Iâve seen some very similar responses to todayâs Xbox One news, whether it be the mandatory 24-hour âcheck-inâ or the restrictions on game lending. Itâs a defensive sort of reply, brought up by somebody who doesnât see the news as downright terrible.
https://lastchance.cc/the-xbox-one-just-had-a-very-bad-day-511766497%3C/a%3E%3C/p%3E
âBut theyâre still letting us trade games!â
âWe can still play games if we login once a day!â
All without a hint of irony.
It makes me so sad I can barely bring myself to talk about it.
Is this what the last decade of video gaming has conditioned us to becoming? A market that simply trudges from one restriction to the next, shuffling our way along a road that ends with video game publishers getting the absolute maximum amount of money from us for the absolute minimum of effort?
Itâs hard looking back over the years and seeing anything but.
Sure, weâve always had some form of restriction with our games systems. Region locks have been with us since almost the dawn of time. But the rate at which things have escalated in the âonlineâ era put things like plastic tabs on an N64 in the shade.
And yes, there are benefits to gamingâs modern infrastructure. Instant downloads, fire sales, convenience, connectivity. But those benefits have also come with some hefty conditions.
It would have been absurd if your SNES cartridges only worked in your SNES. Or if Street Fighter II couldnât be played at an arcade if Capcomâs phone lines werenât working. Or if Metroidâs âtrueâ ending had only been available as part of a $5 expansion.
âI just want to buy a video game and play it, whenever and however I want.â
Yet those are the kinds of situations we find ourselves in today. Beginning with CD keys, the launch of Steam and the first DLC for video games, and going on through online delivery services and online passes, weâve gradually found ourselves gamers in a market that treats every sale as a rental, every purchase a privilege.
When did the consumer lose so much power? When did the market, the force that should be dictating how these companies behave by refusing to put up with anti-consumer measures and shaping policies with our wallets, roll over and say âhave your way with meâ?
The answer is we did it ten years ago. And five. And yesterday. And today. We love video games so much, this wonderful pastime, hobby and artform, that whenever a company that makes money off them places a load on our backs, we endure it, because weâre willing to put up with it to get to the games we want to play.
As they drop each load, one by one, we barely protest, because each small weight on its own seems worth it. Itâs only when you look back, and see how much youâre now carrying just to purchase and play a video game in 2013, that you realise, wow, thatâs kind of messed up.
Iâve often wondered whether we would ever actually break from the strain, and people would begin to say â en masse and with true intent â that enough was enough. I honestly never thought I would, I thought our tolerance would just continue to strengthen in order to carry the load, but the backlash surrounding the things like SimCityâs launch and now Xbox Oneâs policies has surprised me.
I hope so. We got to this point in time, with people conditioned to accept that publishers are doing us a favour by letting us buy their games, because many gamers forgot a very simple rule about being a consumer: if you donât like something, donât buy it.
Itâs been a tough stance to stick to in our case, though, because weâre not talking about hand soap or instant coffee here. Weâre talking about video games, some of the best entertainment on the planet. Saying no to games is hard
Yet video game publishers and platform holders arenât politicians. They donât respond to public perception, or complaints on forums, or angry messages on Twitter. They respond, as Iâve said before, to sales.
https://lastchance.cc/stop-preordering-video-games-5909105%3C/a%3E%3C/p%3E
And if it doesnât? Well, keep lugging that load. Youâre getting awfully good at it.