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Thursday, October 17, 2013
Saturday, October 20, 2012
Full Games on the eShop
I'm not sure this pricing is going to work. I would absolutely love to have these games installed on my 3DS so that I could change between them without having to change out cartridges, but that's kind of pricey.
I know that this is what they're selling these games for via regular retail channels, but let's be real: The additional packaging, fabrication and shipping of the games adds extra overhead, which pushes the price higher. For the eShop, the only cost that Nintendo needs to pay is the server infrastructure, which is considerably less than physical shipping. For that reason, Nintendo should sell these games for far less on the eShop than in stores.
Now, I know this is coming from the guy who bought New Super Mario Bros. 2 via the eShop, but I really, really hope that Nintendo does something about those prices. It would be nice if they followed in the footsteps of Steam and do some specials deals during the holiday season, for example.
That, however, could be a double-edged sword. For example, I don't buy many games from services like Steam or GOG without them actually being on sale. I can't bring myself to pay full price for something I know that they're going to drop the price on.
Still, it would be nice if Nintendo would throw eShop users a bone. I know they want to move a large portion of their users to digital distribution. Lowering the prices would be a nice way to start.
Monday, July 2, 2012
Sony Buys Gaikai
A few people are going nuts over this purchase. Imagine: Being able to stream a PS3 game to your mobile phone, or play on your tablet, or play games directly from your TV with no console! The possibilities are endless! It all sounds very exciting, but with a few caveats.
We've said it before, but people do still like physical media. You may point at surge in MP3s being a counter-point, or the emergence of companies like Steam as well. An MP3 or app is a very small purchase, as far as dollars go, so it's low-risk. I also shouldn't have to reiterate why Steam works and other services don't, but you can read that if you like.
Nothing exists in a vacuum, not even technology. Granted, people's opinions on physical media are shifting, but there's no solid evidence that a console-buying public will willingly shift to a streaming or cloud-based model or pure digital distribution. The most wide-scale test, the PSPGo, failed miserably, although there were some other reasons behind that. (Lest we forget, the PSPGo didn't exist in a vacuum either.)
So no one is going 100% digital anytime soon, which means that Sony is going to have to go to a hybrid physical/digital format. They've done something similar with the PS3 to some degree by allowing games to be sold both digitally and physically, but not nearly as much as a Gaikai acquisition would seem to entail.
Here's how it could shake out: Sony sells two PS4s. One is the typical home console, sold for $399 or whatever, that takes physical media, digital downloads and Gaikai. The other PS4 is just a set-top box for $99. It only does Gaikai, and it needs a $10 monthly subscription.
Would that be successful? You bet. Would Sony go that route? It's debatable. They might be more inclined to try and force people who want to play a streaming-only PS4 to buy a Bravia TV or other Sony product. You would be able to understand the justification for going that route, but you can't say that would be a better idea than a cheaper set-top box.
Otherwise, they could just insert Gaikai functionality into the PS3 as it stands right now. That would be an interesting selling point: "You already have the next generation of system right in your hands!" I can't see them doing that, though. Where's the monetization of Gaikai? Where's the excitement? If Microsoft puts out the XBox 720, and Nintendo has the Wii U, how will Sony convince people to still buy PS3s? It would be a tough sell.
Either way, it's a very intriguing acquisition, and one that we'll have to keep our eyes on.
Tuesday, May 1, 2012
New Super Mario Bros. 2 + Nintendo + Digital Distribution = What Exactly?
I've been wanting to weigh in on Nintendo's recent decision to start doing digital distribution starting with New Super Mario Bros. 2. Short answer: I like it, with a caveat.
Despite what it may appear, I don't actually hate digital distribution. I have tons of articles where I praise Steam and GOG to the rafters. Digital distribution is both convenient and means that you don't have to change out physical media constantly. Steam and GOG both add an extra tick in the "Pros" section by including frequent sales into the mix.
Most companies want the switch because of the dastardly scourge of used-game sales, and because they have far more control over the price once the game is being sold. After all, if the only copies of Game X sell for $50, that means that everyone who wants it has to buy it for $50! Cue "We're In The Money!"
