Tag Archives: PlayStation Plus

How weird are these two?

I got confronted with the weirdest article in the Independent today, the article was 4 days old, but then, I do not frequent that paper so often, hence, I initially missed it. The article (at http://www.independent.co.uk/life-style/gadgets-and-tech/gaming/playstation-plus-price-date-details-sony-online-play-latest-expensive-cost-rise-hike-a7864351.html) gives us: “It’s about to get a lot more expensive to play PlayStation online“, which is an exaggeration to say the least. Now, for the longest time, the PlayStation plus has remained the same (as far as I remember), yet now we see a rate rise. The amount it rises with is £10 per year of £1 per month. It equates to 16% monthly, or 25% annually, yet the percentage increase is wrong, because it is £6.99 per month (new price), which comes to £83.88 per year, yet the full annual is a mere £49.99, which is only 59% of the monthly price on 12 months, so overall it remains a really good deal. So, as he whines on that event and how you can cancel the subscription. He also forgot to mention the fact that those with PlayStation Plus get 7 free games a month to play with, 3 PS4 games, 2 PS3 games and 2 Vita games, and the one subscription covers ALL three devices. Is it not interesting how that part got overlooked? The additional fact worth mentioning is that the list from June 2010 onwards has offered in total 493 games, 25 games had 90%+ ratings, which included games like Mass Effect (2+3), Bioshock Infinite, Batman Arkham City, Journey, Far Cry 3, God of War and a few others, So as we see the list offered, the £1 a month, or £10 a year does not add up to too much, when it amounts to 84 free games a year, which gets us an ‘enormous’ £0.11 increase per game (which makes it £0.59 per game in total) and in addition the access to multiplayer gaming, which we set at £0 for this exercise. So when Andrew Griffin writes that it is all about to get ‘a lot more expensive‘, I wonder if he has any clue on the gaming industry at all. Now, we know that there is hardship all over and that people can afford less and less, yet the option to get games at £0.59 per game remains a really good deal. In addition, you get them for the three devices without needing separate subscriptions. So I feel that Sony has always offered a really good deal for the gamers. Now, we might not always get the greatest games, yet 100+ titles had a higher than 80% rating and 25 games in addition had 90% or higher rating, so the people are getting really good games and they get a lot more than Microsoft offers and much better titles. The one part that the article does offer the reader is that if you try to renew the subscription now, you can get it for the ‘old’ price which is a pretty sweet deal, so you can delay the price increase for a year. In light of all this, not only is the description ‘a lot more expensive‘ a joke to say the least, the fact that the increase will not start until August 31st is also a clean option to quickly get the renewal now whilst the games are a mere £0.47 per game.

So when I see the title part ‘As Sony makes it more expensive to play online‘ I do wonder where he got his insights. Factual he might be right, yet in the day and age where the price of a PlayStation Plus videogame is set at less than a 1 pint bottle of Tesco Organic British Whole Milk, the entire setting of ‘a lot more expensive‘ should keep you on the floor laughing for some time to come.

From my point of view my response to the Independent is ‘Bad form, Independent, bad form!’

Second place issue

The second issue shown is one that was given to us in both the World Finance site as well as the Wall Street Journal. The issue given is “America’s young men are increasingly giving up on work in order to slay virtual aliens and fight videogame wars, new research suggests”, which is more than merely a laughable joke. The original source US National Bureau of Economic Research, the part that calls out might be “Academics from Princeton University, the University of Chicago and the University of Rochester say there’s ample evidence that since 2000, men who would otherwise be working are instead being drawn into immersive virtual worlds….”, yet what is this based on? You see, the data past 2008, a date many will remember, saw the Youth unemployment rate rise from 10% to 19%, after the beginning of 2011 those numbers have been declining steadily down to 9%, so the unemployment rate for the youth is now close on par with 1968, when it was the lowest in US History and only slightly better than 2003 which was the lowest at that point for close to 30 years. So when we consider those facts, it seems that the makers are giving us what some would regard a hatchet job. My title for that might be slightly too crass; yet when we see “Since 2004, time-use data show that younger men distinctly shifted their leisure to video gaming and other recreational computer activities. We propose a framework to answer whether improved leisure technology played a role in reducing younger men’s labor supply”, so how idiotic is such a notion when we consider the 2004 and 2008 meltdowns that thrashed the economy in several ways, in that same timeline, US unemployment (all) was set to 10% in 2008, with a steady decline that follows roughly the same downward trend to a little over 4% at present, now we might agree, that whilst unemployed those youthful individuals would divert towards videogames it is a path that is still better than heading towards the streets trying to be gainfully and criminally active.

