Shamus Young said:
OF COURSE the entire article is built on the assumption that you're interested in the type of entertainment provided by an MMO. Yes, there are other types of games, but they aren't part of this particular discussion because I'm writing an article an not a book. And I make no assumptions about MMOs getting any particular amount of time played. In fact, that variable was the entire point of the article.
And yes, my writing draws from my own experiences. If you want something based on yours, you'll have to write it yourself.
Ok, I think you misunderstood me, or I may have explained myself inadequately.
The problem isn't when you assume we're interested in MMOs, but when it's assumed we're more interested in mmos than we are in, say, an FPS. Or an action game. Or a puzzle game. Or anything. When you make a statement like...
Shamus said:
On that basis alone, most MMOs come out way, way ahead, and single player games usually can't even come close.
...and like I discussed in the other article, you're assuming that people will enjoy MMOs, and thus spend more time with them, than they enjoy single player games. That was also the issue with Funk's article. When he says something like, and I'm paraphrasing, "MMOs will ultimately get you more bang for your buck because you'll play them longer than most other games", you're making an assumption on the user's preference. Yeah, if I'm an MMO fan it's likely I will. If I'm NOT a particularly big MMO fan, and instead of loving the genre just enjoy them the same as other games, then that conclusion goes right down the drain.
And yes, anything you write will be based on your experiences. "Mea culpa" on this one, wasn't clear enough. What I meant was when you make a factual statement such as "MMOs DO give you more bang for your buck than other games!", then you really should try to filter personal bias as much as humanly possible. From what I understand both you and Funk are big RPG/MMO fans, so it can be easy to forget that there are people out there that match your WoW (as an example) playtime with theirs on TF2, or Prototype, or Monkey Island, or whatever.
Shamus Young said:
Because an MMO is an ongoing SERVICE provided to you with ongoing costs - like electricity or phone service - and the other is a standalone PRODUCT - like a toaster. Activation for an MMO is a natural part of the service, and activating a single-player game is a completely needless and artificial thing.
JakobBloch said:
This is a bad comparison. It comes down to expectations. In one transaction (lets say the single player game) the comsumer expects that he has bought a game (or the right to play said game) and that this right is eternal (in lack of a better word). The problem with authentication is that here your purchase is not eternal but only lasts untill the company is no longer able/willing to support it. This means that the expectations of the consumer is not being meet. In essence the spirit of the agreement between the publisher and the consumer is broken and the consumer can no longer use what he purchased and it becomes a rented product.
In P2P there is a another expectation from the consumer (one that sometimes gives them an overstated oppinion of their own importance (see your average "I am a paying customer now fix this." post on a P2P forum.") The expectation is that as long as I keep paying there is some sort of support and maintenance going on as well as new content in development. All this comes down to the fact that the consumer in this scenario is well aware that the dame he/she is playing is in fact rented and this is a part of the agreement between the consumer and the publishers. This means that if the publisher is no longer able/willing to continue the product no expectations are in fact broken.
You are right that both versions is a form of renting but as is evident it is so in 2 very different ways.
I myself like the flat-amount subscription model as I often us it (in this case wow) as a glorified chat-program. Also I would break down in a panic if I had to pay by time spent.
See, I'm a bit of a pragmatist myself, so I don't get this logic. At the end of the day you have two games. Both games you're dependent on a third party saying "ok, go ahead and play it!", or "nop, sorry, can't play right now!", so you don't really own either per say... I'm sure you can argue about "updates!", but then we have examples like TF2, which to my mind is the epitome of "money well spent", or, for a more realistic example, Fallout 3. A lot of companies are following the DLC-based plan now, and when they do they really aren't that far off from an MMO's continuous updates... You usually have to pay for the big expansions anyways. So, assuming I enjoy both types of games equally in order to avoid bias, why would an online activation on a game like Fallout 3 be worse than a monthly fee on an MMO? To my mind it's even better. It's a one time fee instead of monthly, so overtime the cost is considerably inferior to a subscription, and you run the exact same risk of the company suddenly going down under and rendering your investment null...
...Actually, I take that back, with Fallout 3 it'll still be possible to run a crack (although I agree, you shouldn't have to) with relatively small hassle and play it with far bigger ease than it is to pirate an entire server for an MMO... Also if both DO go down under and you can't revive them in any way, at least in fallout's case you only lost your one time fee, while in a subscription based MMO, you lost all your money spent till that point.
Keep in mind, however, that I'm well aware that MMOs sort of require this extra continuously charged cost in order to keep the servers running (yeah, I've read the article about what it takes to run WoW too), but my point is about what kind of deal this is for the costumer, not the companies.