WEBVTT - The Problem With Live Service Games

0:00:04.440 --> 0:00:12.280
<v Speaker 1>Welcome to tech Stuff, a production from iHeartRadio. He there,

0:00:12.280 --> 0:00:15.600
<v Speaker 1>and welcome to tech Stuff. I'm your host, Jonathan Strickland.

0:00:15.600 --> 0:00:18.479
<v Speaker 1>I'm an executive producer with iHeart Podcasts and how the

0:00:18.560 --> 0:00:23.279
<v Speaker 1>tech Are you well. Welcome to our continuation on the

0:00:23.360 --> 0:00:27.480
<v Speaker 1>topic of games as a service or live service games.

0:00:28.040 --> 0:00:30.600
<v Speaker 1>If you missed Monday's episode, I recommend you go and

0:00:30.680 --> 0:00:33.560
<v Speaker 1>check that one out first. But in general, we're talking

0:00:33.720 --> 0:00:37.520
<v Speaker 1>about the tendency for video game developers to move toward

0:00:37.640 --> 0:00:41.840
<v Speaker 1>generating games that have a long tail for revenue, whether

0:00:41.920 --> 0:00:46.279
<v Speaker 1>that's setting up a subscription model or micro transactions or

0:00:46.320 --> 0:00:49.760
<v Speaker 1>something else. I left off last time alluding to how

0:00:49.800 --> 0:00:53.320
<v Speaker 1>some developers and publishers started to require gamers to have

0:00:53.440 --> 0:00:56.880
<v Speaker 1>a persistent Internet connection for their games. That's where we're

0:00:56.920 --> 0:00:59.280
<v Speaker 1>going to pick up today. These are games that would

0:00:59.360 --> 0:01:03.440
<v Speaker 1>require players to have an Internet connection even if the

0:01:03.480 --> 0:01:07.640
<v Speaker 1>game they were playing otherwise had no online component to it,

0:01:07.760 --> 0:01:12.119
<v Speaker 1>like no multiplayer, nothing else. So this was all part

0:01:12.360 --> 0:01:16.520
<v Speaker 1>of a DRM strategy or digital rights management. Still very

0:01:16.600 --> 0:01:21.319
<v Speaker 1>much something that's happening today, but you know, a decade ago,

0:01:21.800 --> 0:01:25.840
<v Speaker 1>this was kind of a new idea. Back in twenty eleven,

0:01:26.360 --> 0:01:30.840
<v Speaker 1>Ubisoft released a PC version of the game from Dust

0:01:31.400 --> 0:01:34.240
<v Speaker 1>from Dust in case you're not familiar with it, I wasn't.

0:01:34.560 --> 0:01:37.640
<v Speaker 1>This is not one of the Ubisoft titles that I've played,

0:01:37.959 --> 0:01:40.320
<v Speaker 1>but anyway, it's a game in which you play is

0:01:40.440 --> 0:01:44.280
<v Speaker 1>kind of a god. You're manipulating landscapes so that your

0:01:44.319 --> 0:01:49.320
<v Speaker 1>worshippers can establish communities and prosper, kind of like Populous

0:01:49.360 --> 0:01:52.120
<v Speaker 1>if you remember those old games. The PC version of

0:01:52.160 --> 0:01:55.360
<v Speaker 1>the game required an Internet connection in order to even launch,

0:01:55.840 --> 0:01:58.440
<v Speaker 1>but the game itself was a single player experience, so

0:01:58.520 --> 0:02:00.960
<v Speaker 1>if you didn't have an Internet connection, the game would

0:02:01.040 --> 0:02:04.320
<v Speaker 1>not even start. You'd be Soft apparently posted a message

0:02:04.320 --> 0:02:07.040
<v Speaker 1>at some point that said you could play the game

0:02:07.320 --> 0:02:10.799
<v Speaker 1>with on Internet connection at least after the first play session,

0:02:10.840 --> 0:02:14.720
<v Speaker 1>where you would register your copy. But according to sites

0:02:14.760 --> 0:02:17.920
<v Speaker 1>I was looking at various media outlets tested this and

0:02:18.000 --> 0:02:20.959
<v Speaker 1>found that not to be true. So the whole purpose

0:02:21.280 --> 0:02:24.160
<v Speaker 1>of this particular practice was to cut back on piracy

0:02:24.560 --> 0:02:27.560
<v Speaker 1>and to require players to prove that they were playing

0:02:27.639 --> 0:02:30.600
<v Speaker 1>on an authorized copy of the game. That you're presumed

0:02:30.600 --> 0:02:34.160
<v Speaker 1>guilty until you prove yourself innocent. In other words, now,

0:02:34.200 --> 0:02:37.560
<v Speaker 1>as I mentioned in the previous episode, one thing game

0:02:37.600 --> 0:02:42.200
<v Speaker 1>companies really want to eliminate is the video games after market.

0:02:42.880 --> 0:02:47.640
<v Speaker 1>That's bad for gamers because you know, sometimes I remember

0:02:47.680 --> 0:02:50.000
<v Speaker 1>doing this myself. You go to a game store and

0:02:50.040 --> 0:02:53.560
<v Speaker 1>you look at the used games and say like, well,

0:02:53.639 --> 0:02:56.840
<v Speaker 1>I can't really afford to buy this brand new, but

0:02:56.880 --> 0:03:00.240
<v Speaker 1>I can buy a used copy and experience this game. Well.

0:03:00.240 --> 0:03:03.240
<v Speaker 1>Game companies hate that because they don't make money on

0:03:03.320 --> 0:03:07.200
<v Speaker 1>any subsequent sales of used copies. They only make money

0:03:07.240 --> 0:03:11.200
<v Speaker 1>if you're buying the new ones. So moving to a

0:03:11.400 --> 0:03:16.520
<v Speaker 1>digital realm where digital distribution becomes the norm as opposed

0:03:16.520 --> 0:03:19.000
<v Speaker 1>to physical media, that would be a huge benefit to

0:03:19.040 --> 0:03:22.639
<v Speaker 1>the video game companies for lots of reasons. It cuts

0:03:22.680 --> 0:03:25.480
<v Speaker 1>down on production costs because you don't actually have to

0:03:25.520 --> 0:03:27.760
<v Speaker 1>make anything. Physical cuts you know, you don't have to

0:03:27.800 --> 0:03:32.840
<v Speaker 1>ship anything, you don't have to have warehouses to store inventory.

0:03:33.240 --> 0:03:35.680
<v Speaker 1>There are a lot of things that it solves. But

0:03:35.840 --> 0:03:40.400
<v Speaker 1>it opens up the possibility of piracy. And there's not

0:03:40.440 --> 0:03:43.400
<v Speaker 1>a publisher out there, no matter what kind of media

0:03:43.440 --> 0:03:47.240
<v Speaker 1>we're talking about, that isn't up in arms about the

0:03:48.080 --> 0:03:51.480
<v Speaker 1>possibility of piracy, not even if piracy is even happening.

0:03:51.800 --> 0:03:54.880
<v Speaker 1>We've heard in the past about how companies have argued

0:03:54.920 --> 0:03:58.520
<v Speaker 1>they have lost millions or even billions of dollars due

0:03:58.520 --> 0:04:01.160
<v Speaker 1>to piracy. Although this is all always a difficult argument

0:04:01.200 --> 0:04:04.040
<v Speaker 1>to make because, as I have said many times, you

0:04:04.120 --> 0:04:06.680
<v Speaker 1>can't point to piracy and say that's the same thing

0:04:06.720 --> 0:04:10.200
<v Speaker 1>as lost sales because there's no guarantee that the people

0:04:10.200 --> 0:04:14.400
<v Speaker 1>who pirated the stuff would have purchased it legitimately. Otherwise

0:04:14.720 --> 0:04:17.960
<v Speaker 1>you can't make that argument. But it's obvious that piracy

0:04:18.000 --> 0:04:22.400
<v Speaker 1>could have a massive impact. So this is particularly understandable

0:04:22.400 --> 0:04:25.479
<v Speaker 1>with the digital landscape. It is incredibly simple to make

0:04:25.520 --> 0:04:29.520
<v Speaker 1>copies of stuff. It's almost effortless to do so, right, Like,

0:04:29.560 --> 0:04:32.520
<v Speaker 1>you could just make a copy available on something like

0:04:32.520 --> 0:04:35.359
<v Speaker 1>a peer to peer sharing network or a server or something,

0:04:35.680 --> 0:04:37.640
<v Speaker 1>and that's all there is to it. You don't have

0:04:37.720 --> 0:04:41.479
<v Speaker 1>to like sit down and transfer tapes to disc and

0:04:41.520 --> 0:04:44.320
<v Speaker 1>all that kind of stuff. So companies have spent a

0:04:44.360 --> 0:04:46.960
<v Speaker 1>lot of time and effort developing strategies to prevent people

0:04:47.000 --> 0:04:50.040
<v Speaker 1>from being able to do that. The problem for gamers

0:04:50.600 --> 0:04:53.719
<v Speaker 1>is that these measures often create a negative experience for

0:04:53.839 --> 0:04:57.080
<v Speaker 1>people who have purchased a legitimate copy of the game,

0:04:57.400 --> 0:05:02.520
<v Speaker 1>and if anything, that kind of actually encourages more piracy

0:05:02.560 --> 0:05:04.800
<v Speaker 1>attempts because people will try to find a way to

0:05:04.839 --> 0:05:07.479
<v Speaker 1>strip DRM out of games so that they can have

0:05:07.520 --> 0:05:11.919
<v Speaker 1>an unfettered gaming experience. Like when the experience of playing

0:05:12.120 --> 0:05:16.360
<v Speaker 1>a legitimate copy of a game is worse than playing

0:05:16.440 --> 0:05:19.080
<v Speaker 1>a pirated copy, people are going to start pirating more.

