You're using the idea completely ass backwards. Bandwidth is not like a hot dog, it's more like a flat rate water bill at an apartment. The average usage of water gets calculated, the costs of that water is put together, and divided among the residents. It's a projected cost for the people who buy it new to keep the servers up and running. Your 60 bucks is not going -entirely- to server upkeep, it's mostly going to fill the hole they dug getting the game out there. So instead of making the game cost more based on their projections, they budget it out for a certain amount of time. If someone enjoys the online for 2 years, and then sells it, what's to stop the next guy from wanting his 2 years? Well let's see, it's no longer cost effective to keep the servers up after 30 months, and we go out of budget. So they have to charge more to give people who bought it used to give them full enjoyment.Spencer Petersen said:Say you buy a season ticket for your favorite sports team. The ticket also includes a hot dog and soda whenever you go to the game. Say you have to leave for a while and you sell it to a friend so that it doesn't go to waste. Does the ballpark have the right to make your friend pay for the food because the ticket changed hands? Of course not, because the food was payed for with the season ticket. Likewise, the online pass was payed for by the original owner, so the company has no right to charge more just because another person is now the benefactor.oplinger said:Upkeep of servers is bandwidth based, and they don't give it to you indefinitely. The costs don't go up, but they're being used for longer periods of time. Meaning they pay the same amount for an extended period, maybe out of their projected time line. You pay for that, not the other guys slot in the magical fairy bandwidth river of foreverness you think exists on the internet.Spencer Petersen said:There's a simple fix here. Game Companies, make a game WORTH holding on to. Don't charge us because your shitty game isn't worth more than one playthrough. Keep it updated. Keep it supported. Fix bugs. Don't market a game like a movie and ***** when people treat it like a movie.
So you host your own servers and you charge for online passes because multiplayer has upkeep, ok. But when a game is traded in, isn't the original owner essentially selling his online pass? Why does it need to be re-bought? There aren't any extra people using the servers, for every game sold, 1 person uses the server. You aren't getting a raw deal here.
And as far as upkeep costs go its the responsibilities of the publisher to pay for upkeep. Sixty bucks a copy is more than enough to keep a server of proportionate size running, and that's assuming every single person who buys the game uses the multiplayer, which is not always true.
...Of course, no it's not going to work like that, maybe in a perfect world. but that's where the charge would come from if it wasn't just them filling the giant hole in their pocket. Which any reasonable business should do, especially if it's something they see no returns on anyway.