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Games

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.
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People act like these businesses haven't done the math already. They did the math and people who think like we do are in such an extreme minority that even if every single physical game user boycotts entirely, they'll still be making more money than they were before. It's why mobile games embraced chasing whales at the cost of the quality of experience for the casual player. Fortnite was going to be an actual paid game beyond it's current implementation, but that got dropped entirely for the free-to-play pay-for-skins cash-cow it became. If it's profitable, they don't give a damn if it sucks for most people.
We are in a stage of capitalism in which all available markets are saturated, and now to continue increasing profits year on year the only way to make that happen is to cater to wealthier customers who can afford the price increase that offsets the loss of the poorer customers.
But don't they miss out the impact of second hand games? Not only does it allow people who may have never bought the game to play it and potentially buy DLC, but it also influences future conversions in which they'll be more likely to buy the next installment day one brand new.
Who's to say how much of resi 8 and 9s success is due to people being able to get into the franchise on the cheap and become hardcore fans?
Aside from attaching DLC to the purchase, a used-game buyer is "supporting" Capcom as much as a pirate is. It's even worse than a pirate because a lot of pirates would have never bought the game anyway but a used game buyer clearly signals a willingness to spend money on the product. Just, yknow, less money. Turning a dude who would pay $40 for your thing into a dude who'd pay $60 is a lot easier than turning a dude who'd never pay a dime above $0.
I think there's a bit more nuance than that to be honest
For a console storefront operator like Sony, there's more nuance because "Sony games" and "exclusives" aren't direct value generators. The value they generate is in getting "give sony money for monthly subs and non-sony games machines" in customer's living rooms. Taking the losses inherent in physical/used copies makes financial sense if it drives platform dominance. For Capcom, who doesn't operate a storefront or platform, it's just about how many sales, how much money per sale (changed by platform fees, disc manufacturing costs, and DLC postpurchases). A used game without DLC is $0 for capcom but is a sale. That's worse than a pirate being $0 for capcom but would maybe have been a sale.
I’m hoping some digital buyers understand accessibility and preservation too, though. Like, it doesn’t have to be just the 10% that show this is unacceptable.
Having said that, I know gamers, as a whole, are terrible at voting with their wallets.
"Voting with one's wallet" isn't an action you take. "Gamers as a whole" have been voting with their wallets against disc games for over a decade. On PC, there was barely an outcry as brick and mortar stores stopped being part of the games experience. On consoles, people have been installing the games on HDDs since the Xbox 360 since actually running the game off a disc incurs atrocious load times. Gamers have accepted and paid for DLC. Gamers have accepted and dealt with day-one patches that render the data on the physical disc obsolete.
Hell, gamers as a whole chose to purchase the discless PS5. Gamers as a whole subscribe to PS+, Switch Online, Xbox Live, Gamepass, etc enough that it's shifted the value model of the medium. "Not buying a product" isn't nearly as much of a political statement as the wallet-vote drumbeaters think. Not buying the product is the default. Am I "boycotting" ubisoft when I haven't purchased a Ubi game since Prince of Persia: the Sands of Time on the Gamecube? Sony's Playstation 4 and 5 never appealed to me as a platform or product. There might be a shakeup or protest where people that do regularly give Sony (or whoever) money stop doing so, but that's always going to be a drop in the bucket. Hell, the customers that buy physical (especially used) games for PS5, don't buy digital and don't pay for Plus are the least valuable customers for Sony anyway. Sony makes $0 a year off that guy where they make hundreds a year from a dude that literally just pays for ps+ and the newest COD.
The "wallets have voted" and the result for Sony is overwhelmingly "yeah, you're gonna do just fine without disc diehards". Games preservation purists already aren't console customers because modern consoles are designed exclusively as anti-preservation ecosystems. The remaining reason to care about discs is the used copy trade, and that's the same as piracy when it comes to the company. Worse, even, since there's an entire industry and market surrounding "how to play zelda without paying nintendo" legally.
"Wallet voting" overwhelmingly rewards those that buy. Say you're selling a $100/yr subscription service to a million people. You announce that you're doubling the price to $200 a year. The internet gets mad. As long as less than five hundred thousand active subscribers get mad enough to cancel, you made the "right decision". The opinion of anyone other than those subscribers doesn't matter. The entertainment industry has reached a point of market saturation that getting more customers isn't a feasible growth mechanism, so instead you have to squeeze the ones you have harder.
I would argue that every market has reached that saturation. The only "new" customers or markets that exist are uncontacted Amazonian tribes.
There are no new markets, so the only way to keep the infinite growth demanded by capitalism going in a finite system with finite resources (Earth) is to self-cannibalize the existing markets while the wealthy somehow hope they can spin up asteroid mining fast enough to get new raw materials from outside our finite system (deeply unlikely).
Never said they weren’t voting. Said they were not voting well.
I voted with my wallet hard enough years ago that I'm no longer part of this "wallet vote". I haven't purchased a console game since Animal Crossing on the Switch, and haven't purchased a physical one since Mario Odyssey - the only reason I did that was to dodge updating the console, so that I could do things Nintendo very much does not want a user doing on their console. I've never owned a Sony console except for a ps2, and never Xbox since the 360. My preferred platform, PC, has been used-games-free and physical-copies-free (CD keyed installers are not physical copies for any definition other than "is pretty on a shelf") for decades, and it's better than a walled console garden could ever be. DRM-free purchases and piracy exist on PC and gasp people still buy PC games.
If the glorified DRM key for accessing the digital game (in the form of day 1 patches and postlaunch content) finally dying is what raises awareness of consoles being a hostageware platform, so be it.
I mean, I'd daresay the gaming community has a large community dedicated to both accessibility and preservation, they're just generally frowned upon because it's, you know, piracy. However, only through piracy can I get an original release copy of Tony Hawk Pro Skater 2 for PlayStation, Dreamcast and Windows. You can only get re-releases, remakes, and the like, often which do not hold up to the original in terms of style and control. The original has only truly been preserved via piracy.
I dare say that games are preserved more through digital means then by physical media though. You have plenty of sites keeping different versions of a number of games, old or new, without any form of DRM (or bypassed) on PC (through "piracy", as ironic as it may sound).
Physical media nowadays are mostly a form of DRM anyway - a disc that will only work on a certain system, and that usually requires you to go online to activate it anyway, which means that they won't work after a couple of decades (or even much earlier). The biggest advantage of it, imo, is the freedom of selling/buying or trading used copies.