The 'GaaS or subscription service' squeeze in games
gamediscoverability.substack.com
gamediscoverability.substack.com
It also reduces accessibility for lower income people. Not everyone can force over $1000 for Photoshop software but paying $30 a month is a much easier pill to swallow.
Companies didn't switch to SaaS out of the goodness of their hearts or out of concern for low income people. If the old pay-per-version model were making them more money, they would have stuck to it like a barnacle on a ship.
The SaaS model has always been more profitable than pay-per-version because it took control of when to do a version upgrade out of the hands of the end-user.
Hard disagree. Pirating was easier, but even legal avenues were cheaper. Whenever a new version rolled out, you could pick up a license for the old version dirt cheap. I bought Photoshop outright for the price of 2 months of subscription, and had full access to a very usable program for years.
I see the above justification a lot from the same companies pushing this obviously more profitable model.
By switching to subscription they made the barrier to entry lower and unlocked a greater market.
I was very happy with that switch, even though I have a subscription fatigue and general dislike of subscription model misapplication.
But we can’t run away from it. This model is here to stay and more and more businesses will switch if they can.
Best is to adapt your own processes, budgets than to fight or reject.
Other business models would either work by addiction mechanics and whale chasing or by marketing blitz with a big sticker price to entice you to buy but not hold your interest.
Subscription games, to make money, require that you continue to want to pay monthly to continue to play. A developer that wants to hold my interest is one I'd like to invest my time in.
I'm disappointed that subscriptions have fallen out of favor for games. They're replaced by more predatory business models.
There are many games that would have been a much better purchase on a 15 dollars a month or even 5 dollars a week model. Most games don't last me more than an couple hours before I realize I have no interest in playing.
On the other hand, there are the non-subscription games that captivate players for months or years, like Civilization or Street Fighter. These are the Photoshops of gaming - they hold player interest over long spans in "legitimate" ways, yet they would face an enormous backlash if they were to move to the subscription model that they "deserve" for achieving such high longevity without sacrificing product integrity.
It seems services like Games Pass discussed in the article best address your gripes over individually purchasing short-lived games better, though it also introduces the issue of games having to compete for limited spots in the subscription service's roster. Games with shorter lifespans can offer a wider pallet of experiences than those designed with longevity in mind, and it would be a shame to abandon them.
Are you sure? I'd say there is a very limited number of games that works on subscription, with the vast majority of games easily under the buy model instead.
Personally, I would prefer subscriptions for constantly patched and upgraded games (Hello EU4/Paradox games) but for games that aren't updated that often (AoE series) I would run away from a subscription unless they can show a history of constant free updates first.
if they are a small artist, i think they would prefer that they get some listen time and discovery, even if they're not paid much from it. It's better than zero discovery and noone knowing about them.
They would get an opportunity to play live gigs if they get an audience from streaming music.
Genuinely asking- is there a better business model for them? I would imagine that (pandemic aside) discovery via streams leads to merch / tours / album sales they wouldn't have otherwise gotten.
E.g. I would not mind renting TV, because I like getting fresh stuff every month.
But I would like to buy Photoshop, since it's not a core piece of my life, and I'd be content with the same version for the next 5 years because all I need is the basic functionality that's been around since the nineties (Aldus Photostyler, anyone?)
But for what it's worth, the game is completely playable without giving them any money but the cost of the initial game, so props to them for that.
I've been playing emulated retro games for the last ten years, there's enough of them to last a lifetime.
Ultima Online was the first modernish MMO to use the monthly model that I know of but I bet their were others before.