heard Brenda Romero was creating a strategy game about prohibition, I got excited (as I have a strong respect for her). But when I learned Paradox is the publisher, to me that means that - presuming the game is pretty good - that they're going to keep expanding the game, that it's gonna have a long shelf-life. I'm excited because of all the future possibilities that may be added to the game over time.
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Hmm perhaps I am glass half empty. xD
You cite a very good example! When you said Paradox, instead of excitement I feel a cringe animosity. I love their games but I abhor the constant 'change the game and add DLC to fix it' policy. And yet, here I am, with every DLC for Stellaris. xD
Well put argument thank you for the food for thought!
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but you don't need to play the latest version. Thanks to Steam, you can roll back to older versions.
But yes, Stellaris is a great example. Compare it with Master of Orion (the remake). Master of Orion and Stellaris were quality wise pretty much on par at release (decent, but not particularly good). Paradox kept tinkering, and Stellaris became a great game. Master of Orion, on the other hand, is stuck at mediocrity.
Personally, I think Paradox is one of the few companies that does DLC right - the games are perfectly fine without DLC, but are much better with. They continue to give free updates, and so the game is supported for much longer.
not a fan of the pricing, but that's a separate issue
Creative Assembly are another example of good & bad. In Shogun II, Rome II and Attila, having different factions be DLC is just mean. But the additional campaigns is a good thing. Plenty of people are happy with the main game. But if you want more, you can get more. not to mention, Medieval II Kingdoms is the greatest expansion of all time
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Again, good points. I don't bemoan the existence of DLC or even other things like lootboxes, I get annoyed when it seems to become a requirement for me to 'fully' enjoy the game.
This is where the line gets blurry for me with Paradox, I feel like without all the DLC, Stellaris is a completely different game. EU and CK are not as bad but playing with or without some of the DLC is night/day. I can't fault them for wanting to make money but I feel I fault them for being greedy about it, and trying to force people to buy the DLC to gain maximum enjoyment, especially to anyone that ever hosts a MP game.
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Just to further expand, I actually enjoy buying DLC for games that I like to support when I enjoy them. I buy extra killers in Dead by Daylight, more cars in Rocket League; but when it comes to Paradox I always have this feeling that they are just milking me. xD
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I haven't kept up with Stellaris, but I consider Crusader Kings II with all the DLC practically Crusader Kings III. Same with Europa Universalis IV. The base game is a fine game on its own, but with the DLC it's an improved version.
Compare it to X-Com Enemy Unknown. That's a fine game. Plenty of peopled played it and enjoyed it. Then came Enemy Within, and it really kicked the game up a notch. I won't play Enemy Unknown anymore, as it feels like a piece is missing. Buy my son has only played that version. It's simpler and more streamlined, so it's more suitable for him.
I contrast it with games like Mass Effect II, where a chunk of the story is in the DLC, and that feels like robbery. Or the faction DLC for Total War Rome II, Shogun II and Attila - the factions are already in the game, so it's a deliberate paywall (In older TW games, unplayable factions could be made playable by changing one entry in one text file; sure, they weren't as polished to play with, but at least they were there).
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I don't think Paradox is just trying to milk their clients. They make/publish good games, and (with the exception of Stellaris, maybe) those games are fine upon release. There's really no need to buy the later DLC, and they continue to make free updates. But for those who want more, they keep adding expansions.
Sure, over time it adds up, and some of their games have quite a lot of core expansions, which is why they get a lot of flack for it. But they don't start out saying "let's make half a game, and milk the other half for DLC". They're not intentionally leaving systems out that mean the games are broken or unplayable, or effectively a demo. They're giving a complete game, and for those who want more, they make more.
Take my experience with CKII. I originally got CKII and I loved it. Then maybe a year later I think I bought five of the essential expansions (actually, all the expansions that were out at that time), and it made replaying the game more fun, as there were new improvements to play with. I know I bought two or three more expansions not long after, then froze my purchases - but still enjoyed the game. During the recent Humble Bundle I picked up the rest of the expansions, and I plan on replaying soon to discover all the new changes I've been drooling over for well over a year.
At no point did I feel like I was playing a half a game. Not only that, after a year, when I should have been fatigued by it, the expansions freshened it up and I kept playing. I've now had a rather long hiatus, but when I start again, I'm sure I'll enjoy the game in a different way.
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I don't know. I know a lot of people who refunded Imperator because it felt unfinished and lacked polish. Many people stated that it felt like it needed updates and they expected it to be 'fixed' with DLC. That's why I never bought it myself so I can't say for sure but multiple people told me the same thing.
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That's not gonna happen.
It would be rather like: "Buy one year license for THAT GAME"
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This would be the end of DRM-free gaming.
