Rage was one of the games that impressed me at E3 back in June. It had a Borderlands vibe to it, but substituted more realistic graphics than the cel-shaded approach that Gearbox Software had taken. The game ran at 60 frames per second, even at an early stage, and was fun to play. My interest level shot up for Rage, and it had been on my wishlist with growing excitement.
Unlike the recent Online Pass trend of locking out multiplayer for used consumers and renters, id Software and Bethesda have decided to target solo players instead. Consumers who buy new will get a one-time use code to unlock secret areas via sewer hatches. Players who don't buy new will not have access to these areas, and it's possible that this code will not be available via DLC. These sewer hatches are said to be loot caches and are "outside the main path".
That quote is from id Software's Tim Willits. Here's a gem from the same piece:
We're not detracting from anything. But I know some consumers, when you can't avoid it, then you get a little touchy subject.
In other words, he knows that this isn't going to be a popular move with consumers… but he really doesn't give a damn. The Industry Defense Force is quick to defend Willits here because, after all, people who buy used or rent games instead of buying new aren't consumers at all. Those people are basically pirates, but without the whole issue of breaking the law.
Here's something for you all to chew on, and I sure as hell hope that I'm not right about this: I believe that this move is the continuation and maturation of an assault on solo players. We've already seen the first shot fired by Rockstar Games via L.A. Noire with its varied retailer pre-order DLC, which didn't allow users to purchase the full game at the time of initial sale. This move began the process of eliminating single-player content in exchange for more money than the $60 asking price. Electronic Arts took a different approach to ransoming the overall quality of the single-player experience in The Masters: Tiger Woods PGA Tour Golf 12 by forcing players to make a choice between buying DLC courses for certain events on the PGA Tour schedule or being forced to sit out that week and forfeit the chance to earn any points or money for that week.
Now we have this move by id Software, which may seem like a minor thing to many… but sets the table for more punitive ransomware actions for all but those who buy new. Locking out loot caches is only a start. What will be next? Could publishers lock out replay value by disabling the game after beating it unless you enter a code? Could entire levels be locked away, saved only for those who buy new? How about locking endings if a code is not entered? The Industry Defense Force claims that this isn't a big deal, but it's more of a "deal" than it was even a couple of years ago… when it didn't even exist. Now it's a deal that almost assuredly is going to get bigger as publishers search for more ways to settle the score with GameStop for not getting any kickbacks for used game sales.
That's the funny thing in this whole mess. The industry either can't or won't go after the source of their grievance, so consumers are not only caught in the crossfire… but they're now the active targets in this War on Used Games. The Industry Defense Force likes to use GameStop as the source of all wrongdoing in the used games market, but they seem to either forget or deny the fact that many other resale destinations exist. When Best Buy opens up their game stores-within-a-store, does anyone think that checks will be cut to game publishers whenever used games are sold? I hope not. Do individual used game sellers on eBay, Craigslist, or auction sites write checks to publishers after a sale? Nope. Does anyone see Amazon making payments to publishers when used game revenue comes in? I didn't think so. Despite all of this being true, people sure love nailing GameStop to that crucifix of blame. Double standards for the win.
We've come to this. The industry apparently has no way of getting its debatable just rewards from the resale of its games, so they've decided to punish the consumer instead… and locking multiplayer action was only the start. This is a brand new slippery slope that the industry has begun to descend, and there aren't the excuses of online maintenance costs to fall back on when you start locking single-player content. It's now a flat-out "Pay us or screw you" mentality for the industry, and there's no way that this doesn't get worse as time goes on. Once you start down that road, there's no turning back. Just wait until we find out what the Online Pass for Batman: Arkham City—a single-player only game—entails.
I do wonder how long we'll keep subscribing to the "It's only…" mentality:
- It's only multiplayer, so just play by yourself.
- It's only extra DLC and not part of the main game.
- It's only loot caches, and doesn't affect the overall experience.
- It's only a few challenge maps. Who plays those, anyway?
- It's only an extra level. You can still beat the game, even if a story element or two is missing.
- It's only the ending. Who watches those, anyway? That's what YouTube is for.
- It's only $20 to renew your license to keep playing for another 6 months. Don't you care about the industry?
- It's only $70 for this game. If you account for inflation, you're getting an awesome deal. I paid $100 for Chrono Trigger.
It's only entertainment. Maybe there are cheaper alternatives.