• @[email protected]
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    38 months ago

    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.

    • @[email protected]
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      7 months ago

      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.

      • ɔiƚoxɘup
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        27 months ago

        …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.