However, that's not good for consumers, and if Nintendo goes that route, it's going to be a mess. So here's what I truly hope Nintendo has done: I hope against hope that Nintendo has looked at the bad examples of the PSPGo, Origin and others and the good examples of Steam and GOG and emulated the good examples more closely.
For example, I'm sure Nintendo plans on selling New Super Mario Bros. 2 at retail for $40. Are they going to sell it on the eShop for $40, or are they going to sell it for $30 or less? After all, by selling it direct to consumers, they're cutting out manufacturing of the cases and cartridges, as well as shipping. While servers aren't cheap, they already have the underlying setup for the eShop in place. Asking for Nintendo to sell New Super Mario Bros. 2 for less than retail isn't far-fetched.
That's really the only concern I have. As far as transferring games from one unit to another, I'm sure they'll have that functionality in place the same as they did with the DSi to 3DS transfers.
Now, it's conceivable that Nintendo could totally botch this. They could sell New Super Mario Bros. 2 for $40 in the eShop, the servers could be unable to handle the deluge of requests and Nintendo could be wholly lacking in support after the fact. It doesn't seem like a likely scenario, but if this doomsday scene comes to pass I reserve the right to change my opinion.
Thursday, February 9, 2012
Adventures With Digital Distribution

For example, Good Old Games lets you download the full files of whatever game you've purchased. There's nothing stopping you from putting that file on your torrent site of choice and letting others enjoy the sweet nectar of your purchase, and yet, you rarely see GOG files ending up on torrent sites.
Why is this? First, the games are so darn cheap that they're almost impulse buys. Second, they make the games easy to buy. Third, and most importantly, they don't treat the customer like a criminal. There's no limit on how many times you can download the game, no crazy online activation schemes to go through. That takes away the moral justification that people (myself included) have for pirating.
It's one thing to steal from the rich and give to the poor, but if the person you're stealing from is the nicest guy in town, it just makes you look like a jerk.
While Steam has to bow to the whims of the game industry's heavy hitters, it's also surprisingly flexible in the way it allows you to install the Steam client on different computers, and it also doesn't place any restrictions on how many times you can download the game. As we've discussed before, Steam succeeds for very good reasons.
Why do I bring this up? I'll tell you: Two bad experiences, one right after the other, with digital distribution. One demonstrates a misunderstanding of what digital distribution is supposed to accomplish, and one demonstrates the problem with the smaller providers as the industry grows and changes.
My first experience came from Batman: Arkham City. I first began playing the game via a pirated copy, since, while I had heard good things, I wasn't sure if it was a game I wanted to plunk down cold, hard cash for. I played it and enjoyed it immensely. When it came on sale at Impulse for $25, I immediately jumped at it to support the developer.
Impulse was previously owned by Stardock, who used the service to send out their own games. They couldn't make a go of the platform, and ended up selling it to Gamestop. Compared to Steam, it's lacking in features. There are no achievements, no community features, nothing. It's a pure delivery platform, nothing more and nothing less.
When I start the pirated copy, it waits on an initial loading screen for about fifteen seconds and then moves on to the actual game. When I start the legit copy that I paid for with cash money, it doesn't start for two minutes. This is because they're using DRM in the background to verify that I really paid for the copy that I paid for.
Bear in mind that this process is completely useless, since it's been bypassed handily in the pirated copy, and you can see where the issue lies. The whole point of digital distribution is to minimize piracy and used game sales, but when you layer DRM on top of the downloaded copy, it's completely destroying the point.
Not only that, but a ridiculous install limit was placed on the downloaded copy of Arkham City. I can only install the game five times before it runs out. If I decide to wipe my computer? That's an install. If I have to uninstall/reinstall the game? That's an install. I'm being penalized for purchasing the game instead of pirating it. The pirates have provided a better customer experience than the companies that are supposed to provide it. That's sick.
My second experience came from Civilization 4. I purchased the game via Direct2Drive a while back, and their system was pretty simple: Download the game, enter the product key and it'll go through a brief online activation. That's all. Since they gave me the capability of storing the files on my computer, it's only fair that I be forced to use a one-time online activation.
