DarrkPhoenix: Maybe I'm forgetting some of my gaming history, but I don't recall single-use codes for online play being part of PC games until very, very recently. There have been serial keys used for decades to ensure that only one copy of a game could be used to play online at any one time, but accounts weren't irrevocably tied to these keys, and if you sold or gave away your copy of the game (along with the key) the new owner could still use it to play online. Now, if I've forgotten some elements from gaming history then please feel free to educate me.
StingingVelvet: You probably know more than I do, I never really play online except for Battlefield games which are single-use as far as I know and tied to an EA account. In any case whether it's been like that for a decade or a month I still have no problem with it.
Online gaming really is a service, that's not a lie. Used purchases for services doesn't even make sense. I view singleplayer games as products though and resist Gabe Newell and others' attempts to change that, so I support used purchases for them.
No, it's really not, they made it into a service by disallowing LAN play and 3rd party servers. That's on them, no players demanded that and many desire the opposite. Additionally it's the only reason we're having this debate. It was step one in killing the second hand market.
This is their fault, don't be fooled by the rhetoric, it's full of equivocation and bullshit.
And there are services that offer lifetime use for a single payment, it's not as common as a subscription but it does exist.
StingingVelvet: Online games are services. They rely on servers, on communities. They are inherently online-only and limited by a certain shelf-life. The company pays to support and monitor gameplay after the sale.
They are completely different things.
What you see now isn't at all how it used to work, even as recently as a few years ago. At best officially recognized 3rd party servers could submit scores to a leaderboard type server. 3rd parties ran the communities, they ran the servers, nearly all of it was donated by 3rd parties free of charge for love of the game. Sometimes dev shops donated some of their own hardware/bandwidth to the cause, but it was diminutive in comparison.
Unreal Tournament 2004 is an excellent example (and I think the ill fated UT3 followed the same model, but was broken on release and missing servers for some platforms).
The current method of doing things is a direct result of the industry's poor and anti-consumer decisions.