bin.pol.social

IsThisAnAI, do games w Founder of Arkane Studios: "I think Gamepass is an unsustainable model that has been increasingly damaging the industry for a decade"; impacts sales

I love renting games. Worked for me at block buster 🤷‍♂️.

DaddleDew, do games w The signatures are still coming and it's already making an impact

Corporate jargon translation:

“It’s going to limit innovation” = “We won’t be able to use those new ways of ripping off our customers anymore”

maxwells_daemon, do games w The signatures are still coming and it's already making an impact

“Developers” are the ones who are passionate about the games they make, and definitely don’t want their games dead.

“Corporations” are the ones who only want to profit from selling the game, and then ditch it once it’s no longer lucrative enough.

whostosay, do games w Founder of Arkane Studios: "I think Gamepass is an unsustainable model that has been increasingly damaging the industry for a decade"; impacts sales

I like how this prophecy was foretold a clean 1 week after this shit really went downhill. Who could’ve thunk Microsoft would be a shitty money grubbing whore?

Decq, do games w The signatures are still coming and it's already making an impact

This is just pure fabricated bullshit. They themselves started limiting options. Remember the old days where you could host your own server with basically any game? They took that away, not us. So they themselves are 100% responsible for this ‘uprising’. Besides they could just provide/open-source the backend and disable drm. Hardly any work at all.

But of course it’s not about that. They just try to hide behind this ‘limits options’ argument. But they simply don’t want you to be able to play their old games. They want you to buy their latest CoD 42.

SheeEttin,

Let’s be real, open sourcing it isn’t “hardly any work”. All the code has to be reviewed to make sure they can legally release it, no third-party proprietary stuff.

Wizard_Pope,
@Wizard_Pope@lemmy.world avatar

Oh but with the new rules they could do that before making their code work that way. The idea is not for the new laws to apply retroactively but for new games.

Jeffool,
@Jeffool@lemmy.world avatar

I think your response is coming off as kinda “oh just do it different”. But that still means an entire industry of people are going to have to change how they make things. (And still spend time and money evaluating things at the end, just to be sure nothing slipped through.) I’m in favor of this at least being looked at and honest conversations happening, (which will not happen without this.) But there will certainly be an adjustment period where people on ground level learn and develop new “best practices”. And invariably someone will screw up. The companies are obviously only worried about money. They’ll get over it, is my opinion. But I think it’s worth communicating that we all understand new government regulation is likely going to be a pain in the ass. We just think it’s worth the pain/money. And that’s open sourcing or just creating a new mode for offline play in everything.

AtariDump,

But that still means an entire industry of people are going to have to change how they make things.

Companies do that all the time in response to government regulation. You like seat belts and backup cameras in your car? No sawdust in your food? Transparent pricing when buying internet access? Government regulation. None of those companies went out of business.

Jeffool,
@Jeffool@lemmy.world avatar

This is exactly why I said:

But I think it’s worth communicating that we all understand new government regulation is likely going to be a pain in the ass. We just think it’s worth the pain/money.

spankmonkey,
@spankmonkey@lemmy.world avatar

When starting a new game, don’t include that stuff. Not including proprietary stuff without meeting the licensing requirements is already a step in the process.

SheeEttin,

“That stuff” is often core to the game. Any anti-cheat library, for example. On the client site, libraries like physx, bink video, and others are all proprietary and must be replaced and tested before it can be released in a working state. Few companies would release a non-functional game and let reviewers drag them through the mud for it.

Sconrad122,

So you’re telling me that this could disrupt the anti-cheat industry, which is currently responsible for a lot of the Windows platform lock in the gaming industry and is tied to a lot of potential security vulnerabilities because it goes to a much higher level of privilege than a reasonable user would expect a game to need? I already wish I was in the right geographic area to sign, you don’t need to sell me on it twice!

mang0,

Anti-cheat is a necessary evil for competitive online games. No one wants to play a game against cheaters since they typically have an unfair advantage. If you can’t combat cheating then you might as well not make the game since no one will want to play it. Fine by me since I don’t care for such games but I could imagine people who like playing them might prefer to play against as few cheaters as possible. What are the alternatives?

AngryCommieKender,

EvE Online doesn’t use root access anticheat software. I know it doesn’t because it runs on Linux just fine. That particular player base is the worst hive of scum and villainy that you’ll find outside of government. Clearly the anticheat software isn’t as essential as game studios would have you believe. The only major cheating I’m aware of in EvE was the BoB scandal, and that involved Devs cheating because they were Devs.

mang0,

Can the EvE online method be applied to dissimilar games like e.g. fps games?

AngryCommieKender,

No clue, I just know that it exists and seems to work with the scammiest scammers that ever scammed

CeeBee_Eh,

Anti-cheat is a necessary evil for competitive online games

Client-side anti-cheat is useless. It’s not a necessary evil, it’s just evil. The minute the cheater/hacker has direct access to the system, you’ve already lost.

mang0,

Much like every form of security measure, the intention is not to completely eliminate the possibility of an attack (which is impossible in most cases). Instead, the intention is to increase the amount of effort that’s required to make an attack.

CeeBee_Eh,

What you’re referring to is deterrence, and it doesn’t apply to online gaming the way it does to theft of property. One cheater doesn’t ruin the game for one other person, they ruin the game for dozens or hundreds of other players.

And the efficacy being so bad is the reason why client-side anti-cheat keeps getting more and more invasive to the point of being literally, by definition, a type of malware and system rootkit. And yet it’s still not enough to defeat cheaters, because the cheaters have full access to the system itself.