0:05:19.440 --> 0:05:23.000
<v Speaker 1>It's been argued many times that DRM has made piracy

0:05:23.080 --> 0:05:27.680
<v Speaker 1>worse rather than prevented it. Anyway, Ubisoft's move was a

0:05:27.680 --> 0:05:30.440
<v Speaker 1>pretty rough one, and to say that people were upset

0:05:30.680 --> 0:05:33.839
<v Speaker 1>is putting it mildly. Though they might be more upset

0:05:33.880 --> 0:05:36.359
<v Speaker 1>if From Dust had actually been a more popular game.

0:05:36.440 --> 0:05:39.960
<v Speaker 1>I don't know if they were like diehard From Dust fans.

0:05:40.000 --> 0:05:43.240
<v Speaker 1>I honestly had not heard of this game before. Diablo three,

0:05:43.279 --> 0:05:47.640
<v Speaker 1>which inarguably had a much higher profile than From Dust,

0:05:47.680 --> 0:05:51.000
<v Speaker 1>had similar criticisms thrown its way. Diablo three is a

0:05:51.000 --> 0:05:54.719
<v Speaker 1>game from Blizzard, and the Diablo franchise has been a

0:05:54.720 --> 0:05:57.480
<v Speaker 1>really popular one over the years. It's also no stranger

0:05:57.560 --> 0:06:00.760
<v Speaker 1>to play or frustration. There have been some pretty notable

0:06:00.800 --> 0:06:06.080
<v Speaker 1>outcries from players relating to Diablo. Like From Dust, Diablo

0:06:06.240 --> 0:06:11.039
<v Speaker 1>three required and always on connection because of DRM. But

0:06:11.279 --> 0:06:15.080
<v Speaker 1>unlike From Dust, Diblo three also had a few benefits

0:06:15.360 --> 0:06:19.359
<v Speaker 1>that derived from that persistent online connection, stuff like you know,

0:06:19.520 --> 0:06:22.440
<v Speaker 1>leader boards and that kind of thing. So you could

0:06:22.520 --> 0:06:26.240
<v Speaker 1>argue there was at least some additional value for the

0:06:26.279 --> 0:06:30.599
<v Speaker 1>player for connecting online for each session, you know, beyond

0:06:30.680 --> 0:06:32.960
<v Speaker 1>just being able to boot up the game and play

0:06:32.960 --> 0:06:35.440
<v Speaker 1>it in the first place. But people were still upset

0:06:35.440 --> 0:06:37.920
<v Speaker 1>that a single player game would require an Internet connection

0:06:38.000 --> 0:06:40.240
<v Speaker 1>at all. And I get it. You know, I've lived

0:06:40.240 --> 0:06:43.600
<v Speaker 1>in places that have had really spotty internet, and I've

0:06:43.640 --> 0:06:46.120
<v Speaker 1>also taken games with me on trips where I've gone

0:06:46.120 --> 0:06:48.720
<v Speaker 1>to places where there was no Internet connection at all.

0:06:48.920 --> 0:06:51.719
<v Speaker 1>It is beyond irritating when you fire up a game

0:06:52.120 --> 0:06:55.479
<v Speaker 1>that you have paid for, perhaps even paid full price for,

0:06:56.120 --> 0:06:59.080
<v Speaker 1>and because of a lack of Internet connection, you can't

0:06:59.160 --> 0:07:01.880
<v Speaker 1>launch it because the game just assumes you're a nasty

0:07:01.920 --> 0:07:05.080
<v Speaker 1>little thief. Like again, you are presumed to be guilty.

0:07:05.240 --> 0:07:08.080
<v Speaker 1>It's pretty insulting after you've dropped like sixty or seventy

0:07:08.160 --> 0:07:11.080
<v Speaker 1>dollars on a title. Anyway, this whole thing is a

0:07:11.080 --> 0:07:13.520
<v Speaker 1>bit of a tangent from games as a service. It

0:07:13.600 --> 0:07:17.000
<v Speaker 1>is related, I would argue, but it's not directly connected

0:07:17.000 --> 0:07:20.200
<v Speaker 1>to it. I guess the persistent internet connection element, however,

0:07:20.240 --> 0:07:22.640
<v Speaker 1>would become a component for a lot of these live

0:07:22.760 --> 0:07:26.520
<v Speaker 1>service games. It's what enables companies to create a stream

0:07:26.600 --> 0:07:31.320
<v Speaker 1>of updates and content releases that keeps players engaged in

0:07:31.440 --> 0:07:35.280
<v Speaker 1>particular games, and it opens up opportunities for these companies

0:07:35.280 --> 0:07:38.520
<v Speaker 1>to make more money. Now. In that last episode, I

0:07:38.560 --> 0:07:43.640
<v Speaker 1>also talked about MMO games that's massively multiplayer online games.

0:07:43.920 --> 0:07:48.760
<v Speaker 1>I specifically talked a lot about mmoorpgs. The RPG stands

0:07:48.760 --> 0:07:51.080
<v Speaker 1>for role playing game. Just in case you're not familiar,

0:07:51.400 --> 0:07:56.080
<v Speaker 1>Nearly all of the early mmoorpgs worked on a subscription

0:07:56.280 --> 0:07:59.080
<v Speaker 1>model in which gamers would have to purchase a copy

0:07:59.120 --> 0:08:02.120
<v Speaker 1>of the game. You buy a copy, but then you

0:08:02.120 --> 0:08:04.960
<v Speaker 1>would also have to pay a recurring monthly fee to

0:08:05.080 --> 0:08:09.600
<v Speaker 1>access the online servers that hosted the game. Typically, the

0:08:09.600 --> 0:08:12.920
<v Speaker 1>purchase would come with a certain number of months added

0:08:12.960 --> 0:08:15.880
<v Speaker 1>in to or bundled in with that price, so that

0:08:15.960 --> 0:08:19.040
<v Speaker 1>you're not, you know, paying fifty bucks for a game

0:08:19.080 --> 0:08:21.800
<v Speaker 1>and then immediately having to pay ten or fifteen dollars

0:08:21.840 --> 0:08:25.040
<v Speaker 1>a month to play it. But eventually, you know, even

0:08:26.000 --> 0:08:29.960
<v Speaker 1>if you didn't mind the fee, you would potentially run

0:08:30.080 --> 0:08:33.640
<v Speaker 1>up to a problem where you have experienced kind of

0:08:33.679 --> 0:08:37.320
<v Speaker 1>like everything the game has to offer. So at that point,

0:08:37.600 --> 0:08:40.520
<v Speaker 1>a company might see subscriber numbers start to drop off,

0:08:40.800 --> 0:08:43.560
<v Speaker 1>and the costs of running servers so that you know,

0:08:43.679 --> 0:08:48.240
<v Speaker 1>remaining players could continue to access the game would continue, right, like,

0:08:48.840 --> 0:08:52.920
<v Speaker 1>the cost of supporting that game doesn't go away just

0:08:52.960 --> 0:08:57.160
<v Speaker 1>because some people are leafing. So this meant that there

0:08:57.240 --> 0:08:59.800
<v Speaker 1>was an incentive for companies to come up with ways

0:08:59.840 --> 0:09:03.440
<v Speaker 1>to keep players staying on the game for longer, to

0:09:03.520 --> 0:09:06.760
<v Speaker 1>keep them gauged, so they would start to generate new

0:09:06.840 --> 0:09:10.679
<v Speaker 1>content in order to do that. Now, some mmrpgs would

0:09:10.720 --> 0:09:13.440
<v Speaker 1>require players to spend a decent chunk of change to

0:09:13.559 --> 0:09:17.160
<v Speaker 1>access that new material. So World of Warcraft, for example,

0:09:17.520 --> 0:09:21.960
<v Speaker 1>has had nine major expansion packs released since the game

