my thoughts on whatever I may be thinking about and choosing to share
discussion moved from "I won't use Impulse"
Published on September 24, 2008 By warreni In Personal Computing

Coelacanth said on September 23:

[quote]
Quoting warreni,
.
This is just being melodramatic; of course you can give it to a friend. He won't be able to get updates, but so what? It's a perfectly functional piece of software. Unlike many games rushed to market today, patches are not required to make it playable. As has been pointed out before, you paid for what was in the box when you bought it. You're getting the updates, in effect, for free. Now, people reasonably expect bugs to be fixed and balance to be tweaked when they purchase a game. However, when you give your copy to a friend, your friend isn't paying Stardock for the man-hours or IP assets involved in updating the product.

 


I've seen this argument a few times now and I disagree with it. Why shouldn't you be able to sell that piece of software to someone else and have the serial key (and thus access to the updates) go with it? At that point, it's off your system. And what difference does it make if someone else gets the updates? It's no different than if you kept the game and updated it yourself. I fail to see the logic of that argument about the man hours or the IP assets. This is really the only thing that currently bothers me about Stardock's business model.

 

 

 

 

I moved this from the original topic as the moderators are clearly tired of that discussion and I expect it will be locked soon.

Coelacanth, the problem with your argument is that the EULA for most software these days specifically prohibits the resale or transfer of the software license by the original purchaser. The rationale for this is that the company distributing the product only makes money on it once: when the original sale is conducted; why should the company subsidize your efforts to make a few bucks back by continuing to support the product for a third party?

 


Comments (Page 3)
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on Sep 24, 2008

Just because you choose to ignore the fundamental differences between software and other commodities doesn't mean the gibberish you posted has any relevance to the discussion, or any relation to what you quoted.

For one thing, nothing you quoted (or anything I posted in this thread) had any references to the legality of transferring keys and, in fact, discusses why a standardized (as in, formally offered by Stardock) system for transfers is not a fit for Stardock's system.

Furthermore, the difference between a chair and a piece of software isn't that you have to pay to fix your chair when you break it.  It's that your chair isn't broken when you buy it.

Overgeneralizations don't help you much either. If you buy a game which does not work and support is unable to get it to work, you are allowed to return it and you'll even get refunded the retail price (so Stardock eats a loss, if you bought it retail). Now, having a bug does not constitute a "broken" game, so that no longer holds.

on Sep 25, 2008

Perhaps you should read your post again?  You specifically said resale should not be allowed.  The topic is whether or not resale should be allowed.  I said your post doesn't make an argument against resale and indirect support availability, only against transferring accounts so Stardock directly deals with the costs.

 

Now, having a bug does not constitute a "broken" game, so that no longer holds.

 

The arrogance of the software industry, it's systemic and I can't blame the individual developers but it's still bullshit.  Either something is broken, or it isn't.  There is no inbetween.  If Sins occasionally crashes, it's broken.  If it were a car, Stardock would have four chances to fix Sins, if I had more than four problems, the same problem four times, or any combination thereof, I would be entitled to a new, perfectly functioning copy, or a full refund.  If an actual car occasionally stopped working, it would cost the car company millions every time it caused a wreck.

 

The industry has refused to set and abide by standards to keep things simple.  They are, in effect, designed to be broken.  Instead of solving that, hopefully in the opposite direction Mac took, they decided to write licensing agreements that excuse them from any liability for all the defects they so rarely manage to clean up before sale.  Why do you think those caveats are in there, just to look nice?  Most companies try to excuse themselves from you being a complete moron and doing something really stupid, like putting your head in the vice or playing your radio in the bathtub.  Software companies tend to excuse themselves from everything, and then gift you with whatever quality of support they deem you worthy of.

on Sep 25, 2008

I fail to see why you're quoting me and then going on about pirates, the price of fuel, banks, and the capitalist system. I have zero sympathy for pirates. That's not at all what I was talking about.

 

Oh, but i do get the whole thing -don't worry.

It's just that to me, there's a very thin line between someone *selling* out their copy to another person when that opportunity is lost for SD to receive "new dollars" input from the freshly registered extra copy when anyone would really buy it from them instead of you - or getting it all free from a Pirated copy.

 

I sure have a knack for exaggeration though, i'll admit.

on Sep 25, 2008

How's that any different than the support the original user might need installing the legal copy on a new system? This "new owners incur expenses that old owners don't" thing doesn't really make sense to me.

Installing issues usually ouccur only once per user.

True. If you have installation issues on a previous computer  for a legal copy, you know/remember how it was resolved. If you have again installation issue on a new computer for the same legal copy, there are lots of chances that you will first try what was useful for fixing the previous issues before needing to contact the support. 

on Sep 25, 2008

Perhaps you should read your post again?  You specifically said resale should not be allowed.  The topic is whether or not resale should be allowed.  I said your post doesn't make an argument against resale and indirect support availability, only against transferring accounts so Stardock directly deals with the costs.

