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Hvac0120

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@Colekern But you still have to wear a headset. There are tons of problems with this for mass marketing.

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Hvac0120

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Who's really going to want to wear a VR headset to play games? It seems to me that the market would be similar to current 3D home theaters. It's entertaining every now and then, but it's not something you would use on a daily or even weekly basis.

Until VR is like the Holodeck in Star Trek, it will only be a niche market.

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Hvac0120

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Curious: Why is this podcast under the Xbox 360 section of the website? What happened to the "Culture" links?

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Hvac0120

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The game must have been in the early stages of development to be announced in 2007. By 2009 they should have had nearly all planning done and actual coding should have been started. It's now been 5 years since the announcement and we are coming to the end of this generation of gaming consoles.

With all the new IPs being announced for next-gen, I am beginning to think that, maybe, R* is going to release Agent as a next-gen launch title. If I was Sony, I would be trying to set that as a goal. It could be a potential system seller as an exclusive for the PS4. Especially if it lives up to the hype.

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Hvac0120

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Yippee! It's on iTunes. Now to get caught up and see if I like it as much as i did the Hotspot. Carolyn, Tom, and Kevin being on the show is a big plus. You all are entertaining to listen to. Chris Watters was always a decent guest. I haven't heard of John Davison.

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Hvac0120

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@frostdawn99 This is the reason I don't like how OnLive works. I am not willing to pay full price for a game that is being streamed from their servers. If the publisher decides to pull the game from their service, then all those who already bought the game are now without and the money has been wasted. I want to own my games and be free to do with them what I want.

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Hvac0120

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@frostdawn99 As @jakesnakeel mentioned your digital purchases are tied to your account, not the console. The only concern with digital is if the store (PSN/Xbox Marketplace) removes the content. At that point you no longer have access. This is the reason I strongly believe that digital purchases should have a way to be backed up and loaded without re-download.

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Hvac0120

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@Latebloomer9 @bluecapsule24 @Cronicx- Laser Tag makes it big comeback!

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Hvac0120

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@npkgardens Customers should be able to make a backup of any digital download they purchase and they should have a way to transfer ownership of the digital download to another person for a fee if they choose to charge. Gamestop (and other stores' like it) should be allowed to be middle-men for digital download resales just as they are with the current physical market. But the publisher can have their own resale program/store for gamer's to choose if they want to throw a little money back at the people who marketed the game.

Digital downloads can bring down cost and have other convenience benefits, but are not the answer to the user game "problem". Digital downloads just cause more complications and confusion about who owns what and who can sell what when.

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Hvac0120

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The developers and publishers who are rallying up against used games are under the impression that games are a software service and not a property. They may compare it to a service, such as your internet connection. When you stop paying your ISP for internet service, you no longer have that service and cannot sell that service to someone else.

Back when games came on cartridges and discs and couldn't be updated via internet, games were a property that gamer's purchased and kept. Online MMO's are a game plus a service and may be a cause for some of the confusion.

When I buy a game, I don't think of it as a service. It's a toy that I bought and own and should be able to use and discard how I see fit. I have the right to make a backup of the software in case the original gets damaged. I own my games and I don't want that to change. When I start buying digital, I expect there to be some way for me to create a backup (physical or digital) that I can later use or sell.

Case in point => Games are property, not services; except in special cases where the developer/publisher is committed to providing servers for persistent online worlds (read: MMOs). In those cases the games are still property, but the services that the game taps into are not.