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Gamehackery: What Does the Subscription Boom Mean to Gamers?
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<blockquote data-quote="Radiating Gnome" data-source="post: 7650807" data-attributes="member: 150"><p>I like to think that these sorts of conversations -- imaginative conversations about what might be -- can be very constructive in a couple of ways. There's obviously no need to change the way we do anything, from our point of view as individual gamers. But the way products and services are offered to us will change -- maybe quickly, maybe slowly, but inevitably. </p><p></p><p>By having conversations out ahead of the change, we may be able to frame and inform the conversations about those changes. Not that I have any special access to anyone, but I have to believe that if we have a constructive enough conversation -- or conversations -- people will notice and listen. </p><p></p><p>Also, I think it doesn't hurt us as consumers to prepare for the changes in the market by thinking about what we might see. In this case, if we understand that these game companies, which tend to be anemic business propositions, and are facing dwindling audiences, etc -- if we understand that those organizations need to find better ways to do business for their own survival -- and we see a value in their ongoing survival -- we might find a way within ourselves to support those changes, rather than gnash our collective teeth every time someone changes something. </p><p></p><p>Too often, I think, members of the gamer audience see themselves in a sort of adversarial relationship with the game companies. We imagine that they're out to screw us over, just desperate to take our money. It's easy to forget that each one of those game designers is someone who loves the game and their primary goal is to make the best game they can. We're all on the same team. </p><p></p><p>So, anyway, that's what I'm trying to explore -- what I think might be coming, what might be interesting within that trajectory, etc. </p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 7650807, member: 150"] I like to think that these sorts of conversations -- imaginative conversations about what might be -- can be very constructive in a couple of ways. There's obviously no need to change the way we do anything, from our point of view as individual gamers. But the way products and services are offered to us will change -- maybe quickly, maybe slowly, but inevitably. By having conversations out ahead of the change, we may be able to frame and inform the conversations about those changes. Not that I have any special access to anyone, but I have to believe that if we have a constructive enough conversation -- or conversations -- people will notice and listen. Also, I think it doesn't hurt us as consumers to prepare for the changes in the market by thinking about what we might see. In this case, if we understand that these game companies, which tend to be anemic business propositions, and are facing dwindling audiences, etc -- if we understand that those organizations need to find better ways to do business for their own survival -- and we see a value in their ongoing survival -- we might find a way within ourselves to support those changes, rather than gnash our collective teeth every time someone changes something. Too often, I think, members of the gamer audience see themselves in a sort of adversarial relationship with the game companies. We imagine that they're out to screw us over, just desperate to take our money. It's easy to forget that each one of those game designers is someone who loves the game and their primary goal is to make the best game they can. We're all on the same team. So, anyway, that's what I'm trying to explore -- what I think might be coming, what might be interesting within that trajectory, etc. -rg [/QUOTE]
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