With digital games, you're tied to how long the console's e-store lasts, which is guaranteed to be sunset.
Eventually I couldn't justify buying the console version of a game that I was willing to play on Steam.
I do that too but doesn't the same rule apply to Steam, too? (that is if it goes down, you can't download the games anymore?).
It's especially hard to reconcile "the staff work on whatever they want" with "Valve almost exclusively makes profit-optimized live-service lootbox dispensers now". I doubt the artists who joined the Half Life and Portal company found their true calling in churning out lootbox fodder.
I buy my games from Steam because of the convenience and to support the developers, but if, say, Gaben kicks the bucket and Steam suddenly closes/turns evil I can just as easily pirate all of my games back. So from a game preservation standpoint Steam isn't that bad compared to the locked down consoles and their walled gardens.
Plus they are EU-based which decreases political risk in the current political climate.
GOG would be another example since you can get a DRM-free binary.
On the other hand, does it really matter that much? Probably not. It feels good from a hoarding stance to have a bunch of games I'll probably never play but I got for a "good deal", heh.
A counter-point to my comment is that the real goal should be to buy the game on the medium you want to play it on only if you're going to play it, finish as much as you want to, and not care if it goes away because it's all ephemeral in the end.
I barely play games anymore yet I still would get sucked into looking for deals on Switch e-shop and Steam, and that feeling of sheepishness is what I had in mind when I commented.
There already exist games which you can (illegally) play today only because they were archived by pirates. However with the consoles' security getting better, piracy not being as widespread as back in the day and the industry not being interested in game preservation it's also a matter of time before we start permanently losing games again.
I’ve realized this at some point, but video games are ephemeral and should really be enjoyed in the now. Even if you can perfectly preserve a game, and the means to play it, tastes change so quickly in gaming that a game that’s fun today might not be enjoyable even a year later.
> I’ve realized this at some point, but video games are ephemeral and should really be enjoyed in the now. Even if you can perfectly preserve a game, and the means to play it, tastes change so quickly in gaming that a game that’s fun today might not be enjoyable even a year later.
This is horseshit.
It's a defeatist attitude, and it's not reflective of reality. Yes - some things go out of fashion for a while, but trends almost always cycle back. You might think something is out of style right now, (and that's fine) but to be facetious: One man's trash is another man's treasure.
Exactly, this is even supported by Nintendo's own services offering emulation of their older systems. There is clearly demand for the ability to older games.
Capitulation to an "inevitable" fate of download only games is just taking the easy way out by not sticking to your own core values. I have personally pre-ordered a Switch 2, but I will not being purchasing any online only cartridges or download only software.
We haven't had the watershed moment that brings it into focus for gamers at large yet, The Crew was close. But Nintendo has kept the download servers going for all of their systems which has provided a false sense of security. Once those start being shut down maybe we'll see some actual response. Though with the introduction of Gamecube emulation on the Switch 2, they are only a small step away from emulating the Wii and giving people another scapegoat for their lazy acceptance of lack of ownership.
Before the Switch, save files were also stored on cartridges, making physical medium far more appealing than the mess digital was on the 3DS (if you owned more than 1 console).
Then you start to approach the problem that is gaming.
The worst case scenario for preservationists is for games to become a streaming service via cloud gaming, which publishers may like since it pretty much prevents piracy and allows them to charge a monthly fee rather than a one time license fee. For movies and music streaming exclusives aren't a new thing and improvements in network latency and bandwidth are making game streaming more and more viable.
Gamepass is the biggest threat in turning games into subscriptions, and unfortunately a growing subset of people will only play games on Gamepass. We've dodged Gamepass exclusives for now, but for how long?
While they offer digital downloads on the eShop, their pricing actively discourages it.
Case in point: I just bought my kid a new first-party Switch game. Physical copy on Amazon was ~25% cheaper than the identical digital version on Nintendo's own eShop. Even my 9-year-old noted how illogical it seems, the physical version requires manufacturing, shipping, retail markup, yet costs significantly less than the digital bits that have near-zero marginal cost.
It strongly suggests Nintendo wants the physical retail channel to thrive, or values the perceived permanence/resale value of cartridges.