0:09:22.000 --> 0:09:26.000
<v Speaker 1>first debuted, and these expansions typically introduce a lot of

0:09:26.120 --> 0:09:29.920
<v Speaker 1>new content. Sometimes it actually changes existing areas in the

0:09:29.960 --> 0:09:35.559
<v Speaker 1>game dramatically at times, and this reflects massive story elements

0:09:35.559 --> 0:09:39.880
<v Speaker 1>that unfold in the world's narrative. These expansions would mean

0:09:39.960 --> 0:09:43.920
<v Speaker 1>that two different players could have wildly different experiences within

0:09:44.000 --> 0:09:46.880
<v Speaker 1>the game, Like if one person had purchased and installed

0:09:46.880 --> 0:09:49.920
<v Speaker 1>an expansion and the other one hadn't, there's going to

0:09:49.960 --> 0:09:54.160
<v Speaker 1>be a gap in those experiences. But typically these gaps

0:09:54.200 --> 0:09:57.800
<v Speaker 1>would only kick in at higher character levels in the

0:09:57.840 --> 0:10:01.320
<v Speaker 1>game that you couldn't even access these new areas until

0:10:01.320 --> 0:10:04.360
<v Speaker 1>you had reached a certain level, So until that point

0:10:04.440 --> 0:10:06.600
<v Speaker 1>there wouldn't be a whole lot of difference between the

0:10:06.600 --> 0:10:09.760
<v Speaker 1>two experiences. However, beyond that, the person who had the

0:10:09.800 --> 0:10:12.480
<v Speaker 1>expansion would be able to experience areas and content that

0:10:12.520 --> 0:10:15.079
<v Speaker 1>the other one would not have access to and could

0:10:15.080 --> 0:10:19.640
<v Speaker 1>not get to. The expansions themselves would cost extra to purchase,

0:10:19.800 --> 0:10:23.880
<v Speaker 1>so you would have to buy the expansion, and then

0:10:24.080 --> 0:10:27.600
<v Speaker 1>at that point you just had the normal subscription fee

0:10:28.000 --> 0:10:31.839
<v Speaker 1>kick in after whatever grace period there might be unless

0:10:32.200 --> 0:10:36.240
<v Speaker 1>whatever game you're playing switched to a free to play mode,

0:10:36.440 --> 0:10:40.160
<v Speaker 1>and typically that means that players can access some of

0:10:40.200 --> 0:10:43.360
<v Speaker 1>the game for free, but then eventually they hit a

0:10:43.480 --> 0:10:46.960
<v Speaker 1>content paywall that will require a subscription in order for

0:10:47.000 --> 0:10:50.040
<v Speaker 1>them to access it. I've played a few games where

0:10:50.080 --> 0:10:52.600
<v Speaker 1>it did this, where you could walk around and then

0:10:52.640 --> 0:10:55.920
<v Speaker 1>you might find like a gateway, but the gateway itself

0:10:55.920 --> 0:10:58.800
<v Speaker 1>would be inactive to you because you would have to

0:10:58.800 --> 0:11:01.320
<v Speaker 1>pay a subscription before or you would be allowed to

0:11:01.400 --> 0:11:04.600
<v Speaker 1>access it. World of Warcraft actually made this transition to

0:11:04.679 --> 0:11:07.640
<v Speaker 1>free to play back in last year in twenty twenty

0:11:07.679 --> 0:11:10.480
<v Speaker 1>three and allowed players to create characters and level them

0:11:10.559 --> 0:11:13.240
<v Speaker 1>up to level twenty before they hit a paywall, and

0:11:13.320 --> 0:11:16.120
<v Speaker 1>at that point it's time to part with fifteen dollars

0:11:16.160 --> 0:11:18.800
<v Speaker 1>per month. Or you can opt to pay for several

0:11:18.840 --> 0:11:22.720
<v Speaker 1>months in advance, which reduces the cost per month that way.

0:11:23.080 --> 0:11:25.760
<v Speaker 1>Or you can use something they call game time, where

0:11:25.800 --> 0:11:28.760
<v Speaker 1>you could just pay for sixty days of access and

0:11:28.800 --> 0:11:32.880
<v Speaker 1>it doesn't become a recurring subscription. So maybe you've been

0:11:32.920 --> 0:11:35.640
<v Speaker 1>playing for a while and you dropped off, So then

0:11:35.679 --> 0:11:38.680
<v Speaker 1>you pay, you know, for game time, you get sixty

0:11:38.760 --> 0:11:41.760
<v Speaker 1>days access, you play for two months to try and

0:11:41.840 --> 0:11:44.880
<v Speaker 1>access of some of the content that you hadn't seen already,

0:11:45.080 --> 0:11:47.240
<v Speaker 1>and then once that time is over, you could just

0:11:47.320 --> 0:11:50.000
<v Speaker 1>choose to walk away or you know, subscriber, whatever you

0:11:50.040 --> 0:11:52.560
<v Speaker 1>want to do. In more recent years, we've seen the

0:11:52.559 --> 0:11:56.360
<v Speaker 1>industry at large put more emphasis on these ongoing revenue

0:11:56.360 --> 0:11:59.679
<v Speaker 1>generation models. A Grand Theft Auto of five, which sold

0:11:59.720 --> 0:12:05.160
<v Speaker 1>a mind boggling one hundred ninety five million units since

0:12:05.200 --> 0:12:07.839
<v Speaker 1>it came out way back in twenty thirteen according to

0:12:07.880 --> 0:12:12.040
<v Speaker 1>Statistic Anyway, that's a great example, according to game Ramp.

0:12:12.480 --> 0:12:18.160
<v Speaker 1>According to game Rant, GTA five had a budget of

0:12:18.240 --> 0:12:26.240
<v Speaker 1>two hundred sixty five million dollars for development. That is insane.

0:12:26.640 --> 0:12:29.920
<v Speaker 1>In fact, according to the numbers, it was even bigger

0:12:29.960 --> 0:12:34.600
<v Speaker 1>than the largest budgeted film for twenty thirteen. That film

0:12:34.760 --> 0:12:38.320
<v Speaker 1>was The Loan Ranger, which bombed, but The Loan Ranger's

0:12:38.760 --> 0:12:41.439
<v Speaker 1>budget was estimated to be around two hundred and twenty

0:12:41.480 --> 0:12:45.840
<v Speaker 1>five million dollars. So GTA five cost forty million dollars

0:12:46.120 --> 0:12:50.760
<v Speaker 1>more in budget than the largest budgeted film of twenty thirteen.

0:12:51.360 --> 0:12:55.040
<v Speaker 1>That is an incredible number to think about, and then

0:12:55.120 --> 0:12:59.319
<v Speaker 1>you think, well, making that money back, making a profit,

0:12:59.840 --> 0:13:05.520
<v Speaker 1>that's really challenging. However, for Rockstar, that investment is paid

0:13:05.559 --> 0:13:08.760
<v Speaker 1>off because GTA five has made around eight and a

0:13:08.800 --> 0:13:12.960
<v Speaker 1>half billion dollars billion with a B since it was

0:13:13.040 --> 0:13:15.800
<v Speaker 1>released in twenty thirteen. And again, that number is just

0:13:15.840 --> 0:13:19.280
<v Speaker 1>it's so huge as to be unimaginable to me. And

0:13:19.320 --> 0:13:22.080
<v Speaker 1>a large part of that revenue is thanks to the

0:13:22.120 --> 0:13:27.880
<v Speaker 1>online component, fittingly called GTA Online. It wasn't ready when

0:13:27.920 --> 0:13:32.079
<v Speaker 1>the game initially launched, but GTA Online would become an

0:13:32.280 --> 0:13:36.360
<v Speaker 1>enormous powerhouse for Rockstar in time. Now, the access to

0:13:36.400 --> 0:13:39.520
<v Speaker 1>the online component is free, or at least it's free

0:13:39.559 --> 0:13:42.760
<v Speaker 1>on top of whatever fee a gamer might be paying

0:13:42.880 --> 0:13:46.400
<v Speaker 1>in order to access online services through their respective platforms,

0:13:46.480 --> 0:13:49.800
<v Speaker 1>because both Xbox and PlayStation have done that right where

0:13:49.840 --> 0:13:52.040
<v Speaker 1>you have to pay a certain amount in order to

0:13:52.080 --> 0:13:56.000
<v Speaker 1>be able to tap into the online capabilities of those consoles.

0:13:56.520 --> 0:13:59.959
<v Speaker 1>There are options to spend real world money in GA

0:14:00.360 --> 0:14:04.360
<v Speaker 1>Online to unlock in game content. You can choose to

0:14:04.440 --> 0:14:07.000
<v Speaker 1>just play it for free. You don't have to spend money.

