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With this same repeating argument, I've seen many times, coming from people defending today's video game developing companies and their awful (for consumers) business practices and rapidly-decreasing respect for their customers.
It wasn't always like this. It wasn't always, that nearly every game was MMO, or needed Company's servers for some other nonsense reason, the real one just being further monetization coughBattle.netcough. Remember older games? Old CoDs, GTA San ANdreas, Brothers in Arms, and many many more. Those games were mostly primarily Single Player, and only had the multiplayer feature on the side. You could take your laptop into a middle of a bloody forest and play them. No internet access. More than that - with the LAN option, you could take a router, and your friends, and play together in the middle of that same forest.
To add to that, most of these games provided players with tools needed to create and host their own servers, to create game modifications for those servers, and pretty much keep the game alive long after the company ceased supporting it.
To address the comment in the picture - we DID own the game copies, that we bought the physical CDs of. We paid for them once, and we had them for life. We were completely independent of the Company, and that Company had no way of taking away our license of the game (apart from physically coming to our home and removing game from our every device). Why? Because it WASN'T A LICENSE. We OWNED the game copy. Sure, we couldn't distribute that game ourselves. But it's because the Company owned the Brand and the selling rights. But the copy we bought was ours. For life.
Things like this are no longer being done now. Look at WoW - you are literally renting the game, not owning it. And wow is just one example of many. So many games today would become inaccessible without internet access, without being connected to Company's servers (Reforged seemingly will be that as well, btw). There are no more server tools, no more free demo versions, there's company interference everywhere, microtransactions... These are no longer games, but rather, monetization software.
At the same time, don't get me wrong. I don't blame the Video Game Companies. They are merely opportunists. They see a way to get more profit, while putting in less effort, they'll take it. Of course. Those I blame, are the fans, the consumers. Because we, as consumers, can moderate, so to speak, these companies and their produced content. We can speak with our wallets. We have power over them. We can make them listen. And yet, gamers don't do anything against anti-consumer practices. The only ones seemingly doing anything good, are the pirates. But they are another kind of evil.
Well, I guess that's it for now. I ranted long enough...
With this same repeating argument, I've seen many times, coming from people defending today's video game developing companies and their awful (for consumers) business practices and rapidly-decreasing respect for their customers.
It wasn't always like this. It wasn't always, that nearly every game was MMO, or needed Company's servers for some other nonsense reason, the real one just being further monetization coughBattle.netcough. Remember older games? Old CoDs, GTA San ANdreas, Brothers in Arms, and many many more. Those games were mostly primarily Single Player, and only had the multiplayer feature on the side. You could take your laptop into a middle of a bloody forest and play them. No internet access. More than that - with the LAN option, you could take a router, and your friends, and play together in the middle of that same forest.
To add to that, most of these games provided players with tools needed to create and host their own servers, to create game modifications for those servers, and pretty much keep the game alive long after the company ceased supporting it.
To address the comment in the picture - we DID own the game copies, that we bought the physical CDs of. We paid for them once, and we had them for life. We were completely independent of the Company, and that Company had no way of taking away our license of the game (apart from physically coming to our home and removing game from our every device). Why? Because it WASN'T A LICENSE. We OWNED the game copy. Sure, we couldn't distribute that game ourselves. But it's because the Company owned the Brand and the selling rights. But the copy we bought was ours. For life.
Things like this are no longer being done now. Look at WoW - you are literally renting the game, not owning it. And wow is just one example of many. So many games today would become inaccessible without internet access, without being connected to Company's servers (Reforged seemingly will be that as well, btw). There are no more server tools, no more free demo versions, there's company interference everywhere, microtransactions... These are no longer games, but rather, monetization software.
At the same time, don't get me wrong. I don't blame the Video Game Companies. They are merely opportunists. They see a way to get more profit, while putting in less effort, they'll take it. Of course. Those I blame, are the fans, the consumers. Because we, as consumers, can moderate, so to speak, these companies and their produced content. We can speak with our wallets. We have power over them. We can make them listen. And yet, gamers don't do anything against anti-consumer practices. The only ones seemingly doing anything good, are the pirates. But they are another kind of evil.
Well, I guess that's it for now. I ranted long enough...