Recession or Transition?
Did the games business shrink in 2009 or did consumers just abandon the high street?
Published as part of our sister-site GamesIndustry.biz' widely-read weekly newsletter, the GamesIndustry.biz Editorial is a weekly dissection of one of the issues weighing on the minds of the people at the top of the games business. It appears on Eurogamer after it goes out to GI.biz newsletter subscribers.
On paper, 2009 was a tough year for the games industry. Looking at the raw figures now emerging from North America, Japan and Europe, the usual story of winners and losers is supplanted by a tale of general decline. It's by no means a dramatic setback - in many territories, 2009 is comfortably the second-biggest year on record for industry turnover, surpassed only by 2008. However, it's a psychological blow to an industry which has enjoyed decades of largely uninterrupted growth, and which had crossed its fingers and hoped to weather the present economic storm without taking any serious damage.
Yet the apparent decline in the industry's fortunes raises other questions. We have all spent years either preaching about, or listening to sermons about, the rising importance of new markets and new business models. The games industry is more diverse than ever before, encompassing mobile phone developers and publishers, firms making a handsome living out of games on social networking sites, subscription revenue from MMOs and other such games, and even a wide variety of new distribution methods and revenue streams for old-style boxed games.
So where, in our assessment of 2009, are those companies? Naysayers roll their eyes and mock the idea that the games industry could grow through a recession this severe, but they base their figures entirely on sales of monolithic, boxed, physical products. Few of the world's number-crunching bodies factor any revenue from digital distribution sales into their figures - let alone more complex revenue like DLC, subscriptions, advertising sales or microtransactions.
Herein lies the rub. We simply don't know how much money the industry made last year. We know that boxed game sales declined slightly - partially due to lowering price points, which have knocked some of the value out of the market (a trend which needs to continue, somewhat painful though it may be in the short term), partially due to macroeconomic conditions and even, to some degree, due to a ludicrously weak Christmas line-up which saw many publishers pushing top products into 2010 to avoid releasing too close to Modern Warfare 2.
What we don't know, however, is what happened to all of the industry's other revenue. It's probably safe to say that many of those burgeoning sectors actually grew. On consoles, valuable and desirable DLC is becoming much more commonplace, while both PS3 and Xbox 360 had a fantastic year from the perspective of Arcade / PSN releases. Music games, too, drive ever-larger volumes of track sales through their respective online services as their installed bases continue to grow (it's quite telling that Rock Band has been sold out at many major retailers across the UK over the Christmas and New Year period).
Meanwhile, the market for Facebook games has exploded, resulting in extraordinary valuations for some of the top companies involved, and surprisingly handsome revenue streams. The iPhone recently topped three billion apps downloaded, a huge proportion of them games; new companies and old alike are making fortunes on this platform, and other smartphone platforms are now opening up to games. In the subscription space, World of Warcraft powered ahead, as usual, but new products launched and found their niches, or continued to enjoy steady growth in the shadow of Blizzard's colossus.
All of that is even before we begin to consider what happened to "full price" game distribution. On the PC, Steam was utterly ubiquitous this year, capping off 2009 with a series of sales which drove massive hype for the service and almost certainly generated vast revenues, taking advantage of the limitless back catalogue stock of an online distribution service. Other services, too, enjoyed a healthy 2009 - while on the 360, Microsoft launched a Games on Demand service selling fully-featured retail games digitally (albeit at controversially high price points, which has probably limited growth severely), a move which Sony also made with its PSP titles and even with selected PS3 games.
In other words, if you were a gamer, 2009 was a year in which a smaller percentage than ever of your videogames spend went through the tills of retailers. Even as online retailers continued to squeeze high-street stores, and supermarkets weighed in to put the squeeze on both, the reality was that gamers had more ways than ever before to spend their money.
Paying too much attention to retail figures in our assessment of the health of the market is a risky business, as a result. More than ever before, there are many companies in the games ecosystem who have never manufactured or sold a physical product, and whose entire existence is ignored by NPD, GfK and all of the other data collection firms. Giant firms like EA are starting to see big percentages of their revenue coming in from online-only transactions, and this, equally, is not included in the figures we pore over.