0:14:07.160 --> 0:14:10.000
<v Speaker 1>You can opt to earn stuff in the game, but

0:14:10.040 --> 0:14:13.840
<v Speaker 1>it's going to be at a rate that is really slow,

0:14:14.679 --> 0:14:17.040
<v Speaker 1>slow enough that you might find yourself tempted to spend

0:14:17.120 --> 0:14:19.520
<v Speaker 1>some real world cash to speed things up a bit,

0:14:19.840 --> 0:14:23.720
<v Speaker 1>purchasing a so called Shark card with real world money

0:14:23.760 --> 0:14:28.040
<v Speaker 1>in Jet's virtual cash into your GTA online character's bank account,

0:14:28.480 --> 0:14:32.400
<v Speaker 1>or as Rockstar has put it, quote cash is king

0:14:32.640 --> 0:14:36.080
<v Speaker 1>in this town. Solve your money problem and help get

0:14:36.080 --> 0:14:39.520
<v Speaker 1>what you want across Los Sentos and Blaine County with

0:14:39.600 --> 0:14:43.080
<v Speaker 1>the occasional purchase of cash packs for Grand Theft Auto

0:14:43.240 --> 0:14:46.400
<v Speaker 1>Online end quote. But just to cover their butts and

0:14:46.440 --> 0:14:49.400
<v Speaker 1>to emphasize that maybe you should practice a little restraint,

0:14:49.520 --> 0:14:54.040
<v Speaker 1>the company also adds, quote spend wisely. Cash therapy is

0:14:54.160 --> 0:14:57.320
<v Speaker 1>fleeting in the quote, and I guess say I'm impressed

0:14:57.320 --> 0:15:00.000
<v Speaker 1>with help blatant. Rockstar is on the whole spend money,

0:15:00.080 --> 0:15:02.320
<v Speaker 1>need to make our game more fun for you messaging.

0:15:02.760 --> 0:15:06.920
<v Speaker 1>In fact, we'll touch on that more in just a moment,

0:15:07.000 --> 0:15:19.800
<v Speaker 1>but first let's take a quick break to thank our sponsors. Okay,

0:15:19.840 --> 0:15:23.760
<v Speaker 1>before the break, we were talking about GTA Online and

0:15:24.600 --> 0:15:30.160
<v Speaker 1>the incentive that Rockstar has created to convince players to

0:15:30.200 --> 0:15:36.680
<v Speaker 1>spend real world cash on in game currency. That virtual

0:15:36.720 --> 0:15:38.600
<v Speaker 1>cash in the game is what gets you access to

0:15:38.640 --> 0:15:41.720
<v Speaker 1>some of the fanciest toys that are available. That might

0:15:41.800 --> 0:15:44.400
<v Speaker 1>be a suite headquarters where you can hang out with

0:15:44.480 --> 0:15:47.920
<v Speaker 1>your buddies. It might be brand new vehicles that you

0:15:47.960 --> 0:15:50.120
<v Speaker 1>can tool around in. It could be all sorts of

0:15:50.120 --> 0:15:53.720
<v Speaker 1>different stuff. And you can even purchase a version of

0:15:53.760 --> 0:15:57.680
<v Speaker 1>GTA Online that's separate from the GTA five game if

0:15:57.720 --> 0:16:00.000
<v Speaker 1>all you want to do is just play the online component,

0:16:00.280 --> 0:16:03.640
<v Speaker 1>and that'll save you like twenty bucks in upfront costs

0:16:03.680 --> 0:16:07.040
<v Speaker 1>at that point. Now, rock Stars being a bit cheeky

0:16:07.520 --> 0:16:10.400
<v Speaker 1>in its descriptions of this, but I feel the company's

0:16:10.400 --> 0:16:13.000
<v Speaker 1>messaging is shining a light on one of the real

0:16:13.200 --> 0:16:16.840
<v Speaker 1>challenges of live service games. At least in the minds

0:16:16.880 --> 0:16:20.960
<v Speaker 1>of some gamers, and that's making sure that players don't

0:16:21.000 --> 0:16:23.720
<v Speaker 1>walk away with the feeling that they have to keep

0:16:23.760 --> 0:16:27.040
<v Speaker 1>paying in order to make a game be fun. Like

0:16:27.080 --> 0:16:30.600
<v Speaker 1>that's a terrible realization to come to. Right You're playing

0:16:30.680 --> 0:16:33.600
<v Speaker 1>a game and you're like, well, this isn't fun. I'm

0:16:33.600 --> 0:16:36.720
<v Speaker 1>not enjoying this, and then you realize, oh, the fun

0:16:36.880 --> 0:16:40.040
<v Speaker 1>stuff has been locked behind a paywall, so I have

0:16:40.160 --> 0:16:44.200
<v Speaker 1>to pay money if I want to actually enjoy this experience.

0:16:44.360 --> 0:16:47.600
<v Speaker 1>There is a very delicate line between providing new experiences

0:16:47.640 --> 0:16:50.520
<v Speaker 1>and content for players that they feel is worth paying

0:16:50.560 --> 0:16:53.080
<v Speaker 1>for and holding back on the best stuff of the

0:16:53.120 --> 0:16:56.360
<v Speaker 1>game unless the players cough of the dough. If players

0:16:56.400 --> 0:16:59.240
<v Speaker 1>start to feel that they're being milked of cash just

0:16:59.280 --> 0:17:02.480
<v Speaker 1>because they want to have fun playing a game, they

0:17:02.520 --> 0:17:05.440
<v Speaker 1>get resentful for really good reason. I mean, games are

0:17:05.440 --> 0:17:08.840
<v Speaker 1>supposed to be entertaining. That's why they exist. So if

0:17:08.880 --> 0:17:11.600
<v Speaker 1>you get a feeling that a game is not entertaining

0:17:11.720 --> 0:17:14.719
<v Speaker 1>unless you keep paying money to the developer, that just

0:17:14.720 --> 0:17:17.920
<v Speaker 1>feels like you're being exploited and taken advantage of. That's

0:17:17.960 --> 0:17:21.760
<v Speaker 1>not fun. Rockstar has continued to develop lots of content

0:17:22.080 --> 0:17:26.879
<v Speaker 1>for GTA online, which means that it's also important for

0:17:26.920 --> 0:17:30.000
<v Speaker 1>them to continue to generate a stream of revenue because

0:17:30.040 --> 0:17:33.800
<v Speaker 1>without the revenue, there's no incentive for Rockstar to spend

0:17:34.160 --> 0:17:37.639
<v Speaker 1>assets to build stuff for the game. You would just

0:17:37.720 --> 0:17:40.080
<v Speaker 1>have a static world and it would only exist for

0:17:40.119 --> 0:17:42.480
<v Speaker 1>as long as Rockstar was willing to pay for the

0:17:42.600 --> 0:17:45.600
<v Speaker 1>maintenance of servers. Right, So you have to have that

0:17:45.760 --> 0:17:50.359
<v Speaker 1>ongoing revenue stream. And we don't yet have GTA six

0:17:50.400 --> 0:17:53.680
<v Speaker 1>available to us. It is in development and we've seen

0:17:53.760 --> 0:17:57.119
<v Speaker 1>some like first looks and stuff, but the general expectation

0:17:57.280 --> 0:17:59.960
<v Speaker 1>is that we're going to see such a similar approach

0:18:00.080 --> 0:18:04.760
<v Speaker 1>GTA six that embraces long tail revenue streams. Hopefully they'll

0:18:04.760 --> 0:18:08.280
<v Speaker 1>be incorporated in a way that doesn't feel like rock

0:18:08.359 --> 0:18:11.800
<v Speaker 1>Star is trying to exploit its fan base. But without

0:18:12.320 --> 0:18:15.960
<v Speaker 1>that long tail, there's no reason to spend the ginormous

0:18:16.040 --> 0:18:18.280
<v Speaker 1>amounts of money needed to build out a game with

0:18:18.400 --> 0:18:21.480
<v Speaker 1>the scope of GTA. There's no reason to spend two

0:18:21.600 --> 0:18:25.840
<v Speaker 1>hundred and sixty million dollars making a game because you'd

0:18:25.880 --> 0:18:28.080
<v Speaker 1>never make that back. So you can argue that if

0:18:28.080 --> 0:18:32.320
<v Speaker 1>players reject the GTA online model, game studios would have

0:18:32.359 --> 0:18:34.879
<v Speaker 1>no option but to scale way back on games and

0:18:34.920 --> 0:18:38.199
<v Speaker 1>cut budgets drastically in order for the business model to

0:18:38.200 --> 0:18:41.560
<v Speaker 1>make sense. Would that be a bad thing, Not necessarily,

0:18:42.080 --> 0:18:44.680
<v Speaker 1>but it would mean that the games we would get

0:18:44.760 --> 0:18:48.560
<v Speaker 1>would be less ambitious in scope, right, We wouldn't have

0:18:48.640 --> 0:18:53.560
<v Speaker 1>these enormous open world games with incredible depth and detail

