Ok, give Valve 5% and the devs 5%. Or whatever reasonable percentage. I'm cool with that.
Also, Day/week1 sales are the bulk of the dev profit anyways (isn't that why they use performance-degrading Denuvo? to protect that critical launch window).
other thoughts:
1. Cheaper games will mean more exposure and a bigger fanbase to buy future DLC/ sequels.
2. Lots of people want to keep their games even if they never end up playing them again so it's not going to be catastrophic or anything
3. I used to buy and sell physical copies of NES/SNES/N64 games all the time when I was a kid. The Video game industry didn't go bankrupt then, and cartridges lasted forever, just like digital. It's only when discs came around that we started having deterioration issues with scratches and time-based warping. Nowadays, Disks are only spun once during installation and never again so deterioration is not really much of an issue short term (short term = a decade or two).
4. If I have a choice between maximizing the indie dev profits and losing one of my rights as a consumer, I'm going to choose my rights. I mean, rights are more important than someone else's profits. Period point blank. I don't want to live in anymore of a dystopia than I already do. I fucking hate eternal copyright laws! I want to use Mickey Mouse and I don't give a fuck if Disney's profits are lessened as a result...
Microsoft wanted to implement such a system with the XBox One, lending digital purchases to friends and reselling them, but got a ton of flack for it as a draconian DRM system because it required occasionally being online to update the license to make sure you weren't playing a game you had loaned or sold, so they dropped the whole system.
Non-tangible media can't be compared to physical. They're fundamentally different. There's a reason legislation differentiates between the two. You can't steal, break or lose a digital license. Unless a distributor goes away or you don't have a backup, its use is infinite.
And any number of competing intermediaries could easily pop up to sell licenses.Devs have no right to a kickback after the initial sale, no matter the percentage. It's European law and also quoted in the OP.
Valve only has a right to ask for a percentage if they act as an intermediary
Is this a joke? Small devs don't use procedural generation to nickel and dime consumers. They use it because hand creating content is expensive and takes time and they don't all have the resources or luxury to do so. Is this a joke post or did you put no thought into it at all?The over reliance on procedurally generated rogue likes as well as multiplayer games is already an exemple of that in smaller games.
It's right I the article, they are going after other storefronts nextAnd any number of competing intermediaries could easily pop up to sell licenses.
Also I don't see how this would ever stop at games. Any movie from a service that you've purchased should also be included. Hell, why can't I sell my subscription to Netflix if I've got a year left on it? Why can't I sell my album that I own on iTunes to someone else's iTunes account? Why can't I sell my access to the New York Times? It's all digital licenses.
Again, so what?
If someone were to sell their digital game and lose access to it as a result then the same thing is happening as with selling a physical game.
It's not like they would have infinite copies of it to sell just because it's digital. It would be just that copy that they bought.
Fine, let's assume that you can resell a license you bought infinitely. There's no world in which that license will not be time-limited. Publishers and developers will find a way around it. They'll instead be renting you the game from now on, instead of letting you own it. Then you can still resell your license, but once its time is up, it can't be reactivated to play the game. It is 100% not going the idyllic way you imagine it will.
Again, so what?
If someone were to sell their digital game and lose access to it as a result then the same thing is happening as with selling a physical game.
It's not like they would have infinite copies of it to sell just because it's digital. It would be just that copy that they bought.
Right like, there are not equal consequences here. The physical resale market does not hurt developers and publishers as much as digital resale would. Accordingly, there will be changes, they will get their money, and one solution would definitely be to only sell you temporary access to a game.Fine, let's assume that you can resell a license you bought infinitely. There's no world in which that license will not be time-limited. Publishers and developers will find a way around it. They'll instead be functionally renting you the game from now on, instead of letting you own it. Then you can still resell your license, but once its time is up, it can't be reactivated to play the game. It is 100% not going the idyllic way you imagine it will.
This would be such a drastic change that the entire industry would definitely change how they sell games. There wouldn't be a good guy to support vs. the bad guys. A global change would need to happen in order for the entire industry to continue operating as it does now.Of course it won't if defense forces stick up for these corporations for no reason and just hurt their own rights as consumers in the process.
Of course it won't if defense forces stick up for these corporations for no reason and just hurt their own rights as consumers in the process.
Or worse which i see more likely to happen the License will only guarantee you access to "core files" (are those files playable who know the license only guarantee you access to the core files) any additional files needed would mean you would need an account with the publisher and they will see its a resold license at which point they ask the new license holder to pay a fee to access any additional files.Fine, let's assume that you can resell a license you bought infinitely. There's no world in which that license will not be time-limited. Publishers and developers will find a way around it. They'll instead be renting you the game from now on, instead of letting you own it. Then you can still resell you license, but once its time is up, it can't be reactivated to play the game. It is 100% not going the idyllic way you imagine it will.
Reselling digital licenses is fundamentally at odds with not having DRM. Imagine if GOG had this: The amount of people buying, backing up, then reselling their games would be absurd.
the only solution to combat people just buying, making a copy of, and then selling the original is stricter and much harsher DRM and tracking where games go, etc.
And it basically would push GaaS and games-as-a-service stuff a lot harder than it's being pushed already.
The only way I think this might be feasible in the present day is if you sold entire accounts rather than individual pieces of your library.
