Give me one advantage "always online" brings

The only real advantage...and I'm pretty sure PS3 does this already, is pushing updates and syncing cloud storage overnight.

"Needing to be online to play" is complete bullshit, but I already have like 9 "always on" devices in my home.
 
I'd like for once to see arguments justifying the mandate, not why online features are nice when you choose to be online.

The piracy argument is the only compelling one I've seen so far and even that is pretty indirect in regard to the end user.
 
This and ads. It's the revenue potential that draws this desire for always online.

Yep. Always-online is for very few reasons other than being able to constantly advertise based on unique user interests. It's no secret that Live makes a lot of money from ads, and now they're going to make even more.

You just unlocked an achievement in Gears? Well, you probably like other horrible shit too. Here's a reminder that The Walking Dead is on tonight.
 
The advantages of "always online" systems already exist on current platforms like Xbox Live and Steam. These systems make people want to be online.

There are no advantages to be gained for gamers by forcing them to be online. It's like what's currently offered except the convenience of offline play is replaced with a punch in the face.
 
A significant portion of the billions of dollars of revenue that financiers now won't lose to used game sales and piracy (thanks to always-on!) will be rerouted back into development resulting in bigger and better games, cheaper prices, less need for nickel and dime DLC and greater risk taking in themes and concepts.

Yeah it's hard to say that with a straight face but that's the argument.
 
Focused advertising.

Instead of being sent ads on hair care products (I'm bald), I'll be given ads for rogaine and propecia.
Thank you Kinect for looking out for my needs.

Literally BILLIONS OF DOLLARS not going to Gamestop for reselling USED GAMES.
Gamestop will still be reselling USED GAMES.
In fact, you'll have to go through them or another approved reseller because your games won't work if you sell them on Craigslist or eBay or give them to another family member.

Gamestop loves this idea. They'll get even more money this way.
 
I think there are lots of reasons for why heavy online integration is interesting and compelling, so I'll keep my mind open. who knows, maybe some might require the console to be always online (lots of stuff being done in the cloud, perhaps? in all non-Sim City seriousness). Just to play games though, as some form of draconian DRM/anti-used games system? Not so much.
 
In theory it stops or slows piracy and prevents or slows used game sales.

You probably figured out that the advantages are not for us consumers though.
 
It makes it much easier to disregard a console entirely.

Streaming video games.
... You know, this or as a dedicated MMO platform might actually be semi-valid points, but I don't really have enough confidence in pure streaming ANYWAY to want a box just for that unless it's in connection with a full console, like a very portable way to take my digital library with me (sort of), and I don't really understand how or why someone would limit a piece of hardware to JUST MMOs. Maybe if it was painfully deficient at some areas in favor of aspects an MMO would need, like maybe a weaker GPU but buckets of RAM.
 
For a system? None.

For a game? MMOs, auction houses, community features (e.g. streaming, able to track how far the community has gotten in a game and report back)

The problem isn't that there are no features made possible by always online in a single game, the problem is that all of these features can be done on a per-game basis. An "offline" system can have an always online game. An always online system, by contrast, cannot have an "offline" game.

In other words, an "offline" system can do both: it can have always online games and offline games as needed. An always online system can only do always online games.
 
I think there's numerous advantages to a console that's online in a standby mode, like downloading and installing updates automatically. Of course, there's no reason a console has to always be online for a feature like that, just online to use it.
 
the biggest advantage that I see is that online generates more revenue for companies, both directly and indirectly, and so more monetization options means companies less likely to go belly up.

On paper anyway.

Assuming that the company can provide a guarantee with regards to service uptime so that we dont' have our always online service being subject to another SimCity fiasco (and I think large providers like Valve, MS, PSN, etc have shown they can), then I think it's a complete non-issue for most gamers, as it will be basically invisible. Most people are already always online anyway.

A few people, particularly in rural areas, will get screwed, no doubt. I sympathize with them.

But it is what it is. Most people won't even notice, but will still argue on principle. Whatever, I guess.

I don't think always online necessary improves the quality of individual games though, as it can sometimes hurt the design and result in less compelling games. But it results in more compelling revenue streams for the companies, so it's what we're going to have.
 
You will always know when something is wrong with Live or Your own internet connection.

Also voyerism:
Required Kinetic
Required always on Internet Connection
*I can see you*
 
Look at the PC as a great example of what I mean by the above. The PC is a great example of what a flexible system can offer; it can be online, but doesn't have to be. It has always online games, and always offline games, and games which can be online but don't have to be. There are lots of games on PC that are always-online and require an internet connection to work: World of Warcraft, League of Legends, and Farmville are all huge, gigantic hits on the PC, and all are completely non-functional without an internet connection. But then there are also games like the Sims and Skyrim, which do not require an internet connection because they are primarily single player games. Both of these games are also big hits. Finally there are games which can be online but don't have to be, like Starcraft II.

A system that is by default always online does not have this flexibility. Instead of the full range of games, it will only have always online games, by definition.
 
Devs can feel more confident/comfortable making games that focus on online-required features (MMOs, Dark Souls-esque games, etc.)
Social Stuff
DRM
The other things they've been saying.
 
...In other words, an "offline" system can do both: it can have always online games and offline games as needed. An always online system can only do always online games.

...Of course, there's no reason a console has to always be online for a feature like that, just online to use it.

That's my point. Always online does nothing that cannot be already be achieved by the current offline/online model.
 
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