PlayStation warns of Plus subscription price increase

Daniel Puchert

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PlayStation Plus price changes in South Africa

Sony has started notifying PlayStation Plus members in South Africa that their subscription fees will increase on or after 24 June 2025, depending on their payment date.

“This price adjustment will enable us to continue bringing high-quality games and benefits to your PlayStation Plus subscription service,” Sony stated.
 
Remeber when you used to buy a game and own it outright?
View attachment 1813410
Isn't that never?

We might've owned the media it was stored on, but like any software, you only ever bought a licence.

Also: If your disk got corrupted or CD got scratched and you didn't make a backup, then you were SOL (or had to resort to the high seas).
 
Isn't that never?

We might've owned the media it was stored on, but like any software, you only ever bought a licence.

Also: If your disk got corrupted or CD got scratched and you didn't make a backup, then you were SOL (or had to resort to the high seas).
100%.

And the reality is that, as more and more games become reliant on always-on requirements, incidents like what happened with The Crew will become more frequent.

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Isn't that never?

We might've owned the media it was stored on, but like any software, you only ever bought a licence.

Also: If your disk got corrupted or CD got scratched and you didn't make a backup, then you were SOL (or had to resort to the high seas).
It was still a perpetual license.
 
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Isn't that never?

We might've owned the media it was stored on, but like any software, you only ever bought a licence.

Also: If your disk got corrupted or CD got scratched and you didn't make a backup, then you were SOL (or had to resort to the high seas).

In argument. How it should be looked at. A buyer buys a license that allows a user with the right to use. The buyer doesn't own the content. Ignoring a current lawsuit, what should be argued is under what conditions the right to use can be limited. It should be commonly acceptable that the content owner should allow reasonable access to their content. Then we have content that is today categorised as a live service, that is dependent on computation that does not reside client-side. Now we enter a technical area that has a direct impact on reasonable access. So we explore deeper.

The most important aspect is the agreement. The buyer buys a license that is tied to distribution, distribution whom have a license to distribute IP. E.g. When I 'buy' a game on Steam, it is not the same license as I would have bought on GOG. Then we have EULA's and these are attached to Digital Rights Managements (DRM), and DRM is also applicable to distribution. A entity like Steam could lose its distribution rights, and a content owner could lose its ownership.

This is only touching on it. There are many layers to user rights, and its limitations.

I, amongst others who champion game preservation, are exploring whether a content owner should allow user access via third-party support should the license be terminated. I am leaning more towards custodionship, but I am not getting into that.

There are distributors like GOG who will market that you own the installation media, hence they encourage you to download and backup the installers. The problem with this is an unreasonable expectation, installation media is huge. It is PR. Technically, though you can own the installation media, once the license is terminated, you don't have access to use, and it isn't shareware (like the good old days). For clarity, it is best to ask a lawyer on content and ownership rights.

In my own layman view, I personally view that games, which is not a live service, should be considered an art, and hence should be protected. Essentially, the right to own shouldn't be limited, but should prioritise reasonable accessibility, as long as the buyer, as a user, had acquired an existing right to use. Additionally, at some age, the content should be made open to use.

Steam isn't going to purge user libraries. Not given the current sphere.
 
We got an increase just last year, this is taking the piss a bit now there the cost of a few games on special outweighs the service.

I suspect I’ll be cancelling end of this subscription.
 
This is only touching on it. There are many layers to user rights, and its limitations.
Yeah, I agree with you on basically every point.

I would use GOG more if they only localised to Rand like Steam does.

Humble was also sometimes a good DRM-free option, but still dollar-denominated.

A huge problem with the current licensing norms is that game developers and publishers or even platform owners can ban you at their discretion.

Like, imagine if Valve just bans your Steam account because of a false positive in some arcane anti-cheat system.

In the U.S. you might be able to find a lawyer to help you sue them for a cut of the take, but here in South Africa you will just have to beg them and hope they reinstate your account.

One thing I would add to what you said is that I would consider some live service games art. No Man's Sky and Warframe are two examples I still regularly play that would be a shame if they got shut down.
 
One thing I would add to what you said is that I would consider some live service games art. No Man's Sky and Warframe are two examples I still regularly play that would be a shame if they got shut down.

I agree. The only issue with live service titles is the complexity that varies in scale and scope. It could be an online ecosystem to monetize the title. It could be an online event system tied to rewards. It could be all computational (and procedurally generated). Or, any combination. Most cracked live service titles decouple the monetisation and rewards, and DRM.

DRM is what it is, a software application that is managing the digital rights of the content. Within reason, all of this, with consent, can be removed. Falling back to a more conventional right of use.

The problem starts when the live service, the actual game or user experience is dependent on a hosted service. If, and a third party is willing to create, maintain, and provide additional support for such service. This is after live service has reached end of service. Now, this is already being done with some games, some of which have resulted in lawsuits of its own. For this to exist, an instrument should be established that of a right that is freely licensed to vetted parties for allowing continuity.

IP still needs to be protected. A right must be given to allow permission to, in broad speak, engineer the content, all within reason. Then you arrive at the point of sustaining this, funding such licensed projects, and arguably, the owner has a right to this funding too if their IP is used. It is a minefield.

It is also reasonable for a content owner not to create competition for itself. We want developers and publishers to make money, in terms of expecting better quality.

Yes, generally, I am of the view that a game should be designed with continuity in mind for handovers, and this should not only be baked into a game, but also in its licence. Having an "offline mode" of sorts, rendering "online play (required)" as obsolete. This could be 'powered' via distribution, for example Steam's workshop.

The final part of the problem is the actual ownership of the IP/content, that is itself layered, and very complicated if ownership is restructured via acquisition or any form of relinquishment. This is why it is important for me to get games a protective status similar to, or within the same framework as art. This varies also on jurisdiction, applicable law, etc.

I will fight for game preservation until the very end. Everyone has an opinion, but it's up to the legal minds to make any sense and validity of it. This is a sphere where there are legal minds protecting IP too. A balance has to be found.

To be more on topic, subscription services are limited in capacity, only that many titles can be catered for within a budgetary cycle. The use licences many have come to love and appreciate as a form of ownership is not going away, except if cloud gaming gains dominance in the faraway future, if ever.

Then lastly, speaking of ownership, after all of these years, and through marketing, one could technically argue that a use licence is a sense of ownership. We have been buying our games, "buy now", and all that, and that is what has been implied before being granted a EULA. It is within this spectrum that I say the right to use can't be arbitrarily limited.
 
I know I recently praised the PS5 and PS Plus but just forget it. Rather wait for the next Steam sale.
 
Only £10 a month for me as my subscription is still in ZAR - because Sony want's me to delete my account to change countries. So.. I'll keep it in ZAR.
 
My kid was so pissed when he bought a 12 months subscription only to play Gran Turismo on his PS4, just to find out support stopped and he could not actually race against other as usual. So he sold his PS4 the next month.
So no subscriptions for us anymore.
 
We might've owned the media it was stored on, but like any software, you only ever bought a licence.
Licensing model for the win.

License all my tech. /S
 
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