On Sat, 3 Nov 2012 16:04:00 -0700 (PDT),
sheg...@uymail.com wrote:
>Can someone explain how that's legal? If I buy a pair of shoes at a shoe store and when I get them home decide I don't like the style and when I take them back the retailer says we don't accept returns, you'll have to trade them with somebody. Makes as much sense.
Agreeing to the terms of a software license (or any other license
arrangement) and making a tangible purchase are not comparable
scenarios.
Shoes are tangible items. Software is not. You cannot make a
duplicate of shoes with two simple keystrokes and/or upload them to
pirate sites the way you can a game.
Shoes and many tangible items have a manufacturing cost per good
that's associated with them and a profit margin that is known before
hand, for example a shoe vendor might know that the cost per pair to
build is $12 and the shoes will sell for $50 each. If that particular
shoe model does not sell well, they are only out the manufacturing
cost for the first few thousand and they simply kill off the shoe
model and focus on the models that do sell. Most games costs millions
or tens of millions to produce, and usually either succeed big or fail
big, with middle ground being the exception rather the rule.
So no, your shoe analogy does not "make as much sense". Tangible items
and digital software licenses are different.
What I don't know, and can't really contribute to this conversation
since I buy all my Steam games via download, is whether the dilemma
you're experiencing (whether the Steam key is transferrable across
different Steam accounts) is really a Valve decision or a game
publisher decision.
I know that with GFWL, whether or not the serial key ties you to the
MS account is a decision the game developer and/or publisher makes and
not Microsoft's call. I found this out first hand when a Codemasters
game would not transfer to another Windows Live account because the
serial key has already been redeemed. Some other games which required
GFWL were installable to the new account with no problems. Microsoft
confirmed that this was a Codemasters licensing decision, but also
added that Codemasters will usually accomodate a serial key activation
transfer to a new account if you call and speak to customer support.
I'm not sure if the same is true of Steam games or not, but if nothing
else the game developer could potentially just issue another Steam key
if the license agreement you agreed to during game installation did
not specify that you are the sole licensee and that the license is
fully transferable.