The entertainment industry in general and the game industry in particular has been a place where people on both sides of the counter aren’t doing things because they should, but because they can. Customers shouldn’t pirate games and developers shouldn’t go around sabotaging used copies of their games, but it all happens anyway. And while id’s approach is different, it’s not exactly novel.
“If you bought the game new, that would be open for you,” said id’s Tim Willits about Rage’s sewer areas, which are locked in used copies. “You still have to download it, but you don’t have to pay for it. Those hatches are all over. Most people never find them. But as soon as you do, you’re like, oh. And then you start to look for it. That’s our first-time buyer incentive.
But as you can tell, most people never even see it. I can tell you, some people will buy Rage, download that, and still never set foot in those things. They just won’t. I think that’s fair. It’s cool. It’s outside the main path. We’re not detracting from anything. But I know some consumers, when you can’t avoid it, then you get a little touchy subject.”
The Ethics of Game Development
The ethical considerations in game development are complex and multifaceted. On one hand, developers invest significant time, resources, and creativity into creating a game. They deserve to be compensated fairly for their work. On the other hand, consumers who purchase used games often feel entitled to the full experience, even if they didn’t buy the game new. This creates a tension between the need to protect intellectual property and the desire to provide value to all players.
In the case of Rage, id Software’s approach to locking certain content behind a first-time buyer incentive is a middle-ground solution. It rewards those who purchase the game new without severely penalizing those who buy it used. However, this strategy is not without its critics. Some argue that it fragments the gaming experience and creates a tiered system of access that can be frustrating for players.
Examples from the Industry
This practice is not unique to id Software. Other game developers have employed similar tactics to encourage new purchases. For instance, EA Sports often includes single-use codes for online play in their sports games. If you buy a used copy, you have to purchase a new code to access online features. This method has been both praised for its ingenuity and criticized for its perceived unfairness.
Another example is the “Day One DLC” (Downloadable Content) strategy, where additional content is available for free to those who buy the game at launch but costs extra for those who purchase it later or second-hand. This approach aims to boost initial sales and reward early adopters but can alienate latecomers and second-hand buyers.
The broader implications of these practices extend beyond individual games. They reflect a growing trend in the industry to find new revenue streams and combat piracy and used game sales. While these strategies can be effective, they also raise questions about consumer rights and the future of game ownership.
Looking Forward
As the gaming industry continues to evolve, so too will the strategies employed by developers and publishers. Digital distribution, subscription services, and cloud gaming are already changing the landscape. These innovations offer new ways to monetize games and provide value to players, but they also come with their own set of challenges and ethical considerations.
For example, subscription services like Xbox Game Pass and PlayStation Now offer access to a library of games for a monthly fee. This model can provide excellent value for consumers and a steady revenue stream for developers. However, it also raises questions about the long-term sustainability of game development and the potential for market saturation.
The game industry’s approach to used game sales and piracy is a complex issue with no easy answers. While strategies like id Software’s first-time buyer incentive can help protect developers’ interests, they also highlight the need for a balanced approach that considers the rights and expectations of all players. As the industry continues to innovate, finding this balance will be crucial for its future success.
Source Eurogamer
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