this post was submitted on 09 Jan 2025
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[–] GeneralEmergency@lemmy.world 15 points 7 months ago (2 children)

G*mers have already grown used to not owning their games. It's called Steam.

[–] Supervisor194@lemmy.world 25 points 7 months ago* (last edited 7 months ago)

That's not what they meant. The person who said it was "director of subscriptions." They meant gamers need to get used to all games being SaaS because they are of the opinion that that's what's going to happen. SaaS is capable of generating magnitudes more money than any other paradigm, so this is of course the wet dream of the bean counters.

The problem with the statement, of course, is threefold:

  1. People don't like being told things that sound a lot like "just hand over your money and like it, dumbasses"
  2. SaaS is also capable of failing spectacularly
  3. (most important) In no conceivable world would it be possible to have every single game be a subscription service

Shit, the world can't even support half a dozen streaming video subscription services, but they think everybody's going to gladly pay monthly fees for every game they play?

[–] earphone843@sh.itjust.works 1 points 7 months ago (2 children)

You've never owned your games. It's always been a license to play the games. It's just that now they have the ability to enforce it.

[–] iMastari@lemmy.world 11 points 7 months ago* (last edited 7 months ago) (1 children)

It was not like this back in the '90s. Games you purchased were on disk/disks. You installed the game and played the fully completed game that did not require an online connection. You owned that game.
After the Digital Millennium Copyright Act of 1998 things changed. So it has not always been like this.

[–] earphone843@sh.itjust.works 0 points 7 months ago (2 children)

You were still buying a license to play the games.

[–] samus12345@lemm.ee 11 points 7 months ago* (last edited 7 months ago) (1 children)

But without a way to enforce it, it was (and still is) functionally identical to owning them outright. What it's legally called is irrelevant.

[–] nepenthes@lemmy.world 3 points 7 months ago

But you could trade them with your friends, so single license meant nothing. You owned the game.

[–] nickhammes@lemmy.world 8 points 7 months ago

I don't think most people's sense of "ownership" of a copy of a game has anything to do with whether or not they've legally bought a license.

For most of my collection, I own a physical thing, that represents the ability to play that game, using hardware I bought, whether I bought those things today, last year, or even a decade ago. Some of my games are digital, but I still have possession of a copy I bought, and can play it whenever I want. I paid money for the right to play a game when I want, and that's a notion of ownership.

If someone can take it away from me, that isn't aligned with my notion of ownership, and also isn't worth spending money on imo. I own some GameCube games, and yes, technically that means I have a license, but they still work physically and legally. There's nothing to enforce against me.

The thing that changed is the ability to revoke that license. And that amounts to a different concept than ownership. One not worth paying for.