OP-ED: Online Passes Aren't the Unfair Evil They're Made Out to Be
In the past few days, two more games joined the long list of those using some sort of online pass. Since Electronic Arts introduced the concept in 2010 with Project $10, more and more publishers have adopted the practice of locking out certain features for those who purchase used games. Many feel it's unfair, but I'm not so sure that's really the case.
Many gamers consider online passes yet another way they're being shafted this generation. Like downloadable content, it's another scheme cooked up to maximize the amount of money squeezed out of each gamer, they would say, and in the case of DLC that has been true at times. I'm hardly in favor of publishers releasing incomplete games and expecting people to then pay for the rest of it later, and I was as annoyed as anyone when cheat codes started showing up on the Xbox Live Marketplace for a fee. But there is a difference between hoping to make some money off of the game you created and withholding a part of the game simply so it can be sold to players at an additional cost now that it's technically feasible to do so.






