And the guys writing the cheat software just have to put in the effort once to defeat the anti-cheat and then they sell it to people who install it like any other software. The cheaters who use the cheats have it easy.

mang0,

What you’re referring to is deterrence, and it doesn’t apply to online gaming the way it does to theft of property. One cheater doesn’t ruin the game for one other person, they ruin the game for dozens or hundreds of other players.

Why are you comparing theft to game hacking out of nowhere? Did you accidentally reply to the wrong person?

And the efficacy being so bad…

Source?

full access to the system itself.

What do you mean by system in “full access to the system”? Too vague to even say anything about.

And the guys writing the cheat software just have to put in the effort once to defeat the anti-cheat and then they sell it to people who install it like any other software. The cheaters who use the cheats have it easy.

The potential guys that can write the cheat software and how quickly it can be developed is the part that matters. Much like when it’s easy to use an exploit once it’s already discovered. Someone still has to discover the exploit.

CeeBee_Eh,

Why are you comparing theft to game hacking out of nowhere?

You made the comparison: “Much like every security system”

Source?

It’s out there, my dude. It’s a constant complaint in literally every competitive online game. If people are complaining about it, then it’s not working well enough. This isn’t an esoteric thought either. You ask anyone if cheating is a big issue in online gaming and anyone with knowledge about it will tell you it’s a constant problem that’s getting worse.

What do you mean by system in “full access to the system”?

If you own the hardware and have admin/root access to the OS. Then it’s yours and you have “full access” to everything. And I do mean everything. You can modify the OS. You can read the values of protected parts of memory. And so on.

If you don’t understand what I mean by “full access to the system” in the context of anti-cheat running on your own hardware, then there’s nothing I can say in a short comment to get you up to speed.

Someone still has to discover the exploit.

The cheat and anti-cheat battle is a constant cat and mouse game. The advantage is always with the cheaters because they outnumber the developers 100:1 at the least. Plus they have the will and determination to find ways around anti-cheats. In fact, building security against exploits is by far way harder than finding exploits.

The reality is that client-side anti-cheat is a losing battle.

Ziglin,

So just don’t let them join/kick them from your server?

mang0,

Before you can do that, you need to determine whether someone is cheating. This is the purpose of anti-cheat software.

Ziglin,

Do you have spies behind you when playing cards too?

dovahking,

Battlefield and cod have cheaters running rampant in their official servers despite using anti cheats. They could employ a team to monitor cheating reported by players. But clearly they just don’t want to expend resources to combat that.

spankmonkey,
@spankmonkey@lemmy.world avatar

None of those things will be affected because this isn’t about making games open source. It is about making games that have a design that allows them to potentially function indefinitely instead of allowing the companies to design them with planned obsolescence like tying single player games to server verification.

Bravo,

This is why code should be written to be library-agnostic. Or, rather, libraries should be written to a particular open source interface standard to make library agnosticism easier.

truthfultemporarily,

There is a reason it’s included though. Stuff like fmod, bink video etc. does complicated things that you otherwise need to implement yourself.

spankmonkey,
@spankmonkey@lemmy.world avatar

When the law passes, the owners of proprietary functionality will adapt their licensing to meet the requirrments or go out of business when everyone stops using them.

truthfultemporarily,

Look I get it. The planet is dying, income inequality, it seems everything is unfair and going to shit. People yearn at an opportunity to help make things better. But yelling for simple solutions is the opposite of helpful. Because there are no simple solutions.

Saying to “just open source it” does not make sense.

What do you do about:

  • proprietary codecs
  • proprietary software that just does not exist as open source
  • the fact you need a copy of the game engine to actually build the game from sources
  • assets that have been bought on asset stores. Do the people who make those for a living not have a right to continue to make a living?

Making single player games without always online DRM: yes totally doable

Running game servers of online games forever: not really doable, as soon as all the libraries etc. they depend on are unsupported they will shut down one way or another. You need staff basically forever. Not even mentioning the maintenance headache that every legacy system always turns into.

Letting people run their own dedicated servers: sometimes doable, depends on the game though. Some games do not have “a server” but a whole infrastructure of stuff, look at foxhole. Some “servers” are a house of cards barely held together by duct tape.

This initiative all comes down to the definition of “reasonable”. What is reasonable, actually? Running an infrastructure at a loss until bankruptcy? Or just keeping it online until it starts making a loss.

spankmonkey,
@spankmonkey@lemmy.world avatar

This has nothing to do with open source.

Nothing.

Open source has zero relevance.

None whatsoever.

Nada.

Their licensing will change so that it doesn’t restrict keeping the game alive after servers go down or their license can’t be used to kill an otherwise functional game. That’s it.

Games will be designed to include the ability to do private servers after the company servers go down. It will be a cost of development just like anything else they are required to do. If they don’t want to include that, then they can choose not to make an online game.

Decq,

That’s why i also said provide, not just open source. They can release a binary.

SlartyBartFast,

Maybe they should have made sure their code was fully legal to use before releasing the game initially

wizardbeard,

What? There’s a big difference between “legal to sell as a compiled binary” and “legal to release as source”.

SlartyBartFast,

Just saying, if my highschool programming classes are any indicator, there’s a ton of released binaries out there that use copywritten and otherwise plaigarized code

SheeEttin,

And that’s one of the big reasons companies don’t even think about open-sourcing their code.

cecilkorik,
@cecilkorik@lemmy.ca avatar

It will be hardly any work once a law passes, because they’ll make sure it is. Everyone knows where the proprietary code is. It doesn’t just get merged in “by accident” unless you are a really shit developer (and to be fair some are).