In this the quote used by world finance “While eight percent of younger men were not in work in 2000, this number rose to 15 percent in 2016”, is more than inaccurate, according to worldfinance.com it is an outright lie. Governing.com gives us some extra information that is actually useful. Their quote (at http://www.governing.com/gov-data/economy-finance/youth-employment-unemployment-rate-data-by-state.html) is “The employment-to-population ratio for younger workers had only recovered about halfway for its recession-era decline as of early 2017. Youth employment rates have returned to pre-recession averages in just four states”, which seems to fit the other sources. This is what could be regarded as something that pisses me off. With ‘Leisure Luxuries and the Labor Supply of Young Men’ by Mark Aguiar, Mark Bils, Kerwin Kofi Charles and Erik Hurst, I have a hard time just giving it too much consideration. The paper has additional flaws, the consideration that we see on page 4 with “We further exclude full-time students who are less than age 25” which is a chunk of undergrads and post grads that work at least part time to be able to afford food and other small issues like books. So the numbers are already skewed, in addition some sources give us that 80% of the full time students work part time, which marketwatch.com gives us, which was part of a Citigroup study. The UK has numbers on 1 out of 7 students work and study full time, this might not be reflective of US students, yet it should be to some extent reflective of students in some of the US metropolitan areas like New York, Los Angeles and San Francisco where the cost of living remains a rising burden. It is in section 6 on page 31 when my laughter explodes. The issue given “we can use time allocation data to infer the rate of technological progress for gaming and computer leisure since the early 2000s”, this a given? With two recessions and the non-working youth being a historic high in 2010, surpassing the recession of the early 80’s is more than just an issue, with numbers showing a steady decrease since then, the job market starting to open, whilst outliers have a stronger impact. In 2017 retail shed 60,000 jobs in the US, whilst Wal-Mart and Amazon seem to be in a strategic battle of realigning jobs towards online presence, all elements that impact the job market. So as jobs get realigned through strategy, where do the jobs end up? What will those people do when they are not working? The information Forbes gives us on this is even scarier when it reflects the need for consumer appeal via transferred initiatives. In all this, the paper does give some interesting premises, yet relies on certain parts, which are I light of the two recessions a little too much of a stretch, yet the fact on how the formulas were used is actually quite interesting. Another flaw is seen on page 32, now this is the flaw as I personally see it regarding the data as showed, yet without the actual questionnaire on view, there is a flaw in both the results and the way that I see it might be, so we need to be aware of that.

With “We stratify by three groups: younger men who spent zero time on computer leisure the prior day, those who spent 2 hours or less, and those who spent more than 2 hours”, the flaw is the ‘when’, I would spend well over 2 hours playing after a full day work, so when we consider the working population with or without full time study, we see that the graph is flawed. Even the other way round, part time students with a full time job, they could fall into the 2 hour plus gaming bracket. It is that flaw that calls even more doubt into question regarding this paper. A final ‘consideration’ needs to be given when I take a look at the ‘Leisure Engel Curve’. Here I also must admit that I will give doubt to my own thought as I might not have comprehended that part completely (apart from the formula), you see, they do state “With the leisure Engel curves, we can link shifts in time spent across activities to an implied change in the marginal utility of total leisure”, yet does this part correct for any hype (read: diversion through peer and social group pressure)? I doubt that very much, as evidence I call for the Pokémon Go wave that started in July 2016, which is clearly computer leisure (read: mobile gaming leisure), yet the paper has not taken mobile gaming in any of it and sets gaming as a static given, yet this wave suddenly pushed 60 million people to a hyped community in the same group as other gamers, whilst mobile gamers can be set into any part of an idle time setting (like travel time), this disjoints the entire exercise as I see it and gives a larger (read accelerated) gaming community in a shifted setting according to the settings as given, yet not corrected for any version of the definition of what constitutes a gamer.

