- Jan 9, 2008
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Although the economy might not be in the thick of a recession as it once was, that doesn't mean things are going especially great for videogame publishers. Take Electronic Arts, for instance, which hasn't exactly set the world on fire with its performance as of late. The start of the next generation is an ideal opportunity to effect change that doesn't come along often, and it seems EA doesn't intend to miss it; just yesterday it revealed plans to proliferate microtransactions throughout each of its games. As EA and publishers in general attempt to do this (and try out other means for generating additional revenue), I hope they don't forget to treat gamers with respect.
I have no problem with downloadable content. I like having the option to play more of a game I enjoy without having to wait for the sequel. Provided the content in question is worthwhile and wasn't yanked out of the base game because it's something that they knew gamers would have to buy later, I'm perfectly okay with downloadable content continuing to be a mainstay going forward. After all, without it, we'd never have gotten something like Minerva's Den -- widely considered the best part of BioShock 2 -- and so long as games are released as complete experiences like they used to be, I don't see downloadable content as the plague that some do.
But it's always-online requirements that I find much more hostile. Take Diablo III, for instance. Blizzard liked to point to the benefits this requirement allowed for (persistent friends lists, server-side characters accessible from any computer, and the like), but it ignored the fact that this prevented a segment of gamers from playing the way they wanted to. This is not World of Warcraft where an online connection is critical to the experience; Diablo III can be played solo, but you have to connect to Battle.net's servers in order to do so even if you have no intention of ever taking advantage of an online feature. Considering the sales success of Diablo III and what's almost assured to be a big hit in Destiny, we've got the makings of a trend that's only going to become more prevalent, not less.
The bottom line is that the gaming industry needs to ensure it treats gamers with respect. It might ultimately view them as walking bank accounts, but that doesn't mean it can't shy away from some of the more anti-consumer practices out there. Take DRM, for instance: Far too many companies (which is to say, more than zero) place an emphasis on trying to block pirates from accessing their games rather than making the experience of buying and owning the game more pleasant. Instead of everyone putting effort into delivering a kick-ass boxed product, as some do, you have a company like Ubisoft that has, in the past, employed always-online requirements as a form of DRM that only punished legitimate customers once the DRM was cracked. It's the equivalent of the piracy warning you're subjected to when you boot up a DVD that can only be skipped on pirated discs, only far more detrimental. Paying customers shouldn't be treated like criminals.
Asking to be treated with respect is not that outrageous of a request. At the very least, doing so will avoid running the risk of scaring gamers away from the industry altogether. Beyond that, publishers might even find that treating people with respect is to their benefit. By passing up an opportunity to make a quick buck, considering things from the gamers' perspective, and delivering better games, they might find they instill a sense of loyalty that ultimately leads to gamers who are more willing to open their wallets. Perhaps the path to making money that seems to elude these companies has been in front of them this entire time.
I picked out some of the parts I think sum up the article the best and relate to PC gaming but i'd suggest reading the whole thing.
http://www.1up.com/news/publishers-should-respect-gamers