Besides, no one is saying they have to open source it. To be honest, the outcome from this petition that I would most like to see is simply a blanket indemnity to the community attempting to revive, continue and improve the software from that point forward. If the law says that it’s legal once a software is shut down, for the community to figure out a way to make it work again and make it their own, and puts no further responsibilities on the “rights holder” at all, I think that honestly solves the problem in 99% of cases. It would be nice if they gave the community a hand, released what they could, and tried not to be shit about it, (and I know some of them will be shit about it, but we’re pretty resourceful), as long as they’re not trying to sue every attempt into oblivion I think we’ll make a lot of progress on game preservation and make the gaming world a much better place.

SheeEttin,

Everyone knows where the proprietary code is. It doesn’t just get merged in “by accident” unless you are a really shit developer (and to be fair some are).

Heh. You are still overestimating the average developer. Random code gets copy-pasted into files without attribution all the time. One guy might know, but if he gets moved to a different team, the new guy has no idea. That can be a ticking legal time-bomb.

Jakeroxs,

Again, if you know going in that is an absolute requirement, processes can be put in place to ensure things like that doesn’t happen. (at least not as often) vs what you’re thinking of trying to do it after the game is already shipped.

pupbiru,

honestly with online only games i’d be “okay” (not that it’d be great but okay) with them just releasing a bunch of internal docs around the spec. you’re right that open sourcing commercial code is actually non-trivial (though perhaps if they went in knowing this would have to be the outcome then maybe they’d plan better for it), but giving the community the resources to recreate the experience i think is a valid direction

SheeEttin,

Bold of you to assume such spec or docs exist. Usually it’s all cowboyed and tightly coupled, with no planning for reuse.

spankmonkey,
@spankmonkey@lemmy.world avatar

Cool, so after they are legally required to then they will start creating the documentation.

The point is making them change how they do things when how they do it is shitty for consumers.

SaharaMaleikuhm,

It’s just one possible solution. They can just release a proprietary server application instead.

roguetrick,

I’m speaking from ignorance but isn’t the server backend often licensed and they couldn’t release it if they wanted, even as binaries? Granted, going forward they’d have to make those considerations before they accept restrictive licenses in core parts of their game. And the market for those licenses will change accordingly. So there core of your argument is correct.

Dunstabzugshaubitze,
@Dunstabzugshaubitze@feddit.org avatar

lots of licensed or bought code in development in general, but knowing that you’ll have to provide code to the public eventually, means that you’ll have to take this into consideration when starting a project.

SheeEttin,

Which is doable, but is additional time and money.

Dunstabzugshaubitze,
@Dunstabzugshaubitze@feddit.org avatar

codifying in law that your customers must be able to run a server for your game, when you stop running them has the consequence, that you’ll have to buy licenses that allow you to give binaries or code for those things to your customers. every middleware or library that does not allow that won’t be a viable product anymore. It’s not more dev work, it will change how licensing in game development for middleware and such will be done.

BassTurd,

Why would coding something with less restrictions take more time and money?

SheeEttin,

It doesn’t, that’s why companies rarely open-source their code. If you want to publish it you have to make sure you have all the rights to do so, you have to code in a way that’s readable for outside users, you have to make sure people can reproduce your build process, and ideally you provide support.

On the other hand, if you’re not developing the source for publication, you can leave undocumented dirty hacks, only have to make sure it builds on your machine, and include third-party proprietary code wherever you want. That’s faster and cheaper, so naturally companies will prefer it.

BassTurd,

There’s no requirement that the open source code released after EoL has to be pretty or maintained, just functional to meet legal requirements. Using other 3rd party code would be a hurdle to get over I suppose. It would definitely take a different approach to design, but after the initial shock of changing, it wouldn’t be more difficult to do long term.

wizardbeard,

Because you can buy other people’s code for cheaper than developing it yourself, as long as you use it within the restrictions of the license you paid for.

BassTurd,

The thing is either that license model changes, or those other companies selling the code cease to exist when nobody buys something they can’t use.

Honytawk,

Making games online is also additional time and money.

SheeEttin,

Yes, but that’s immediately profitable, which is why so many companies do it.

Decq,

Maybe so, but that’s a decision they make. Surely I as customer shouldn’t be taken away what i paid for because of that? And if so they should have mentioned clearly upon sale that they would take away my product after 3-4 years (though maybe that’s the case in those dense ToS?) . Everything else should be considered illegal and fraudulent if they planned/knew it from the start. Which is the case if it’s a licensing issue

Besides, I’m pretty sure after those 4 years the code is outdated and they could renegotiate the license to be more open to release a binary.

FreeLikeGNU,

I remember the “old days”. That was when dialup internet was still popular and running a server usually meant it was on your 10Mb LAN. When we got DSL it was better and you could serve outside your LAN. This was also the time when games had dark red code booklets, required having a physical CD inserted or weirdly formatted floppies (sometimes a combination of these). You could get around these things and many groups of people worked hard at providing these workarounds. Today, many of these games are only playable and only still exist because of the thankless work these groups did. As it was and as it is has not changed. Many groups of people are still keeping games playable despite the “war” that corporations wage on them (and by proxy on us). Ironically, now that there is such a thing as “classic games” and people are nostalgic for what brought them joy in the past, business has leapt at this as a marketing opportunity. What makes that ironic? These business are re-selling the versions of games with the circumvention patches that the community made to make their games playable so long ago. The patches that publishers had such a big problem with and sought to eradicate. This is because the original code no longer exists and the un-patched games will not run at all on modern hardware and the copy-protections will not tolerate a virtual machine. Nothing has changed.

We can even go back as far as when people first started making books or maps that had deliberate errors so that they could track when their work was redistributed. Do the people referencing these books or maps benefit from these errors?

Why do some of us feel compelled to limit knowledge even at the cost of corrupting that knowledge for those we intend it for (and for those long after who wish to learn from historical knowledge)?

ViatorOmnium, do games w The signatures are still coming and it's already making an impact

So does not allowing food companies to sprinkle lead and uranium in food. What's the point?

