- 9
- Vidor, Texas
- Ballz_In_Space
I think there may be grounds for a class-action lawsuit regarding "inaccessible game content" for games such as Gran Turismo 6, but not based on micro-transactions.
In the 'old days' of Video Games, publishers and developers would include "cheat codes" programmed into the games themselves. You could plug them into a cheat menu, or you could do a specific combination of controller functions on certain screens to open new maps, give you new weapons, gain access to new cars, or whatever the game might require.
Today, the idea of cheat codes is very nearly dead. Some game developers do understand this concept, however, and as such they have actually created a new way to make money from the end-users' "Lack of Access" to the content they paid for. A good example would be the Need For Speed series, where there are various DLC packs that will unlock all of the cars immediately for use. Not a bad way for the publisher to make an additional ten bucks. But at least, that option is there.
The Forza game series, after the huge uproar over the introduction of microtransactions in Forza Motorsport 5, had the wisdom to "patch" the game, giving higher payouts per race, as well as significantly lowering the prices of the cars in-game. This led to the game becoming relatively easy to purchase ALL of the cars in-game, giving the end-user full access to the game's content. In addition, they made the move to allow ALL cars available in DLC packs to be purchased for use in-game FOR FREE, the first time it was purchased, which effectively gave the end-user immediate access to the content they had just purchased.
With a game like Gran Turismo 6, and even Gran Turismo 5, the sheer number of cars (standard, not including additonal DLC), multiplied by the cost of the cars, factoring in the payouts per race - it's been calculated by several people it would take YEARS - not just 1 or 2 years, but several - to gain access to all of the content in the standard version of the game. YEARS, at a rate of playing for several hours per day! The issue then becomes the lack of REASONABLE access to the content the end-user has already paid for.
Game developers will tell us that they cannot allow immediate unlocks and access to all of the content in most games, because they want to protect the integrity of the online experience.
Simple solution to a simple problem: Arrange a "full unlock/access" code to the offline/career mode of each game. If certain cars, weapons, spells, etc. are needed in the "online" area of the game, then don't allow those items to be used online, unless the end-user has met the criteria to unlock for the "online" mode, in order to protect the integrity of the online experience.
The argument against that, where the Xbox is concerned, is that PSN is essentially free for the end-user, with certain exceptions for a single-user online access license for certain games. Xbox live may have a problem arguing against use of paid-for-content online, even if it hasn't been unlocked through 'merit' - the end-users of Xbox Live must PAY for the right to access Xbox Live.
To me, the answer is simple: Find a mechanism by which to unlock ALL of the content in games for offline use, unless the "merit-based" criteria has been met to unlock items one-by-one, etc. Publishers could even charge extra for this "license". As for me, I would most certainly pay another $49.99 for the "right" to add every car in Gran Turismo 6 to my garage, free of in-game credits, for use in all "offline" modes. Not every gamer has the skills to open all of the content available in every game. There should still be an avenue available to allow them to use the content THEY HAVE ALREADY PAID FOR.
That's my .02, anyway.
In the 'old days' of Video Games, publishers and developers would include "cheat codes" programmed into the games themselves. You could plug them into a cheat menu, or you could do a specific combination of controller functions on certain screens to open new maps, give you new weapons, gain access to new cars, or whatever the game might require.
Today, the idea of cheat codes is very nearly dead. Some game developers do understand this concept, however, and as such they have actually created a new way to make money from the end-users' "Lack of Access" to the content they paid for. A good example would be the Need For Speed series, where there are various DLC packs that will unlock all of the cars immediately for use. Not a bad way for the publisher to make an additional ten bucks. But at least, that option is there.
The Forza game series, after the huge uproar over the introduction of microtransactions in Forza Motorsport 5, had the wisdom to "patch" the game, giving higher payouts per race, as well as significantly lowering the prices of the cars in-game. This led to the game becoming relatively easy to purchase ALL of the cars in-game, giving the end-user full access to the game's content. In addition, they made the move to allow ALL cars available in DLC packs to be purchased for use in-game FOR FREE, the first time it was purchased, which effectively gave the end-user immediate access to the content they had just purchased.
With a game like Gran Turismo 6, and even Gran Turismo 5, the sheer number of cars (standard, not including additonal DLC), multiplied by the cost of the cars, factoring in the payouts per race - it's been calculated by several people it would take YEARS - not just 1 or 2 years, but several - to gain access to all of the content in the standard version of the game. YEARS, at a rate of playing for several hours per day! The issue then becomes the lack of REASONABLE access to the content the end-user has already paid for.
Game developers will tell us that they cannot allow immediate unlocks and access to all of the content in most games, because they want to protect the integrity of the online experience.
Simple solution to a simple problem: Arrange a "full unlock/access" code to the offline/career mode of each game. If certain cars, weapons, spells, etc. are needed in the "online" area of the game, then don't allow those items to be used online, unless the end-user has met the criteria to unlock for the "online" mode, in order to protect the integrity of the online experience.
The argument against that, where the Xbox is concerned, is that PSN is essentially free for the end-user, with certain exceptions for a single-user online access license for certain games. Xbox live may have a problem arguing against use of paid-for-content online, even if it hasn't been unlocked through 'merit' - the end-users of Xbox Live must PAY for the right to access Xbox Live.
To me, the answer is simple: Find a mechanism by which to unlock ALL of the content in games for offline use, unless the "merit-based" criteria has been met to unlock items one-by-one, etc. Publishers could even charge extra for this "license". As for me, I would most certainly pay another $49.99 for the "right" to add every car in Gran Turismo 6 to my garage, free of in-game credits, for use in all "offline" modes. Not every gamer has the skills to open all of the content available in every game. There should still be an avenue available to allow them to use the content THEY HAVE ALREADY PAID FOR.
That's my .02, anyway.