Okay, real quick:
TorqueConverter said:
On a PC? It's an open platform Personal Computer. I was upset when I installed itunes and the damn thing copied all my MP3 into their damn format on it's own, doubling my music size with apple doppelgangers. I felt violated enough when that happened.
The default format on iTunes
is .mp3, unless you bought it at the iTunes store in which case it's .m4a. What iTunes does, is duplicates the mp3 files and inserts them into the iTunes directory. And, yeah, I can see how duplication could bug some people but it's not a special format. An iTunes music file can be played by any software capable of playing mp3s. I'm not writing this to be "the asshole who corrects everyone", it's just something to keep in mind when dealing with that program.
Now onto the real subject:
Raven said:
For the record, why is it you feel like you own the media in the first place? You don't you own a license to use it. You don't even have the license to distribute, display or reproduce it either. The copyright holders own it.
Hey, I'd hate to break this to you but that's exactly what you own when you purchase a game or any piece of software for that matter: the license to personally use it. What do you think the "L" in EULA stands for? End User
License Agreement. Of course you don't own the intellectual property and distribution rights, that's true with any medium, but you very much legally own the ability to use it. When you buy a piece of software, you are buying the personal use of it under the terms of a license set forth buy the creators and distributors of said software. If you bought a game then, congratulations, you are officially licensed to use it.
Why the OP's idea would make the world a dark bleak place, full of pain and general misery (I'm thinking like Mordor, or maybe Ry'leth):
If I'm understanding what the OP is suggesting correctly, it is that games should solely be playable for a paid period, after which more money is required to continue play. This all to combat the "scourge" of the used games market. So instead of a standard license which is usually along the lines of "for an amount of money you can install and play our game" it'd be "for a smaller amount of money, with you can install and play our game it for X amount of time, after which you can repay or quit." Here's why this would suck.
1. You truly would have to be online all the time to play. There would be absolutely no way to meter the time you spend playing the game without an ongoing connection. This is the kind of DRM that the head of Ubisoft only masturbates to.
2. This would be a ***** to implement. Servers would have to be created and constantly maintained to determine the playtimes of millions of customers worldwide. This would be quite expensive. This expense is the reason that MMOs are pretty much the only type of game to require a subscription fee; maintaining that volume of information is costly. This would drive up the price of the final product to the point that, even under a smaller time-based fee would cost the end user more.
3. This would slaughter any replay value a game has. I'm currently looking at my Steam client, which does indeed log how many hours I play each game. I, as of now, have sunk 83 hours into Portal. Portal takes only about 3.5 hours to complete on the first run through, but is a fun quirky game that good to experiment with. I've played
202 hours worth of Half Life 2, which is just a linear story-based shooter. Why? Because it's one of my favorite games and I like to go back and play my favorite parts now and then. Then I look at more open world games like Borderlands (125 hours), and think that if I payed by the hour I'd be broke. Say I beat a game on normal and want to challenge myself with nightmare mode? Well, that's going to cost me. And what about multiplayer? It sure would suck if I had to pay money every time I wanted to get my ass kicked in Starcraft (which is the usual outcome of me playing Starcraft). Also, goodbye mod community.
4. This would be a fucking hell for PC gamers. As TorqueConverter aptly mentioned, computers are open-platform machines. The variety of hardware and software found in them can vary quite a bit. If my framerate drops, do I still have to pay full price for that time? If I have to spend an hour or so tweaking the software so the game looks and plays as awesome as I want it to, do I shell out for that too? No thanks.
5. Developers would most likely hate this. Specifically the people trying to drive the story and merge it with the gameplay mechanics. The Single player story would take a huge hit. If you have a great story that takes about 14 hours worth of play to properly tell, you're going to have to find a way to compress that down at least by half. People are only going to be willing to pay for a game of a certain length, because the longer ones are obviously going to cost more. Gamers won't be as willing to immerse themselves in the experience if that immersion digs into their wallets. Character development would become miserably bad, and concepts like branching story lines and multiple endings would become near nonexistent due to financial infeasibility. If developers really takes pride in their work this would be the fucking apocalypse for them. This is basically like if a movie ticket's price depended on how long the film was. Peter Jackson probably would have had to compress each Lord of the Rings film down to 90 minutes. They wouldn't have been as good then.
TehCookie said:
Even if boxes cost more, that's a trade off I'm willing to make if it means I can actually play my games when I want to (aka when my internet is down [small]FUCK YOU STEAM[/small].)
Games on Steam are perfectly capable of being played offline. You don't even need an initial connection to do so. Why is it so many people here seem to think otherwise. Damn, this post went on way too long.