Do we own our Steam games?
rockpapershotgun.com
rockpapershotgun.com
I considered doing a chargeback, but thankfully I researched it first and found out that if you do a chargeback, Valve will disable all of your games, including the ones not under dispute. It was so cleverly evil, I'm still not quite sure what combination of impressed and disgusted to be.
The answer to "do we own our Steam games" isn't just "no", it's "no, and Valve know this, and they use that fact punitively when they want to".
I was refunded the full cost of the game a couple days later. Interestingly, Valve never removed the game from my account. It still doesn't work on any of my PCs to this day.
Things like that and the warranty extension they provide are why I got an AmEx card.
Basically, regardless of any legal weasel words in their Ts & Cs, if Valve ever actually tried this on a significant scale and one of the card companies got wind of it, Steam would be toasted faster than a loaf in close solar orbit.
This will therefore never happen, and a judicious word with your credit card provider will almost certainly get any threats to make it happen dealt with quite effectively, as kevingadd observed.
Valve has to be very careful with things like that. If they act in those ways to a non US-costumer, they will lose in court.
I am, however, very much aware that my library is entirely at Valve's mercy.
I was quite insistent and even mailed and faxed a letter to their corporate headquarters. This strategy has worked with other companies, but I never heard back from Valve.
Needless to say I quit "purchasing" games from them. They lost a loyal customer that had spent thousands of dollars with them over a $5 sale item.
Despite the fact that Steam knows how long we've played a game or if we've even launched it, we can't get refunds on games that don't work. THIS is what's hurting PC gaming.
If I buy a microwave from Walmart and it doesn't work in my house for whatever reason, I can take it back and get a refund. But if I buy a PC game from Steam, Games for Windows, Best Buy, and it doesn't work, I'm fucked. Which is basically a scam. Period.
How can publishers expect consumers to pay for games when they have no guarantee that it will work?
Years ago I purchased Neverwinter Nights (the first one) from a big box. Best Buy, I think. Despite my computer technically meeting the minimum specs on the box, the game didn't work well. (About 1 frame/3 seconds. I found out later my brand of graphics card was specifically excluded.) When I returned it (opened, of course), they initially attempted to refuse the return on the grounds the product had been opened. After some prodding and asking them to explain how I might otherwise discover the product they sold me was defective/not as advertised without opening it, they eventually chose to refund my money. $50 is certainly less of a hassle to them than a consumer protection complaint to a government agency.
Steam is generally wrong about that, so it's not of much help.
If you buy a microwave, returning it the next day (and a glance at the product) Walmart is pretty sure that it was not used for hours on end until it wasn't needed.
Games (and other products/media) suffer from a tendency of [some] customers to use/abuse the product and its return policy. Buy a game, play it thru for 24 hours straight (or copy it), and then return it as "defective" - not uncommon behavior. Maybe not majority, but enough do it for retailers to impose limitations akin to what clothing stores do by requiring tags still be attached: returnable for refund if in a condition which indicates it in no way was used in an manner taking advantage of the retailer's return policy.
Enough people _do_ try to abuse return policies that, yeah, it wrecks it for the rest of us.
Hey, maybe there's a startup opportunity for verifying "the game was used in a manner which indicates there was a problem whereby a full-refund return is fair." Steam may not have an interest in such a service directly given its overall profit, but if someone can provide a third-party verification service...
Well, under UK consumer protection law, goods normally have to meet certain basic guarantees, such as fitness for purpose. Moreover, the presumption is that if they fail within the first few months after the purchase, it's the vendor's problem unless the vendor can show why it shouldn't be. It might seem harsh, but that is what the consumer protection laws here say, and it's a cost of doing business here.
I don't see why the same principle should not apply at least as strongly to software, particularly given that software is often relatively expensive, very often of poor quality/compatibility in ways that aren't clear to the purchaser up-front, and usually issuing a refund in such cases will cause very little actual damage to the vendor beyond losing the price of the sale. Surely this all goes at least double for a service where the vendor is providing the software entirely on-line, so their actual damage from issuing a refund is nothing but the admin overhead, and where the vendor can see whether the user has actually been able to run the software effectively as a defence against fraudulent refund claims.
That seems overly dramatic and quite inaccurate. Non-functional games are very low on the very short list of reasons why 'Steam is everything wrong with the PC game industry'.
This is actually wrong (in the US at least) in an important way. You absolutely own the CDs and books that you have - you can do anything you want with just them including reselling them and you have the Doctorine of First Sales to support you. What you don't have is the right to copy them, that is you own the book but not the story, the CD but not the song. That's the advantage reification gives you with respect to copyright, you can do all sorts of things with the physical object that you can't do with the underlying copyrighted work.
For example, if you buy a "music" CD-R and then burn a copy of an audio CD to it, you can retain that copy even if you've sold the original, legally.
Edit: this is because there is a tariff levied against "music" CD-Rs, which results in the ability to legally make such copies: http://en.wikipedia.org/wiki/Private_copying_levy#United_Sta...
(These legal tight-rope walks are so crazy)
17 U.S.C. § 1008 bars copyright infringement action and 17 U.S.C. § 1003 provides for a royalty of 2% of the initial transfer price for devices and 3% for media
It often helps to site a source, even if it is just wikipedia for such things.