Even as we can admire the formulated exercise, we need to concern that the raw data is not reliable as such and that there are additional issues that the data model and the questionnaires and requested data cannot correct for. In addition when we see the models, there seems to be no consideration for idle time and/or transit time and the consideration of handheld devices or smartphones which calls for even more questions on the gaming environment.

No matter how clever some will think the paper looks like, from the stage as I see it, there are too many unknowns or unanswered question marks and in reflection the conclusion and some of the media statements are not in line of the reality of the recessions the people lived through.

That is merely my setting where $0.02=C(1+r)^t

 

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Drop the Mike, Ashley!

Welcome to the issues on a man that I do not know. This is not the most straight-forward of starts, yet the man who has been valued more than once and that verdict is several thousand stacks of £1,000,000. The man who owns Newcastle United, which means he gets the swanky seat in the stadium. Now, we can understand that this man founded Sports Direct. When you get enthusiastic about sports, you can bet that it will be part of your life. There is no denying it and as it became a good success, I would state ‘good for him’. Yet, the focus on him started in an entirely different way. It started with him getting in on the videogame action by getting a near 26% stake in the franchise ‘Game‘. That brand did not go well here in Australia, yet I always found it to be a decent store and the people working there knew their games and consoles. I have seen them in the UK as well and a similar feeling remained on that experience. Here it did not go well as they were up against EB Games (who grew aggressively at that time) and JB Hifi that was an established chain of quality stores, so they had a murder competition, they did not make it (for the most). Yet all this is now in play when I read “Mike Ashley swoops on video games retailer after profit warning forced by shortage of Nintendo Switch consoles“, this is a weird issue. We get ‘profit warning‘ in regards to a situation of shortage. Basically the story becomes, we are short on revenue/profit because we can’t get any more consoles, they are sold out, and everyone wants one! Which at present is pretty much the truth of the desire of people and their need for the Nintendo Switch, it is actually THAT amazing.

The result was “Game shares rose by more than 15% to 28p on the news, and later traded at 26.5p (up 9.3%), giving it a market value of £47m“, apart from the 28p not sounding like that impressive, it is the end result of +9.3% that is staggering. You see, I have issues with the entire part where ‘profit warnings‘ are labelled in the way they were. You see, the entire mess (as reported) gives no clue on the actual situation (well, the one as I personally see it), I do not care how people quantify one way or the other; it is the addressing of profit warnings.