A_Union_of_Kobolds,

Yeah sometimes their choices are bad, that is like 1/3 of the whole point of government. To stop businesses from just doing whatever nonsense they want.

Lv_InSaNe_vL,

Imo, that should be the primary role of the government

Ziglin,

I think providing human rights to it’s citizens is definitely more important, not sure if it is necessarily the primary one though.

TabbsTheBat, do games w The signatures are still coming and it's already making an impact
@TabbsTheBat@pawb.social avatar

Companies would still be cutting flour with chalk if they had their way. “It’s limiting blah blah blah” that’s the point you corpos, consumer rights are about the consumer not the bottom line

Kyrgizion,

Not to mention that studios like Larian have proven that it’s entirely possible to make a blockbuster game without teams of 400 heads, changing direction and leadership every few years and laying off the people who made the product in the first place. They really seethed at that one, so many salty comments lol.

Klear,

Larian has close to 500 employees across studios in seven different countries. They’re definitely the good guys (at least for now), but they are not an example of a small indie studio.

errer,

BG3 being DRM-free and playable indefinitely also demonstrates that you can have plenty of success and not break your own product to do so.

RazgrizOne,

Totally agree but the person they’re responding to implied they were some scrappy indie production. Ex33 (there are caveats/asterisks here but still) is a much better example. I think at its peak the whole team was like 40 people with hired hands.

msage,

They did not, they said you can be successful without corpo overhead and bullshittery.

RazgrizOne,

Not to mention that studios like Larian have proven that it's entirely possible to make a blockbuster game without teams of 400 heads, changing direction and leadership every few years and laying off the people who made the product in the first place. They really seethed at that one, so many salty comments lol.

EldritchFeminity,

Show me on the doll where that comment said Larian is an indie developer. Saying that they lack corporate interference does not equal claiming that they’re an indie team.

There’s this neat thing between indie devs and AAA corporate studios called AA. Big enough to fund larger projects than indie devs while being small enough to usually still be private companies that aren’t beholden to investors and therefore can take larger risks than the AAA devs are allowed, letting them make the games that they would want to play. CD Projekt RED and FromSoft both fit into this category as well, though all 3 companies are getting big enough to potentially start being considered AAA studios.

RazgrizOne,

Jesus you white knights need to calm down and let them respond for themselves.

EldritchFeminity,

Totally agree but the person they’re responding to implied they were some scrappy indie production. Ex33 (there are caveats/asterisks here but still) is a much better example. I think at its peak the whole team was like 40 people with hired hands.

Jesus you white knights need to calm down and let them respond for themselves.

RazgrizOne,

…that’s not white knighting. I said they gave a bad example and provided a better one. Are you sure you know what that term means?

Have a nice Monday dude.

EldritchFeminity,

And I and the other guy just said that you misunderstood the original comment. You’re the one who doubled down after the first guy.

Me making a sarcastic comment because you doubled down on the first guy by just posting a quote of the original comment isn’t white knighting. It’s just a conversation. If that’s white knighting, then 95% of all internet communication is some form of white knighting. And I can think of much better words to describe the YouTube comments section (and I bet you can, too).

Anyways, hope your Monday wasn’t as hot, humid, and disappointing as mine and I think everybody in this thread can agree that Larian isn’t Ubisoft or Activision, the world is a better place because of that, and the “live service industry” can go suck a big one and keep shaking in their boots.

RazgrizOne,

👍

deadcream,

Larian has six studios and over four hundreds of employees. They are not as big as Ubisoft of course, but they are still very much an AAA game studio.

Dagnet,

But they got that big by doing what the previous poster said

M137,
@M137@lemmy.world avatar

So did many of the other big AAA devs, then they changed. You’re not making any point at all. And don’t get me wrong, what Larian has done is amazing, and the response from the rest of the AAA game studios is both hilarious and depressing, but sadly not surprising. Most AAA studios got big by doing good, they wouldn’t have gotten that big otherwise. But then either new people came in an fucked them up or the ones already there got greedy and lost touch with reality, it’s the same with many other things.

BestBouclettes,

History taught us that corpos would literally burn the world for a few more bucks. And by history, I mean right now.

Honytawk,

Businesses would bring back slavery if we let them.

BestBouclettes,

They don’t really need to bring it back, it’s always been there, just in other countries

Renacles, do games w Founder of Arkane Studios: "I think Gamepass is an unsustainable model that has been increasingly damaging the industry for a decade"; impacts sales

Gamepass is going to continue betting worse until we end up with the mess that are streaming services right now.

I sincerely hope it fails.

ampersandrew,
@ampersandrew@lemmy.world avatar

It has plateaued some time ago now. That’s not failure, but it’s not about to become Netflix either.

Wawe,
@Wawe@lemmy.world avatar

Exactly. Right now developers get good deals when adding their games to game pass and the game pass is pretty cheap, but after game passes become “the thing” and developers have to be in a game pass, it will get worse for developers and consumers.

CTDummy, do games w Founder of Arkane Studios: "I think Gamepass is an unsustainable model that has been increasingly damaging the industry for a decade"; impacts sales

Microsoft is literally killing off game studios and dev jobs to fund AI. There’s absolutely no way that customers don’t get fucked when the end goal of game pass is met. Embrace, extend, extinguish. Plus, since SKG is a trending topic, you think they’ll think twice about killing games exclusively under GP or just dropping them? You’re not even paying for the games, just access. I got it a couple times when it was $1. After it went up I realised “oh cool so my entire library would be hostage for future price hikes”. Fuck that.

Knock_Knock_Lemmy_In,

What is SKG?

