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Isn't a big blocker in this space the fact that when you can hide behind a digital license to use a copy of the game the potential that you may, at some point in the future, be unable to deliver a copy of that game to the consumer isn't a big issue?

I had thought that electronic goods dealers (e-books, steam, whatever) had some issues with actually selling goods because of the fact that a sold good needs to continue to be accessible even if their platform becomes too expensive to operate at some point.

I wonder if we could shift the definition of sale to something more reasonable access-wise in the long term and come up with a reasonable path for resale since, with a third party host like steam, infinite transferability isn't really feasible - there are technicalities around account registration and the like that would need to place some limits on your right to resell the item.



While not realistic to get the world to move to this there is a simple test - if you're still selling it and/or still protecting it with DRM then you have capability to distribute. If the answer to both is no then accessing the content where you originally bought it isn't a big issue anymore. What's a reasonable amount of access (e.g. "can I just redownload the game 24/7 for 8 years") would need to be defined but that's a much easier problem.

With the current model you run into an inherent conflict between protecting content you aren't truly relying on the monetization of anymore and what's fair to users because it requires putting the publisher/publisher's agent in front of the access.


Or you may not be licensed to deliver a copy of that game.

This has already happened with e-books, the rights are negotiated for a term and then when they're not renewed the copy is deleted off the consumer's device.

https://gizmodo.com/amazon-secretly-removes-1984-from-the-ki...

Another odd place this might crop up is music licensing... if the license for some music expires, often the show will be re-mastered with a different track instead. But that could be viewed as a different "edition" of the work, and if you aren't allowed to yoink the user's purchased copy (or simply stream the newer edition) then you have a problem.

Frankly these issues have already gotten out of hand and forcing producers/authors to reach less predatory agreements may be a good thing. I'm not thinking of the small author here, they're already losing, but the estate of a dead artist of some smash-hit catalog will often milk that extremely hard.


> Isn't a big blocker in this space the fact that when you can hide behind a digital license to use a copy of the game the potential that you may, at some point in the future, be unable to deliver a copy of that game to the consumer isn't a big issue?

It is for online only things, but if you buy a game and download it that shouldn't come with some assumption or requirement that I can forever re-download a copy. If I buy a download, it's fair to expect me to backup the thing I purchased. That works for music, movies, and ebooks - any DRM that requires a connection to some server, or an account should allow for transfers and companies who use that kind of DRM should be required to notify owners and patch the DRM out of products if the company no longer wants to maintain the servers and accounts provide that protection.

MMOs are still a problem since you aren't selling the game, just access to the systems that run it, but I think most people understand that.




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