Resale of used digital games would necessitate tying their activation to a platform. Presumably I sell my game to you, it becomes deactivated on my account and generates a game key that you activate on your account.
On the other hand, opens the possibility for me to make back some of the money I have squandered on games.
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Not necessarily. If you have DRM-free games, then you've acquired them from GOG or other, either through direct purchase, or key activation. If you were to sell a DRM-free game on one of those sites, you'd be selling your license to own it. The game still passes from your account to the other person's account, so you could only sell it once and lose your ability to download it. I wouldn't expect to be able to sell a DRM-free game from my Humble library though, or something acquired for free. Usually those are given as an extra along with a steam key.
Also... some Steam games are, in fact, DRM-free. You just don't know it til you try to run it without the client. =)
Now, I could see it working on Steam if they let us sell our games on the community market while taking a commission for themselves. It's not like Steam would really be losing all that much. In fact, it could be profitable enough. They would have to impose limits though on accounts selling a copy, then activating more copies to sell. Perhaps only allowing an account to activate another key after a reasonable amount of time has passed for then they might actually want to play it again.
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You're describing how things are now, when DRM-free gaming is a niche concern. But, in a situation where it becomes legal and commonplace to sell used games, companies will no longer be interested in providing anything DRM-free.
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Perhaps. But, right now people who are inclined to can just torrent DRM-free games. Companies know this, yet they know that people like me or you who like to own our games will still buy them. We've also noticed that DRM-free versions rarely come out around the same time as a game launch. I don't think it would change anything to be honest. You still require that license to own your DRM-free copy legally, otherwise you're no better than a pirate. You couldn't legally sell a download for a DRM-free game, that would be insane and basically piracy. You can't do it with music, so you can't do it with games either. It would still have to be you selling the license for them to download straight from the source.
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I imagine it would work like gifting, only instead of from the storefront, you would tag someones username and the system would handle the process. If they tried to lean on Valve to the degree where they had to provide a key to any platform upon selling, there is going to be some serious cross-charging between companies, and I imagine they would all unanimously withdraw sales from France (and the EU if such a ruling is extended as such) until the policy is adjusted.
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"A literal game changer" is right on the money...
...in that to adapt to the change in marketplace, the quality of games will likely drop, smaller indies will dry up, games without extensive replayability will become far less commonplace (goodbye story-oriented classic Telltales and Firewatch) and the golden age of bundles and severe sales will become a shadow of its former self.
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...in that to adapt to the change in marketplace, the quality of games will likely drop, smaller indies will dry up, games without extensive replayability will become far less commonplace (goodbye story-oriented classic Telltales and Firewatch) and the golden age of bundles and severe sales will become a shadow of its former self.
... don't forget Armageddon will come and cows won't produce milk anymore. :P
I think maybe you're being overly pessimistic in your predictions. I don't see why the quality of games would drop. Quite the opposite. Devs will have to make sure people want to play the games as soon as they are released instead of waiting for months for resale.
And I also don't think it's going to affect small indie devs that much either. Way less than the grey market is anyway.
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The quality of games may drop given that a single sale is not a single demand met, but rather, a single sale is several individual demands met with no subsequent profit. It's not like individual devs will mindfully declare "we're not going to try so hard", but I feel there will likely be a downwards trend in the overall quality as devs start to try balance costs to the new dip in overall profit.
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It's not like individual devs will mindfully declare "we're not going to try so hard", but I feel there will likely be a downwards trend in the overall quality as devs start to try balance costs to the new dip in overall profit.
I honestly think that's going to make them try harder but I guess we'll see.
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Well, I hope for our sakes you're right.
But when it comes to development, effort is rarely just mental grit, but it's a whole bunch of trailing business costs. If the equation is to burn more money to earn the same amount, I don't think that'll add up in the eyes of most businesses. I'm sure certain well-grounded and well-supported companies will be able to do exactly what you're suggesting, but without a very well-anchored system to float such projects, most will just see a whole lot of loss figured and cartoonish downwards-pointing charts that need adjusting for.
Please be right, Fluffster. :P
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Heh I'll do my best to be right, sir/madam/third-option
Anyway like someone else said, they'll probably just redefine the terms of what exactly they are giving us for our money and call it "rental" or whatever else their lawyers can work out and it will negate the whole reselling business. Which is fine too as long as they are clear about what we pay for.
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Everyone remember this next time Humble refuse to support you as a reseller.
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It might be good for us, but it certainly sounds bad for small publishers and indie devs.
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This could be revolutionary. However, I see too many problems with this... besides the usual EULA agreement policies of course. One issue in particular is that within the last decade, game codes became usable only once. (i.e. one user license per account). This is the biggest reason why used PC game installation discs re-sell for next to nothing - or turned into coasters, because the key is literally no good once its been used.