TheButter_ItSeeps,

Stop Killing Games

Tingle,

Stop Killing Games, in short it’s a campaign that’s pushing petitions to force developers to keep games playable when currently if a developer is done with it they will just shut servers and there can be o way to play the games any more, or provide code for someone else to be able to set up a way for them to still be played.

Knock_Knock_Lemmy_In,

Thanks. I wasn’t familiar with the abbreviation and of course Google offered no insights.

scala,

Fawkes is doing this. An indie studio, Buying out IPs that have shutdown their service. They re-released Defiance back in April and it’s been a huge success.

gonzo-rand19, do games w Founder of Arkane Studios: "I think Gamepass is an unsustainable model that has been increasingly damaging the industry for a decade"; impacts sales

Wow, I totally missed the part where Microsoft had a gun to your head. Obviously sales go down when people don't have to buy the game to play it.

Why does Arkane suck so much now?

Plebcouncilman,

The funniest thing is that I can guarantee that whatever numbers Deathloop did they would have been much worse without Gamepass. Great game, but not the kind of game that can have mass appeal.

EnsignWashout,

Wow, I totally missed the part where Microsoft had a gun to your head.

Yes. Microsoft is good at hiding that part until it’s too late to do much about it.

sp3ctr4l,

Arkane sucks now because MSFT forced them to make the kind of game they did not have experience in making.

It’s like hiring a plumber to fix your electrical problems, hiring a car mechanic to diagnose your skin condition.

This is the whole thing of large publishers buying out successful dev teams, then mismanaging the fuck out of them, then destroying them, by firing 1/4 of the staff, throwing another 1/4 all around their various other studios, then hiring a bunch of contractors for the remaining dev team to babysit / onboard for 6 months before they know how to do anything useful…

…all for a game that’s either a castrated, mutated version of what the studio is known for, of course with latest trending corpo buzzwords a ‘core features’, or is just something wildly different from the studio’s previous work.

This happens with extreme regularity in the history of the video game industry.

Almost like being rich is more likely to indicate someone is a pompous buffoon that takes credit for other people’s successes and blames other people for their own failures, than it is to indicate they are some kind of Ayn Rand style entrepreneurial ubermensch, mr ‘gonzo- rand 19’.

MudMan, do gaming w Founder of Arkane Studios: "I think Gamepass is an unsustainable model that has been increasingly damaging the industry for a decade"; impacts sales

I think from the game development side there are pros and cons. There are games that struggle to demand a high enough sticker price that do better under a subscription service.

The problem is that, much like subscriptions elsewhere, these are deliberately underpriced and used as a loss leader to sink competitors and the direct purchase market, so they aren't priced reasonably and it's unclear what the money flow towards creators is supposed to be.

And it'd be one thing if the money was flowing at all, but in the current industry, with Microsoft shedding people left and right while holding a ridiculous amount of IP, both active and inactive... well, it's not a great look for the industry as a whole to be dumping content below cost for the sake of a speculative move. And to make matters worse, I don't think that many people know just exactly how much of a money pit Game Pass is.

And that's before the more fundamental issues with ownership and preservation. Which I have strong feelings about, it's just that they happen to be so strong that I'm typically the one to remind people you don't own your Steam games, either. Would certainly like a fix for that, too.

blindsight,

I’m typically the one to remind people you don’t own your Steam games, either. Would certainly like a fix for that, too.

Eh… You don’t “own” them in that the First Sale Doctrine doesn’t apply, sure, but plenty of Steam games are DRM free, so you can store your own backups, if you want to. That counts, in my books.

Like, how much more do you need? ETA: That’s more than you get with Switch 2 “physical games”, isn’t it?

MudMan,

What's "plenty"? 50%? 40%? 10%?

I know 100% of GOG games are DRM-free, on Steam not so much.

I think people believe that if a specific third party DRM vendor is not listed on the Steam store page then the game has no DRM, but that's not the case.

I wouldn't consider pretty much any Steam game DRM-free or yours-to-own at all by default in that they do not provide an offline installer. You can remove the need to have Steam running after the first download in some games through relatively trivial ways of bypassing Steam checks, but if you want to keep them independently of Steam you still have to store a loose files install of the game, which may or may not like to be portable. Utimately having easy to remove DRM and having no DRM aren't the same thing.

Also, no, definitely not a longer ETA than Switch 2 physical games. A longer ETA than Switch 2 physical cart keys, but you can also resell those, so I guess different pros and cons. I really don't like people jumping onto the idea that all Switch 2 physical releases aren't full physical releases. It plays Nintendo's game of blurring the lines between physical and digital releases. Full cart releases, including Nintendo first party releases, are full physical games and will work indefinitely with what you get in the box.

blindsight,

Oh, that’s good to know. I read that Switch 2 games are just cryptographically unique keys to allow download and play of the games.

And good point about the installer vs. just having the game files in a folder. Yeah, it’s not like GOG where you can download an offline installer file.

MudMan, (edited )

Some are full games, some are an empty cartridge with a key to download the game (which you can resell but not download if the servers go down). Some are a box with a code inside printed on a piece of paper (which gets associated to your account and you can't resell or download without servers).

There is a warning on the box for the two that don't include the playable game, but the fact that you need to know that or read the warning is a bit of a problem. And I don't particularly like the idea that Nintendo is deliberately confusing the issue to make people believe that buying the game in a box has no advantages.

I like the Switch 2 overall, but some of the weirdness they've done to make game licenses and physical games more complicated kinda sucks for reasons both intended and unintended.

Plebcouncilman, (edited ) do games w Founder of Arkane Studios: "I think Gamepass is an unsustainable model that has been increasingly damaging the industry for a decade"; impacts sales

The premise itself is flawed, of course Gamepass impact sales, that’s the whole point. The question is does it negatively affect profit? Well for AAA games it might, for AA and indies it might affect positively and those make up the bulk of the gamepass library. Matter of fact there’s barely any AAA games released on GP that aren’t Microsoft’s own games.