I offer in evidence the following pieces

Part 1, Sony (at http://www.playstationlifestyle.net/2017/01/03/uk-2016-sales-chart-2016-game-sales-down-13-infinite-warfare-the-2-best-selling-game-of-the-year/) gives us ‘UK Sales Chart: 2016 Game Sales Down 13%, Infinite Warfare the #2 Best-Selling Game of the Year‘. In this we see: “The major titles of 2016 also disappointed when compared to 2015’s, with Call of Duty: Infinite Warfare (the second biggest title of 2016) lagging 31.5% behind Call of Duty: Black Ops 3. In other comparisons, Watch Dogs 2 fell just short of the 500,000 copies Assassin’s Creed Syndicate sold in 2015, Steep performed worse than Rainbow Six Siege, Gears of War 4 couldn’t reach the heights of Halo 5, and Final Fantasy XV was outsold by Just Cause 3.” For those who do not talk games, let me boil it down to the first item is that overall less games were bought. In my personal view, the overall quality of games was not great. Even as Watchdogs 2 was a good step up from the previous game, yet many gamers felt too burned by the first game. I believe that the second game was good, it has online and offline options and people were not forced to go online here. Regarding the other title, I am not a fan of Call of Duty, I know many are. the fact that a game like that became ‘the’ game is not entirely on the fact on how good their Infinite Warfare was, it is more that the other games were way below the line. The fact that the last four larger releases this year alone could be bought for 50% down, including the special editions with figurines is also a changing trend. People are less willing to just shell out the cash for games, reviews are more competitive and even though there are really good reviewers, there are a lot more really bad reviewers and they tend to get plenty of exposure. Yet in the end, the games were for a larger extent not up to snuff. The reviewers ‘deserve’ extra attention as some are more and more about the larger players, whilst some of the true gems have been largely ignored by plenty of people. Nioh is perhaps one of the most visible ones. Like Infinite warfare it is a specific game. I actually like this game, but I loathe the challenge it contains at times (they are really hard games). Some saw that is was some Dark Souls games and plenty of people ran for the hills as this is a game for actual gamers, not for wannabe’s. In my view there are several similarities, yet the only thing that the game Nioh truly has in common with Dark Souls III was its graphical excellence.

So here we see two elements that would push any revenue down.

Part 2, Pushsquare. At http://www.pushsquare.com/news/2017/01/ps4_physical_game_sales_increase_as_uk_industry_suffers_blow, we see more confirmation: “Overall sales down 13.4 per cent“, the mere subtitle and the direct impact that matters, less sales overall, this is not entirely correct, but I will get to that in a moment. The next quote is, as I personally see it wrong, but still essential. With “Bethesda’s Dishonored 2, for example, couldn’t come close to matching the success of Fallout 4, while Square Enix’s Final Fantasy XV somehow failed to outsell Just Cause 3.” My issue is that no matter how you slice it, Dishonored 2 is a little bit of a niche game, more intent for those who love stealth gaming (me being one), it is graphically superb, the game is a little steampunk in a very good way, but for the most, it is highly original and exquisite in quality. It is not fair to compare it to a game that has millions of followers and has been revered since its original release (Xbox 360, PlayStation 3 and PC) on 11/11/11, the date that some will carry with them for all time. An established success that was bought on the console be new players as well as nearly everyone who had the previous version. The game is good for months of gameplay, so a game that sells itself due to 5 years of raving reports. The second is equally unfair. I myself was never a FF fan, but I have always admired the originality and scope of the stories and the near perfection each game brought. Even I am surprised that Just Cause 3 outsold it, perhaps merely because of the over the top explosions and things you can do with the game? I cannot tell what the exact reason is, yet the second part implies that the gamers are diversifying in different directions, changing the gaming requirement. It is almost like there is a new generation taking over the baton of gaming and it has different tastes.

Yet he best is left for last, in part 3 we see Retail Week

The mention (at https://www.retail-week.com/sectors/entertainment/game-issues-profit-warning-as-uk-sales-falter/7022184.article), where we see “The specialist retailer, which posted a slump in its interim profits in March, said anticipated supply in the UK of the latest Nintendo console had failed to meet expectations, negatively impacting overall sales“, is a first issue. In this the mention ‘anticipated supply‘ beckons the question, so did you order enough or not? As the experts, you should have seen the impact it would make. The E3 and other events clearly showed that Nintendo was blowing both others out of the water. In addition we see “alongside ongoing poor sales of Xbox and PlayStation devices“, now we can argue about Xbox for several reasons, so let’s take this out of the equation, the PlayStation part gives the issue. Overall sales of the PS4 and PS4pro are still up by a decent amount, so it now becomes a shifting focus, but I will get to that soon.

For now I will end with the quote “The group continues to actively implement its UK action plan, encompassing improved supplier arrangements, enhancements to the customer experience, further operational progress including cost reduction programmes and disciplined cash management“, yet will not address it yet. Let’s take a look at three more elements.

