I suppose I’m confused about when software-as-a-service became the preferred norm.
I’m not here to attack you or be sarcastic about this. I’m being straight-out honest with you.
I’ve never heard of a company thrilled about paying IBM to unlock mainframe cores or shelling out hundreds of thousands for Exchange support. Long-tail enforceable payments annoy people at best.
I mean, you’ve got some companies like Stardock and Valve who are all-Goddamned-about producing a never-ending torrent of free, post-release goodies for anything they make that’s moderately successful (or even not–heyo Elemental!). Maybe it’s part of some grander strategy to win customer goodwill, maybe they just really enjoy making hats, or maybe they’re actively trying to bankrupt themselves–who knows? Not us grunts, but they do it and it’s cool, so yay.
But the fact is, no one requires them to do so. Sometimes a game comes out, does well, and lands squarely in the hands of its community. Bioware didn’t do shit for KOTOR2 post-release while fans managed to patch in almost a whole 'nother game that’d been dropped out. Games like Quake and Unreal Tournament thrived on mods and player-created content for years beyond release.
But what I really take issue with here is the backwards, obscured way that Blizzard has decided to go about this themselves. Apparently sometime between the releases of Warcraft 3 and Starcraft 2, they decided that they didn’t want to provide lasting value for free anymore. Maybe they were mad that South Koreans were winning $50,000 every couple of months playing Starcraft (even though they were completely off Blizzard services and not costing them anything). Or maybe they got bought out by/partnered up with Activision. Or maybe they just decided they love money–who knows? Not me.
So fine, go ahead and charge for lasting value. Release an expansion pack. Require a monthly fee if you really think it costs you that much to maintain the Battle.net servers–isn’t that effectively what MMO gamers are financing already?
But designing the entire game (or at least the technical backend thereof), from the ground up, to be online-only despite it being entirely playable as though it weren’t just smacks of dishonesty. That’s at least partly (to me) because of the level of control they need to exert over the multiplayer portion of the game to make the RMAH a financial sure bet for themselves. They’re collecting a lot of money from every sale there when it goes live, and I don’t think any of us want to argue that it exists for any other purpose than making Blizz money and saving them money (in the form of support for players getting scammed by 3rd party gold farmers). Either way, it’s about the cash.
So now we’ve got a game that can be played exactly like Diablo 2, entirely without any interaction with its online elements. . . except that now you have to deal with the potential (and currently blatant) pitfalls of always-online. . . that’s being fed, back-channel by the fringe benefit/obvious purpose for all the online jazz.
Gah, this is hard to put out clearly. MMOs, I understand the idea behind, and don’t buy because I can’t afford the fee and don’t think their gameplay is worth it. Expansions, I buy or don’t buy based on my enjoyment of the original. DLC, I generally just don’t buy, but might if it presents a value. In all this situations, the company’s method of drawing long-term profits is upfront and doesn’t alter the core technical performance.
With the RMAH driving/being entirely unrelated to/having something to do with always-online, the software as a service shit becomes non-optional despite the game itself–the thing you’re really playing–not needing it.
Don’t get me wrong–it can (and does) benefit some people, and it can do interesting things. But Diablo 3 is so very close to enabling a pure, offline Diablo 2 experience for others. . . minus the server issues. And so Blizz ensures their profit for maintaining things in the long run, but also does so in a way that, to me, makes for a lesser game.
Not an awful game, not a shit game, but a lesser one. I wish–really and truly wish–that they’d settled on going full-blown MMO, or cranking out expansions and micropayments, and not left the game sitting halfway between what I’d like it to be (offline singleplayer) and what it is (not that).
Fuck, I don’t even know if any of that made any Goddamn sense. I’m sorry for those of you who read to this point if it didn’t. At this point, I’m just sad and tired and trying to convey why. It’s the same as the SC2 community feels now: the game is so close to achieving the levels of its predecessor, but is hobbled without an obvious benefit for the way that we want to enjoy it.
Maybe that’s what it is. Some folks just don’t get to enjoy these games as they want to, but they could have been given the option if Blizzard viewed their profit insurance options a little bit differently. It’s probably as close as I’ll get to my feelings on the matter in a forum post, so I’ll cap it there.