This isn't a "flaw" with the data firms, as such - they exist to track the retail market - but it's a major flaw in the thinking of any industry analyst or commentator who accepts NPD or GfK figures at face value and declares 2009 to be a year of decline without a single caveat. The reality is that we cannot know that.
Certainly, boxed sales declined, probably only temporarily - but were they cannibalised by emerging markets? I know that speaking personally, I probably spent less on boxed games last year because I had vastly more entertainment content available to me through digital channels. This is an anecdote, not data, but I doubt that I'm the only consumer on Earth who experienced this. There's a real possibility that the games market as a whole actually grew in 2009, but the boxed games market - which we can measure - was perhaps even nibbled around the edges by emerging business models - which we cannot, as yet. This would be a clear sign of an industry in the early stages of a transition much more dramatic than any hardware generation transition could ever be.
What this means, in real terms, is that publishers and developers alike should not be so quick to blame recession for any present woes. Admittedly, blaming recession for making cuts that you'd planned to make anyway is a centuries-old tradition, and one which has been in full swing during the present economic downturn, so that's unlikely to stop any time soon. However, companies need to look more closely at what has actually happened to their revenues in the past 12 months. Have your consumers really started watching their wallets more carefully and buying fewer games? Or have they all discovered that those idle leisure moments can happily, cheaply be filled from Xbox Live Arcade, Steam, an MMO subscription, a package of DLC for a three-month-old game, a jaunt to Facebook for a bit of Farmville - or even a quick download from the iPhone App Store?
Moreover, if the latter is the case, what are you going to do about it in 2010? If, as I suspect, the recession has disguised the beginnings of a fundamental shift in game consumer behaviour, then the answer to that question seems likely to be one which determines the fate of many games companies in the coming years.
For more views on the industry and to keep up to date with news relevant to the games business, read GamesIndustry.biz. You can sign up to the newsletter and receive the GamesIndustry.biz Editorial directly each Thursday afternoon.
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Comments (44) Latest comment 2 years ago
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I myself stopped buying games and switched to rental in May as console gaming is just too expensive without selling on the games you already own, then switched almost completely to DD in August when I built my PC and haven't looked back since, from until until now I have bought a total of 2 retail games and got 2 for Christmas (all games I can unlock through Steam or EA store). I won't be going back to retail TBH except for the odd cheaper alternative I can unlock.
Which brings us to the one problem with DD, the price on new. My attitude now is sod retail and give consumers what they want, a good price withuot resorting to 2nd hand where you get nothing. I bought 60+ games since November and devs/pubs got every penny, well after Valves/D2Ds cut of course.
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While that may be true it's equally dangerous to suggest we're all eager to go digital, especially in Europe. We all know regular retailers get way too much of a cut for the games they sell compared to most digital deals but that's not an issue for consumers who just want ease of use and safety. Not everyone wants to pay with CCs or through Paypal. Sometimes we just want to get a real box. And while the holiday deals on digital distribution channels were great we're still seeing loathful practices like Steam selling CoD:MW2 at €59.99, I would be running out of that shop too you know (and probably find a better deal in a retail shop).
The digital store hype is important but it's certainly not all sunshine, lots of people are being left behind in the cold.
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I do agree the games industry is more than likely still in expansion but I also think that consumer spending is decreasing. Gamers are shopping around much more now than they have previously trying to pick up on better deals, trade ins and second buying is also on the increase as are games rentals as someone mentioned above. What's needed here are more measurements that take into account all of the other things that the industry is doing, DLC sales, in game advertising, subscription fees and the occasional monetary inspired partnership with a console manufacturer. Add these things to retail sales, even declining retail sales, and I'm fairly sure you'll see revenues climbing upwards, and quickly.