0:18:53.640 --> 0:18:55.960
<v Speaker 1>to them. I think of things like games out of

0:18:55.960 --> 0:19:01.000
<v Speaker 1>Bethesda where you're looking at Fallout or Elders Roles. These

0:19:01.000 --> 0:19:05.719
<v Speaker 1>are huge, epic worlds. Whether you enjoy them or not

0:19:05.880 --> 0:19:09.960
<v Speaker 1>is up to your subjective tastes, but it's undeniable that

0:19:10.040 --> 0:19:12.080
<v Speaker 1>there's a huge amount of work that goes into them,

0:19:12.480 --> 0:19:16.880
<v Speaker 1>and those things aren't possible if you can't find these

0:19:16.920 --> 0:19:20.639
<v Speaker 1>ways to generate long tail revenue for the most part,

0:19:20.840 --> 0:19:24.960
<v Speaker 1>because who's gonna be able to keep that and make

0:19:25.000 --> 0:19:28.600
<v Speaker 1>it sustainable. On the flip side, some people would argue, well,

0:19:28.680 --> 0:19:32.760
<v Speaker 1>games have gotten so large in scope that it's overwhelming

0:19:32.920 --> 0:19:36.800
<v Speaker 1>and stops being fun, And that's a different conversation. Again,

0:19:36.880 --> 0:19:40.119
<v Speaker 1>I think it comes down to personal preference. But maybe

0:19:40.160 --> 0:19:41.919
<v Speaker 1>then you'd say, well, I think it might be a

0:19:41.920 --> 0:19:44.800
<v Speaker 1>good thing for the video game industry to kind of

0:19:45.080 --> 0:19:47.880
<v Speaker 1>check itself a bit and take a step back and

0:19:48.200 --> 0:19:55.200
<v Speaker 1>perhaps not tackle these ever growing projects that get increasingly

0:19:55.359 --> 0:19:58.320
<v Speaker 1>more complicated and expensive. That's the real rub of it.

0:19:58.600 --> 0:20:01.440
<v Speaker 1>Even for teams that just want to build a single

0:20:01.560 --> 0:20:05.320
<v Speaker 1>player experience, to do that on a triple A scale

0:20:05.400 --> 0:20:08.399
<v Speaker 1>requires a level of investment. It's just plain hard to

0:20:08.480 --> 0:20:12.160
<v Speaker 1>profit from if it's just a single purchase model. If

0:20:12.200 --> 0:20:16.560
<v Speaker 1>all you're doing is making an incredibly rich, detailed, enormous

0:20:16.600 --> 0:20:20.080
<v Speaker 1>first single player game and then releasing it and just

0:20:20.200 --> 0:20:22.560
<v Speaker 1>selling the one copy and that's it, you would need

0:20:22.600 --> 0:20:26.280
<v Speaker 1>to sell so many copies of that game to return

0:20:26.800 --> 0:20:29.960
<v Speaker 1>something to that level of investment that it's a huge risk.

0:20:30.600 --> 0:20:35.520
<v Speaker 1>Ongoing revenue streams, either from subscriptions or micro transactions or whatever,

0:20:35.640 --> 0:20:38.760
<v Speaker 1>are way more attractive. The good developers will build that

0:20:38.840 --> 0:20:41.480
<v Speaker 1>into their plans for a steady stream of new content

0:20:41.720 --> 0:20:44.280
<v Speaker 1>adding value to what hopefully is already a good game.

0:20:44.600 --> 0:20:47.439
<v Speaker 1>Bad developers will hope they can ring as much cash

0:20:47.520 --> 0:20:51.000
<v Speaker 1>out from players as they can before the gig is

0:20:51.119 --> 0:20:54.840
<v Speaker 1>up and you know, everyone calls them out on their BS.

0:20:55.400 --> 0:20:59.119
<v Speaker 1>Many live service games have adopted a seasonal structure for

0:20:59.200 --> 0:21:04.760
<v Speaker 1>their content. Games like Sea of Thieves, Fortnite, Fall Guys Deep,

0:21:04.760 --> 0:21:08.760
<v Speaker 1>brought Galactic Dead by daylight. Tons of games use a

0:21:08.880 --> 0:21:13.080
<v Speaker 1>seasonal model. Some of these games introduce new content during

0:21:13.119 --> 0:21:16.280
<v Speaker 1>a season with the promise that once the season is over,

0:21:16.520 --> 0:21:19.520
<v Speaker 1>players will no longer be able to acquire the stuff

0:21:19.560 --> 0:21:22.479
<v Speaker 1>that had been introduced. And this creates a sense that

0:21:22.560 --> 0:21:25.520
<v Speaker 1>if you allow your subscription to lapse or you don't

0:21:25.560 --> 0:21:28.119
<v Speaker 1>pay up to access this new season, you're going to

0:21:28.160 --> 0:21:30.320
<v Speaker 1>be missing out and you won't ever be able to

0:21:30.320 --> 0:21:33.800
<v Speaker 1>get whatever stuff was introduced at that time. So the

0:21:33.880 --> 0:21:39.040
<v Speaker 1>fomo that fear of missing out is strong with seasonal approaches. Now,

0:21:39.119 --> 0:21:43.200
<v Speaker 1>let's talk about another specific subset of micro transactions and games.

0:21:43.320 --> 0:21:46.000
<v Speaker 1>This is one that has drawn criticism and scrutiny from

0:21:46.040 --> 0:21:49.800
<v Speaker 1>regulators around the world, and that would be lootboxes. Some

0:21:50.000 --> 0:21:54.080
<v Speaker 1>games let players buy in game items directly. Right, maybe

0:21:54.080 --> 0:21:56.520
<v Speaker 1>you have your eye on a particular outfit in a

0:21:56.560 --> 0:21:59.640
<v Speaker 1>game and you think that looks really snazzy. I really

0:21:59.680 --> 0:22:02.879
<v Speaker 1>want to have my character wearing this outfit, and maybe

0:22:02.920 --> 0:22:05.840
<v Speaker 1>the game allows you to actually PLoP down real world

0:22:06.359 --> 0:22:10.159
<v Speaker 1>dollars or whatever currency you are working in so that

0:22:10.240 --> 0:22:13.359
<v Speaker 1>your in game character can look amazing. That's great. You

0:22:13.400 --> 0:22:15.280
<v Speaker 1>know the people who want to do that can do that,

0:22:15.400 --> 0:22:18.000
<v Speaker 1>and everyone else can just move along. But what if

0:22:18.240 --> 0:22:22.560
<v Speaker 1>instead you can only spend money for the chance of

0:22:22.600 --> 0:22:26.040
<v Speaker 1>getting that outfit, and there's no guarantee that that's what

0:22:26.080 --> 0:22:29.880
<v Speaker 1>you're going to get. That's what loot boxes represent. They

0:22:29.920 --> 0:22:33.840
<v Speaker 1>are in game items that represent a random or pseudo

0:22:33.960 --> 0:22:37.520
<v Speaker 1>random bit of content. So players spend real world money

0:22:37.600 --> 0:22:40.600
<v Speaker 1>not on a specific thing, but on the equivalent of

0:22:40.640 --> 0:22:43.320
<v Speaker 1>a pull on a slot machine. So if the player

0:22:43.400 --> 0:22:46.879
<v Speaker 1>is incredibly lucky, the loot box will reveal that they've

0:22:46.880 --> 0:22:50.320
<v Speaker 1>been awarded the very thing that the player wanted, but

0:22:50.359 --> 0:22:53.159
<v Speaker 1>the odds are not very good. You could argue this

0:22:53.200 --> 0:22:57.399
<v Speaker 1>whole model is heavily inspired by gambling, particularly on stuff

0:22:57.440 --> 0:23:00.480
<v Speaker 1>like slot machines. So why do folks play slot machines.

0:23:00.840 --> 0:23:04.320
<v Speaker 1>They play because the machines represent the possibility of a payout,

0:23:04.480 --> 0:23:06.920
<v Speaker 1>and a lot of machines are designed so that they

0:23:06.960 --> 0:23:12.040
<v Speaker 1>display near misses right like, it's not just a clear miss,

0:23:12.119 --> 0:23:15.000
<v Speaker 1>though that can be shown too, but you're so close

0:23:15.080 --> 0:23:17.640
<v Speaker 1>it almost lined up, and if it had lined up,

0:23:17.920 --> 0:23:21.199
<v Speaker 1>you would have gotten a big payout. That creates this

0:23:21.400 --> 0:23:25.000
<v Speaker 1>feeling that you almost succeeded and that you just need

0:23:25.040 --> 0:23:27.000
<v Speaker 1>to stick with it a little bit longer. And then

0:23:27.000 --> 0:23:29.879
<v Speaker 1>you're going to be rolling in the dough. It's all

0:23:29.920 --> 0:23:33.320
<v Speaker 1>in an effort to encourage more gambling. Despite the token

0:23:33.359 --> 0:23:36.480
<v Speaker 1>warnings and some casinos about the dangers of gambling addiction,

0:23:37.080 --> 0:23:41.880
<v Speaker 1>loot boxes arguably do something very similar. They tempt players

0:23:41.920 --> 0:23:46.080
<v Speaker 1>with the prospect of awarding rare in game items, whether

0:23:46.200 --> 0:23:49.439
<v Speaker 1>those items are purely cosmetic or maybe they have some

0:23:49.760 --> 0:23:53.520
<v Speaker 1>in game effect, and that has gotten companies into trouble.

