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#76 | |
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Moderator
Join Date: Feb 2002
Location: Taiwan
Posts: 2,348
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The problem with legislation on business matter is, in most case, the legislators don't really understand the underlying problem. They don't have to implement the system, nor they know what problems may occur when implementing such system. So, there bounds to be some very bad laws, which, when you look at it, may seem to be very good, but actually completely unworkable. Unfortunately, once something is written into the law, it can be very difficult to get rid of it. I believe most people are satisfied with current digital distribution systems (well, at least some systems). Steam, for example, seems to be very popular (the Witcher 2 sold much more copies on Steam than on GOG, which is DRM-free). People don't seem to be very concerned about the fact that they can't sell those games they bought on Steam. If enough people started to demand for the ability to transfer their licenses to other account, I believe there will be some business willing to take this market. |
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#77 | |
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Certified not a majority
Join Date: Sep 2003
Location: Sittard, the Netherlands
Posts: 3,178
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And they aren't forced into a "kick those consumers as hard as possible and steal their wallets!" business model. Mostly, because those consumers now recognize that for what it is, and understand that they are blatantly ripped off. As with all mass-produced products, you earn more money not by raising your prices and blackmailing your customers, but by offering a fair product for a fair price. If you want to earn more money over the long term, you need to drop your price and be more consumer-friendly instead. Economics 101, really. Unless you're only in it to make a fast killing, of course.
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The Laws of nature are NOT subject to the majority vote. In the long run. |
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#78 | |
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Certified not a majority
Join Date: Sep 2003
Location: Sittard, the Netherlands
Posts: 3,178
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But most of their sales volume isn't in first-day deliveries. They're in the (heavy) discounts, and the huge catalog offered. I spend far more money on deals for games I never play than on premium-priced games. And I'm not alone in that, far from it. While Blizzard still has a lot of credits, it won't last when the actual gaming experience is riddled with many annoyances. They're arrogant and think they can fuck over anyone, and have those abused users still buy their products at premium. That's exactly the mindset that would have me sell their stocks, if I had any. Economics 101, really.
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The Laws of nature are NOT subject to the majority vote. In the long run. |
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#79 | |||
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Moderator
Join Date: Feb 2002
Location: Taiwan
Posts: 2,348
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Hardly any differences. More regulations only forces more independent developers to find a publisher to publish their software, because they won't be able to do (or it would be too expensive) by themselves.
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#80 |
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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So has been argued, like it was argued GOG.com would never work.
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The optimist proclaims that we live in the best of all possible worlds, and the pessimist fears this is true. - James Branch Cabell |
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#81 |
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Moderator
Join Date: Feb 2002
Location: Taiwan
Posts: 2,348
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#82 | ||||
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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The optimist proclaims that we live in the best of all possible worlds, and the pessimist fears this is true. - James Branch Cabell |
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#83 | |
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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P.S. Also, I don't think anyone is under any illusions of the current stores allowing sale transactions. At best they'd allow license transfer.
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The optimist proclaims that we live in the best of all possible worlds, and the pessimist fears this is true. - James Branch Cabell |
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#84 |
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Moderator
Join Date: Feb 2002
Location: Taiwan
Posts: 2,348
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I think this discussion should already beyond that: I mean, already many possible downsides of a required license transfer for a digital distribution system was discussed, yet not too many solutions to these problems presented here.
This second-hand game problem was already discussed many times on this board. Basically, since I believe in efficient market, I support the right to sell used games, because it, in some way, make a market for games with more accurate prices (i.e. market prices), since most retailers are not allowed to sell games too much below its MSRP. However, with a vibrant used game market, a worse game is going to have worse second-hand sales value, and that helps the market to decide the real price of a game better. However, this is for games with physical media. In the world of digital distribution, there are too many problems (some of them presented here by others) needs to be solved before this becoming "required by law." Without something to persuade the majority of publishers and developers that this is doable, most of them are just going to go the route that's even worse for consumers, such as a renting or subscription model. And apparently even the EU are not going to make laws forbidding these models. GOG.com vs Steam is actually a very good example for DRM-free (a different issue) games. Most publishers don't believe in DRM-free games, because they fear that piracy would be rampant (note that this is not a recent thing, game publishers were trying to protect their games way back in the floppy disc era). GOG.com started by talking with publishers for backlog games, which most publishers think are already worthless (just like movies already shown on HBO regularly: they are practically worthless for movie studios). GOG.com provides a way to make money from something practically worthless, and that's why those publishers agree to provide DRM-free versions to them, because they have nothing to lose. However, even with this, and I think GOG.com is already quite successful, they are still not able to afford to sell their games, DRM-free, all by their own. They still have to use Steam. Of course, most of the reason is that Steam has way too many users than GOG. But one may also argue that if consumers like this DRM-free game model so well, there should be even more publishers willing to replicate this. Apparently, there is none. Now, what will happen if the government started to demand that all games should be DRM-free, and written it into law? It's likely to be even worse than this law. |
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#85 | |
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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Most of the problems being presented are doomsday scenarios taking absolute cases with 1.0 probability of situations that aren't even legal. Case in point: license transfer would allow multiplexing.