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I dislike buying things digitally, even now. Having a box, a manual, something I can physically touch and hold and put on my shelfl, still appeals to me far more than a collection of bytes that I am reliant on someone else to be able to use. The simple fact is that if Valve went bust tomorrow and Steam was taken down, an awful lot of people would lose access to a huge amount of the games they had paid for.
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@ WantOn
If Valve went bust tomorrow? It's been a long time since that was an issue. If the steam network died, every steam user would be left with steam in offline mode, which is identical to online mode for single player games - just like what happens when your internet connection goes down (love and kisses, Virgin Media...), you switch on the PC and find a "start in offline mode" box on your screen. Granted, MP gamers would be shafted, but no more so than when publishers take their servers offline, and with VAC also dead, how long would it be before third party and/or community patches turned up. Then again, Valve have said many times that if they collapsed, their last action would be to unlock all steam games and stop them relying on Steam - how this works I don't know, but that's their claim.
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Do i mine ? of course not as it still is ultimatly my choice what i buy or dont.
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Valve have said many times that if they collapsed, their last action would be to unlock all steam games and stop them relying on Steam - how this works I don't know, but that's their claim.
That raises a question of legality of such actions. Do you think publishers/right holders will be happy to see their Steam titles fully unlocked and basically free?
Then think of hordes of people who would rush to download their every single game (that may easliy be 100 and more "big" titles) as soon as rumours of Valve's closure spread? They'll overload servers and won't be able to download anything. Plus more and more games use Steamworks for multiplayer which means their net play is fully tied to Steam infrastructure. Plus Steam stores CD keys for us - what will happen to those if you forget to write them all down, and Steam will perish?
So no - I don't believe that in case of sudden Steam collapse Valve will make all games protection/activation free - it'll require too much workforce, time and money plus immense infrastructure loads (do you really think company going to bankruptcy will bother with such minor details as users' interests and will put them against their own (publishers will sew the shit out of Valve in that case)?). Steam collapse will mean my 40-something games (and more with each month) are gone forever and I have to pray torrents (or some alternative) will live to the day.
Anyway it's very unrealistic scenario. VERY unrealistic. Valve's value now isn't Half-Life, CS, left 4 Dead or Portal, absolutely no! If someone big will buy Valve he'll do it for Steam. If Valve will become unprofitable, it'll be bought immediately by someone without its own digital distribution system.
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Still kicking - sorry to disappoint! Happy New Year to you, my strange, obsessive little friend
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I don't think anyone in their right mind would suddenly decide to give every game in a digital distribution service like steam for free in case of service going down, you sir truly misunderstood what was being said.
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The games industry on the whole has done remarkably well through these troubled times, the successes have just been made harder to see by the way the market has become much more disparate and fragmented than in previous years. But that's just a product of the rapid rise of digital distribution and platforms like the iPhone where the software publishing model has become decoupled from tradition bricks and mortar retail.
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If, for some crazy reason, Valve did go down, you can bet your house/flat/wife on Actiblizzard, EA, Ubi, hell, anyone with any money to go all out to buy it.
It's their biggest asset - the most recognizable DD platform on the PC that's almost solely responsible for the PC download market. It would be crazy to let that just die with the company.
Not that that will happen as Valve are, by all accounts, doing rather well.
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Again, just personal experience, but I'm sure I'm far from the only the one who spent lots 'digitally' in one way or another
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What I find interesting is the probable impact of Steam's pricing policies. Such heavy and constant discounting has certainly put me off buying new releases. Can anyone turn a profit when good games get sold for under a fiver? Hands up (mine too) anyone who has stopped buying new releases waiting for that weekend deal?
It's interesting that Prey "sold out" over Steam's christmas sale. It rather suggests that they buy a set number of licences probably at a set price. Are they taking the hit to grow the market?
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Of course I don't think the Nintendo's domination will be forgotten anytime soon but with weak software, namely on the Wii.
