
Taking a Pass on Online Passes
Online passes have gained a scary amount of momentum lately. When the idea was initially presented, I tried to remain neutral and open-minded. After all, I play online games less than other players. But that was before online passes gained serious popularity with companies including THQ, Warner Bros. and Ubisoft rolling out their own take on the idea. Sony now requires their PSN Pass for all of their games from now on. It’s unsettling how quickly the landscape is changing, and not necessarily changing for the better.
The reasoning for online passes stems from the observation that publishers make no profit from used-games sales, and thus need to come up with a revenue source and a reason for consumers to buy a game new. Thus was born the online pass, packaged with a brand new copy or bought for $10. If a game is bought used, players can’t play online. Needless to say in the current age the online portion can count for a huge amount of a game’s entertainment value.

Perhaps I’d be more malleable to the idea of online passes if the gaming industry wasn’t collectively accusing me of stealing profits from them when I buy used games. According to Mike West of Lionhead Studios, “piracy these days on PC is probably less problematic than secondhand sales on the Xbox.”
Cory Ledesma, THQ’s creative director for its WWE titles (which have since hopped on the online pass wagon) also had a few choice words on the subject. “We hope people understand that when the game’s bought used we get cheated,” Ledesma said when defending the inclusion of an online pass. People who buy used games are not stealing anything. The people playing pirated copies of games are the ones cutting into profit. I also rent a decent amount of games, too, which I’m sure irks them as well.

Online passes have even begun to restrict single player content as well. The Catwoman portions of Batman: Arkham City are locked away with a pass, which strikes me as completely silly and unnecessary. I didn’t buy it on the first day it came out because I wanted to play as Catwoman, it’s because I wanted to get my hands on the game as soon as possible and play it until my eyes bled.
Would we put up with this if it was any other product? Imagine buying a used DVD or Blu-Ray and being locked out of any special features. It simply would not fly. Once you’ve bought something, it’s your property, and you have a right to resell or trade it with whomever you please.

I’m worried about how far publishers are willing to take this. What next, going after businesses that let you rent games? How about trading games between friends? Or just for argument, just giving your game to somebody when you don’t want it anymore? If it were up to publishers like EA, you’d buy every single one of your games brand new, on launch day at $60, and never trade them in. That’s simply not feasible. People get bored of games, or have done everything there is to do, or never liked them in the first place.
Although online passes are trying to cripple and eventually do away with the used games market, I don’t see it happening. While they’ll try to cram it down our collective throats, it will not (nor cannot) be allowed to become a standard feature for all games. In the end, all it’s going to do is piss off consumers: the people who were probably going to buy your game new in the first place, but now they’re not going to on general principle.

This is a debate with little middle-ground, and I stand firmly on the side opposed to online passes. It’s a terrible idea and a naked attempt at trying to punish anyone who buys a game used rather than ponying up $60 for a limp, forgetful five-hour campaign. Online passes have to die for the greater good of everybody involved—gamer and developer alike. It’s an idea that needs a pillow put over its face, a knife plunged in its heart, and buried out in the middle of the Nevada desert never to be seen again.
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