Showing posts with label PSP. Show all posts
Showing posts with label PSP. Show all posts

Monday, 22 February 2010

Pre-OWNED


You. Yes, you. You’re a thief. Well, you’re a gamer, and that means that you probably have some pre-owned titles on your shelf. And according to Sony, that makes you a common crook, unworthy of fully-featured games because you’re too tight to cough up for a sealed copy.
We’ve learned that Sony thinks this way from their recent treatment of Socom: Fireteam Bravo 3 gamers. Apparently, if you buy this PSP game second-hand, you can’t go online unless you stump up $20.

Now, I’m all for measures to stop piracy. Sony have indeed confirmed that illegal downloaders of this title won’t be able to access the online features at all, for any sum of money (other than the price of an actual copy of the game...). This is a good thing.

It is crucial that companies take measures to stamp out piracy, and more importantly, to establish that it is both illegal and damaging to the industry. But should second-hand game owners really be lumped in with the download bandits and punished, too?
Well, no. Despite what the likes of Sony, Microsoft or Activision may tell you, the second hand games industry is actually very beneficial. While it is certainly true that fresh copies are sometimes overlooked for pre-owned games which are $5 cheaper, it is also true that the availability of quick trade-ins fuels the new game market. If all stores stopped accepting trade-ins tomorrow, you could expect to see a huge downturn in new game sales by next week. One of the reasons that downloadable games haven’t yet quite taken off is because you’re stuck with a duff title if you make the wrong choice.
Take away the trade-in schemes and you add a sense of caution and slight uncertainty to every gamer’s next purchase. All but the most established franchises would see sales drops, and this would only further stifle an industry not exactly renowned for breeding innovation in recent years. After all, why buy an interesting new IP when you won’t be able to trade it in if you don’t like it?
Single player games would be hindered, too. There’s less incentive to buy a six-twelve hour offline adventure if you can’t trade it in when you’re finished. Slapping some wonky online multiplayer onto every title is not exactly the brave new world I want to embrace either, and will only serve to undermine the single-player experience if developers are forced to divert their attention.
All in all, the second-hand games industry was created out of necessity. It is there to help cash-strapped gamers fund new purchases. It’s there to give niche franchises a chance to gain momentum (after all, you might try a quirky-looking game on impulse if it’s only $10, and you might buy the full-priced sequel as a result). It’s there because we need it to be. No-one is suggesting that the second-hand book market, or the pre-owned car market, is akin to piracy. They’d be laughed out of the country.
It’s time, then, that the games industry treated the second-hand market with a little respect and realised that it does more good than harm for gamers and developers alike. Sony’s ruthless strategy of charging pre-owned buyers for online access is simply greedy and unfair.
Pre-owned buyers are legitimate purchasers, too, and if games companies want to pursue anyone, it should be the greedy stores which perpetuate the second-hand market, making miniscule offers to gamers and slapping second-hand titles on shelves at huge mark-ups. After all, games companies do own the rights to their titles, and if they stipulated that titles require a small percentage of sell-on money if they are re-sold, the stores would have little choice but to stock them and pay the compensation. After all, if Sony required ‘sell-on contracts’ with stores before allowing them to stock Gran Turismo 5, what choice would they have? This would be the fairest compromise for all.
Fairer than shutting out and victimising second-hand buyers, that’s for sure.

Sunday, 7 February 2010

Have handhelds had it?

Gaming on the go is big business. Nintendo have sold over 120 million DS consoles, and Sony have shifted a not-too-shabby 60 million PSPs. This is the largest number of handhelds that have ever been sold in a single five-year period. Clearly, setting lap times on the loo is here to stay.

But whether it’s going to remain in its current form is another matter entirely. Over the coming years, the handheld market is going to see a huge period of change, the likes of which could see even the mighty Nintendo ousted from their multi-billion dollar market-leading position.

The cause of this looming upset is undoubtedly the Nokia N-gage.


No, really. This may sound ludicrous, but the success of Apple’s iPhone, with its App store full to bursting with cheap, accessible games, can be traced back to Nokia’s failed handheld-meets-mobile.


Nokia’s doomed device was the first real stab at a games/phone combo, and although it failed spectacularly, it set a trend that was to have far-reaching consequences for the handheld games industry. The beauty of a gadget that can just as easily call your gran as it can zap alien scum is that it can be bought very easily. Want a DS? That’ll run you £100. A PSP? £130. Don’t even mention the PSP Go’s absurd price tag. But an Apple iPhone, or a similarly powerful smart phone?

 Certainly. Just sign on the dotted line, sir.

Monthly phone contracts may be expensive in the long run, but they allow adults with a regular income (so, anyone who isn’t a starving freelancer like myself) to walk into a phone shop tomorrow and pick up a snazzy new gadget. A gadget, like an iPhone or any one of a number of similar superphones, that will download and play cheap, accessible games on the go. No lining up in funny-smelling game shops, no wrestling with an overweight brat for the last copy of Halo Theft Turismo 7. Just hit ‘download’ and play until the train arrives.

Now, Sony have tried something similar. The PSP Go is a download-only console, which should pack the same kind of advantages as Apple’s efforts. But it became a flawed device, destined for failure the moment Sony decided not to also make it a phone as well – even a bad one.

PSP Go can’t be bought for £0 up front on a contract (a staggering £250 up-front, actually), it can’t go online anywhere – so no downloading Tetris while you wait in traffic – and the thing simply won’t go everywhere you do, because it isn’t a phone – it isn’t an essential.

The iPhone’s App store may be teeming with rubbishy tat titles, it may be devoid of most traditional big-hitters – think Call of Duty, Halo, GTA – but it’s cheap, and it’s easy. Whilst most seasoned gamers may well stick to their pricey, inconvenient consoles with their tiny selection of downloadable titles (that goes for DSi and PSP Go), the general public – the mass market – will buy titles on their phones and play cheap and cheerfully on the go. This emerging demographic will soon be much bigger than the traditional handheld market – which isn’t exactly something to be sniffed at as it is.

Backing this up, mobile phone development last year shot up – to 25% of overall games development, from 12% the previous year. Worryingly for Nintendo and Sony, that’s more than twice the support that DS or PSP receive (Source: Game Developer Research: Game Development Survery 2009-2010)

Time, then, for the traditional handheld companies to adapt, or be left behind – at home, or worse, on store shelves. Portable gaming needs to be mobile, too.