Of course it won't if defense forces stick up for these corporations for no reason and just hurt their own rights as consumers in the process.
I'm sure all the indie devs on this board and out there love to be thought of as corporations just sticking it to consumers! Nevermind the big devs will be largely unaffected by this as they've already started moving their primary revenue sources over from the initial sale to subscriptions and GAAS transactionsOf course it won't if defense forces stick up for these corporations for no reason and just hurt their own rights as consumers in the process.
Valve can then act as an intermediary and, out of the goodness of their hearts give a large cut to devs. If they don't want to, that's on them. I definitely want part of the cut to go to devs to support them so they can keep making games I love so I'll move to a storefront that gives devs a cut. Competition in action so to speak.Devs have no right to a kickback after the initial sale, no matter the percentage. It's European law and also quoted in the OP.
Valve only has a right to ask for a percentage if they act as an intermediary
Of course it won't if defense forces stick up for these corporations for no reason and just hurt their own rights as consumers in the process.
I'm not being a corporate apologist here. I think it's a cool idea. But money is what drives decision making in entertainment. It wouldn't be the first time when a policy with a positive intent has the effect of worsening the situation for the people said policy is supposed to help.
They cannot ask for it, but it does not mean they cannot have one if everybody involved in the transaction agrees to.Devs have no right to a kickback after the initial sale, no matter the percentage. It's European law and also quoted in the OP.
If they do that then there should be an appropriate backlash.
Why is it okay for these corporations to benefit from the digital age (selling more games to more people than ever) but it is not okay for consumers to expect basic rights?
People should stop making excuses for them.
Not only Indies, this world effectively kill pc gaming (except for streaming services)
People should be pretending there's a straight forward solution to this being implemented. There's alot of variables that need to be considered.If they do that then there should be an appropriate backlash.
Why is it okay for these corporations to benefit from the digital age (selling more games to more people than ever) but it is not okay for consumers to expect basic rights?
People should stop making excuses for them.
It isn't okay, but the reality is that consumers don't have the same bargaining power as big business. Corporate lobbying has shown time and again for lopsided the interests are divided, even in the EU. Nobody is going to go out on the streets for lifetime digital licenses.
Several points:This is a valid concern. Yes. To sell a game, you'd have to go online and deactivate it on your Steam client so you can't abuse the system. I can happily live with that. We already have to go online with Steam anyways. It is a negligible inconvenience.
It's not like we don't already have DRM and GaaS (MMO, subscription services, etc.) so if the industry want to move that way, it's their right. People will vote with their wallets.
And as far as DRM-free games, well those can already be abused just fine right now, so there is no diminished incentive there that I can see. It'll still boil down to trusting that customers won't be pricks and will support their favorite devs.
Is this a joke? Small devs don't use procedural generation to nickel and dime consumers. They use it because hand creating content is expensive and takes time and they don't all have the resources or luxury to do so. Is this a joke post or did you put no thought into it at all?
Fair enough.
They clearly wouldn't do it of their own initiative but if stuff like this ruling happens more then who knows.
I assume that if this gets implemented that valve would get a cut of the sale like they do on the steam market when you sell digital items. So just add in a percentage to cut in the developer as well. Problem solved.
What would prevent them from demanding a 100% cut?I assume that if this gets implemented that valve would get a cut of the sale like they do on the steam market when you sell digital items. So just add in a percentage to cut in the developer as well. Problem solved.
I assume that if this gets implemented that valve would get a cut of the sale like they do on the steam market when you sell digital items. So just add in a percentage to cut in the developer as well. Problem solved.
Correct, that they can doThey cannot ask for it, but it does not mean they cannot have one if everybody involved in the transaction agrees to.
If valve were to set up a key re-sell within their client, they could give the original right owner a cut as a sweetening pill..
You are literally replying to an indie developer who sells his amazing, polished RPG for a measly $15 (and who discounted it repeatedly too). Jesus.I really don't care about the profits of certain developers. They've been nickel and diming consumers for years with microtransactions. Greed cannot go unchecked forever.
Even then, Google Stadia would also be affected. As Werezombie pointed out in the start of the thread, if this ruling gets enforced it would mean that subscriptions, free to play and physical-only releases would be the only viable business models for distributing media, and the latter won't work for PC gaming. The buy-thing-for-a-set-price model would be killed off by "second hand" digital downloads driving down the price of everything. DRM would be mandatory, too, so GOG would be dead.Not only Indies, this world effectively kill pc gaming (except for streaming services)
Basically this.Yes. And?
That is indeed how the second hand market works. For everything.
Should car or PC manufacturers get a portion of the profit when you sell your car/PC/whatever?
I buy physical games and sell them after I'm finished with them all the time. Digital games should be no different.
Yes. And?
That is indeed how the second hand market works. For everything.
Should car or PC manufacturers get a portion of the profit when you sell your car/PC/whatever?
I buy physical games and sell them after I'm finished with them all the time. Digital games should be no different.
The general attitude in this thread bothers me a lot.
"But this will just push publishers more toward paid subscription/service models!" So what? They're already doing that whenever they can anyway. Feels really weird to see that excuse trotted out as a reason to oppose a consumer-friendly ruling.
The restrictions imposed upon digital licenses have long been an affront to the right of first sale. The ruling in the OP should be viewed as an attempt at course correction first and foremost.