As of late they aren't doing themselves much favour, nor are hey considered a favorite of many when it comes to DD even if they do have some amazing titles. (Secret of Mana, Phoenx Wright!) and I'm pretty sure the DS lite consoles still outsold the gimmicky DSi's this year as plenty of shops were clearing back catalogue lites in decent bundle deals.
My point here is Nintendo still have a firm grp on the industry as their mainstream appeal is undeniable (...Just Dance...) but s far as DD is concerned XB360, PS3 and Steam have got it right.
Still, even though I do have DLC for some of my games, nothing beats having a physical product as reassurance. (GOTY Editions ftw!)
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Although poor broadband access is a major block for a huge potential market. again - catch up world!!
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However, I bought many more PC games than all other formats combined ... and I bought a lot of games in 2008 and 2009.
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"What I find interesting is the probable impact of Steam's pricing policies. Such heavy and constant discounting has certainly put me off buying new releases. Can anyone turn a profit when good games get sold for under a fiver? Hands up (mine too) anyone who has stopped buying new releases waiting for that weekend deal?
It's interesting that Prey "sold out" over Steam's christmas sale. It rather suggests that they buy a set number of licences probably at a set price. Are they taking the hit to grow the market?"
There is no doubt they are trying to grow the market with these deals, but I'm sure I read somewhere they all have to discount at some point in the year as part of selling on Steam, Valve demand it or something.
I too wait for Steam deals on a lot now, but surely the small amount they get there is more than they would get with my old model, buying all the stuff I want cheap from 2nd hand dealers, or not at all. Also it gives games that resale ability that many claim the games industry doesn't have (it actually does just in the 2nd hand market). Many old games can make them some extra money just by doing a deal.
Besides on the stuff you really fancy you won't wait for a deal, even after the winter sales I'm still gonna get ME2, AC2 and AvP, Mafia 2, Bioshock 2 and Toki HD on (or as close as money will allow!) launch day. With the sheer number of games flooding into the market these days sales and promotions help the "maybe" games earn some cash that they might not see at all or would normally vanish into the 2nd hand money black hole.
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To be honest I doubt the 360 is going to see a huge shift to downloaded games, the one qualifier being Arcade, if games such as Trials keep coming then people will gladly spend on them.
Full games on the xbox are will be curtailed by:
a) the very high price that MS continue to ask for them (as pointed out by Rob in the article), odd how MS want more for a direct download than you can buy it new and boxed which you can then sell on; and
b) By the very small hard drives available for the xbox and the very high price MS wants for them.
Until a direct competitor i.e. Sony take the plunge and fix a reasonable price point on direct to drive games MS will continue to demand high prices or maybe they will wake up and see that a lower price point and volume sales is more beneficial, take a look at Apples Apps store guys.
Edit Spoling
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DD is just another quick patch to get more profit, like episodic content, or $60 games, or DRM, but these can' solve the problem, just delay the collapse.
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Just look at the digital distribution methods available now. Games On Demand is extortionate. Even Steam's prices are actually terrible, outside of sales.
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The key is figuring out a way that makes showrooms/shops profitable. I'm betting that Google and some of the other heavy hitters already have designs on this market.
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For example, I bought Borderlands online for my 360. £17.95 from Zavvi compared to £39.95 in Game et al. No brainer, really.
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what're ye babling about? what they mean by unlocking the games is that, if valve were to collapse instead of locking you out of your games thanks to no steam, they will unlock your games so they don't require any connection to steam.
I don't think anyone in their right mind would suddenly decide to give every game in a digital distribution service like steam for free in case of service going down, you sir truly misunderstood what was being said.
That's you who's babbling on this one.
How do you imagine the process of unlocking the games from Steam while Valve is near (imaginary) bankruptcy?
What I think of is:
1)Remind all players of really-really big problems and tell them to download every game they've purchased. OK - let's imagine infinite bandwidth and forget about astonishing speeds we get right after some cool new release (really big one) or great holiday sale. Multiply that by, say, 40 (which is avg amount of games some abg Steam user will have at some point) - and just forget.
No problems at all - we've got god mode and infinite infrastructure resources.
