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Original post by ForeverStarlight
This idea will not work because it does not actually solve the problem, and adds greater complexity.It is also, in my opinion, based on a flawed concept.
What you are saying, is because so many people are stealing, we should find a way to legalize it. That is just like having a "snack" tax, because so many people shoplift snack food. Sure, they wouldn't be "stealing" the snaks anymore, but is the problem truley solved?
Argument from unstated premises.
Clearly, if the "problem" is theft, then that problem has been solved. Equally clearly, if the "problem" is staff not getting reimbursed for their work, then that problem has been solved.
On the other hand, if the "problem" is that people get something when they don't "deserve" it, then that problem has not been solved. But neither has that problem been solved by a purely capitalistic system: in every economic system there are people who get what they don't deserve, and people who don't get what they do.
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First of all, there will still be those people that will pirate just because it is simpler. Why download a huge game, when your friend already downloaded it, and can burn it onto a cd for you. In fact, there may be more people justifying pirating because it is "free" anyways.
Non sequitar. Under the proposed system it would be impossible, by definition, to make an unauthorised copy of a game. Therefore "piracy" would be logically impossible.
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On the same note, not everyone has acess to a high speed internet connection, and even many of those who do will not want to spend hours downloading a game. And this is only the begining of the introduced complexities.
Non sequitar. Those who do not wish to spend hours downloading a game are not compelled to do so.
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Obviously there must be a way to identify a person, or else the same person can download the same game multiple times and the cost of the game would be charged the general public multiple times. Also you would have to guard against multiple accounts for the same person. I also doubt very much that "mom" will want to spend the time and effort filling out forms, and downloading a game for her son. In the current system, she goes into gamestop, ask for the game, pays and it is done.
Argument from invalid premises. You assume, for some reason, that everyone gets charged for each individual game that is downloaded. That would be foolish. The game tax would fund games development, not games distribution.
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It would also ruin giving PC games as gifts. . . you can't wrap a download.
So what? Maybe you can't wrap a download, but you can wrap a CD/DVD that you've burned a game onto. More important is the fact that you wouldn't typically give a game as a gift, because they're free. It would be like giving somebody a pebble for Christmas.
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And this says nothing about the cost of actually downloading a game, and maintaining stable servers that could handle such a large load.
An individual act of downloading is virtually free.
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It is important to remember that even though we are living in the "technology age" people in general are not really that tech savy. I mean, how many people still have trouble programming their VCR? :D
Non sequitar. The people maintaining the stable servers will be technologically savy. The people downloading games will not need to be more savy than they need to be to play games at the moment.
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One final thing I wanted to say here: I for one do not buy that many games, music, or movies. If you look at my collection, it is fairly small, and most of it were gifts! I am sure I am not the only one like this, and I don't realy think a system that forces me to pay the same as the guy down the street who has the lates computer system and all the lastests game, with that high tech stereo system and 50 CD changer with the hundreds of CDs to match. . . These extremes do exists, and so what you want is for me to support this other guy's expensive entertainment habits.
You imply that the "game tax" will pay for this guy's computer and stereo system and cd changer. Since that is quite obviously
not the point of the "game tax", I wonder what your point is.
A tax is used to pay for what actually costs money. In physical terms, 50 CDs are dirt cheap. The tax wouldn't even necessarily pay for those -- to get games for free you'd use a free download server. The tax would fund the development process, and whether a game is played by 10 people or a million people, its development costs are virtually the same. Obviously, more users means more bugs detected which means more maintainance work. And MMORPGs obviously cost money to run after development.
Whether or not a game tax should fund the development, distribution and (in the case of single-server online games) administration of a game, or just the development of a game is probably still an open case.
I would recommend the latter: the fundamental inequity is that the cost of development is included in the price of distribution. This means that distribution companies are not subject to unbiased market forces on the basis of their distribution services alone. If that dependency is removed, then I suspect that people will vote with their wallet to drastically reduce the power of the distribution industry.