Rhynoplaz,

I don’t have a game right now. I spent the weekend searching Gamepass and testing out some games I wouldn’t have bought blindly, trying to find my next obsession.

None have grabbed me yet. DOOM Middle Ages was starting to get fun but it kept crashing on me. Sorry developer’s, if your game doesn’t get my attention in the first ten minutes, you never deserved my money, but if I find the game on Gamepass and enjoy it, I tend to let others know.

learningduck,

With GP, I tend to dwell on older AA, indies games that I had my eyes on, but not committed enough to buy or good but too janky to spend money on. I found that I have more tolerance this way.

whostosay,

Spend like 6 bucks on 3 games in the steam most purchased and you’ll be fine for awhile

Rhynoplaz,

But then I’d have to buy a gaming PC.

whostosay,

That’s the solution homie, not the problem.

You don’t have to have an expensive PC, and even if you do, the amount you would save on software would far outweigh that cost in a year or less. And then every year after that, 6 bucks for 3 games dude

JoeKrogan,
@JoeKrogan@lemmy.world avatar

Steam deck is a great option too

whostosay,

AAA and AA haven’t meant shit in this industry for a long long time. It’s not even almost something I look for when looking for something new to play.

Oh that looks fun, but the budget just isn’t high enough for me, next.

Zozano,
@Zozano@aussie.zone avatar

This is such a terrible take.

Of course AAA and AA mean something in the gaming industry! I’m hardly going to power my controller with a fucking 9V am I?

whostosay,

You wanna elaborate on that perfect analogy?

Trail,

He means battery sizes.

whostosay,

Rip

CIA_chatbot,

Not with attitude

Plebcouncilman,

I mean from a consumer perspective no, but this isn’t something the consumer would even need to be concerned with. The conversation is from a business point of view.

whostosay,

AAA vs AA vs whatever else never had anything to do with business aside from marketing, and marketing doesn’t mean shit for the consumer if the game sucks. Just make a good game.

Make the game, and the people will come.

Plebcouncilman,

It describes the budget of the game. It’s always relative to the average budget in the industry but it is a business term.

I still don’t know why you keep bringing the consumer into this. The consumer doesn’t and should not care whether Gamepass hurts sales, only that it is a good deal for them. And it is. Whether sales are affected (obviously they are) is an industry conversation, but the real question is whether it boosts profitability or not.

Quality of games etc etc is all irrelevant in this specific conversation.

whostosay,

That’s the exact problem that we’re talking about.

Being so shortsighted for this quarters numbers, while also not giving a shit about the only thing that actually brings you money.

The consumer.

This is failing because business doesn’t take that into account, and down the line it absolutely plays a part. Let’s keep focusing on milking these 4 “AAA” franchises, and also buy up as many independent studios as we can just to shut them down, that surely won’t have an effect on the industry.

The consumer is the whole godamn point. You don’t get profit without them. They (we) smell this bullshit, and it doesn’t smell good.

It’s not a long term strategy and it never was supposed to be.

Edit: anytime I say you, I just mean companies, not you, I think thats obvious, but I just want to point out I’m not coming at you

Plebcouncilman, (edited )

I disagree, because fundamentally Gamepass is a great deal for consumers. And it’s also a good deal for developers if they know how to use it strategically. Like if your game came out a year ago, and its sales are stalling you can go to Microsoft and ask for a big lump sum, put your game there and stop worrying about month to month sales while you develop the next thing. People like me get to play a game they wouldn’t have never bought otherwise and they get the money to develop the next thing.

It’s not the best deals for all consumers, but it is for many. For example I don’t give a rats ass about owning a “library” because I very very rarely replay games, I have very little time for gaming and the type of game I prefer tend to be on the longer side. Gamepass is great because in between those 50+ hour games I have a large selection of games to choose from and I get to play a bunch of games that I wouldn’t have played otherwise because I wasn’t willing to pay $50 or more for them, like for example Lies of P. Then there’s the exclusive AAA from Microsoft which I happen to enjoy like Doom, Halo, and Gears of War. It saves me a lot of money.

Will Gamepass die at some point? Maybe. Probably. Nothing lasts forever. But there’s no signs that it is dying right now, nor that it is harming the industry at all. In fact it has allowed games that otherwise not see the light of day to become viable.

whostosay,

I’m a bit very hammered, let me get back to you here in a little while. Spoiler, I did read some of your first paragraph and I’m pretty sure there’s a middle ground coming up.

Oooo, still not ready to respond, but I did read all of it. Hit me up if you’re trying to get your shit ran in that gears remaster, I’m pretty stoked about that all irony aside.

I am tryina drink some water and rest a little bit but I promise I’ll get back to this thread. I appreciate you talking it out.

Lost_My_Mind,

It’s been 7 hours…I think this guy passed out.

whostosay,

HE IS RISEN

whostosay,

Yeah I don’t know where exactly I was going with that, but you’re right in the sense that for industry itself it’s good because it’s profitable. it makes sense, although there have been issues with large corporations like Microsoft shit canning everyone at the first sign of a new sparkly thing. Game pass can be and is beneficial in a lot of cases, but what it takes to create something like game pass and it be profitable has its downsides for people that work in the industry, studios that have been bought and abandoned, and in turn the consumers.

Ashtear,

That’s the thing, for the big publishers, the end user (consumer) is only part of the puzzle. Investors and business partners (such as licensees) are more important, and have been for years. They bring in the wealth.