I don't need to re-read my posts, but you do. There's a big difference between Stardock not allowing transfer of serials (the only limitation they put on re-sale) and all software re-sales being illegal, as you went off trying to create some non-sensical argument about toasters

The arrogance of the software industry, it's systemic and I can't blame the individual developers but it's still bullshit.  Either something is broken, or it isn't.  There is no inbetween.  If Sins occasionally crashes, it's broken.  If it were a car, Stardock would have four chances to fix Sins, if I had more than four problems, the same problem four times, or any combination thereof, I would be entitled to a new, perfectly functioning copy, or a full refund.  If an actual car occasionally stopped working, it would cost the car company millions every time it caused a wreck.

Why is it that everyone always pulls out something convenient for them and always ignores everything else? This comparison is flawed in many ways. A more valid comparison is between a highway and a PC. A single car depends only on its own parts to work. A game depends on many things to "work" - including other software that the developer has no control over, and other hardware that the developer has no control over. Already, a direct comparison between a car and a game is not possible. Enter the highway. If you're driving on the highway and another car hits you and you crash, does that mean your car was "broken" to begin with because it has a chance of crashing? No, it crashes because something influenced it. Same with games. They run on PCs which have many hardware configurations, many apps and services running at the same time, and much as a single driver on the highway has no control of what other cars do, games have no control over what other software (including Windows) does. The game can run absolutely flawlessly on several developer systems (in essense, using its own parts), but drop it in the middle of a highway (thousands of other PC configurations) and just like driving a car on a highway, crashes become a possibility.

The vast majority of PC game crashes are various driver conflicts, Windows goofs, or weird device conflicts. This doesn't happen with console games, is it because Console developers are somehow more blessed than PC developers? No, it's because they're developing for a system that does ONE thing and one thing only - run their game. And all such systems are the same. If all PC software and hardware becomes standardized (as in, you can only get one "PC" and everyone's PC is the same), you will see this with PC games as well, because it eliminates everything the developers have no control over.

on Sep 25, 2008

I am in the camp of people that believe software should be just like books. I can let my friend borrow my book and read it, but I can't copy it and give it away or sell it, but I can sell the original to somebody else if I no longer want it. Why shouldn't software be the same way?

on Sep 25, 2008

horneraa
I am in the camp of people that believe software should be just like books. I can let my friend borrow my book and read it, but I can't copy it and give it away or sell it, but I can sell the original to somebody else if I no longer want it. Why shouldn't software be the same way?

The reason has already been told: transfering the game does not bring any profit to the company. There may be this possibility, but it would require changes in the shopping system. You can not transfer the account, because you may have more licences  than the game you want to sell. To modify the whole system would cost money. And someone would had to pay for that. The result would be more expensive games for everyone - even if only few people really would use this option.

on Sep 25, 2008

mrakomo

Quoting horneraa, reply 11I am in the camp of people that believe software should be just like books. I can let my friend borrow my book and read it, but I can't copy it and give it away or sell it, but I can sell the original to somebody else if I no longer want it. Why shouldn't software be the same way?
The reason has already been told: transfering the game does not bring any profit to the company. There may be this possibility, but it would require changes in the shopping system. You can not transfer the account, because you may have more licences  than the game you want to sell. To modify the whole system would cost money. And someone would had to pay for that. The result would be more expensive games for everyone - even if only few people really would use this option.

While this is all true, I would argue that horneraa's scenario actually is currently an accurate model for software. If you give your friend your retail copy of Sins, he can install and play it on his computer. He gets exactly what you got when you bought it (again with the obvious exception of the ability to register and update). By the same token, if you give him your copy of Hitchhiker's Guide to the Galaxy, he gets to read Hitchhiker's Guide to the Galaxy. Books are not generally updated or patched, so he won't get to read The Restaurant at the End of the Universe unless you choose to give him your copy of that too.

on Sep 25, 2008

I believe that there are good arguments for not reselling software but let me take it one step more.

If you like a game, don't you want to reward the company so that they make more games?  Reselling a game you liked instead of forcing a new sale distorts the metrics that go into the question of "Do we make more things like X or do we have to close up shop?"

on Sep 25, 2008

Right, I think what most people forget (in relation to Stardock) is that the only thing they limit is the support. They don't care if you re-sell your disc. And it will work just fine. But they offer support only to the original owner (or whoever first registers, if it's not the original owner, which can happen).

In essense, they're making sure that they are servicing one person per one copy of the game sold - which I do not believe is at all unreasonable, especially considering the various perks of Stardock's system in general.

on Sep 25, 2008

You guys are all missing the point, the reason we buy games is for an experience, you're not paying for a CD (which is physical.

Must like any other experience,  say a vacation or a season pass to a ski mountain, you shouldn't be able to experience all it has to offer, then give it to someone else to experience the same things. The person who is missing out on money and incurring the fact they're basically giving somebody free access to their property is the owner of the experience, in this case, the software company.