0:23:53.720 --> 0:23:56.679
<v Speaker 1>Various lawsuits around the world have been built around an

0:23:56.760 --> 0:24:00.280
<v Speaker 1>argument that loot boxes are, at their heart, a kind

0:24:00.280 --> 0:24:03.840
<v Speaker 1>of gambling. However, one thing that has remained a sticking

0:24:03.880 --> 0:24:07.119
<v Speaker 1>point is that, unlike gambling, the stuff that comes out

0:24:07.119 --> 0:24:10.720
<v Speaker 1>of loot boxes typically cannot be converted back into real

0:24:10.720 --> 0:24:15.439
<v Speaker 1>world dollars, so that has defeated the gambling argument in

0:24:15.480 --> 0:24:18.640
<v Speaker 1>a lot of court cases. That's an important distinction, right.

0:24:18.720 --> 0:24:21.120
<v Speaker 1>If you go to play a poker game, for example,

0:24:21.440 --> 0:24:24.280
<v Speaker 1>you may first have to convert your money into chips,

0:24:24.560 --> 0:24:26.680
<v Speaker 1>and then you play your game. Let's say you're up,

0:24:26.720 --> 0:24:29.080
<v Speaker 1>you're down, whatever it is. At the end of your

0:24:29.240 --> 0:24:31.919
<v Speaker 1>time playing, you take whatever chips you have and you

0:24:31.960 --> 0:24:34.960
<v Speaker 1>convert them back into money. But with loot boxes, you

0:24:34.960 --> 0:24:37.040
<v Speaker 1>don't get to do that, you convert your money into

0:24:37.160 --> 0:24:39.840
<v Speaker 1>loot boxes, or you convert your money into some in

0:24:39.960 --> 0:24:43.440
<v Speaker 1>game currency that you then spend on loot boxes. Then

0:24:43.480 --> 0:24:45.679
<v Speaker 1>you open the loot boxes and you end up with

0:24:45.680 --> 0:24:49.280
<v Speaker 1>whatever the rewards are, but you can't change those back

0:24:49.320 --> 0:24:53.000
<v Speaker 1>into real world dollars, at least not for most games. Now.

0:24:53.040 --> 0:24:55.240
<v Speaker 1>I say most games because there have been lots of

0:24:55.280 --> 0:24:59.119
<v Speaker 1>games that have allowed players to trade items in game

0:24:59.160 --> 0:25:01.879
<v Speaker 1>between one another, where you can give it as a

0:25:01.880 --> 0:25:04.560
<v Speaker 1>gift or you can trade for something else. And in

0:25:04.600 --> 0:25:07.920
<v Speaker 1>those types of games, time and again we've seen markets

0:25:08.080 --> 0:25:12.120
<v Speaker 1>spring up, player run markets in which players are offering

0:25:12.280 --> 0:25:16.600
<v Speaker 1>to give away items in return for real money. But

0:25:16.720 --> 0:25:18.840
<v Speaker 1>in those cases, you could argue this is really just

0:25:18.880 --> 0:25:21.720
<v Speaker 1>more of a black market situation. The game itself is

0:25:21.760 --> 0:25:26.000
<v Speaker 1>not responsible for creating those markets. It's arguably just inspiring

0:25:26.040 --> 0:25:29.199
<v Speaker 1>it to happen. Many of the loop box court cases

0:25:29.440 --> 0:25:32.360
<v Speaker 1>essentially have boiled down to saying that loop boxes are

0:25:32.359 --> 0:25:37.160
<v Speaker 1>not technically gambling. But there's plenty of work published out

0:25:37.160 --> 0:25:40.040
<v Speaker 1>there that points out how video games are relying on

0:25:40.119 --> 0:25:43.840
<v Speaker 1>the same incentives as you would encounter in games of chance.

0:25:43.880 --> 0:25:47.080
<v Speaker 1>I already mentioned the near miss thing with slot machines. Well,

0:25:47.080 --> 0:25:51.880
<v Speaker 1>slot machines also will give much smaller payouts, sometimes small

0:25:52.000 --> 0:25:55.560
<v Speaker 1>enough where it's not even covering however much money you've

0:25:55.680 --> 0:25:59.080
<v Speaker 1>been spending as you're playing, and that this also helps

0:25:59.160 --> 0:26:03.119
<v Speaker 1>encourage people play longer and to lose more money. Well,

0:26:03.359 --> 0:26:07.240
<v Speaker 1>video games can also give out smaller payouts to convince

0:26:07.280 --> 0:26:09.879
<v Speaker 1>you that, oh, you almost got the thing you wanted.

0:26:10.520 --> 0:26:14.960
<v Speaker 1>You did get something. It's much lower in your esteem

0:26:15.040 --> 0:26:17.800
<v Speaker 1>than whatever it is you're after, but at least it's something.

0:26:18.160 --> 0:26:21.320
<v Speaker 1>And there are all these little feedback methods that games

0:26:21.359 --> 0:26:24.000
<v Speaker 1>rely on in order to keep their players active in

0:26:24.040 --> 0:26:27.480
<v Speaker 1>the game and hopefully spending more money to achieve some

0:26:27.520 --> 0:26:30.760
<v Speaker 1>specific task. So I think it's legit to argue that

0:26:30.840 --> 0:26:34.480
<v Speaker 1>the games are using somewhat predatory strategies in order to

0:26:34.520 --> 0:26:39.720
<v Speaker 1>maximize revenue, even if the end result isn't gambling from

0:26:39.760 --> 0:26:42.720
<v Speaker 1>a legal sense. It's just, you know, it's not against

0:26:42.800 --> 0:26:45.440
<v Speaker 1>the law to get people hooked on playing a game

0:26:45.760 --> 0:26:49.960
<v Speaker 1>that's not illegal. So that's the big loophole there. Now,

0:26:50.080 --> 0:26:55.760
<v Speaker 1>there is one massive drawback to all the online stuff

0:26:55.800 --> 0:26:57.919
<v Speaker 1>that we do need to talk about, But before we

0:26:57.960 --> 0:27:00.520
<v Speaker 1>get to that, we're going to take another quick break

0:27:00.840 --> 0:27:12.400
<v Speaker 1>to thank our sponsors. Will be right back all right.

0:27:12.520 --> 0:27:15.200
<v Speaker 1>Before that break, I alluded to the fact that there

0:27:15.280 --> 0:27:19.840
<v Speaker 1>is a huge disadvantage to these online components, and that

0:27:20.080 --> 0:27:22.880
<v Speaker 1>is that there can come a time when a game company,

0:27:22.880 --> 0:27:28.520
<v Speaker 1>for whatever reason, withdraws support for the game and operating

0:27:28.560 --> 0:27:31.520
<v Speaker 1>game service. You know, like I said, it requires ongoing investment.

0:27:31.880 --> 0:27:35.359
<v Speaker 1>You have to do maintenance and repair, You have to

0:27:35.640 --> 0:27:39.000
<v Speaker 1>pay electrical bills if nothing else. So even just keeping

0:27:39.080 --> 0:27:42.919
<v Speaker 1>an online game going requires a company to pour money

0:27:42.960 --> 0:27:45.080
<v Speaker 1>into it. So it should come as no surprise that

0:27:45.160 --> 0:27:48.840
<v Speaker 1>sometimes companies will shut stuff down if the money coming

0:27:48.840 --> 0:27:51.280
<v Speaker 1>in is less than the money going out. That's what

0:27:51.320 --> 0:27:52.840
<v Speaker 1>you got to do in order to keep your business

0:27:52.840 --> 0:27:56.439
<v Speaker 1>afloat right. And also there are times where companies just

0:27:56.440 --> 0:27:59.040
<v Speaker 1>go out of business. You know, maybe they went bankrupt,

0:27:59.080 --> 0:28:01.440
<v Speaker 1>maybe they got a quiet. All of these things can

0:28:01.480 --> 0:28:04.280
<v Speaker 1>affect whether or not a game will continue to get

0:28:04.320 --> 0:28:09.480
<v Speaker 1>ongoing support. The list of abandoned games online games is

0:28:09.640 --> 0:28:12.960
<v Speaker 1>pretty long, and of course it will just get longer.

