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The myth of the video game market, how high speed internet undermined software ownership

The myth of the video game market, how high speed internet undermined software ownership.

Kuru Ichigo, Blogger

July 30, 2018

2 Min Read

The beginning....

The great and wonderful 90's where videogamers got to own the games they were paying for because high speed internet penetration was not high enough for publishers and game developers to stop giving gamers complete games.  Publishers were forced to release the entire game or not get paid and if they tried to cut the game in half (hold disc 2 back) that would be fraud and they'd get sued.

Do you remember the good old days when you got the complete game you bought because you know, you paid for it?  

 

Rise of the internet... and how it undermined software ownership by allowing corporations to attack PC literate gamers via tech illiterate members of the public.

The internet undermined software ownership via giving global access to the worlds stupidest and gullible half of the game buying public, thereby ruining it for everyone else.

The internet undermined any consumer power because you would now need physical closeness to have any chance of holding these companies accountable.  So the modern videogame "market" is NOT a market because publishers and developers can just hold part of the software back on their computers and their angry customers cannot reach them.  So there is no way for customers to hold publishers/developers accountable so it's not a market.

Pre internet developers and publishers could not do that, the internet enabled publishers to be able to take payment without giving the full game in return and because dissenting customers are 100's of miles away so any customer anger cannot reach them.  So modern gamers have zero market power to influence publisher behavior because the internet has granted publishers super powers to defraud the global gaming population.

How it began... game/RPG costs escalating during the 90's and...

Wallstreet CEO's push for the idea of subscription based RPG's to push for more profits.  Relabeling PC RPG's as MMO's and ramping up the corporate bullshit were used as a trial balloon to fleece the stupid half of the gaming public and sadly it worked.

World of Warcraft - and the rise of the money printing machine via mass tech idiocracy

Once developers and publishers found out with highspeed internet much of the gaming public was too tech ignorant, impulsive and gullible ... then began the downfall of game ownership and the destruction of videogames and videogame history because they now have their customers over a barrel because the PC literate half of the game community can't physically reach them and so developers and publishers get to engage in exploitive game making practices.

It allowed publishers to use the dumb half of humanity to steal PC games from the PC literate half of humanity.

 

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