End users are neither organized nor informed enough to have a seat at the table. The masses will gravitate towards their big properties and marketing will be shaped to that effect. Acquire said big properties if you don’t have them, and make sure all the potential investors know you did.

shiroininja,

I like indie games for walking sim and story heavy games only. Outside of that, 99% of indie games feel like some pixel art bs retro rip off roguelike nostalgia cash grab. I hate garbage ware like meatboy, etc.

If AAA studios weren’t so shitty, I feel like half of the indie studios wouldn’t have a chance.

whostosay,

Your opinion is valid, but “AAA” studios have lit themselves on fire, and a shit ton of objectively great games have come out and absolutely dunked on them.

A great example of this is balatro. It’s none of what you described, it’s nowhere near your typical cash grab AAA and it’s just a good game that did extremely well.

Another example would be Hades, just a monster of a good game.

Blasphemous 1 & 2, unknown studio, fucking killed it.

Also if you prefer not AAA games for story, what actually is a AAA game?

SupraMario,

They need to bring back demos. It would help a ton if they did, but it seems so many companies and devs just completely skip the idea. I think some of it has to do with companies who kinda know their games aren’t going to be worth a fuck so they want people to buy at full price, so they’re not going to release a demo. Same with not releasing the game to reviewers early.

Blackmist,

They could easily do so on a console or game streaming service, just give you like 2 hours and then switch it off.

I think Sony actually do that as part of one of the PSN tiers.

But I think the main driver behind no longer doing demos is that when they started analysing it, they found it mostly reduced sales. A lot of people were no longer interested enough to buy it after playing, at least not at full price. I gotta admit, back when demos were common on the front of magazines, there were very few that I actually purchased on the basis of the demo. The ones I did buy, I’d have probably got anyway, like Metal Gear Solid 2.

NuXCOM_90Percent,

For a healthy mega publisher/platform with a lot of fingers in the pot? It will increase overall profits and, theoretically, those profits can be redistributed. This is effectively what EA did in the late 00s/early 10s where Madden and The Sims meant games like Mirror’s Edge (or… The Sims) could be created.

The problem being that once a few of the tentpoles collapse? it ALL collapses

Also, this ignores the companies that aren’t part of that megapublisher who now are fighting “just play Halo or Call of Duty, it is free with gamepass”. At best it creates an environment where it doesn’t really matter how well a game sells so long as you sold N licenses to Humble and MS and Sony and so forth. Which effectively incentivizes “streamer bait” games.

Also: We have seen exactly this play out in music and film/TV.

Plebcouncilman,

But Gamepass is not even close to being a tentpole. Halo and Call of Duty being in Gamepass has not limited the ability of games like BG3 being huge successes. If anything it frees up people to buy these type of games because their yearly COD is included in their monthly fee and now they can budget to buy other types of games.

NuXCOM_90Percent,

Baldurs Gate 3? The game part of one of the bigger franchises in all of gaming (D&D) that is the sequel to one of the most celebrated franchises in all of gaming (Baldurs Gate) that had been in Early Access for years AND which was developed by one of the three best CRPG developers in all of gaming (Larian).

Well, you heard them: just make more Baldurs Gates!

Plebcouncilman,

Are you implying that the indie game industry is in any risk at all? Because that’s frankly hilarious. If anything like in music and movies (which is now also tv in a way), what’s more at risk are the big franchises. They’ve become unsustainable.

Gaming is going to look a lot more like the music industry looks now, with lots of indie companies doing great stuff and just a few huge artists making slop for the masses.

NuXCOM_90Percent,

The “big franchises” that are how people find success in a gamepass world? Or do you still think that Dungeons and Dragons Presents Baldurs Gate 3 By Larian Studios is a tiny indie game?

Also: Maybe you should check out how the music industry is doing as countless artists talk about how hard it is to break out at all and one of the more popular bands on spotify (?) is literally AI slop?

Also

Are you implying that the indie game industry is in any risk at all?

Tell me you have ignored all the endless fucking layoffs without telling me you have ignored all the endless fucking layoffs.

If you want to discuss this? Either be open to learning or educate yourself ahead of time. But if you are just going to insist on vibes and how everything is going to just work out? You are wasting everyone’s time.

Plebcouncilman, (edited )

If you go back 20, 30 years ago you would never be able to make a living as a musician in an indie project. Nowadays you have an amazing and frankly mind blowing amount of very talented artists making wonderful and unique music that also affords them a living. I love music man, so I know that it’s never been a better time to be a fan of music especially if you like stuff that breaks boundaries. There is more difficulty becoming huge, but again that’s how it works now. huge artists like Taylor Swift, Beyoncé etc are basically a dying breed. The AI slop thing is more about chillhop artists etc having difficulty because their music is not differentiated in any way and the people who listen to it are not actually looking at who the artists is 99% of the time. Artists will have to adapt and make music that is more unique now instead of hoping that they get on the queue of people who are not paying attention to what they are listening to.

The layoffs are proof of what I’m saying. Huge studios with thousands of employees are no longer sustainable, therefore they need to shed weight. The era of AAA 500million+ budget video games is coming to a close. More studios will close, more people will lose their jobs. From there a lot of smaller companies will spring up and that will be the gaming environment for the next 10 years or so.

I’ve been gaming all my life, I turned 30 recently. And I think the last 5 years have been some of the best the industry has ever had, and it was all thanks to the indie scene and the AA scene. There has never been more variety at this level of quality ever before, that’s for sure. The only thing that may come close was the 90s when you basically had a similar scene to what we have now.

All of this to say that from the perspective of the consumer, gaming/music/movies and tv are fantastic right now. But it’s become much more atomized, you have lots of niche shows, music acts and videogames as opposed to what we had before were there were a lot of larger properties but they all were a little dumbed down because they had to appeal to a large demographic within its niche.

