Redglyph
proud GASP member
Mobile gaming is largely dominant, with a revenue share around 50% mobile / 30% console / 20% PC in the most conservative estimations, and it mostly works online because of the specific market: people expect cheap and good casual games, so making offline games is very difficult. Also, successful games are quickly copied, and this kills the revenues, so the best strategy is online/GaaS/microtransactions and community.I'm not sure I believe multiplayer games are the backbone, compared in sales in revenue to single-player games. They certainly are the most active and vocal and the ones you hear about, but I'd imagine they're a minority when speaking just numbers. They probably do have a long tail, but that depends on how much people buy random microtransactions. I mean, look at Destiny 2, you'd think it was probably the biggest multiplayer game and it seems to be going into the ground, with Bungie apparently almost bankrupt before being bought by Sony. Anyway, this is sort of a different point.
Overall, the online revenues are estimated as about half the total revenues. You could argue that China is pulling those numbers up, but local statistics are about 2/3 of people play online (for ex, last I saw 68% in the UK), so it's not negligible.
Even if the share of online revenue were smaller, it's still huge in a 200+ B$ revenue market (again, a very conservative value).
It costs to maintain servers. It was not shut down because it was 10 years but because nobody (figuratively) played it any more.But I still don't agree, that just because it's been 10 years the game is supposed to shut down. If it had a subscription, and therefore a clear understanding that you get access to it as long as you pay or the game allows you to pay for it, I'd have no issue. This goes back to the confusion about whether it's a product or a service. Let them make it a subscription or put a date on the box, for how long they aim to support it, and I'd have no issue.
Technically, it's not a product the buyer owns; it's a licence to a gaming experience. But I agree the conditions should be clarified: permanent online connection requirement (the Steam page mentions an Internet connection but nothing about a permanent connection), guaranteed lifetime of the server availability, ideally percentage of availability of the server, subscription, microtransactions, DRM. The EU really needs to enforce a clear label so that people clearly see what they're paying for.
I'd like that too, even if I'm not an MP either, but how would you approach the problem? For SP/MP games, they could possibly guarantee that the SP will continue to work indefinitely, but not MP that relies on servers hosted by the publisher/developer. The only way out I can think of is giving away the server binaries or sources, provided there's no contradiction with licenced IPs (D&D, Porsche, FIFA, etc - though I don't know the terms, so I could be wrong). It's a complex problem, and I don't think people on the government side know how those things work. They'll need to study the system very thoroughly.The only reason I would've maybe made it only for singleplayer and DRM games is that it would probably make the whole fight easier. But philosophically speaking I'd want multiplayer games to be covered. As long as you're buying a product and not renting a service I'd want it covered.
Offline games are easier and would already be a big step. It would in effect change the status of those games to owned products, even if after a while. It would be huge if publishers accepted that.