This is a non-starter because condition sine qua non for multiplexing is one owner having control over who uses what. If EA sells a game to Joe and Joe sells to Jane then Joe stops having access to the game to multiplex to another person. Jane would have to sell the game back to Joe for that to happen. Even if that were to happen, Joe could then be sued for renting the game rather than selling it which IS prohibited. Even if you ignore all this, for argument's sake, no company would make it easy to transfer licenses in bulk like you need for multiplexing. Like I mentioned previously, they'll make you endure 15 days or whatever of support calls every single time you want to transfer a license. So that's that "problem" solved. The second issue I've seen raised, that you also mention, is that publishers are simply going to move to subscription-based games. Again, this problem is not a real one for two factors. First of all, we're already moving towards subscription-based gaming (see XBOX live, WoW and OnLive), this law has nothing to do with it. Secondly, as I retorted, publishers can do what they want: they can charge the same thing for a rented game. Didn't you imply that consumers aren't stupid? If people continue to The third issue, which is completely philosophical mind you, is the issue that because digital sales are not physical the same laws can't be applied. Why? Every day laws are applied in many different circunstances and contexts. Who gets to say which laws are applied where? Publishers? Again, why? The court here was very clear: a sale is a sale is a sale. What matters is that money exchanged hands. The money was for a sale and not for renting or some other kind of service. Or do you argue that because DMCA was passed before digital distribution it can't be applied to digitally distributed games? Because taxes were created before there was currency it could only be applied to bartered goods? It's fine to agree or disagree with the ruling but I haven't seen any strong arguments supporting the doomsday scenarios. Quote:
Companies exist to make money. Everything else is just a means to make money. Self-regulation is contradictory to that goal. You need regulation to ensure that companies don't cause harm in their pursuit of their only goal. Quality control only exists because of government oversight (and regulation): you only follow a spec if you know someone will judge you against it. WRT GOG, they now sell brand new games. Many publishers are not putting their (new) games there for the same reasons I've stated above: whilst they have no basis or proof it will be worse, they fear change. There are many such examples, see music industry and "mp3 downloads", even Steam got a very slow start despite having the backing of Valve/Half-Life 2.
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The optimist proclaims that we live in the best of all possible worlds, and the pessimist fears this is true. - James Branch Cabell |
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#86 | ||||
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Moderator
Join Date: Feb 2002
Location: Taiwan
Posts: 2,348
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Furthermore, even with a "reasonable" time like a month, or 15 days, it's still possible to establish a "renting" system simply by asking those who wants to "rent" to transfer back the license back. All they need is to ask them to deposit some money in advance and guarantee that they can get the money (minus the "rent") back if they transfer the license back. It's hard to argue that this is "renting" because the "buyer" can choose to not return the license back. Also, there's no apparent limitation on softwares with physical media, why should digital distributed games differ? If you believe that all software should obey the same law, why digital distributed softwares are allowed to set such limitation like 15 days or a call to the support? So you see, digital distribution is indeed different. Quote:
And as you say, if it's simple supply & demand, there will be no need for such law. Publishers will have to permit license transfer if consumers really want that. There are also many other problems that's not mentioned here. For example, right now, if your Steam account is hacked, all you have to do is to prove that you are the legitimate owner, reset your password, and all your games are back. However, if a license transfer is allowed, it's possible that all your games will be gone. You may say that Steam should cancel these license transfer if you can prove your account is hacked, but it's very difficult in practice, and those who "bought" these games may also be scammed, because they'll find the "used game" they bought with real money suddenly gone. This is a legal mine field many publishers are not willing to tackle. Either way, in the end we'll see a lot more account hacking and stealing because it'll actually be profitable. Quote:
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#87 |
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Moderator
Join Date: Feb 2002
Location: Taiwan
Posts: 2,348
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Extra Credit made an episode about this issue:
http://penny-arcade.com/patv/episode/digital-resale It seems that they believe the most plausible way to do this is to let players to sell their games for store credit. I'm not sure if this fit the philosophy of the EU court decision though. Also this doesn't seem to help any with the free market idea, because the resale value is certainly decided by the store. |
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#88 | ||||||||||
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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Put another way: the argument of "transfer delay differences" is falacious because the time it takes to transfer ownership of purely physical products varies by the product itself and yet, the law doesn't vary: it takes longer to transfer ownership of an airplane versus a book but the exhaustion rule applies to both. Quote:
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Turn it around and the argument you're making is: Companies will stop producing games because people just pirate them. If people want companies to continue to make games they'll have to stop pirating them. Because people want to continue to play new games they stop pirating, so there isn't any need for copy protection laws. So, just like the DMCA and similar laws pushed by industry in the last two decades favouring companies, now comes a ruling favouring the consumer; why is it such a shock? Why weren't all the other cases of government regulation abusive? Quote:
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But WRT your question, see my signature. I'm quite pragmatic: it will be better in some aspects and it will be worse in others. One thing I don't fear is change. The video game market was better off after the crash of 83. Sometimes you need a forest fire to clear away the debris and start anew. Quote:
EDIT: I should add that I have no intention of selling any of my games. Well, perhaps NWN which is my only regret - but it's a physical copy so... Anyway, I'm only interested in this discussion for the principle of the thing.
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The optimist proclaims that we live in the best of all possible worlds, and the pessimist fears this is true. - James Branch Cabell |
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#89 | |||||||||||
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Moderator
Join Date: Feb 2002
Location: Taiwan
Posts: 2,348
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Right now, hacking Steam account is already somewhat profitable, because many have credit cards associated with their Steam account, and right now it's possible to "gift" games (buy a new game and send it to another account) in Steam. But at least there's extra protection from credit card companies. Quote:
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Of course, Steam is much larger and more popular. But this can be seen as the market working. Apparently, DRM-ed games are more profitable, so they can spend more money on making more payment options available, marketing, or even better games. For game developers, DRM is also extra work. If DRM-free sells more, they wouldn't do that. But again, this is off-topic. |
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#90 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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FDSL Enables Used Digital Game Sales
German software developer GDC Game and Download Company announces they are ready to roll out FDSL (Fast Download Technology with Streaming Logic) to digital distributors as a way of facilitating the trade in used games, saying this will enable them to comply with a recent legal ruling in Europe about used digital games:
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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