The people who most praise Gamepass are indie developers. All the time. The ones that complain the most are the AAA studio employees for a reason, it threatens their entire model.

Does it suck for the developers, yes, I feel for them. But this is the market shifting to reflect consumer behavior and preference.

Edit: Btw it really shows you haven’t even looked at gamepass, because it hardly has any AAA games that are not MS properties. And the ones it’s has are quite old. So it’s not how people find success in Gamepass, at all.

AGD4, do games w Founder of Arkane Studios: "I think Gamepass is an unsustainable model that has been increasingly damaging the industry for a decade"; impacts sales

I’m not very inclined to take at face value what a studio founder has to say about a service that might make them less money, and might save their customers money.

Nobody is forcing studios or publishers at gunpoint to release on a subscription service.

HK65,

Yeah but on the other hand the dumping business model where you sell stuff below cost to kill competition has been a staple of Silicon Valley.

Amd I’d rather the studio earn more money than the publisher in any case.

villainy,

Nobody is forcing studios or publishers at gunpoint to release on a subscription service.

Except for the hilarious number of studios owned by Microsoft. One would hope Microsoft takes the effect of Game Pass into account when they’re reviewing sales figures and shutting down studios. One would hope…

Plebcouncilman,

The number may be high but it’s an almost insignificant proportion of the industry. There’s no industry pressure to be on Gamepass.

EnsignWashout,

There’s no industry pressure to be on Gamepass, yet.

Microsoft doesn’t willingly lose money on something unless they think they can make it into a market distorting rent extraction hellscape. something very profitable later.

Plebcouncilman,

A) it’s already profitable, as per Phil. Unless you think he’s misleading shareholders there’s no reason to doubt that claim. B) they would never be able to buy enough studios to create industry pressure to be on GP, it’s just not possible and the service would crumble under its own weight

Zahtu, do gaming w Founder of Arkane Studios: "I think Gamepass is an unsustainable model that has been increasingly damaging the industry for a decade"; impacts sales

That is part of the reason why i have never purchased it. Financially, selling Gamepass does not make sense, as the prices does not justify the buy-in to get a substantial amount of Games onto it, making it worthwhile. For Microsoft it only makes Sense, when they see additional Profitpoints Like the closed Market on it and Killing competition. Once that is done, the quality and amount of Games going to Gamepass will certainly worsen.

And we do Not need to forget that Microsoft is a Data Company. So by requiring the Gamepass service be installed onto your machine, they certainly get a load of Data about you from it. Which neither benefits the Game developers nor the consumers.

As for the Points of “Low barrier to entry, Games trying Out Games” - duh, thats what Demos are for

OutlierBlue,

This is absolutely a case of getting in, killing the competition, then jacking the price and tanking the quality.

And because it’s a service, despite using it for years and paying all that money into it, as soon as you leave you have nothing. All those games are just gone.

TabbsTheBat, do gaming w Founder of Arkane Studios: "I think Gamepass is an unsustainable model that has been increasingly damaging the industry for a decade"; impacts sales
@TabbsTheBat@pawb.social avatar

You’ll own nothing, and you’ll be happy

Aatube,

game rentals have their place

SweetCitrusBuzz,
@SweetCitrusBuzz@beehaw.org avatar

Mostly only because games are so expensive when they don’t have to be.

JohnEdwa,

Just be thankful they haven’t followed inflation of both the value of money, and their budgets. A $40 NES game would be $120 in todays money and it was probably made in a month by three people in a shed, meanwhile something like CoD Black Ops Cold War credits over 9000 people and had a budget of $700 million. GTA 6 has already blown past a billion.

In fact, video games are currently pretty much the cheapest they’ve ever been, comparatively speaking.

SweetCitrusBuzz,
@SweetCitrusBuzz@beehaw.org avatar

Maybe indie games. Certainly not AAAs though.

phuntis,
@phuntis@sopuli.xyz avatar

bootlickers and corpos always roll out this argument while ignoring the growth in players meaning you get more sales

JohnEdwa,

Yep, that’s why the best selling games consoles with the largest user base for selling all those super expensive AAA games are all the modern ones, like the Playstation 2, Nintendo DS, the Switch and the Gameboy Colour.

Maestro,

Most games today are cross platform and sell substantially more copies that old console games. Mega Man 3 for example sold just over 1 million copies and was a great success. GTA V, crossplatform AAA, sold almost a quarter of a billion copies.

faercol,
@faercol@lemmy.blahaj.zone avatar

It’s not just that. It’s also that the second hand market is really not there anymore. There are a lot of games that I know I’m only playing once, in this case it makes sense to buy it, then resell it. But it’s not really feasible on PC.

In this situation, a rental market does make sense. And it also allows more easily to test games you probably wouldn’t have bought. I played Persona 3 this way for example.

SweetCitrusBuzz,
@SweetCitrusBuzz@beehaw.org avatar

One solution to this is companies bringing back the demo which I think should be a thing.

However, yeah, we agree there are a few cases where actual renting makes sense. I just wish it wasn’t digital.

faercol,
@faercol@lemmy.blahaj.zone avatar

No, you’re right. And combined with the easy refund you get from Steam for example, which would make it basically a trial period, there are a lot of possibilities.

I was thinking more about very long games that you’re not sure you really will be convinced after only 2 hours. On a Persona for example, 2 hours is nothing, you’re not even going to pass the tutorial.

Of course a demo is not forced to be at the start of the game, but some games are hard to showcase 😅

On the other hand, I’m just realizing that we are talking about an actual rental model, which we don’t really have at the moment. Gamepass is a subscription model, which is quite different (and not in a good way)

So yeah an actual renting model could be cool, depending on its pricing of course.

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