2)Somehow "unlock" ALL (there are hundreds of them already! Wait for several years - you'll see thousand and more) games to work without Steam - by that I mean not just Steam client, but Valve's DRM (which exists, if you didn't know). And by Valve'd DRM I mean not just some nasty little library in game's folder but entire API layer, to which developer adapts its game executable. So, Valve don't have source code for most of these games (for ALL of these games except Valve's own titles really) and have NO MEANS TO MODIFY most of them to be Steam-free!
And if you imagine for a second that somehow Valve overcomes these problems we've got game distributions which don't require any online activation (we've removed Valve's DRM which many of games use, remember?) and lack any protection. It's ok that they lack multiplayer also (at least some of them) because of Steamworks net API they use - singleplayer is free to copy and redistribute any way you want.
So if we remove Valve's DRM and requirement of Steam client running to launch the game we make it free in case developer hasn't supplied it with some other means of authorization (which would be stupid - why someone needs to do this if he can use valve's servers and valve's DRM?). Player just has to upload distro somewhere or just burn it to DVD. Cool, hah? Publishers will be just happy! And just imagine how much time will it take to modify all these games - you can't just disable online DRM server-side (because when server stops games won't be able to run anymore).
...*
99)PROFIT!
*Basically (if that scheme succeeds) Valve will get raped in this "..." part by publishers and indie devs for modifying their code and removing game protection.
________
So, just read above text again and THINK of what "simple" process of "unlocking" games involves! I'm fuzzy with laws or something but can be pretty sure on technical details.
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I'm afraid you are blethering here
Publisher feeling is moot. What are they going to do, refuse to trade with a defunct company? Try and sue an entity which has filed for bankruptcy? Good luck with that. Not only that, but I imagine Valve reserve the right to make whatever changes they want to their own client. Many games available on Steam do incorporate third party DRM, so I assume those publishers who do want some kind of permanent DRM protection already incorporate their own. I very much doubt Valve would accept a publisher contract which granted the publisher control of the Steam client in any shape or form.
That simply leaves you with people trying to download their collection before the server vanishes. You're right in that bandwidth would likely be an issue, but it's hard to say how much of an issue without knowing how many Steam users this would affect. Are the majority of Steam users the 40+ game owners, or are they the people who bought HL2 or Empire or some other Steam shackled game and have never even used the store? Would everyone even *want* all of their games? I know the ones I really care about are already downloaded onto my hard drive. There's a couple not downloaded I might want to preserve, but I'm not going to pretend I'd be gutted if I never got to play Frontlines : Fuel of War ever again.
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Just means all the cash is going into GAME having nicer stores to rip you off with and none of it goes back to the people making games...
I can't wait for DD only deals with developers putting proper manuals in game available at the touch of a button. I'd love for GAME and it's competitors to die a death and i always use Steam where the deal is better, why is it so expensive though?
Well, it's because the high street retailers won't let publishers release their games online at a cheaper price point because if they do, they won't stock it in their shops. I have heard that from industry insiders so the High Street still has power over online prices, which is frankly, ridiculous...
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On top of that, there's a fair few Steam emulators already out there that let you play Steam games without the inconvenience of running the Steam client, so it's not like you'd be dependent on Valve in the first place
That's just great! Why bother with Steam then? I already know some good "digital distribution systems" like piratebay.
How's your solution any different?
You have the point on "permanent offline mode" though - I've somehow missed the simplest thing. That still may not solve problem with Valve DRM depending on what's connecting to actication servers - game or Steam client.
"I very much doubt Valve would accept a publisher contract which granted the publisher control of the Steam client in any shape or form."
I very much doubt publishers would accept a contract which granted Valve magic ability to unlock their games.
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What is so hard to understand. Games would be free of Steam that is all. What point are you trying to make about Pirate Bay, what has piracy got to do with your (quite frankly impossible) scenario of Steam closing down?
