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Whining and Online Passes

March 10th, 2012 No comments

Let’s get started with the gaming community as a whole and their love of whining. If you’re a fan of any game and the developer announces changes that aren’t to your liking, remember that they have an entire ecosystem to keep in mind; not just you.

Since I’ve been a long standing fan of the Battlefield series, I’ll use it as an example. I’m sure most will agree that the USAS + frag rounds are the most hated combo in BF3. Fans bitched, DICE listened and will be nerfing aforementioned combo in a yet to be dated patch. Fans are also kind of split with the MAV elevator use and depending on what side you’re on, you’re either applauding or pumping your fist.

Now, just because your favorite exploit is being nerfed or patched up doesn’t mean you spend the rest of your days trolling anywhere possible to display your disgust; be a man, man. If the balance of something is way off for the community, they have a responsibility to equalize the field for the masses. What, did you think you’d seriously continue your entire career with the same load out each time, with a ridiculously artificial KDR? You’re not the only one that’s paid to play, so learn to pick a new load out and stop depending on your crutch.

If it isn’t using n00by and known overpowered weaponry that causes online arguments, it’s the cost of things. Most gamers are cheap bastards and we’ve gotten accustomed to look for the easy way out (cheat codes anyone?). Game publishers and developers have been fully aware of this, however they have taxes, salaries, property leases, insurance, royalty payments, music licensing clearances, distribution costs, etc. just like any other business incurs, making them no different to most other business models. Since most of the bitching and whiners are under 22 years old, money isn’t exactly aplenty with that demographic… and apparently neither are brains.

When you enjoy your favorite game online with friends, keep in mind the gods of gaming didn’t just wave a wand, enabling online play. The publishers bought the equipment, networking services, and staff to have them there and surprise; they all cost real money. When you “save a few bucks” by buying a used copy, the publishers and developers also lose a few bucks when you play online. How? They profited from the original purchase but when it’s sold or traded and that entity must profit to make it worth their while, the publishers don’t see a penny of that recycled purchase. However they’re expected to still provide the servers and back end to support your play at no additional cost to you, right?

Your online pass now makes certain that you buy new so the money stays within the publisher cycle to keep providing these services we enjoy ongoing. Think for a moment; if you worked your balls off on a project that many loved and enjoyed, however all you got was high fives and lots of Facebook friends saying what a great job you did, how long would you continue to support it with no income?