The first is from the Business Insider which gives us “Sony sold 10 million PlayStation 4 consoles between early May 2016 and December 6, 2016. That puts sales in the neighbourhood of over 1 million sold every month, which keeps it locked in as the fastest-selling PlayStation console of all-time

The second is again from PlayStation Lifestyle with “Taking a deeper look at software last year in the UK, Games Industry points out that nearly 80% of all boxed games sold last year were either on PS4 or Xbox One (up from 66% in 2015)

The last is G24/7 where we see (at https://www.vg247.com/2016/11/14/ps4-console-sales-have-tripled-in-the-uk-following-the-launch-of-the-ps4-pro/) “Sony’s PS4 Pro launched at the end of last week and has had quite the impact on PS4 console sales. According to MCVUK, PS4 sales for the week ending Saturday, November 12, were up 204%. 65% of the total PS4 sales last week were for the PS4 Pro, while the final sales figure for all PS4 consoles was 44% higher than those for the Xbox One.

Now we put the whole together!

We know that sales were massive end of year 2016, especially with a new console and Christmas coming up, all that makes sense. We can also clearly see that overall, the consoles represent the bulk of all game sales. This partially makes sense because that is what we see as flagships in pretty much any gaming store, PC owners have a lot more options to buy in other places and at times a lot cheaper and there is Steam to consider, so that part remains an unknown and as such a much lesser impact to these stores (apart from the selling of steam credit). The fact that the PS4 is surpassing the previous consoles, is debatable (PS2 sold over three times the amount in its life time), yet the overall market trend is that games should be on par and were up by a fair bit last year. So when we go back to the initial start with “Video game retailers have been particularly badly affected by the broader shift away from the high street in recent years, with developers moving to increase their own profit margins selling games as direct downloads“, which we get from the Financial Times (at https://www.ft.com/content/172c3ba1-e880-35e8-9273-957e325cd7f4?mhq5j=e3).

In this there is debate, yet he part no one touches on is how the expectations were set, what they were weighed on and on the given image that sales were down, which had been an upcoming known for close to 2 quarters of a year. The part that the Financial Times gives us is that direct downloads are playing more of a role nowadays. It actually impacts the industry in 2 ways. Apart from buying directly, the additional issue is that consoles have a premium service; most gamers take that because of online gaming and the fact that both systems offer at least 2 free games a month. Microsoft was initially really bad with that (lousy games or games everyone had), they are still not great, yet this month it includes Lego pirates of the Caribbean, which is actually a nice and decent game (and not a large download in console terms). Sony beats Microsoft here hands down with titles like Until Dawn and Life is Strange. In all this both offer decent free games, with a bonus for Sony people as their account will also enable them to get free games for their Vita handheld, all that for around £50 per year, the premium service sells itself to both consoles without any difficulty. All elements that shows the impact of a bad year of games, not consoles, the overall quality of games gives rise to people deciding to just download an average game instead. The interesting part that even as Ubisoft lagged in a few ways, the one game what was awesome in many ways, ‘For Honor’ actually did not do that well, which is a mixed signal that multiplayer games are wanted, yet without a strong one player side, it tends to not make the cut in a top 10, which would be unfairly devastating on the makers I think. All elements that the analysts in this case should have known and realised and as such, when we see ‘would not meet expectations‘, my question becomes: “the expectations of whom and on what foundations?” Now we get to the part I skipped.

With “The group continues to actively implement its UK action plan, encompassing improved supplier arrangements, enhancements to the customer experience, further operational progress including cost reduction programmes and disciplined cash management” I wonder what we are being served.

  • Did they call short because they did not keep an eye on running costs, what arrangements would be needed with suppliers? Were they not up to scrap?
  • Even more customer experience? Were the current settings and anticipations of the competitor not up to scrap?
  • Disciplined cash management? Is cash not managed correctly?

