We've all been there right? You paid for a game, it required an active internet connection and a couple of years later the publisher decided they're done with it and shut it down leaving you with a broken game. Annoying.
If studios want to commit to this games as a service model they need to really tighten up their language
Don’t “sell” games, since they can’t be owned by customers. Don’t promote replayability if you have no plans to make the game available indefinitely. Sell it like an experience, like going to a theme park or getting a massage, and be crystal clear about how much usage the license purchased will get players, support window, updates and patches included etc.
Studios keep wanting things both ways by saying they want to sell games but then don’t let customers use them how they want after purchase, and pull the rug out as if customer should have expected it.
Exactly, and this should be the case in other industries as well. For example:
phones - don’t lock the bootloader and don’t lock to a network if I own it
cars - don’t give me hardware that requires a software unlock if I own it
computers, appliances, etc - don’t prevent manufacturers from selling parts to products I own (right to repair)
And so on. If you’re going to sell me a product, I should be able to whatever I want with it, whenever I want, with no artificial restrictions or control by the manufacturer or rights holder. This should probably extend to DRM as well, though I’m okay with a lockout period (e.g. DRM will be removed X years after sale, or a contracted full refund).
If companies don’t want to actually sell products, they should be honest and lease them.
Then for this singular “experience” I would expect it to cost much less than the competing games I get to keep and replay, just like renting and buying movies used to be. Normally, it’s the opposite, and those “experiences” are being sold for much more. That word play you are trying to suggest just sounds like an EA quote that’s going to be making the rounds and getting mocked in the future, if they ever tried to sell it as such.
If studios want to commit to this games as a service model they need to really tighten up their language Don’t “sell” games, since they can’t be owned by customers. Don’t promote replayability if you have no plans to make the game available indefinitely. Sell it like an experience, like going to a theme park or getting a massage, and be crystal clear about how much usage the license purchased will get players, support window, updates and patches included etc.
Studios keep wanting things both ways by saying they want to sell games but then don’t let customers use them how they want after purchase, and pull the rug out as if customer should have expected it.
Exactly, and this should be the case in other industries as well. For example:
And so on. If you’re going to sell me a product, I should be able to whatever I want with it, whenever I want, with no artificial restrictions or control by the manufacturer or rights holder. This should probably extend to DRM as well, though I’m okay with a lockout period (e.g. DRM will be removed X years after sale, or a contracted full refund).
If companies don’t want to actually sell products, they should be honest and lease them.
…And charge pennies on the dollar!
Or, as soon as the mfgrs stop making parts for my car, I should get a refund of a certain amount of the purchase price of the car.
When my phone goes out of support, I get a refund of %x of the cost. The mfgrs can keep the money in the mean time and earn interest.
Disincentivise planned obsolescence.
Then for this singular “experience” I would expect it to cost much less than the competing games I get to keep and replay, just like renting and buying movies used to be. Normally, it’s the opposite, and those “experiences” are being sold for much more. That word play you are trying to suggest just sounds like an EA quote that’s going to be making the rounds and getting mocked in the future, if they ever tried to sell it as such.