Earlier this week we posted a Speak Up on Kotaku in which a commenter condemned the practice of online passes. Today commenter Odin plays devilâs advocate, explaining how online passes may actually help the industry.
https://lastchance.cc/should-reviewers-take-off-points-for-online-passes-5851303%3C/a%3E%3C/p%3E
I want to talk about something that has been brought up a lot, but often only to criticize or condemn. Thatâs right; Iâm talking about online passes. Thereâs been a lot on the subject of why theyâre bad, but very little on why they can be justified. Itâs important to note Iâm not writing this to defend the practice; this primarily goes out to those who act like thereâs absolutely no justification for this system. I also want to address the incorrect assumption that this is just about used games sales.
Firstly you have to understand that what you buy when you purchase a game is a product. You can then resell it, loan it, or do whatever you want with it (maybe even play it). But when you play a multiplayer game youâre not only using the product you own but youâre also using a service provided by another party. Thatâs the key thing to remember, multiplayer (at least that which uses centralized servers) is a service.
One thing weâve taken for granted for many years is that the right to access that service is transferable in the same way that our product is. While it may annoy us that itâs now being taken away from us itâs important to note that itâs not something weâre entitled to. We own the product, and access to the service is included when we buy the product new. But we donât own that service.
Unlike the product it costs the publishers/developers money to maintain multiplayer service. Servers cost money, and as long as theyâre running they donât stop costing money. This means that companies can only afford to run these servers for a limited time before they stop being profitable. Itâs why you see multiplayer servers for older games just wink out of existence over time. The servers can only be maintained as long as thereâs revenue coming in, and the ones maintaining them only get revenue from new sales of a game.
But wait I hear you say, surely when one person sells their game theyâre no longer using the multiplayer service so the net amount of players remains the same. While this is true, it assumes that server load is the issue. Itâs key to remember that while the maintenance cost doesnât increase, it does stay the same while the publisherâs revenue (for that particular title) decreases over time. As such itâs not entirely unreasonable to limit access to the service to those that have directly contributed to maintaining those servers.
What many people fail to consider properly is how this affects us, the consumers. A lot of used game purchases just see that an online pass costs $10 and complain because theyâre going to have to pay extra for their used games. Yet itâs the used game customer whoâs probably affected the least in all this, in fact itâs most detrimental to both Gamestop and those who buy their games new and trade them in.
Online passes will actually bring down the cost of used games because Gamestop will now have to take into account the cost of an online pass when pricing them. Gamestop have to price their used games at a price thatâs attractive to the customer. Which means for online pass games they have to include the cost of an online pass when considering what that attractive price might be. For example they couldnât price an online pass game at $45 when it retails new for $60, because with the cost of the online pass factored in most gamers would just choose to spend the $5 extra to buy the new copy. Gamestop are far more likely to bear the bulk of the cost of the online pass than the used game purchaser is. However this will also mean Gamestop will also probably decrease what they offer for trade ins on games using the online pass to maintain their profit margins.
And another thing people donât consider what the benefits of an online pass could be. With an additional stream of revenue publishers could afford to maintain servers for games for longer than itâd normally be profitable for. After all itâs in the publisherâs best interest to keep the servers running so that people will continue to purchase online passes. This is beneficial to both new and used gamers alike. After all given the option would you rather pay $10 to access the multiplayer or never get to experience it because the servers had been shut down?
I guess the TL;DR of it all is that online passes, while not great, are by no means the devil everyone is making them out to be. However stunts like the Catwoman DLC, something that should be part of the product and doesnât cost them anything to maintain? Thatâs just a greedy, completely arbitrary tax on used games sales and a practice that SHOULD be condemned.
About Speak Up on Kotaku: Our readers have a lot to say, and sometimes what they have to say has nothing to do with the stories we run. Thatâs why we have a forum on Kotaku called Speak Up. Thatâs the place to post anecdotes, photos, game tips and hints, and anything you want to share with Kotaku at large. Every weekday weâll pull one of the best Speak Up posts we can find and highlight it here.