[QUOTE="subrosian"]
They didn't even fully eliminate this practice though - I spoke to an exchange student from China, and she told me that some shops sell DS' that way *already* there - piracy is so rampant, it's not funny. That's part of the reason I'm such an endorser of Digital Distribution - it's simply impossible to secure a console or handheld at the hardware level. We also ideally need proper region pricing - so that regions like China and Australia aren't having their games priced out of the purchase range of those who are opposed to piracy. dkrustyklown
Oh, come on! You're talking about China. There does not exist any format that isn't pirated like mad in China.
Really the "greenest" technology is digital distribution though - you can have clean-energy powered servers, and there is no manufacturing, fuel use from distribution, packaging, etc to worry about - it's just a small electrical current moving over some wires, and that current can come from sustainable sources such as solar, wind, geothermal, or hydroelectric.subrosian
And for digital distribution to work, consumers will need a format to store their games on. Non-removable hard drives won't cut it, either. You would have a consumer revolt if you took away the console player's ability to swap games with his friends. Without removable storage, digital distribution is nothing but a long-term rental. From a consumer's perspective, this is unacceptable. If my console breaks, and it contains a substantial investment in DD in its internal memory, then I demand either a way to transfer those games to new console or my money back. You could go the route of remote account storage, like Steam, or you could go with local removable storage. I prefer the latter, as that doesn't involve having an account or subscription to an outside service.
Furthermore, basing DD on local, removable storage also has the added benefit that a consumer need not have his own internet access in order to enjoy the benefits of DD. A parent could charge up their kids console with games by visiting a brick & mortar store or kiosk and taking the removable storage device with them.
Earlier, you claimed that the only consumers that matter to the console market were those with credit cards & disposable income that are willing to spend money on things like broadband internet. This is false. Nintendo's "blue ocean" strategy proved this wrong. You can pretend that the gaming market consists only of 17-35 year olds with their own disposable income who are willing to spend like mad, but that is a delusion. Nintendo's ability to avoid such a delusion has propelled them into the position of market-leader this generation. MANY console purchases are made by parents for their children. Often, parents do not wish their children to have their own internet access in their rooms. Take my sister, for example. She refuses to allow my nephew to hook up his 360 or his PS3 to the internet in his room. She doesn't allow him to have his own internet. If he wants to surf the web, he has to do it on the family computer where he can be supervised with hawk-like diligence. DD requiring the console to have internet access would not work for them, as she likes to scrutinize each game purchase to make sure that it meets her standards of ethics. In other words, she's not going to say, here's 1000"insert console name" points, son, have at it. She will want to either visit a brick & mortar store to make the purchase or at the very least hook up the console to the living room and make the purchase herself.
Entirely remote DD will not work for many parents making purchases on behalf of their children. And, yes, children are still a major part of the console gaming business. Many households in the USA still do not have broadband internet, yet they still purchase video game consoles and games for their children. Are you willing to just toss that entire demographic to the side of the road? From a business standpoint, that's madness. It would create a substantial level of resentment on the part of those who suddenly find themselves beyond the grasp of console gaming and would create a ripe atmosphere for an enterprising and innovative company to step in to fill the void.
your sister could use ratings based parental controls to ensure that her son does download something she wouldn't want him to download. she could base this generally, only allowing him to download t- rated games and down or even open up some M games as long as they don't have certain content descriptors (language or whatever).
your point about broadband penetration only applies to whether total DD would work now. we now it's obviously too soon. broadband penetration isn't at an acceptable level yet. 2 generations from now that could easily not be the case. its easy for parents to give their kids gifts through DD by the way. they could make the "gift purchase" themselves and transfer it to his account or simply put the money in his account for him to buy.
DD (and his son yet to be born, CC) would cut costs. costs which would eventually be transferred to the customer.
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