The publishers like this because it implies ownership when in fact we all know that we are getting a license which can be revoked (Now more than ever). Maybe people will start taking notice when they read
"GAME X licensed 50,000 times" or "50,000 licenses sold for GAME X"
GAME X sold 50,000 licenses.
"GAME X sold 50,000 copies" or "GAME X sold 50,000 units"
and
"GAME X sold 50,000 licenses."
Call out the game companies on the fact that they are not selling items most people would understand it
There is plenty of precedent for this - many words have requirements attached when selling items to the public.
1) Consumers don't understand the license vs own thing, just like they don't understand really basic copyright issues. This isn't about to change any time soon.
2) I can't think of any better way to handle licensing, unless there's a government-standard 'digital license' (which would probably be a terrible idea/implementation anyway). Consumers say they want to "own" something, but what do they want to own? If you own all the IP to the digital item, then others don't own it, or suddenly you're entitled to a share of the revenue from it? That doesn't make sense. A non-revokable license? Maybe that's what consumers are more asking for, but it has its problems too.
Since consumers often don't know what they want, and don't have the language to describe what they want, it would seem a conversation that isn't going to go far.
The problem is that publishers want their cake and to eat it, too: sell for the high price that includes covering the cost of the secondary market and kill the secondary market.
As I've said before, I don't pirate, but I completely understand why somebody who can afford to pay for content does choose to pirate instead.
I don't consider the online version much better. Google can destroy years of data and doesn't care if it is critical to your business or pictures of your baby's first smile. PayPal can turn off access to the funds you need to pay your employees for any reason they choose. Too bad, so sad...
The thing is: you don't really own any game. Yes you own the manuals and the case and the physical media, but it's still licensed to you. Just like a Steam game is.
The only real difference is that Steam can actually revoke that license and enforce that revocation.
However I thought the license stated that if Steam ever went out of business your games would retain offline functionality and be locally playable. (e.g: You get to keep a copy w/o Steam DRM and Community.)
When my credit card expired last year I could not download any apps I had purchased from Apple until I updated it/paid for the ones in my most recent statement. They did not however DELETE/DISABLE the apps on my computer even the ones I still technically owed them money for.
I think Apple has the right idea in how digital downloads should work.
I don't believe this is necessarily by design, It's the nature of allowing ANY application on the store. With steam, to distribute your game you must hook into the Steam API.
Both come with positives and negatives, as you have mentioned, but I don't believe either is 'correct'.
I mean, I don't own my PVR either, but I don't fear the cable company showing up and taking it away from me.
You're not "illegally downloading" the games, you're legally downloading someone else's software that just so happens to modify the server authentication aspects of the games of which you once owned the right to store on your hard disk. By running that software you are definitely breaking a EULA that you no longer care about, and you may or may not be breaking laws that you're incredibly unlikely to be caught or prosecuted for.
Your morality may differ, but I don't have a problem with this.
It's not only steam but every game that is based on a platform that can grant or refuse access to your games. Just look at the problem with Battlefield 3 and forum discussions. Some people have been banned from playing because they said something disrespectful on the forums. How the hell is it even legal?
Customers can vote with their wallets somewhat, but I feel the situation is somewhat unfair in that many people probably do not understand what they are getting in exchange for their money. You could argue that they accepted terms somewhere, but most of those contracts are of a completely unreasonable length and I doubt many people are capable of properly interpreting them. If they do have problems with the contract, they have no power to renegotiate anything. This seems like a case where legislation to protect consumers is warranted.
If they were in the same zone I can see no possible business reason why Valve would object to it, once they found that it wasn't fraud.
HOWEVER, legally it gets into the grey zone of money laundering, though it is laughable at such tiny amounts! :)
If the person was gifting games across pricing zones (can you do that?) in return for cash it gets very complicated and I can see Valve objecting to this as a way of getting around, say euro and dollar pricing.
Also, the pricing zones aren't that much about euro/dollar as they are about distributors (some of them at least). They are no different from music/movie distributors. I would understand that in the case of Skyrim for example, where the Russian version is much cheaper. But I really don't understand why some distributors make games cheaper in US than in Europe, considering the Europe is well bellow the USA in purchasing power. And if I remember correctly, Australians got the most expensive games of all.
We can only be happy that there are no zone restrictions as there are on DVDs. Or are there?
There are a whole bunch of reasons: a less competitive market; less scale; complying to country-specific details - everything from translation to censorship schemes to VAT; less price sensitivity; different sales channel setup (game publishers may not want to undercut the physical sales channel by discounting Steam games so much); etc.
Best defense against this kind of stuff is bad publicity and people voting with their wallets. I would love to see a clear concise statement from Valve/Steam on the issue of who actually "owns" the licences to the games we pay for. If the customer is "purchasing a licence" I don't see how Valve/Steam would be able to deny them access to the games they had purchased. At a minimum they need a way to allow you to use the games you already purchased even if they kill switch your account.
If you're just borrowing the games until Steam/Valve get mad at you and suspend your account then you might as well use a service like OnLive or buy retail copies of all your games.