They want to front the costs, but only for a certain period. Online play at their expense is not your god given right.Spencer Petersen said:If they really don't want to front the costs of servers they can open the field to player run servers. Or if people are real cheap, an option for shitty hosted servers. But if they want to make the big move and front the costs themselves they should be prepared to, ya know, front the cost themselves. They can't complain that they are losing money from upkeep if they made a conscientious decision to provide the upkeep.oplinger said:You're using the idea completely ass backwards. Bandwidth is not like a hot dog, it's more like a flat rate water bill at an apartment. The average usage of water gets calculated, the costs of that water is put together, and divided among the residents. It's a projected cost for the people who buy it new to keep the servers up and running. Your 60 bucks is not going -entirely- to server upkeep, it's mostly going to fill the hole they dug getting the game out there. So instead of making the game cost more based on their projections, they budget it out for a certain amount of time. If someone enjoys the online for 2 years, and then sells it, what's to stop the next guy from wanting his 2 years? Well let's see, it's no longer cost effective to keep the servers up after 30 months, and we go out of budget. So they have to charge more to give people who bought it used to give them full enjoyment.Spencer Petersen said:Say you buy a season ticket for your favorite sports team. The ticket also includes a hot dog and soda whenever you go to the game. Say you have to leave for a while and you sell it to a friend so that it doesn't go to waste. Does the ballpark have the right to make your friend pay for the food because the ticket changed hands? Of course not, because the food was payed for with the season ticket. Likewise, the online pass was payed for by the original owner, so the company has no right to charge more just because another person is now the benefactor.oplinger said:Upkeep of servers is bandwidth based, and they don't give it to you indefinitely. The costs don't go up, but they're being used for longer periods of time. Meaning they pay the same amount for an extended period, maybe out of their projected time line. You pay for that, not the other guys slot in the magical fairy bandwidth river of foreverness you think exists on the internet.Spencer Petersen said:There's a simple fix here. Game Companies, make a game WORTH holding on to. Don't charge us because your shitty game isn't worth more than one playthrough. Keep it updated. Keep it supported. Fix bugs. Don't market a game like a movie and ***** when people treat it like a movie.
So you host your own servers and you charge for online passes because multiplayer has upkeep, ok. But when a game is traded in, isn't the original owner essentially selling his online pass? Why does it need to be re-bought? There aren't any extra people using the servers, for every game sold, 1 person uses the server. You aren't getting a raw deal here.
And as far as upkeep costs go its the responsibilities of the publisher to pay for upkeep. Sixty bucks a copy is more than enough to keep a server of proportionate size running, and that's assuming every single person who buys the game uses the multiplayer, which is not always true.
...Of course, no it's not going to work like that, maybe in a perfect world. but that's where the charge would come from if it wasn't just them filling the giant hole in their pocket. Which any reasonable business should do, especially if it's something they see no returns on anyway.
How about a compromise, on release they will host the servers and issue a statement. They will agree to front the costs for servers for a set period of time and in the meantime they will allows player-hosted servers to take root. After around 1-2 years they will give a warning that the company servers will be shutting down but at that point people will be able to support the game themselves. The real fans will probably be willing to help out. The casual players will probably have moved on. And everyone wins. People keep playing the game, the company no longer has upkeep costs. All we need from the company is some time to set up and modding capabilities. Not really much to ask for really.
The reason for not having player run servers, like say, locally hosted servers on your Xbox, is because of the extreme variability of connections. Cleatus out on alabama may still use dial-up on a shaky wireless network because his house is loaded up with lead based paint. And you'd have a terrible time playing when he decides to host. Jin out in Korea may have a sweet connection, and it's wired in so the wind can't shut down his server, but on the other side of the planet, you're going to be in for a terribly laggy time no matter what.
Even without locally hosted servers, player run servers have a few issues to go with them, upped production costs in the initial game, the need to produce a dedicated server package, and hacking. They kind of hand over the server to you, and some publishers don't want you to screw around with all their hard work (we're not all valve..or epic...) So it's really just one giant issue to some people.
In your compromise, that's actually happened. It's not fun cost wise though, for the same reasons mentioned above. They'd rather have their online be awesome for 3 years to keep people playing and then go out on a good note rather than hand it over to the sub-par amateur bracket and sully their spotless reputation. (note this is a decision well before the game's released)
PC games notwithstanding anyway. ...We've had dedicated servers forever >.>