by haunter on 5/1/25, 11:59 AM with 130 comments
by proc0 on 5/1/25, 1:25 PM
The main problem used to be about piracy, but I think now it's really about making games as a service (even if they're not online for gameplay) because it allows more forms of monetization. The conversation should be about making games into a digital product that you can download and own the files. Piracy still happens anyway, and maybe this could make companies solve the problem differently, like only allowing digital backup for trusted players.
by jsheard on 5/1/25, 1:42 PM
by mysteria on 5/1/25, 1:21 PM
The worst case scenario for preservationists is for games to become a streaming service via cloud gaming, which publishers may like since it pretty much prevents piracy and allows them to charge a monthly fee rather than a one time license fee. For movies and music streaming exclusives aren't a new thing and improvements in network latency and bandwidth are making game streaming more and more viable.
by qbane on 5/1/25, 1:54 PM
From preservation's perspective even the day-one release, no matter how buggy it is, is worth preserved. The speedrun community, for instance, often need to fix on an exact version of the game to compete, and a physical copy (implying a pinned revision) is often easier to agree on.
There are exceptions to this, when the day-one release is not playable. It is the trend happening in the software industry -- release early, even if it is literally unusable, because we can push a patch via the network -- that is disheartening.
by hombre_fatal on 5/1/25, 1:16 PM
With digital games, you're tied to how long the console's e-store lasts, which is guaranteed to be sunset.
Eventually I couldn't justify buying the console version of a game that I was willing to play on Steam.
by kmeisthax on 5/1/25, 3:11 PM
AFAIK this is only in Japan. The Japanese Switch 2 experience is going to be vastly different from the international one in ways the average Japanese player won't immediately notice, because Japan's economy is in the toilet and Nintendo is engaging in several desperation moves to avoid selling a product nobody living on a Japanese wage can afford.
If you're wondering what I mean by "vastly different": the Switch 2 you can buy at Yodobashi or Bic Camera is going to be region- and language-locked to Japanese only. You will only be allowed to sign in with a Japanese account, which can only be funded with Japanese credit cards. You can't change the system language to anything other than Japanese, and any games that rely on the system language will consequently be locked to Japanese, too. In exchange, the system is $100 cheaper[0].
Switch 1 also had Game Key Cards, but they weren't branded this way. Instead they were games that required a software update containing the rest of the game in order to work, with an appropriate warning on the box about this. For the record, Switch 1 updates could be downloaded peer-to-peer, and I'm assuming this carries forward for Switch 2, but I have no idea if Game Key Cards work the same way.
[0] If you live in Japan and want an international-spec Switch 2, that's an exclusive My Nintendo Store item that costs the same as it does in the US.
by dmwilcox on 5/3/25, 8:28 AM
Sad but I don't want another device that wants to be more than it is, I basically want an updated version of my gameboy from the 90s and that's it. No downloads, no network, no social, just a game you can quietly play anywhere when you have a bit of time, no nonsense
by mcphage on 5/1/25, 1:41 PM
But you can look at it as a transferable license to otherwise digital games, and that's not bad. A console with entirely (or almost entirely) digital games would have no used game market, and that sucks both for sellers (which I don't do), and buyers (which I happily do).
It would be nice if there was some legal protection for the buyer that, by selling a physical license, that Nintendo be required to make the download itself available for some time period > 20 years.
by xg15 on 5/4/25, 12:34 AM
I don't see why preservation (outside their own archives) would be a goal for Nintendo. The reality seems to be the opposite: They'd like the branding and memory of old games to be preserved, but please not the game itself - because then they can re-release it for every new system as a "remastered" variant.
by monicaaa on 5/5/25, 10:34 AM
by AStonesThrow on 5/3/25, 11:25 PM
Firstly is the proliferation of games and their quality. Anyone can make a new game, given an engine and a few art assets. It doesn't take a lot of capital or know-how to release a new game. Therefore, there's a glut of games on the market, from high to low quality, and there are far more than any rational human could ever purchase or play. This was a problem from Day One: When I purchased my Atari 2600 console (or rather my parents purchased for me) my sister and I quickly filled up a 50-cartridge shelf with games where we barely even played or scratched the surface. They were disposable! When we got a Commodore 64, there were more 3rd parties on the market, making games we never heard of, and these games were so deep and thick that one of them could've kept us occupied for 6 months, but still we chewed through them as fast as we could afford.
Secondly, aren't most all the games now oriented around MMOG "communities" and multi-player-based? That makes preservation practically impossible. If you've not only got to keep the game servers running, but you've also got to preserve the community that goes with them... well, forget it. Gamers grow up, their tastes change; they move on.
I enjoyed a few games, years ago, that basically turned into ghost-town servers. Many of us were so tenacious and dedicated to that specific game as it was, yet the new influx of players dried up, and nobody could prevent that from happening. Every newbie was a ban-evader. Every rich opponent was paying real $$$ just to stay competitive. Our precious game jumped the shark and we couldn't let it die. But die they must. I propose that most games are not worth preserving. Perhaps games should be enjoyed where they are, and then left to die, because they will never be the same again.
by QuadmasterXLII on 5/1/25, 1:07 PM
by MoonGhost on 5/5/25, 9:05 AM
by ferguess_k on 5/1/25, 2:51 PM
This lead me think, is there any 8-bit/16-bit/32-bit native handheld (not Pi emulation) market? I guess the primary difficulty is to make games for them, so most likely just a small hobbyist market. I still think kids don't really care about graphics though, at least when they are young.
by j1elo on 5/3/25, 10:58 PM
What hasn't failed me is to hack my devices and use pirated versions of my content. Ironic that this method works much better. All games I want, locally, in a pack of SD cards I bring in my backpack, ready to install and play 100% offline at any moment in a train, a flight, a boat.
by znpy on 5/3/25, 9:03 PM
Why would one hope that? Nintendo has never ever shown any kind of sign of even remote interest in anybody not-Nintendo doing any kind of preservation.
by addoo on 5/1/25, 1:18 PM
I’ve realized this at some point, but video games are ephemeral and should really be enjoyed in the now. Even if you can perfectly preserve a game, and the means to play it, tastes change so quickly in gaming that a game that’s fun today might not be enjoyable even a year later.
by musicale on 5/4/25, 1:58 AM
by junaru on 5/3/25, 11:26 AM
> may
Weasel 'game journalists' like this is the reason gaming is dying.
The world is WILL not may. It happened before and it will happen again because publications like this are nothing more than pr department for gaming companies.
by _imnothere on 5/4/25, 2:41 AM
by nokeya on 5/3/25, 10:01 AM
by timnetworks on 5/3/25, 3:07 PM
by supermatt on 5/3/25, 12:40 PM
Edit: I guess not:
“you must have enough free space in your Nintendo Switch 2 system memory or microSD Express card”
https://en-americas-support.nintendo.com/app/answers/detail/...
FFS. I never thought this day would come with Nintendo.
by ksec on 5/5/25, 6:25 AM
by rootsudo on 5/4/25, 12:20 AM
by kelsey978126 on 5/1/25, 1:36 PM
by reverendsteveii on 5/3/25, 7:41 PM