| It's hard to respect the rights of someone who is willing to sacrifice yours to ensure theirs. That isn't even just a software thing. It's a fundamental problem of civil life; backed by willingness/asymmetry in means to practically apply force. I'd gladly pay for a good game. I am very much less likely to pay for a game I cannot try. I will not do SaaS games anymore on principle. The business model may be the most advantageous in terms of operating game studios, but I'm done handing over information to third parties, and being left high and dry when they decide they want to fundamentally change things/not host infrastructure anymore. In that sense, I treat it like any other piece of software I rely on. If I can't mirror/host/modify/distribute/fork source; I'm not terribly interested. For me a game is a tool. It is a tool through which wonder and joy can be experienced at the myriad of things we can coerce a computer into doing. Tell me I can't do anything with it except pay for it and let it take up space on my drive, and you've lost a sale. Then again, as an astute architect once pointed out to me; clearly I'm not the intended audience; and the number of people committed to servicing the audience I'm a part of is few and far between. This will likely remain the status quo until the end of my days; and it isn't even like I've made a contribution to the space as of yet; so I tend to suffer in silence as the sinner with a rock should. When the day comes that I do, (especially in the unlikely event the game is actually good) I may come down off the fence and make the debate space intolerable for game-industry status quo people. |
Indeed. So how do you think game developers felt watching their hard work get ripped by pirates who would offer absurd rationalisations to justify breaking the law and taking something that other people spent a lot of time and money to make without paying for it?
I'd gladly pay for a good game. I am very much less likely to pay for a game I cannot try.
That is your prerogative. In days gone by, before online distribution was the norm and other strategies became viable, game developers used to release demos that featured, say, the first couple of levels of a game so you could try it out. This is hardly a new thing, and it's never something that many game developers were against.
If I can't mirror/host/modify/distribute/fork source; I'm not terribly interested.
Again, that's your prerogative. I actually have a lot of sympathy for this view; at my businesses, we adopt a very similar strategy in avoiding SaaS for anything critical to our business operations.
But we have to realise that we are in a relatively small minority here. As long as the online systems or DRM or whatever are reasonably transparent, most people simply don't care. As you say, the likes of us are not the intended audience of these products.