Consoleation Opinion: Endgame
Think about this for a moment:
You’ve already paid hundreds of dollars for your Xbox 360 or PlayStation 3. You’re paying $60 apiece for games for your console(s). If you’re an Xbox 360 owner, you may be paying as much as $50 annually for online play (by way of Xbox LIVE). You’re paying a certain amount of money per month to your internet service provider in order to have the ability to get online to either play games, download them, or patch existing games in your library. Just these factors alone likely put this hobby into costing over $1,000 in the first year of owning a console alone, between buying the console, games, accessories, and monthly internet fees. Some people pay more.
Now, if Michael Pachter‘s latest money-grabbing idea gains traction, internet fees might not be the only monthly fees that you’ll be paying.
Pachter predicts that Electronic Arts will ditch their recently-launched Online Pass program and instead charge a monthly fee to play all EA Sports titles online. Furthermore he continues to blame free multiplayer for decreased game sales and believes that “…purchasers just have to accept online multiplayer is going subscription.” He even says that both new and used game sales are being “cannibalized” by free multiplayer.
This move would mean that anyone who purchases EA Sports titles– new purchasers and preowned purchasers– would have to pay the subscription fee in order to utilize any of their online services for games. For golf games, it means more money for GamerNet, which was quite addictive. For Madden and NCAA Football, it means you’ll have to pay for those online leagues and franchises. For the great NHL games, it basically transforms the highly touted EASHL into a subscription-only format that will instantly lose players. It’s a big risk, should EA actually be considering this move. What precedent would EA have? Sports games are not MMOs. Roster updates are not equivalent to the content updates that World of Warcraft gets. Charging ALL consumers for online play is going to ruffle more than a few feathers, plus it’s double jeopardy for Xbox 360 owners who are already paying between $35-$50 per year to play online games.
This milking of the console gaming consumer base is reaching pathetic proportions. Before this generation came to pass, with the promise of better graphics, “expanding game experiences” with downloadable content (which is also a major problem), a whole bunch of other bells and whistles, we knew what we were getting when we bought a game. There was nothing held for ransom. Cheat codes or Easter Eggs unlocked extra levels or costumes which were already on the disc… but now we have to pay for all of those, even when they’re still on the disc. We never had to pay any more for the apparent privilege of multiplayer functionality– unless it was an Xbox game and you were playing online. We’re asked, as consumers, to pay for this and pay for that, but we’ve already given millions of dollars to these greedy publishers who are the sole reason why development budgets are so high in the first place, causing them to cry poor. What we pay is not enough, though. It’s never enough. Not anymore.
Holding online multiplayer completely for ransom marks the continuation of the industry’s descent down a very slippery slope. What will we see locked away in our next $60 purchase? Three “bonus” levels, which were originally part of the game, will now be sold as DLC unlock keys? Will we see difficulty settings locked away for DLC? Think about that; if a game is too hard for less-skilled players, why not charge a dollar or two for Easy Mode? Don’t think it hasn’t been thought about. What about endings? Oh, can you imagine having to pay to see the ending that you worked so hard to achieve? Locked endings are coming for pre-owned buyers, at least… and nothing says that new game buyers won’t see it with this precedent, either.
There used to be a point in time when a piece like this one would be dismissed as ludicrous. The industry would never think to do things like this. Things had been so good for so long that there was seemingly no need for any kind of adjustment. Now that the bubble has burst, the inevitable finger-pointing and damage control has been ongoing for some time, and the finger of blame seems to go everywhere else but to the industry itself. Consumers are buying too many used games. Consumers (allegedly) want big-budget games. Consumers rent too many games. Consumers shouldn’t get to play online for free because it costs us (very little) money. It’s always convenient to blame everyone and everything else while taking absolutely no responsibility for your own role in the downturn. There’s certainly no way that consumers are buying fewer new games because they’re more expensive, contain less content, carry hidden fees, and just might not be any good. Too many games are coming out at prices that are too high for consumers to afford in this economy, and the glut is leading to a lot of games (and accessories) being left on the shelf.
With all of these blog entries and despite my passion on this topic, I can’t see a resolution on the horizon. The industry seems pretty set in its path of raising prices, cutting content, and attempting to fleece its userbase. Fortunately for them, consumers don’t see to have reached their limits yet. When they do– note that I’m not using the conditional “if”– that will spell the endgame for the industry as we have known it for the last 15 years in terms of popularity and volume of sales. Sadly, I think that’s the only way that the console gaming industry will understand that it was the cause of its own downfall.