Think about how, even in software, knowing that a physical shipping of a product (CD / Blu-ray) can be updated from "day 1" has led to poor quality releases with last minute patches.
The cost of having to physically recall / resend CDs back in the day meant that what went out had to work. The cost of sloppy software has now been externalised.
Back in the day it was a major milestone for video game projects to "go gold". It meant that the rigorous QA process was passed, and that retail copies were ready to be manufactured. Since that involved significant costs and physical logistics, companies certainly didn't want major bugs shipped at this stage. There were some exceptions, but ultimately this led to much higher customer satisfaction. Removing this "inconvenience" for companies and allowing them to ship updates and fixes at any point is a major reason why most modern game releases are a clusterfuck at day one. They treat it as public betas, and day one customers (or, worse, preorder suckers) are testers and a replacement for a QA process they don't have. It's essentially crowdsourced development. This also allows them to hype the game up to boost initial sales, and then go "oops, sorry" while they finish implementing it. This scam has been pulled numerous times over the past decade+, yet these companies keep doing it because it's profitable and there's no legal accountability for it.
The fact these practices are now seeping into software on which human lives depend is criminal, and should be prosecuted and strictly regulated.
Physical media is almost entirely dead, and will not exist in a few years anyway. So, yeah, the move to digital releases, pervasive DRM, and live service games make preservation difficult.
I hope industry heads realize that they're actively pushing consumers towards piracy. These days you often get a better experience with a pirated game than a legally bought one: it runs better without DRM and doesn't infect your system, you can play it offline, and no license change will take it away from you. At least GOG seems to be the only store giving you DRM-free and offline installers, but not all games are released on it.
Right but physical media is not dead because of consumer demand. PS4 physical games were huge.
In the US there are still a lot of regions where a 50-100 GB download is just not reasonable.
I know console manufacturers hate retail and the used market, and want that sweet direct income. but it would be a powerful brand move to set higher standards for the physical release. I believe Nintendo has gone this direction.
I get it's wrong in cars. But who the hell cares about games? So your game updates after a month with a fix. So what? It's not like you pay for the update.
People who pay for a working game to play probably care. I'm not a gamer but I occassionally will try to pop something in every six months or so. Two hours later after I have to sign in from a controller, update the OS, then update the game I'm over it. I can't say that's all from shitty software development but some of it probably is.
It’s bad business because it gives your most enthusiastic customers the worst experience. It’s good business because it pulls revenue forward and sometimes pulls revenue into higher seasonality.
Those two somewhat offset and you end up with the classic business decision of whether quality is important.
Tell that to your kid this December, when you gift them a new console and a newly released game. Watch the wonderful experience of it taking forever to download a few gigabytes of patches from overloaded servers, and then not starting anyway because auth/billing/DRM/other bullshit server couldn't handle the demand.
Game studios love releasing around Christmas. I'm surprised they're not being held accountable for ruining that holiday for kids year over year.
People say this a lot but there were in fact examples of software being released back before ubiquitous internet patching that were broken.
For example, no copy of Space Station Silicon Valley for the N64 is completable because of a bug that prevents you from collecting the final plot device.
I'd say it's definitely worse now, with nothing meaningful being on the disc you pay $70 being insane.
Like I said, there were some exceptions. But the current state is reversed: most games ship broken/incomplete at launch, and the exceptions are when a game is actually complete and relatively bug-free.
It's not a matter of not relying on patches or updates altogether. The issue is when companies use this as a crutch to offset their shoddy development practices. Or worse: scamming consumers into buying their broken/incomplete game, and then taking years to deliver a stable experience or what they advertised (No Man's Sky, Fallout 76, Cyberpunk 2077, etc.), shutting down (Redfall, The Day Before, etc.), or straight up taking the money and running. Consumers are lucky if they even get their money back. Thankfully most storefronts have decent refund policies, but that's not an excuse.
The saddest thing is that a lot of people either don't care, or end up forgetting about this if companies appear to work hard to ship updates, which is how they eventually gain their good will back. The reputations of studios like Hello Games, CDPR and even Bethesda are practically untarnished despite of their scams, which gives them the freedom to keep doing this.
Think about how, even in software, knowing that a physical shipping of a product (CD / Blu-ray) can be updated from "day 1" has led to poor quality releases with last minute patches.
The cost of having to physically recall / resend CDs back in the day meant that what went out had to work. The cost of sloppy software has now been externalised.