When it comes to intelectual property, there is only one owner, and that is the software company, you guys are paying for a season pass of sorts to experience their product.

on Sep 25, 2008

tristangoodes
You guys are all missing the point, the reason we buy games is for an experience, you're not paying for a CD (which is physical.

Must like any other experience,  say a vacation or a season pass to a ski mountain, you shouldn't be able to experience all it has to offer, then give it to someone else to experience the same things. The person who is missing out on money and incurring the fact they're basically giving somebody free access to their property is the owner of the experience, in this case, the software company.

When it comes to intelectual property, there is only one owner, and that is the software company, you guys are paying for a season pass of sorts to experience their product.

 

While I'm not convinced that I disagree with this, it sounds very weird, like Rekal Corporation from "We Can Remember It For You Wholesale" implanting memories of an experience in your brain and claiming ownership of those memories. I understand that you're paying for an experience but I don't think you can rationally equate that to intellectual property; that's like saying that Stardock owns the neural pathways in my brain where I created memories of playing GalCiv2.

on Sep 25, 2008

Well, technically, in part you are paying for the CD I don't think this argument is entirely accurate, since a game is not a movie in a theater. If you just sat and watched a game play out and paid for that.. maybe. Like warreni, I know what you're trying to say, but I don't think it's a solid basis for this kind of argument. When you buy a DVD movie, you no longer strictly pay for the experience (like you did when you went to a movie theater), you actually pay for the physical disc that allows you to repeat the experience at your convenience, more or less.

on Sep 25, 2008

I believe that there are good arguments for not reselling software but let me take it one step more.

If you like a game, don't you want to reward the company so that they make more games?  Reselling a game you liked instead of forcing a new sale distorts the metrics that go into the question of "Do we make more things like X or do we have to close up shop?"

 

Which is why I, for one, never sell games I like (like Gal Civ 2). That doesn't mean I don't like to be able to recover money lost buying a game I didn't like (like, say, Sins). Sins isn't a bad game, but it doesn't fit my tastes and I barely got any play out of it. I'd like to be able to recover that $50 (Collector's Edition, sigh) by passing it along to someone that would actually enjoy and play the game rather than leaving it to collect dust on a shelf. My experience losing that $50 has directly resulted in my exhibiting MUCH greater caution buying Stardock games, due to non-transferrability. I decided against preordering (or ultimately purchasing at all) Political Machine 2008 as a direct result of that, I decided it wasn't worth the risk. Not-MOM and Gal Civ 3, both of which I'd have pre-ordered for the beta, are going to have to wait for extensive positive reviews and a demo release to get my money now.

I may be unusual, I don't claim to know, but in my case a lack of software transferrability costs a publisher money. It's clear enough, however, that publishers have a legal right to make their products non-transferrable, so it's entirely up to them to determine what model best suits their business needs.

on Sep 25, 2008

I believe that there are good arguments for not reselling software but let me take it one step more.

If you like a game, don't you want to reward the company so that they make more games?  Reselling a game you liked instead of forcing a new sale distorts the metrics that go into the question of "Do we make more things like X or do we have to close up shop?"

 

This applies to any good.  If I buy a used car, Ford gets no money from me.  See the problem?  The software industry thinks it's special.  Every industry on earth would jump at the chance to stop second hand sales of their goods.  Only the software industry actually has the gall to prevent them.  You can give yourself any excuse you want, but there is no justification that is unique to software.

 

Before someone starts pissing and moaning about how a used car isn't the same as a new one, if I drive a car for a month and then sell it, the damned thing is just as good as new unless I fucked it up.  Cars last a very long time with proper maintenance.  Your software will be incompatible with modern software and hardware long before the car needs an engine overhaul.  How many fifteen year old programs can you use today without assistance or modification?  Getting fifteen years out of a car is just a matter of changing the oil, replacing brake pads and other parts designed to wear, keeping it clean, and not buying one that's a piece of shit to start with.  This with the understanding that cars have a relatively short lifespan, a good kitchen table will outlive your grandchildren if it's taken care of at all.  Many things are vastly superior in durability and long term use than software.

 

Annatar, either your reading comprehension sucks, or you like to argue and are ignoring it for that purpose.  Conflicts are a result of insufficient standardization and BUGS, not an unavoidable reality that can't be changed.  Read up on hardware vendors some time.  Even the standards that exist are routinely ignored by many of them.  Individual chipsets are shortchanged by vendors and the substitutions made result in aberant behavior.  Even something as obvious as directx compliance for a video card gets fudged on many of the bargain cards.  There is endless bitching by both hardware and software designers on the idiocy that abounds.  If standards were created and held to by all, there would be no conflicts that weren't a product of a design flaw.  Testing a program on a thousand systems to make sure it works on all of them is only required because they aren't.

 

When I explicitly state the reason for something, either refute it or agree with it, don't pull a console out of your ass.

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