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I don't see this as a big issue on the technical side, but more about how they would handle scam and dispute. Imagine that your account is hacked and not just your inventory, but your entire library is pilfered. And surely, there will be people going around to scam people out of their games
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If the law is saying digital items are the same as physical items, then a responsible game owner would have insurance for their digital games/items collection, and any theft of those items should be handled by the police. No different than if someone broke into your home and stole game discs off the shelf.
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"State Farm Insurance, this is Anne, how may I help you?"
" Hey, Anne, this is Paul. I have in my hands a report the police very hesitantly took about my 5000 Steam games and 639 TF2 hats, along with my Golden Buttplug Skin for the Uber Duber Face Slammer in CSGO."
*What?"
"I feel it also worth mentioning I had 230 trading cards, some of them foils, and a very rare Hello Kitty Island Adventures wallpaper which holds deep sentimental value to me."
click
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I'm OK with this for delisted games, since then people wont have to turn to piracy for them, but otherwise this seems like it would really make a mess of things.
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I would think this the most likely outcome, surely. Steam and other digital stores just shut shop in France, forcing French players to buy from other countries. Of course, it would become a much bigger problem if more countries adopted this law, but that would I imagine, take a long time - and no guarantee that the court rulings would be the same.
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what's funny and stupid about it?
Also it's not "the French government". Did you read the article? It's a customer group that sued Steam and got (legitimately) a justice decision in their favor. The European law also backs the decision. It's now jurisprudence so it's going to extend to other digital stores, and not just games, as well.
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Yeah but there are a million other games that are not. Including pretty much everything on Steam.
Technically we don't buy games, we pay for a license to allow us to play games for as long as Valve decides we should be allowed to. In the eyes of the purchase agreement, the license is non-transferable and we don't own any property and therefore there is nothing to sell. Obviously the laws in some places disagree with that. :)
University textbooks are similar. You buy the book and the book comes with a code that can only be used once. You are free to re-sell the book but it is "useless" without the code as the classes require it to do the online portion of the lesson or whatever. It is purely a DRM play. So I can see games doing something like that. The "game" itself is useless without some kind of account, of which you can only create one per license or whatever.
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What's preventing Valve to make the conditions to resell a game very strict (like with refunds)? Like, you may only resell to people from the same country as you. Or only allowing each copy of a game to be resold once, so someone who bought an used copy can't resell that same copy again.
Edit: another thing they could do is force a resale tax, like they do on the marketplace. You wan't to resell a game? Cool, but you only get 70% of the price you sold it for.
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Another thought, re : DRM
Platforms like Steam had the ultimate DRM not due to how severely they policed usage, but because they created a growing gambling ante for pirates. The risk of your legitimate account and licenses being capped or influenced by getting caught was a perfect hazard to make people hesitate. When coupled with Humble's grandfathering the concept of game bundles and Valve's popularisation of massive sale discounts, and various platforms offering a relatively unintrusive method of managing, patching and socialising? It was essentially a perfect soft-counter. The urgency to pirate games was reduced by the simple idea that if you waited for a while, the game would drop to a pricepoint that would reasonably match your desire to play.
Once licenses are able to become free-floating entities again, I worry what extra protective measures companies might start taking. Once we start introducing what are essentially penalties for legit paying customers in the shape of DRM side-effects and frustrations, this dynamic starts to shift. Doubled with a loss of those intermittant major discounts and bundles, it puts us back into a worrying state of affairs.
This could either be a major boost to GOG's position as a games provider, or it could start to suffocate them as people start moving to find ways to protect themselves from the market shift, and consider GOG too much of a risk. I dunno.
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Its like what happens when they beam up someone in Star Trek :p
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Valve must allow users to resell Steam games, French court rules
everyone's happy! down with the MONOPOLY!!!
Valve removes services from France, Valve rules
oh no unfair valve, long live EGS!!!!!! π‘
EGS prices increase by 500% due to new court rules, EGS rules the rules
oh no back to piracy, thank you evil corporations! π
Piracy increases and developers go bankrupt, Developers and publishers rule
this is because valve sucks, i knew it, thanks ign! πππ
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Valve removes services from France, Valve rules
That's European law so if they plan on removing their service from all EU, they should just close their doors now.
Also they can't just sever ties with their already existing clients and their libraries just because the law makes them... you know... apply the law?
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Here is the link in French sorry π
https://www.numerama.com/business/549290-steam-valve-est-condamne-en-france-pour-avoir-interdit-la-revente-de-jeux-dematerialises.html
In English thank to leoturambar
https://www.gamerevolution.com/news/598261-resell-steam-games-valve-france
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