| mor2 said:
@Kasz216. What it says that once they sell me the game they loose the right to control its distribution and the only limitation is that they have a right to implement a DRM in order to make sure that I stop using the product after I sold it. Meaning that if I bought a game I can hand it to you(sell for free) and you'll be able to play it and worst thing they can do is an "online pass", which is transferred to you (unless you resale it to me) - that is all. Technically It basically change nothing for Digital distributors and in case of platforms like steam which also provide the DRM, it will mean that they will need to add another menu 'transefer/sale' game like send gift.
As for economy argument, I am not sure why its hard to understand, this is not physical goods, there is no high distribution cost and its as fast as few clicks and we are talking here specifically about steam. So explain to me If right now I am buying several games a month and after that at most I'll be buying one game a year and sharing "sale/resale" between all my friends and vice versa. Also as for steam other services unless steam amends its policy and make a "steam pass", for the price calculated for one user, they'll service as many users as resales will happen.
So tell me how are they going to be able to sastain themself? how is this =/= a rain of new types of "online passes" and move to cloud gaming? |
Because that shit hasn't ever worked in the past. People can talk all they want about "Open gaming" communties, and it's just not going to work due to the psychic costs of such things. If it was, everyone would just be pirating games now in the first place.
Again, learn basic economics. Physical goods don't have "big distribution costs" either. Such costs are extremly minor and pale in comparison to the psychic costs.