I've saved those files on my computer for a few years now, on the off chance that I'll want to reinstall the game. A week ago, I caught the bug again, so I started those setup files. The install went swimmingly, and I opened up Civ 4. It started to run the activation and then stopped with an error saying it couldn't connect to the server.
So why wouldn't it work? I went to Direct2Drive's site and found that it had been purchased by GameFly. I couldn't find any help forthcoming on GameFly's site about why Civ 4 wouldn't connect, but I have a clue. GameFly has a beta client software they would like me to download. I'm assuming that this is their new distribution model for their games, and what I would have to do if I wanted to play Civ 4.
Once again, I went to a torrent site, downloaded a Civ 4 .iso, installed it and was playing shortly after the download finished. No hoops, no muss, no fuss.
Since digital distribution is still in its infancy with only Steam being an established provider, purchasing from any other company can be a crapshoot. Will the company still be in their current form a year later? Two years later? Will any activation methods still work? Of course, the companies don't care because they have your money already.
As we've mentioned, Good Old Games steps around this. If Good Old Games were to go out of business tomorrow, every game that I have purchased through them would still work. Yes, they already have your money, but they still provide you with the followthrough that makes their business work.
And don't even get me started on the one time I tried downloading Age of Empires 3 from the Games for Windows Live client. Ugh.
This is what's driving me crazy. Most digital distribution providers are providing an experience inferior to what the pirates offer, and they're charging us money for the privilege! I've learned my lesson: When it comes to digital distribution, stick with the companies that trust you as the consumer, since most of them don't. Give them your money in appreciation of the great work they do, and maybe some of the other ones will get the hint eventually.
Tuesday, January 10, 2012
Six Reasons Steam Works
Not so fast. It's true that Steam is doing an admirable job. I love Steam. I use it all the time and buy games from it frequently. It's not perfect, but Valve seems to understand what people want and provides it to them. But it's important to note that there are a few reasons that Steam works, and any digital distributor would be wise to pick up on them.
1) Steam sales are frequent and substantial. For example, during the last holiday sale, Skyrim and Arkham City were sold for half off. I want you to think about that. If you go to any store right now and buy Arkham City or Skyrim off the shelf, it will cost you $50-60. That's true whether or not you buy used as well.
So, during a time where a AAA, brand-new game is still being sold for $50-60, you could buy it on Steam for $25-30. That's amazing, and definitely good for the consumer. That's just a small taste of why Steam works well. They're willing to take risks with pricing that brick-and-mortar retailers just simply aren't.
2) Unified PC multiplayer. PC users have always had a better multiplayer experience than console gamers, going back to the days of LAN parties. That advantage has slowly eroded as multiplayer gaming moves to consoles. It's easy to see why: XBox Live provides a united place where everyone can get together and meet up with their friends, see what they're playing, and join in. Ditto with the PSN.
Steam has provided that home that PC users were craving. Now I know when my friends are playing Frozen Synapse. If I want to join in, I can. If I want to keep playing Bastion, I can do that too, but at least I know that other people are out there.
3) You can give away extra games. If I have Half-Life 2: Episode 1 and receive an extra copy through a giveaway, I'm allowed to re-gift it to someone who doesn't have it (although, to be fair, everyone has Episode 1 at this point). That flies in the face of what most proponents of digital distribution would like. Most proponents would like to get rid of the idea of giving games to other people entirely.
4) I can install Steam on any computer I want. If I buy a new computer, I can install Steam immediately and start downloading my games with very little fuss. As long as Steam exists, I will have my games on that new computer. If I have multiple computers, I can install Steam on each computer. I can only have one active session at a time, true, but I can switch between them easily with little fuss.
5) There's an offline mode. Am I not connected to the internet at the moment but still would like to play my games? No big deal. I can do that and I'm not treated like a criminal.
6) Steam has refocused publisher attention on PC gaming. PC gaming was legitimately dying for a while. The only new games coming to the platform were MMOs and lazy PC ports. Now, publishers can see that there are five million people at any given time who are willing to play single-player and multiplayer PC games as long as they have a nice place to play and a good game. PCs are again a viable home for gaming.
