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Joined 1 year ago
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Cake day: June 16th, 2023

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  • file.pizza if this is a one off or rare occurrence. If you’re doing this regularly, there are better options, provided the person at the “source” computer is competent. A significant question is whether or not these computers are on the same network. I would recommend running a HTTP server if you don’t care about privacy, HTTPS if you do. There’s no need to buy an SSL certificate, self-signed is more than adequate for this purpose.

    It’s more complicated to set up, but the advantage is that when you’re done you can send the receiving party a link they can open in any web browser, no hassle.



  • I’d highly recommend playing Dance Dance Revolution, if you’re at all interested. Very fun way to burn lots of calories. There’s an open source clone called StepMania. If you really end up enjoying it, you’re going to want to invest in some high quality metal dance pads. Worth every penny though, in my opinion.

    By the way, I’m 400 pounds. I know your struggle. I’ve lost well over 100 pounds playing StepMania before. Unfortunately I’ve had some bad events put me in a bad depression, which caused me to gain it back.


  • If the game is out of print, buying a used copy, even at scalper prices, isn’t going to benefit the original devs or even the publishing company at all. They won’t see a penny of that money.

    In my particular situation, my son has an OLED Nintendo Switch and a fairly big, growing library of games for it. Nintendo is already getting plenty of my money. They’re not losing any significant amount of money over my fullsets of NES, SNES, and N64 ROMs, the vast majority of which are not available on Switch Online / Virtual Console.




  • I fail to see your point? Right now a dev can sell their game as digital-only, forego a bunch of distribution costs and other costs associated with a physical release, and prevent lost game sales from resales. If this was to actually happen, they could no longer prevent those lost sales.

    As a gamer, there’s no longer any reason to “pay” for games. You can just borrow them. Buy them used, and turn around and sell them when you’re done.



  • I actually hope this ruling gets reversed. This has been a known factor in physical vs. digital games for a long time. With a physical game, the publisher only makes money during the initial sale. If that person decides that they want to sell their game later, the developer doesn’t see any of the money from that sale.

    I routinely buy games on Steam when they go on sale for 80%+ discounts. Even AAA titles that are less than a year old occasionally see discounts up to 50%. It’s rare that we can say the same for physical games. I expect that part of this is that game publishers have factored resales into the value.

    A digital copy immediately has a $0 resale value. It has no further value to anybody other than the person who bought it. But a physical copy still retains resale value, as it can be resold multiple times. Aside from a few exceptions, if a developer sells 100 digital copies, around 100 people get to enjoy the game. Versus selling 100 physical copies, which results in significantly more people getting to enjoy it. Also, physical games degrade, but digital games don’t. Without any degradation, there’s no compelling reason for someone to purchase a used game over a new one.

    Overall, this lost revenue will have to come from somewhere. This will almost certainly hurt indie game studios, as well as the digital storefronts themselves. Epic Games is already far from being profitable as is. I can only assume that this will end in higher game prices, less sales, and lower discounts. Other possibilities could be limits on number of downloads, as that extra bandwidth comes at a cost, or subscription fees for storing your digital game library. Of course everybody has their own opinions, but I’d much rather just keep the games I’ve paid for, and acknowledge that I can’t resell them.