The feedback we got from Game, directly below the image of a sort of smiley ‘Game CEO Martyn Gibbs on the merits of in-store gaming arenas‘ is one that leaves us with the thoughts that Game is going down because they are not on the ball of the game, and the game is passing them by? So in all this Mike Ashley merely flying in to pick up a bargain? In this he better realise fast that Game has an issue and more than one potential issue in play, he also needs to realise that the Games market is a shifty one and in the years before the publishers see clear to push a bigger load to online sales in the next 5 years (depending on where you live), we better consider that top games is a market in motion and it is likely to see a shift that Microsoft and Adobe made some time ago on PC’s, it is not a change that gamers are currently happy with, but it is one that the next generations of consoles will likely face, the game shop is seen as the middle man and they are trying to cut it out to maximise it for their own need to please whatever stakeholders they report on. It is early days now, but in 5 years it won’t be.

In the aftermath we actually need to look where I normally do not go. It is the Telegraph, in this case the business section, where (at http://www.telegraph.co.uk/business/2017/06/30/game-warns-profits-will-substantially-expectations/) we see the generic parts like “following its third profit warning“, we know that Christmas was weak (to some extent), yet in equality when you consider the previous information, the issue is not entirely just ‘weak Christmas‘, it is merely a much stronger competition to some extent and the fact that the cost of living in metropolitan UK seems to be ignored by analysts and those who speculate on how it would (read: should) be. The issue that is stronger is “The shares nosedived to just 21p on the back of the profit warning, valuing the business at £35.6m only two years after it was floated at 200p a share by US hedge fund Elliott Advisors” as well as “Elliott cashed in £101m at the time of Game’s stock market listing by selling a stake and made a further £59m by dumping a further 10pc of its stake just three months afterwards, despite agreeing to a lock-up period of six months” which now also implies that Game got played and not in such a nice way. Yet the bulk of all the sources do not give any clarity of the part that Elliott Advisors was playing, even the Financial Times steered clear of that part. In this, I am now also questioning the setting as given to Game and its senior management. Even as CNBC is giving the notion that Paul Singer, CEO of Elliott Management is just the best invention since Frozen Yoghurt (if we are to believe places like Forbes, CNBC and the Wall Street Journal), I wonder what price we can see the UK pay for getting played to the extent it is getting by the US Hedge market, in that regard should we allow for any US company coming in under false pretences and flood the market so that they can drain the profit quickly and walk away? It seems to me that they tried that in the Netherlands with Akzo Nobel, which had the great benefit of Elliott Management failing (for now), but it shows the extent that as a shareholder Elliott Management will go to get their profit, it seems to me that Game was not nearly as lucky and the fact that the different levels of publications left that side seemingly in the dark corners of ‘them not printing that part‘ is also upsetting (to me even more upsetting is the part that the Telegraph actually did get that info out). The fact that Game has been seemingly under exploitative attack does not diminish the issues as given by some of the publishers by the quotes, Game got caught out, which under the current size and the possible level of possible losses is a dangerous place to be in.

In all this, I am aware of things, but not as much as a person like Mike Ashley would be, so is this his triumph with Game, should we see this as a mere quick victory to see if he can get more out of this than Paul Singer’s place did, or is it an actual rescue and grow attempt? I am not implying one or the other, but as you see the presented evidence, there are a few issues with Game and I believe as such they were set up as the weak runt in the market, whether this will happen twice in a row is something I have no way of telling and I am not implying anything wrong, immoral or illegal. The entire mess is not completely shown by some players and that is what seems to be the actual issue. I remain in an attempt to be protective of the places that feed my need for gaming and there is a positive in having a diverse and competitive market. It guarantees to some degree I get the best games at the sharpest price, which is what every gamer wants, there is no exceptions to that rule.

 

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Nextgen console first failing

There are these moments a person cherishes. In my case it was the info as I saw it in the last week. I am not in a gloating mood, but the idea that I can say to the CEO of Sony (and Microsoft) “I told you so!” feels pretty good.