Those are the precise conditions in which digital distribution worked on the PC. Steam wasn't an overnight success, either. It took about 7+ years to get Steam to this point, which meant that Valve worked hard to build up a trust level, not only with publishers, but also with consumers. We mostly trust them at this point, and if something goes wrong, we can expect them to fix it. That's why we allow them to handle our game collection.
In short, Steam succeeds because it mostly serves the interests of the consumer. Every single one of those above points is great for consumers while happening to be good for developers too. When you put your customers first, things work out.
Compare that to some of the other backwards methods of digital intrusion offered by companies, like the PSPGo or Ubisoft's always-on DRM. Since neither of them works in the interests of the customer, they're villified and eventually ignored.
The question is this: Do you trust (there's that word again) another company to provide that experience? When Microsoft or Sony or Nintendo has an iron grip over the content they provide as well as the price they're willing to sell it for, do you believe, deep down, that they'll be willing to offer it at a fair price?
I say no.
And as long as it stays that way, digital distribution will stay the exception, rather than the rule.
Monday, February 15, 2010
David Jaffe on Digital Distribution
He goes on to add: "For me, digital distribution was a really big deal - just the fact that we're allowed to see games like Shadow Complex and Flower, games that would never be greenlit for $60 retail products.Agreed. That has been fantastic. We're seeing a larger variety of games because not every game has to be a AAA $60 game anymore. Can you imagine how outraged you would be if they tried to sell Mega Man 9 for $60? ;I mean, it's a fine game, but that would be crazy talk.
"The idea of bypassing retail and speaking directly to the customer is pretty exciting," added Jaffe.
So, insofar as there's a large variety of games that don't necessarily have to sell for large amounts, digital distribution has been a boon, and it's important to realize that. There are two sides to every coin.
Thursday, January 14, 2010
Digital Distribution Stats (Via Kotaku)
A study performed by the NPD Group has found that during Q3 2009 (August-September), 90% of all game purchases were "physical", meaning they came on a disc or cartridge. Leaving the other 10% of purchases to be...anyone? Yes, digital, meaning they were downloaded.The study also had some interesting numbers on games piracy, especially if you're a Nintendo, Microsoft or Sony executive gripped by fear: "only" six million gamers admitted to downloading games illegally during the same period. Six million sounds like a lot, but the NPD Group say that's only 4% of all gamers.
And of that 4%, 72% of the pirating was being done on PC and Mac. So while console piracy is definitely a problem, it's might not be the epidemic some platform holders and publishers would have you believe.
Tuesday, December 22, 2009
Thursday, December 17, 2009
Digital Distribution And Dennis Dyack
"In some ways it's the absolute elimination of any hardware as far as the consumer is concerned, because the hardware is the cloud," offered Dyack, a long-time advocate of a single standard format for games. "It helps on so many levels because it resolves the piracy issue, which is a massive problem today, and the used games issue, because you buy something and it's yours forever – it resides on the cloud. These are wins for the consumers and wins for the game developers."
I love the quote at the end. What exactly is the win for the consumer? You notice that he doesn't really have any benefits. Both of his supposed "problems" are only problems for the companies themselves. For instance:
His argument is that it would be easier for anyone to pick out games because it would be all the same console, which is understandable. If your grandma wants to buy you a DVD, she doesn't have to find out if you use DVD-X or DVD-Y, if you're running version 6.2.4 of the DVD-X firmware, or if you're connected to DVDLive! so you can watch the bonus features. However, the vast majority of consumers understand the multiple-console system. It's not a rampant problem, so it's a gigantic solution for a tiny problem.People confuse a one console future as a monopoly and that's completely wrong.
Friday, December 4, 2009
Will Digital Distribution Take Over Gaming?
Wednesday, December 2, 2009
Delirious Cackle (PSPGo)
Friday, September 25, 2009
LOLOLOLOL (PSPGo)
Tuesday, September 22, 2009
The Evolution of DLC
There are two different kinds of DLC: There's the DLC that adds substantially to the game, like Fallout 3's different DLC packs that add 4-5 hours of gameplay or, I don't know, SPACESHIPS. Then there's DLC like Madden's DLC: Adding in features that always used to be in the game by default, like cheat codes and the like. What kind of DLC should be acceptable and what kind shouldn't?
