> The only person who loses by locking up digital goods is the consumer.
In the short term they my be losing out (kind of. It's like how I lose out when I don't steal at the grocery store.) but in the long term they're gaining because the companies making the goods they're purchasing get to stay in business.
It's a trade-off. Do you want video game consumers to have a short-term boost because everything's free, or do you want them to have a healthy game development ecosystem where talented devs can get loans to make good games because they'll have a predictable revenue stream from sales. You can try to balance the two, but you can't give them both.
Really all of this I want it free, I want it now just leads to free-to-play games where the developer recoups costs through micro-transactions, loot-boxes, pay-to-play items, etc. And in this model you probably never own the game at all. If the user can't be trusted to own the game, then never give them a complete game! Always keep part of it on your own servers. Force them to log in, force them to be connected, force them to have an active credit card number on file.
If we demand to resell/copy/trade the digital goods we purchase without restriction then this is the world we get - we stream movies, we stream music, we connect to game servers, but we never possess any of it. We never listen to a song without Spotify taking notice and putting it in our file. We never watch a movie in privacy without Netflix, "oh, he's watched Fight Club three times this week." We never get to play a game without server-side analytics being run to look at how tweaking the boss difficulty affects sales of the super-sword.
It's not as simple as saying locking up digital goods hurts the consumer.
In the short term they my be losing out (kind of. It's like how I lose out when I don't steal at the grocery store.) but in the long term they're gaining because the companies making the goods they're purchasing get to stay in business.
It's a trade-off. Do you want video game consumers to have a short-term boost because everything's free, or do you want them to have a healthy game development ecosystem where talented devs can get loans to make good games because they'll have a predictable revenue stream from sales. You can try to balance the two, but you can't give them both.
Really all of this I want it free, I want it now just leads to free-to-play games where the developer recoups costs through micro-transactions, loot-boxes, pay-to-play items, etc. And in this model you probably never own the game at all. If the user can't be trusted to own the game, then never give them a complete game! Always keep part of it on your own servers. Force them to log in, force them to be connected, force them to have an active credit card number on file.
If we demand to resell/copy/trade the digital goods we purchase without restriction then this is the world we get - we stream movies, we stream music, we connect to game servers, but we never possess any of it. We never listen to a song without Spotify taking notice and putting it in our file. We never watch a movie in privacy without Netflix, "oh, he's watched Fight Club three times this week." We never get to play a game without server-side analytics being run to look at how tweaking the boss difficulty affects sales of the super-sword.
It's not as simple as saying locking up digital goods hurts the consumer.