0:28:13.320 --> 0:28:16.800
<v Speaker 1>They include a lot of MMORPGs, you know, games like

0:28:16.840 --> 0:28:21.560
<v Speaker 1>City of Heroes or Asheron's Call or Jade Dynasty, among

0:28:21.600 --> 0:28:24.520
<v Speaker 1>with like dozens of others have had their day in

0:28:24.560 --> 0:28:28.520
<v Speaker 1>the proverbial sun, only to subsequently fade from view now.

0:28:28.560 --> 0:28:33.679
<v Speaker 1>Sometimes the communities for these games will keep things running

0:28:33.680 --> 0:28:36.480
<v Speaker 1>with fan run servers. I mean City of Heroes has

0:28:36.520 --> 0:28:39.640
<v Speaker 1>some of those where there's community servers out there that

0:28:39.720 --> 0:28:43.000
<v Speaker 1>you can still play on. But other times the game

0:28:43.200 --> 0:28:46.240
<v Speaker 1>just goes away and it means that you've got a

0:28:46.280 --> 0:28:49.120
<v Speaker 1>game in your collection that you paid money for that

0:28:49.160 --> 0:28:51.240
<v Speaker 1>you could no longer play because there's no longer a

0:28:51.320 --> 0:28:54.760
<v Speaker 1>server supporting it. Sometimes the problem actually has to do

0:28:54.800 --> 0:28:57.640
<v Speaker 1>with things like licensing fees. Right Like, if a game

0:28:58.000 --> 0:29:01.960
<v Speaker 1>has been made that draws upon an establish IP, typically

0:29:02.720 --> 0:29:05.240
<v Speaker 1>that sort of thing is done for a set amount

0:29:05.280 --> 0:29:08.760
<v Speaker 1>of time and that is determined by a licensing agreement.

0:29:08.960 --> 0:29:12.560
<v Speaker 1>Like a company might secure a license for a popular

0:29:12.600 --> 0:29:16.120
<v Speaker 1>IP I'm just gonna name a random one. Let's say

0:29:16.120 --> 0:29:20.440
<v Speaker 1>it's Batman, and the agreement allows the company to run

0:29:20.480 --> 0:29:24.480
<v Speaker 1>this game for five years before the licensing agreement expires. Well,

0:29:24.520 --> 0:29:27.080
<v Speaker 1>when that agreement does reach the end of its life cycle,

0:29:27.400 --> 0:29:30.160
<v Speaker 1>that means that the game company either needs to pay

0:29:30.240 --> 0:29:33.840
<v Speaker 1>to renew that license or it will have to end

0:29:33.840 --> 0:29:36.160
<v Speaker 1>support for the game. And if a game again is

0:29:36.200 --> 0:29:38.880
<v Speaker 1>not driving enough revenue, you can bet the company would

0:29:38.880 --> 0:29:41.640
<v Speaker 1>go with option number two for games that require an

0:29:41.680 --> 0:29:45.720
<v Speaker 1>always on DRM connection. That is another huge hassle, right

0:29:45.760 --> 0:29:48.240
<v Speaker 1>because if someone buys a copy of the game, they

0:29:48.560 --> 0:29:51.080
<v Speaker 1>typically expect to be able to play that anytime they

0:29:51.160 --> 0:29:54.680
<v Speaker 1>want from that point forward. They bought it, so they

0:29:54.680 --> 0:29:57.480
<v Speaker 1>should be able to play it. However, if the game

0:29:57.520 --> 0:30:00.959
<v Speaker 1>they bought requires a connection to a DRM server and

0:30:01.160 --> 0:30:04.480
<v Speaker 1>the game company goes away or those servers are shut

0:30:04.520 --> 0:30:07.680
<v Speaker 1>down and they don't send out some sort of update

0:30:07.720 --> 0:30:10.920
<v Speaker 1>that removes that DRM, that means the gamer is pretty

0:30:10.960 --> 0:30:13.800
<v Speaker 1>much faced with two options. I either find a cracked

0:30:13.840 --> 0:30:16.560
<v Speaker 1>copy of the game that has had the DRM stripped

0:30:16.600 --> 0:30:19.160
<v Speaker 1>out of it so they can just keep playing, or

0:30:19.520 --> 0:30:22.080
<v Speaker 1>they never play the game again because there are no

0:30:22.280 --> 0:30:25.560
<v Speaker 1>verification servers out there and so the game won't launch.

0:30:25.920 --> 0:30:28.880
<v Speaker 1>A couple of games have really frustrated players with DRM

0:30:29.000 --> 0:30:33.760
<v Speaker 1>server shutdowns, such as Three Switched and dark Spot. Both

0:30:33.800 --> 0:30:37.560
<v Speaker 1>of those games had always on DRM, and both of

0:30:37.560 --> 0:30:40.800
<v Speaker 1>those games had those servers shut down, which made the

0:30:40.840 --> 0:30:43.360
<v Speaker 1>games inert and it meant the only way you could

0:30:43.360 --> 0:30:46.520
<v Speaker 1>play them was to get cracked versions of those games.

0:30:46.520 --> 0:30:51.480
<v Speaker 1>So again, this DRM really is inspiring piracy more than

0:30:52.000 --> 0:30:56.000
<v Speaker 1>dissuading pirates. But obviously the games that exist solely as

0:30:56.080 --> 0:31:00.840
<v Speaker 1>online experiences are affected by server shutdowns, and that's It's

0:31:00.920 --> 0:31:03.200
<v Speaker 1>like the same thing as saying you have one copy

0:31:03.240 --> 0:31:05.200
<v Speaker 1>of the game, it's stored on your computer's hard drive,

0:31:05.320 --> 0:31:08.880
<v Speaker 1>and your hard drive dies, well, like imagine that, but

0:31:08.960 --> 0:31:12.880
<v Speaker 1>it's for an online server and the entire instance is dead.

0:31:13.120 --> 0:31:16.479
<v Speaker 1>Sometimes again, communities will keep things going all in an

0:31:16.480 --> 0:31:18.960
<v Speaker 1>effort to keep a game alive past it shutdown date.

0:31:19.120 --> 0:31:22.400
<v Speaker 1>Other times you will hear about players who will gather

0:31:22.680 --> 0:31:26.000
<v Speaker 1>online when a game is coming to an end, kind

0:31:26.000 --> 0:31:28.840
<v Speaker 1>of like they're there to observe the end of the world,

0:31:28.880 --> 0:31:31.600
<v Speaker 1>like it's an apocalyptic film or something. There are videos

0:31:31.600 --> 0:31:37.040
<v Speaker 1>online of players congregating on various online worlds just as

0:31:37.080 --> 0:31:39.960
<v Speaker 1>those online worlds were getting switched off for the last time.

0:31:40.320 --> 0:31:42.520
<v Speaker 1>There are other really big issues in the video game

0:31:42.520 --> 0:31:45.080
<v Speaker 1>industry these days, apart from the ones I'm talking about,

0:31:45.480 --> 0:31:48.240
<v Speaker 1>Like one big one is the push to get games

0:31:48.320 --> 0:31:52.400
<v Speaker 1>released as quickly as they can be. Gamers are notoriously

0:31:52.480 --> 0:31:56.520
<v Speaker 1>bad at dealing with delayed gratification. That's part of why

0:31:56.560 --> 0:32:00.000
<v Speaker 1>there's this rush among some gamers to jump into earth.

0:32:00.120 --> 0:32:03.560
<v Speaker 1>The access for games or for beta testing, and so

0:32:03.720 --> 0:32:06.640
<v Speaker 1>video game companies are often under a ton of pressure

0:32:06.960 --> 0:32:09.400
<v Speaker 1>to get games out the door, even if those games

0:32:09.400 --> 0:32:11.520
<v Speaker 1>are not fully baked yet, and a lot of that

0:32:11.520 --> 0:32:15.040
<v Speaker 1>pressure doesn't necessarily just come from gamers, but from higher

0:32:15.120 --> 0:32:17.400
<v Speaker 1>up on the food chain in the games industry, like

0:32:17.400 --> 0:32:20.680
<v Speaker 1>there might be parent companies that want numbers on spreadsheets

0:32:20.680 --> 0:32:22.920
<v Speaker 1>to look real good in time for an earnings call,

0:32:23.080 --> 0:32:24.920
<v Speaker 1>and they might put the pressure to get a game

0:32:24.960 --> 0:32:28.040
<v Speaker 1>out the door even if it's not fully ready yet.