Tuesday, August 4, 2009
Digital Distribution Has Worked Out Sooooo Well For The Music Industry
A study last year conducted by members of PRS for Music, a nonprofit royalty collection agency, found that of the 13 million songs for sale online last year, 10 million never got a single buyer and 80 percent of all revenue came from about 52,000 songs. That’s less than one percent of the songs.How crazy is that? And obviously, people didn't stop listening to music. So where did they get their songs from?
I'll let you put two and two together.
Thursday, June 25, 2009
PSP Go a Ripoff?
Sure, the new form factor looks nice, but Sony should have no manufacturing costs to pass down to the consumer. MCV asked SCEE's Andrew House if R&D or retailer markups were the reason behind PSP Go's high price. "Those aren't the factors," House admitted. "When you introduce a new piece of hardware you have the opportunity to say there is a certain premium that is associated with it, and we took that into account."
Essentially, House is admitting you can charge more for technology when it's new. It's unsurprising, but it certainly leaves a bad taste knowing Sony can easily charge less for the PSP Go. Perhaps Sony will follow the iPhone's footsteps and suddenly drop the price of the PSP weeks after early adopters pay their "premium" price.
See, here's why the PSP struggles compared to the DS. First, how many revisions of the DS have their been? Three. OK, that sounds like a lot, but consider that the original DS still works fine. It's a little bigger, sure, but not awfully so. There's no extra features on the DS Lite that make it more essential than the original DS. It's just a smaller version. In fact, you could argue that there's really only been one major revision of the DS, the DSi. In the DSi, we saw WPA encryption, cameras, a faster processor, and flash memory as well as the removal of the now-vestigial GBA slot. As of yet, there are no DSi exclusives except for DSiWare games. Anything you can play for the DS works on the DSi or the DS Lite.
However, the PSP has undergone four separate revisions, and the Go is the biggest of them all. Some of the earlier revisions are fairly obsolete, with bad batteries and weird button layouts as well as weird speaker placement. Even the supposedly game-changing Go isn't easy to hold for people with small hands. Many also speculate that the higher sales of PSPs are only there because of how easy it is to crack. So will the Go really help Sony?
Now, Sony's strategy has a couple of parts to it: Launch the Go at a premium price, and then launch great games alongside it in UMD-less formats so that you HAVE to play the games on the PSP Go. There's a major flaw here. You have 50 million users of your system. Sure, they can download games too, but let's say that 30 million of them will choose not to.
(30 million is an arbitrary number, but more than likely realistic. Handhelds appeal mostly to a casual crowd. A lot of casual players don't care about downloadable games. Also, there are huge amounts of modded PSPs floating around worldwide. Also remember that since 2007, we've seen about 30 million PSPs sold, but the ones before then are using old firmware or aren't getting as much use. By point of comparison, I would say that less that 10 percent of Wii owners, or 5 million Wiis are online. It's still a substantial number, but not as much as you'd think. This has been a special message from the department of pulling numbers out of my butt.)
If that's the number of people who aren't going to use the internet on their PSP, you're shutting off 3/5 of your customer base. Now, you're selling games to 20 million people instead of 50 million. That puts you back in the same boat as you had before 2007: Not enough install base for the games that you're selling.
"But the sales for the PSP Go will be great, so they'll offset that." Now we go back to the quote at the beginning from Joystiq. Sony's charging more than they should. The hardcore, who are Sony's bread and butter this generation, know that and they're okay with their PSP-3000s. I understand that Sony has to make a profit somewhere along their line because the PS3 isn't working out for them like they'd hoped. Still, it's tying off a large portion of your customer base just to make a little bit more money. Is it worth it?
Will they still sell a lot of units? Yes. Definitely. Will it be a resounding success? Maybe. Will it still put Sony in trouble down the line? Yes. It all smacks of robbing Peter to pay Paul, but more power to them. I'm sure an argument can be made FOR the move as well, and I look forward to seeing some.