EndlessKnight: Some games, I know I will get some fun out of, but after five years, I likely won't bother with them anymore. In their case, I tend to not mind purchasing digitally, even if there's a possibility that I won't be able to play it in a decade.
And that leads right to one of the
real, underlying issues that the publishers try so hard to avoid having to address: that most of the stuff they churn out these days doesn't provide long-term entertainment anymore, people won't be playing them anymore after a year, or even a month or two. Underlying issue because this not only leads into the problems with piracy, but also the used-games market that the publishers hate so much. They are going on and on about how Gamestop selling second-hand games just a few weeks old is bad for them, but fail to, or pretend not to, realise the cause: people don't care about the game, it isn't important to them, they didn't particularly like it and don't think they'll ever want to play it again. Who would claim the people who sell a game for maybe 25% of the original purchase price only a few weeks after release, planned to do so when they bought it and do this by principle? No sane person shells out $60 for a game expecting to be selling it again within weeks.
So this is another way that publishers themselves are fuelling piracy and the used-games market. They gear their titles specifically for that part of players who just play around with the games for a few hours, grow tired of it and then move on, rather than trying to make a game that people will gladly pay for and add to their collections. It's game design that is made for the teenage P2P populace, not the "serious" audience with the money ready to be spent. It's their own fault, all of it, down to every single "lost sale".
No matter what you think of the last decade's FPS titles, you have to agree that an 8-hour linear shooting game with a weak story does not provide much incentive to return after those 8 hours. For some people, multiplayer is a big part of making a game interesting in the long-term. But multiplayer is pretty much the same for all games, plus you have to play a lot to get good at them and have fun, meaning that people tend to focus on only one title. In short: the average mainstream game design of the 2000s fails at targetting a viable long-term market.
When you look at why some of the games on GOG were so successful, you see the difference instantly. I remember reading in old magazines back in the day, and talking with other gamers, that the real hits were played for many months, countless hours. There were really deep titles for which even a year or two after release, magazines would still publish hints and strategies for them because people were still playing them, still experimenting, practicing, and discovering new stuff. It might not seem like this is commercially interesting for the publisher, but if they just showed some long-term thinking, they would see that it is, because everyone wants their own copy of these games vs. a used one, and they are ready to buy more of a similar kind, again and again. Today's rhythm of getting it over with and moving on to the next, will not be sustainable for much longer. Already, only very few of the top AAA titles even make a profit. People are bored.
As for the PSN/DRM issue, with the encryption and chain of trust for the PS3 recently and irrevocably blown wide open, the possibility of Sony starting to "constant-online-DRM" all their titles, at least those from the PSN store, suddenly doesn't seem so far-fetched anymore. There's no way on fixing the hack without exchanging hardware, and one of the few remaining things they could do if they were really intent on making life hard on the hackers and homebrew scene would be to require online connection anytime and everywhere possible. Sure it's one more pain in the ass for the paying customers, but given their previous history of handling similar cases, I think such a consumer-hating move would possibly have to be expected from Sony.