If Valve did go under and the world could not find someone out there smart enough to snap up Steam, they would release games from their dependence on Steam itself. Nothing else, just Steam, no other DRM removed, that is down to pubs/devs themselves. That would not affect DRM on any games bar maybe the ones that use Steamworks.
TBH you ramblings sounds like someone with very little actual experience with DD or Steam and how it works.
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Your sound like someone with no experience other than clicking "launch game" in Steam context menu.
...what has piracy got to do with your (quite frankly impossible) scenario of Steam closing down
If you'd bother reading something above before posting, you would noticed me remark about low probability of such scenario but it looks like your experience doesn't include reading too.
Piracy has everything to do with advice to use hacked Steam client and/or cracked executables to avoid losing your games with Steam Collapse. One doesn't have to use such things with legally purchased software!
It may sound funny now if you take Steam as example, but there are tens of other DD services (including local ones), some of which may not survive in the near future (and nobody's gonna rush to buy them all). If such store just sells keys, which are activated on publisher's servers, then ok, but that's not always the case.
The problem is you basically throw your money somewhere and store gives you games for sometime, but if people at DD will want to disable your account, then all your games are lost! No retail store can break into your home and take back all your games because they think something's wrong with your credit card (example) - DD virtually can.
THINGS AREN'T PROPERLY REGULATED!
All that shit like "if something happens we'll unlock all your games" is good as long as Good Guy who said that is in control of company which won't be forever. His successor isn't required to do something - he has all the rights by EULA, while you have almost none.
_________________
DD will be really civilized only when customers will have the same rights they get in retail stores.
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I did read your post, it's full of utter crap which is why I was asking, and you are STILL babbling complete nonsense!
Why on Earth would a DD store choose to lock your account and block access to your games?
What exactly needs regulating?
Piracy has NOTHING to do with a DD store going under and freeing games the their own store software restrictions, which you agree to use in the T&C.
"No retail store can break into your home and take back all your games because they think something's wrong with your credit card (example) - DD virtually can"
OK you've never even used DD have you? come on own up! You buy games, if you have no money you don't buy games. No one "takes back" games you own! Are you for real, or a wind up merchant?
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Are your real or a chat bot?
Read the fucking EULA on Steam or Impulse! Read the fucking EULA! Read steam forums and see for yourself!
Why on Earth would a DD store choose to lock your account and block access to your games?
Of course, store can NEVER do anything against your interests! They can never be wrong, they can never fuckup or make mistakes! They never can lock multiplayer on VAC-protected servers for ALL games on given account, they ALWAYS process credit cards and ip's (for region detection) correctly and they see thruth every time!
What exactly needs regulating?
Haven't you heard in your safe little basement that some games are actually broken and/or don't run and can (should) be replaced at retail store? Try that shit with Steam and ask question again - what exactly needs regulating?
Maybe guarantees for consumer? Maybe something that is not exactly covered in EULA's?
Sorry, I' forgot - you can't read, so obviously any license agreement or some support forum thread is too long for you brain - that's perfectly understandable.
P.S. Another thing - basically NO ONE except you ever purchased anything in DD systems, so there's no reason to worry about others' opinions and arguments - you are always the one who's right.
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A lot of digital content, games included, relies on the existence of a server which authorises that content to be played. When that server goes down, so does your ability to play the content - and Steam's offline mode is only a stopgap solution for that.
This isn't just a vague "in theory". There have already been cases where users have lost access to content they purchased legitimately because the companies providing it chose to pull the service - and these weren't two-bit little companies that went bust at the drop of a hat. ESPN subscribers in the USA who had bought videos of sports matches woke up one day to discover that none of them played any more, because ESPN had decided the service was unprofitable and pulled it - they hadn't rented those videos, they had bought them, like a DVD, and the video files themselves were sitting on their hard drives, but the authentication server had been turned off. Microsoft pulled a similar stunt a while back with an unsuccessful music service.