This context makes the Switch 2 "gamekey" cartridges (physical auth token, digital download) fit their pattern of valuing a physical artifact and retail presence, even if the data delivery shifts.
I haven't read enough about this to know if the gamekey will kill this but it's certainly only a matter of time before they are all coded and bindable to only one account. Technically this has obviously been possible for a long time, they just haven't dared to pull that trigger yet. They clearly want to.
The main problem used to be about piracy, but I think now it's really about making games as a service (even if they're not online for gameplay) because it allows more forms of monetization. The conversation should be about making games into a digital product that you can download and own the files. Piracy still happens anyway, and maybe this could make companies solve the problem differently, like only allowing digital backup for trusted players.
This is culture and it's part of our patrimony. The privilege of getting to publish thinga and having copyright protection ought to include responsibilities to the society too.
All software has a "lifecycle" and has to be turned off at some point because no one is willing to pay the costs of keeping it running (with hosting and client changes as ongoing moving targets). We see this even with games that have sales! So ones that don't have sales are not likely to attract anyone to pay for such staff.
[0] Source: I spent 2 years inside a studio owned by "big gaming."
But you can look at it as a transferable license to otherwise digital games, and that's not bad. A console with entirely (or almost entirely) digital games would have no used game market, and that sucks both for sellers (which I don't do), and buyers (which I happily do).
It would be nice if there was some legal protection for the buyer that, by selling a physical license, that Nintendo be required to make the download itself available for some time period > 20 years.
Unfortunately this time they’re only offering 64GB cards or these key cards. I’m curious how much storage they have, I’m sure very little.
Not necessarily. Nintendo’s variant is built by Macronix under their XtraROM service; a variant of NAND flash designed to be a reliable Mask ROM substitute (including only being writable once, automatic repair afterwards, etc). Officially, their chips are rated to last 20 years at 85 degrees Celsius, which is insane.
This isn’t your off the shelf SD card chip built by a no-name Chinese design company that fails after 3 years of not receiving power. Combine the niche flash with a custom security chip (Lotus3) on every game card; that’s not cheap.
While we don’t know the exact pricing, the rumors are that 64GB is somewhere in the $15-$25 range per cartridge. At those prices, even if I ran a game company, I’d be reserving the non-game-key versions for a Deluxe Collector’s edition.
It's rare for physical media to be the weak link in console DRM nowadays. When piracy does happen it's nearly always enabled by a full system jailbreak, at which point you can just as easily pirate digital games.
From preservation's perspective even the day-one release, no matter how buggy it is, is worth preserved. The speedrun community, for instance, often need to fix on an exact version of the game to compete, and a physical copy (implying a pinned revision) is often easier to agree on.
There are exceptions to this, when the day-one release is not playable. It is the trend happening in the software industry -- release early, even if it is literally unusable, because we can push a patch via the network -- that is disheartening.
This lead me think, is there any 8-bit/16-bit/32-bit native handheld (not Pi emulation) market? I guess the primary difficulty is to make games for them, so most likely just a small hobbyist market. I still think kids don't really care about graphics though, at least when they are young.
AFAIK this is only in Japan. The Japanese Switch 2 experience is going to be vastly different from the international one in ways the average Japanese player won't immediately notice, because Japan's economy is in the toilet and Nintendo is engaging in several desperation moves to avoid selling a product nobody living on a Japanese wage can afford.
If you're wondering what I mean by "vastly different": the Switch 2 you can buy at Yodobashi or Bic Camera is going to be region- and language-locked to Japanese only. You will only be allowed to sign in with a Japanese account, which can only be funded with Japanese credit cards. You can't change the system language to anything other than Japanese, and any games that rely on the system language will consequently be locked to Japanese, too. In exchange, the system is $100 cheaper[0].
Switch 1 also had Game Key Cards, but they weren't branded this way. Instead they were games that required a software update containing the rest of the game in order to work, with an appropriate warning on the box about this. For the record, Switch 1 updates could be downloaded peer-to-peer, and I'm assuming this carries forward for Switch 2, but I have no idea if Game Key Cards work the same way.
[0] If you live in Japan and want an international-spec Switch 2, that's an exclusive My Nintendo Store item that costs the same as it does in the US.
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