Wait, are you arguing that activities that make people happy have little to no value?
I mean, we only spend money when we believe that what we buy with it is more valuable than the money we've spent, so there is some underlying activity or follow up to spending the money that naturally follows otherwise, the buyer would perceive no benefit and would not buy again
So how are you equating collection and enjoyment of your purchase as the same?
Surely they must have value at an individual level, for people are willing to pay to engage in those. The time you spend playing games does very little to help the society around you, and might in fact distract you from more productive activities. Perhaps gamers would go outside instead, and reduce the burden on the healthcare system.
This essentially amounts to government intervention to reduce the already incredibly cheap cost per hour of these activities for a small minority of gamers. Is that good public policy?
Yes, because you will not be limited in time to enjoy a single title. Like it's the case with other media - books, music, movies, etc. This is good because future people (who haven't even been born yet) will be able to enjoy the same slice of entertainment that we enjoy right now. Just like we can still enjoy games made 40 years ago.
But we are interested in benefits first and foremost since we are consumers, i.e. people who use the product. Regarding the costs, nobody dismisses them. But saying that the costs of giving the game to community are tremendous is simply misguided. Developers and publishers have been doing this since the beginning, it's not something new.
The reason why publishers don't do this is also very clear - they want us to play their newer games and spend money there. They are not doing this because it's hard for me. They just want to maximize the profit, that's it.
> But we are interested in benefits first and foremost since we are consumers
We're only consumers when we consume, but that is not the extent of our participation in society. To optimize for consumption is a shortcut to certain doom.
> But saying that the costs of giving the game to community are tremendous is simply misguided
Tremendous, no. Significant? Yes. The cost could very well be in the millions for a single project, but how many hours of gameplay does that actually buy? Do those later hours come at a significantly increased cost?
>The reason why publishers don't do this is also very clear - they want us to play their newer games and spend money there. They are not doing this because it's hard for me. They just want to maximize the profit, that's it.
I get why someone who plays games would want this. But as someone who doesn't play games, why on earth would I want to encourage this? It defies most basic economic theory.
You're suggesting a subsidy for gamers which everyone else would to pay for in the form of slower economic activity and lower tax revenues. I do not want to subsidize your games.
I mean, we only spend money when we believe that what we buy with it is more valuable than the money we've spent, so there is some underlying activity or follow up to spending the money that naturally follows otherwise, the buyer would perceive no benefit and would not buy again
So how are you equating collection and enjoyment of your purchase as the same?