product-vs-service

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  • Hyperspace Beacon Extra: SWTOR's expansion 'refunds'

    by 
    Larry Everett
    Larry Everett
    09.15.2013

    On Thursday, BioWare gave all Star Wars: The Old Republic subscribers the Rise of the Hutt Cartel expansion for free. From that moment forward, if you subscribe to Star Wars: The Old Republic, you can level to 55 as well as participate in Makeb planetary content and endgame content like operations Terror from Beyond and Scum and Villainy. By doing this, BioWare increased the value of its subscription, which it has been struggling to do all this year. Disgruntled subscribers will be happy about paying their $15 a month, right? Well, not exactly... As expected, most subscribers already own Rise of the Hutt Cartel. In fact, the most loyal players pre-ordered the expansion early this year and have been paying a subscription for the full six months prior to the expansion's being given away. BioWare also announced that the subscribers who bought the expansion within the last month will receive 1050 Cartel Coins, credits to the in-game cash shop equal in value to the price of the expansion -- kind of like a refund. This seems to be a reasonable compromise, right? So why are players split on the issue? Why do some players believe that this a perfectly reasonable compromise while others are readying their hatchets and pitchforks? I think it is directly related to how players define the game. Is SWTOR a product or a service?

  • The Soapbox: Games-as-a-service sucks for the consumer

    by 
    Jef Reahard
    Jef Reahard
    05.29.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. If you pay close attention to game industry marketing-speak, you've probably heard of something called games-as-a-service. It's an initiative that's been gaining momentum in recent years, as publishers and development houses look to increase revenue, strangle used game sales, and clamp down on both PC and console piracy. It's also championed by a few of our more clueless game "journalists," more often than not due to their (desire for a) cozy relationship with the aforementioned industry players. Put simply, games-as-a-service seeks to change both the definition and the public perception of the phrase "video game" from a product that you buy to a service that you rent, thereby granting developers and publishers complete control over the end-user's experience. If that sounds somewhat nefarious, that's because it is. It's also something that MMORPGs have been doing for two decades.