This is a real problem and it's one that needs a more comprehensive and detailed solution than a vague promise from Valve to "do no evil". I'm a big fan of the potential of digital distribution, but consumers who buy things digitally deserve a guarantee that they own those things just as comprehensively as if they had bought them in a shop, and that they cannot be removed at the whim of a company or due to a bankruptcy. I own a lot of games and DVDs from companies that have since gone bust - I'd be more than little bit upset if they'd disappeared from my shelves when that happened...
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No show me links to exactly you are actually trying to say. I still don't get what your point is.........
"Of course, store can NEVER do anything against your interests! They can never be wrong, they can never fuckup or make mistakes! They never can lock multiplayer on VAC-protected servers for ALL games on given account"
Basically what you are saying is the reason you hate Steam it is you were a cheating bastard and got banned. Right? Just like Live people are banned for reasons.
"they ALWAYS process credit cards and region ip's correctly and they see thruth every time! "
I seem to keep asking this, What's your point? card errors can happen in the High Street, if you are that paranoid use Paypal. And as for region ip's correctly? What exactly do you mean? What exactly could not be sorted with a call to Valve?
"Haven't you heard in your safe little basement that some games are actually broken and/or don't run and can (should) be replaced at retail store? Try that shit with Steam and ask question again - what exactly needs regulating?
What? Why on Earth would a download need "returning"? If a download corrupts you simply re-download it. What the hell are you on my friend? Honestly, I'll have some if it's going.
Like I said you seem to have no clue on how it works yet seem to hate it so much. I'm done talking about it with you.
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Basically what you are saying is the reason you hate Steam it is you were a cheating bastard and got banned. Right? Just like Live people are banned for reasons.
So basically you only made two conclusions from the entire post - that I'm a cheater and I hate Steam - bravo, Holmes, your deductive skills are magnificent! Your trolling ones - not so much.
What? Why on Earth would a download need "returning"? If a download corrupts you simply re-download it. What the hell are you on my friend? Honestly, I'll have some if it's going.
Welcome to real world, kid. Sometimes code doesn't work as it's supposed to, but again - you've never heard of such things in your perfect world where everything is supplied by someone else, and there's no need to worry about wasted money.
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I've honestly never thought about what would happen if DD services went bust, or closed down their services. Online multiplayer games would become completely useless, to be sure. One game I'm really looking forward to on PSN is Modnation Racers, but if that game wasn't supported any more, I might just cry! I'm sure it's happened before, but I've just recently gotten into online gaming, like in the past couple years. Games like Final Fantasy 11, PS2 games like Metal Gear Solid: Subsistence, I can see the online aspect closing down and upsetting people. If it were to happen in a situation where a game or movie you bought simply doesn't work anymore, that would be worse.
Very interesting. Clearly, some legal matters need to be cleared up before digital distribution truly takes off - I'm like a bunch of people on here; I love having a box and manual, for some reason.
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So yeah, I'd agree that it's wrong to suppose that the industry overall made less money last year.
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Massive budgets with effects and story-lines to rival Hollywood, amazing graphics and sound, but at the end of the day...not that fun. Despite the technology, how original can you make a shooter, for example, these days? Dammit I'm getting old.
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I only get Steam games as "deals". What increased last year was the amount of indie games I bought directly from the developers. Often those games are DRM-free though maybe 1-2 EUR more expensive than on Steam.
What I noticed is that at least PC games are very cheap in "boxes" or will likely drop fast after a few weeks to my magic price point of 25 EUR (apart from Collector's Editions I might want). I also managed to pick up some console games at that price though (mainly Wii "hardcore" games that flopped in the charts).
I don't trust Steam and Valve at all so I consider all those games on it as "rentals for a yet to be defined duration" and am only willing to pay a price reflecting this.
I also ran into something last year that really soured me: Saint's Row 2 PC UK "box release" can't be activated on Steam with a German IP! No warnings on the package no nothing.
I had to set up a separate Steam account (in case Valve finds out later and bans it), spoof my IP to a UK one and then could activate my game...
As long as the industry plays such dirty tricks I will stay with my "boxes" for sure.
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