0:32:28.440 --> 0:32:31.360
<v Speaker 1>So lots of times games go live while they still

0:32:31.360 --> 0:32:33.959
<v Speaker 1>need a lot of TLC. And it's become pretty common

0:32:34.000 --> 0:32:36.600
<v Speaker 1>in the video game world to release a title and

0:32:36.640 --> 0:32:39.800
<v Speaker 1>then require players to also download a massive patch early

0:32:39.880 --> 0:32:41.600
<v Speaker 1>on to fix issues with the game, and a lot

0:32:41.640 --> 0:32:43.840
<v Speaker 1>of games will release patches in the months that follow

0:32:43.920 --> 0:32:46.440
<v Speaker 1>the released in order to address various bugs. Now, to

0:32:46.480 --> 0:32:49.560
<v Speaker 1>be fair, we were talking earlier about the size and

0:32:49.640 --> 0:32:52.960
<v Speaker 1>scope of massive like Triple A games. These days, when

0:32:53.000 --> 0:32:56.760
<v Speaker 1>you get to that size, there's just no way for

0:32:56.800 --> 0:33:00.640
<v Speaker 1>you to test everything thoroughly with all all the different

0:33:00.640 --> 0:33:05.040
<v Speaker 1>possible variations that will happen once a game goes gold,

0:33:05.080 --> 0:33:08.040
<v Speaker 1>assuming that game is popular, right, you can only test

0:33:08.120 --> 0:33:11.080
<v Speaker 1>so many things. But in the real world people will

0:33:11.120 --> 0:33:13.600
<v Speaker 1>try all sorts of stuff that you never even thought of,

0:33:13.960 --> 0:33:15.880
<v Speaker 1>and some of that's going to break the game. So

0:33:15.880 --> 0:33:17.600
<v Speaker 1>it's really only when the game is out in the

0:33:17.600 --> 0:33:20.680
<v Speaker 1>real world and players are putting it through its paces

0:33:20.720 --> 0:33:24.240
<v Speaker 1>that you find where the pain points are. And you

0:33:24.280 --> 0:33:29.000
<v Speaker 1>should expect patches to follow the release of larger games,

0:33:29.160 --> 0:33:30.840
<v Speaker 1>but yet it's still something of a joke in the

0:33:30.880 --> 0:33:33.640
<v Speaker 1>game's world that anytime a game comes out these days,

0:33:33.840 --> 0:33:37.240
<v Speaker 1>it does so with an enormous patch required on day one.

0:33:37.880 --> 0:33:40.600
<v Speaker 1>But this is the world of big games. That's how

0:33:40.680 --> 0:33:44.000
<v Speaker 1>things are now. And of course there are still smaller

0:33:44.160 --> 0:33:46.960
<v Speaker 1>games out there, you know, games that don't necessarily require

0:33:47.080 --> 0:33:52.200
<v Speaker 1>persistent online connections or have micro transactions or seasons of

0:33:52.240 --> 0:33:54.880
<v Speaker 1>content or any of that stuff. But the studios that

0:33:55.080 --> 0:34:00.280
<v Speaker 1>make these games are often these smaller, independent studios that

0:34:00.440 --> 0:34:03.320
<v Speaker 1>are in the sights of the bigger players in the space.

0:34:03.400 --> 0:34:07.600
<v Speaker 1>As those bigger companies gobble up the studios left and right,

0:34:08.120 --> 0:34:12.440
<v Speaker 1>so your Microsoft's send your ten cents and your Embracer groups.

0:34:12.440 --> 0:34:16.760
<v Speaker 1>They go out there and they acquire these smaller companies,

0:34:16.760 --> 0:34:20.200
<v Speaker 1>and sometimes these are the same companies that get shut

0:34:20.320 --> 0:34:23.719
<v Speaker 1>down later on by these bigger fish like you know,

0:34:24.120 --> 0:34:28.839
<v Speaker 1>Arcane Austin and Tango Game Works and those sorts of studios.

0:34:29.320 --> 0:34:33.080
<v Speaker 1>There are ways to do live service games correctly. There

0:34:33.080 --> 0:34:35.080
<v Speaker 1>are ways that you can do it where it doesn't

0:34:35.120 --> 0:34:38.920
<v Speaker 1>seem to withhold the best content in return for you know,

0:34:39.120 --> 0:34:41.960
<v Speaker 1>someone paying a ransom to the developer to get access

0:34:42.000 --> 0:34:44.800
<v Speaker 1>to it. There are ways that encourage players to enjoy

0:34:44.880 --> 0:34:48.880
<v Speaker 1>a game on their own terms, which can include spending

0:34:48.920 --> 0:34:52.040
<v Speaker 1>a bit more after initial purchase if the players want to.

0:34:52.200 --> 0:34:55.040
<v Speaker 1>I've played a few games myself where I've chosen to

0:34:55.120 --> 0:34:58.440
<v Speaker 1>purchase stuff in game because the title I was playing

0:34:58.520 --> 0:35:01.240
<v Speaker 1>was free to play, or or I had been playing

0:35:01.239 --> 0:35:03.640
<v Speaker 1>it for years and I was really enjoying it, and

0:35:03.680 --> 0:35:06.600
<v Speaker 1>I wanted to continue to support something that I really

0:35:06.680 --> 0:35:09.200
<v Speaker 1>liked because that's the way I get more stuff that

0:35:09.280 --> 0:35:12.120
<v Speaker 1>I like. Plus, I mean, some of those exclusive outfits

0:35:12.160 --> 0:35:15.440
<v Speaker 1>get real snazzy. But obviously there are lots of ways

0:35:15.440 --> 0:35:17.840
<v Speaker 1>to do it poorly. And I think that's the big

0:35:17.920 --> 0:35:20.560
<v Speaker 1>issue we're seeing right now in the video games industry

0:35:20.640 --> 0:35:23.240
<v Speaker 1>is that there are a lot of companies that seem

0:35:23.320 --> 0:35:27.640
<v Speaker 1>to be pretty eager to throw in as many of

0:35:27.719 --> 0:35:31.560
<v Speaker 1>these abilities to generate revenue down the line of a

0:35:31.600 --> 0:35:35.080
<v Speaker 1>games lifespan as is possible without regard to how that

0:35:35.160 --> 0:35:39.919
<v Speaker 1>actually impacts the playing experience or gamers' perceptions of the game.

0:35:40.160 --> 0:35:41.600
<v Speaker 1>There have been a lot of games that have come

0:35:41.600 --> 0:35:46.960
<v Speaker 1>out recently that have had some hefty criticism thrown their way.

0:35:47.000 --> 0:35:50.279
<v Speaker 1>For this, one that just recently springs to mind is

0:35:50.360 --> 0:35:54.359
<v Speaker 1>the Suicide Squad Kills the Justice League game. That one

0:35:54.480 --> 0:35:58.680
<v Speaker 1>has received a lot of criticism recently for many reasons,

0:35:58.719 --> 0:36:03.080
<v Speaker 1>not just the live service aspects of the game, but

0:36:03.120 --> 0:36:06.200
<v Speaker 1>that has been part of that conversation. So yeah, I

0:36:06.280 --> 0:36:08.640
<v Speaker 1>don't think live service is going away. I don't think

0:36:08.680 --> 0:36:11.879
<v Speaker 1>games as a service is really going away. I think

0:36:11.920 --> 0:36:17.000
<v Speaker 1>you will still find independent game developers who create really

0:36:17.239 --> 0:36:21.239
<v Speaker 1>interesting and fun and entertaining games out there that lack

0:36:21.320 --> 0:36:23.319
<v Speaker 1>a lot of the stuff because they're not working at

0:36:23.320 --> 0:36:27.400
<v Speaker 1>that same scale. But I think just the nature of

0:36:27.560 --> 0:36:32.920
<v Speaker 1>the truly enormous games, the really deep, huge games of scope,

0:36:33.280 --> 0:36:37.920
<v Speaker 1>that kind of necessitates this long tail revenue approach. Otherwise

0:36:37.960 --> 0:36:40.000
<v Speaker 1>there's no reason to do it because you'll never make

0:36:40.040 --> 0:36:43.520
<v Speaker 1>your money back. You'll spend way more developing than you'll

0:36:43.520 --> 0:36:47.640
<v Speaker 1>get from sales. So again I think It's understandable, but

0:36:47.800 --> 0:36:50.360
<v Speaker 1>there is, in my opinion, a right way and a

0:36:50.400 --> 0:36:52.880
<v Speaker 1>wrong way to go about doing it. I hope you

0:36:53.000 --> 0:36:56.400
<v Speaker 1>enjoyed this pair of episodes. I hope you are all well,

0:36:56.840 --> 0:37:06.120
<v Speaker 1>and I'll talk to you again really soon. Tech Stuff

0:37:06.239 --> 0:37:10.760
<v Speaker 1>is an iHeartRadio production. For more podcasts from iHeartRadio, visit

0:37:10.800 --> 0:37:14.319
<v Speaker 1>the iHeartRadio app, Apple Podcasts, or wherever you listen to

0:37:14.360 --> 0:37:15.320
<v Speaker 1>your favorite shows.