I am glad this statement is in no way disparaging. Clearly I need to look up the words 'disparaging' and 'blind hate train' in the dictionary.
Disparage means to disregard the value of; I don't think their opinions are worthless because I don't think they say it entirely without reason; EA has done something to upset them. What I do think happens though is essentially the same gut reaction over where as soon as people see "EA" their eyes flash red you get these uninformed, presumptuous responses.
Yep. I dont see anything that says Electronic Arts is requiring users to be always online. What was I thinking?
Why still assume that article is accurate, given it's clear slant and the fact that other similar reports did not say such things?
Of all EA's games, the only one I could find with any evidence of 'always online' was C+C4. There was also anecdotal evidence of DLC in ME3 and KoA being inaccessible offline, but it sounds like it's currently specific to the Origin version of KoA so it's unclear if that's intended or not. With ME3 it's still up in the air but it does not seem to affect all users either.
Are you even reading what you are typing? What I am saying is, IF EA is going to serve the share holders, which they clearly are, why not make that work for the consumers.
That's kind of stretching it but I sort of see what you were getting at. Understand if I say it sounded much more like "If only the shareholders would listen to our explanations they would see the fiscal truth" rather than "Shareholders would be interested to see how unhappy their 'grassroots' consumers are".
Wait. Investors are those who invest in the company in the hopes that their endeavors will make a profit. Investors dont MAKE the company. They supply it so that EA can produce something that might. Explaining to them how policies are not popular with consumers and will erode profits and thus reduce those profits and by extension, the investors return on the investors profits and thus allowing them to force the publishers to rethink their policy is illogical? Is black = white as well?
What's illogical was hypothesizing that it's going to lose the company money and then turning around and saying it's going to add to investor value. Those aren't congruent ideas in this scenario.
And while that sounds great in theory, it's unrealistic. That sort of dialogue between corporations and customers doesn't really exist, you'd have to convince investors that amidst [hundreds of] millions of games, phones, and apps sold every year that the market for them overlapping isn't profitable, and even further you'd have to convince them that catering to any vocal minority is better for business than picking the low hanging fruit that is the silent majority.
Share holders and consumers want different things because they both want more for less. Investors want to make more money for less money and customers want to get more product for less money. To an extent, this means they want the same thing because the company has to put out something good enough to sell. However that won't last long because of the perpetual butting of heads between the two groups over what/where 'good enough' is and one side wanting to save money on development and save ideas for future titles and the other wanting the most satisfying, polished experience possible each and every time.
INDIVIDUAL consumer value may be highly subjective. But collective consumer value on the whole is based on what the vast majority of consumers want or dont want, not the individual. In this case, most people here are posting against this. Only you are posting for it. Granted this is a tainted sample of the consumer populous, but it is still a reasonable supposition that more people dont find value in the forced online than do.
Posting against what? Almost every opinion put forth here has been formulated by a kneejerk reaction to a false premise from a bad article title. The fact that you still think of it as 'forced online' is proof positive of that. This is about integration and expansion of tertiary experiences to try and find a middle ground between 'mobile trinkets' and the 'core game' that are both profitable and meaningful.