So what happened? As I looked at my PlayStation Plus options I saw a great thing (really!). You see, Killzone is available as a free download for those who have PlayStation Plus. So, a new game, which was $100 at release night, is now a freebie if you have PlayStation Plus! This is truly a great thing! I did take an initial look, but I did not like the game (a personal choice), so it was not for me.

Make sure you take note, that I am not calling this a bad game! It is just not the game for me. This is fair enough as we can’t all like the same game!

It was at that moment that I noticed the little setback (for those who want it). The Download is 39Gb. Yes! It is 39,000 Megabyte, the size of 900 DVD’s. This is what my issue was from the very beginning with all that Microsoft online store approach for games and movies. This online approach is all nice, but take into consideration that many will likely have less than a 60 Gb monthly allowance. Adjusting that, a person’s internet costs would go up by $240-$600 a year, this means ADDITIONAL costs, not your overall internet bill. The second part is now also clear. Those who want this would sacrifice 10% of their hard drive in one go. Now, I will admit that you can buy a larger drive if need be (and you will need to). Instead of adding the $20 at the very beginning and giving the consumers a drive twice the size would have been so worth it. Now, they will need to spend $89 – $179 to get the size a gamer needs long term (1-2 Tb, which is 1,000-2,000 Gb).

Oh, and it seems that people with the Xbox One, they do not have that option, they will only have the option to add an external drive, so more cables, possible additional power plugs, it will get messy quite quickly!

So, we have two issues, our internet will max really fast and in addition we will need more storage space and all this becomes visible within 5 weeks of these NextGen consoles being released. There is of course the other side too; did these ISP’s consider the issue when millions will all download the latest games and movies? These people might all be connected through different ISP’s, yet when the internet needs to facilitate a data need of 35,000,000 Gigabyte on the night of release, things will go pear shaped really fast. That part was shown when 100,000 people tried to connect to their GTA-V online part, routers all over the world could not keep up and that was just the login. Yes, we know that the makers themselves had issues as well, but when we see issues where ISP, Rockstar and Console makers are pointing at one another we the gamers lose and that was ‘just’ a 7Gb game. I foresee that many ISP’s will get massive issues when tens of thousands of gamers try to get that 35 Gb download.

This is where we stand and there is more to come sooner than most think. Even if you have the game on disk, what happens when you have to download patches that are several Gigabytes in size? Killzone needs a large patch (not sure the exact size) and it seems that a patch will need to come for Lego Marvel super heroes. What happens when you have a dozen games? How much bandwidth for downloads will be required then? Let us not forget that downloads for patches and updates have existed forever, when we see that these larger games are above 35 Gb each, the size of these patches will dramatically increase as well. When you move from a broadband plan of $49 to a plan of $120 each month? Will you still be happy with your Next Generation console? I will admit that $120 was the largest I saw in one case only (worst scenario approach), but the reality still remains. How long for these downloads to complete? That really depends on your connection, but unless you have ADSL2 or better, downloading games that big becomes a non-option, even in the best circumstances of ADSL2 it could take around 9 hours to get through it all and if you are doing other things on the internet whilst it downloads (like Facebook/Google+) that download time will go up by a lot, so it is more than overnight. If there is a connection loss at any time you might lose more than a day. I feel certain that many people had not thought that through and did not reckon on having to deal with a download Behemoth (unless they stick to buying discs). Now, many games will not get to be that large!

Anything below 10Gb (which is still 2 DVD’s) can easily be downloaded on most connections, even though it might take a little while. Yet the NextGen is all about really high resolution (like Blu-ray), which makes the 35Gb minimum space more likely to be the average standard size then the exceptional large title.

So, do you still feel good about your Next Gen console? I truly hope you do, just make sure that you do not cut your own fingers on the download issues and if you have a PS4 (or will get one), then upgrade that hard drive sooner rather than later, because upgrading the drive immediately is just an annoyance, upgrading it after a year of gaming might turn that operation into a small nightmare.

 

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