Saturday
May152010
  
  
  
  Do We Own What We Own?
 Saturday, May 15, 2010 at 10:19PM
Saturday, May 15, 2010 at 10:19PM 
The idea for  this article spawned from two minor news bits. Sony and Microsoft have been forced to  cut cost to remain relevant in the current competitive nature of this  generation of gaming consoles. Sony has decided to cut Linux OS support  for the PS3, which is adding to a growing list of features cut to keep the powerful  console affordable. Microsoft opted to kill online support for the Xbox original titles, Halo and Halo 2. These examples could all  be indicative of what the gaming culture has evolved to be, but it  leaves the average person to question: what is off limits? With the  assimilation of DRM content and digitally  distributed games, how can we be sure that what we are paying for is  actually ours to keep? It would appear that this era of gaming has  evolved into a sophisticated form of the Wild Wild West.
I look at my  collection of games and, for the most part, that is what they have  turned in to ... a collection. I have a group of old games that span  from the Nintendo Entertainment System to the recent Sony Playstation 2 and are rarely played. When I do work up the energy and effort to hook  up my gaming consoles of yore, the collection shows its worth. When my  mom or myself bought "Game X" ten or twenty years ago it was intended  for constant play. "I don't have any money to be wasting, so whatever  one of these games I buy ... you had better damn well play it!" My mom  exclaims about her purchase of Code Name: Viper. So maybe I'm (un)naturally  sensitive about topics of user's rights because of a clear and present  fear of my mom. Maybe, because of that fear, I know the value of a  dollar and what it should stand for.
Playing the role  of the naive gamer was never my strongest suit. How many times have I  had to memorize an obnoxiously long code in order to install and play a  game on my elementary schools PC? Now how long did it take someone in my  class to bring in their personal floppy disk and copy that game, and  scribble the code on the face of their newly pirated piece of software?  How long did it take me to mimic the same action? Back then, playing a  pirated PC game was as common as having a friend who legally purchased Doom.  Playing a pirated PC game today is arguably more widespread than ever  and more expensive to the community and industry. Even the stigma is  different. Publicly admitting you pirate and play PC games [given the economic state of PC games] is the  equivalent of smoking crack at bus stop. Be prepared for add stores and  the general public to judge you immediately. I understand why a Stardock and Ubisoft have become less concerned about the consumer and more fixated upon  protecting their game properties. There are a lot of fans of games out  there that don't own a damn game they so fervently argue in favor of.
Within the past  couple years I started purchasing games via Steam and PSN. Whether I  am still capable of playing these games ten years from now remains to be  seen. At least Steam offers the consumer to back-up their game on another storage  device. The PSN and I presume Virtual Console and XBLA offer limited to no  ability to copy game content [aside from game saves] onto a secondary  storage device. All services allow a limited number of installs of a  game. PSN oddly allows a 'game sharing' feature that grants  a user rights to log into a friends machine and download a game the  user previous purchased. I am sure this feature will be an interesting  topic when downloadible content  because more commonplace in the wider scheme of the gaming industry. 
Isn't it strange  that, today,  most of what dictates a gamer actually playing a game  relies heavily on a server being on? At least PC gamers have a community  where dedicated servers and community servers are a social norm. Let us  not forget about the dreaded PSN update that temporarily  prevented gamers from playing both multiplayer as well as single player games. How about Ubisoft's server management when Assassin's Creed II was released? Imagine  playing a game in your collection requires you to log in first. Now  imagine yourself digging into your space game chest -- ten years from  now -- and pulling out Dragon Age: Origins and not being able to  play it because that serve no longer exists. Game companies owe us a  promise if it is indeed required of us as well.
We have come so far  and improved upon so many aspects of what makes games fun. These issues  scream of a generation trying many new ideas and stumbling along the  way. What will be interesting to see develop is if the voice of the  consumer outweighs the voice of the industry or vice versa.  As long as both sides are being heard and are able to coexist the  piracy and price gouging should "eventually" be a topic we all see eye  to eye on. If not, then its probably best to prepare for digital rights  management to become more cumbersome. Prepare for the next console  generation to temporarily support what you have purchased in this  generation. Finally, prepare yourself for the day you turn on your  console and for whatever reason you purchased the device for refuses to  do that on thing. I guess nothing lasts forever.
tagged   DRM,
DRM,   Microsoft,
Microsoft,   Piracy,
Piracy,   Sony  in
Sony  in   Console Gaming,
Console Gaming,   Criticism,
Criticism,   Entertainment,
Entertainment,   Gaming
Gaming  
      
     DRM,
DRM,   Microsoft,
Microsoft,   Piracy,
Piracy,   Sony  in
Sony  in   Console Gaming,
Console Gaming,   Criticism,
Criticism,   Entertainment,
Entertainment,   Gaming
Gaming  


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