Is a man not entitled to the sweat of his brow?
No, says the pirate: it belongs to the everyone.
No, says the used game market: we want the profit.
Well maybe, says the consumer: how much sweat are we talking here?
I rejected those answers. Instead, I chose something different. I chose the impossible.
I chose...
A new take on old sales methods.
Two questions arise with the sales of games, and they're fundamentally the same. "Is it worth the price?" and "Was it worth the price?" These two questions are what publishers must look into before putting a game onto the market, likely when the first budget for the game is being outlined.
The current gaming market is based on a pretty set pricing structure; usually with consoles games at $60, with the occasional console game coming out at $40. PC games usually start a bit lower between $30 and $50. With higher budgets, shrinking sales, and the ever-looming issue of piracy, how is a publisher to survive which still offering quality games?
Looking into the issue of piracy, one of the top reasons is the 'try before you buy'. Many games do not have demos available, and for those that do the demos usually don't represent the game well.
So here are a couple of questions:
1. How many would be willing to pay an initial low cost for a full, time-limited game on the premise that afterwards you had the option to pay more based on your own value?
or
2. How many would be willing to pay an initial low cost for a full, time-limited game on the premise that afterwards you had to pay based on a set range of amounts (+$10 more, +$15 more...)?
or maybe a bit of both.
For example, lets say you buy Modern Warfare 2 for $15; it is the full game, fully featured but is time-limited to 30 days. Once 30 days has been reached, the game no longer functions but you do have the option to pay a one-time extra amount to unlock the time-limit permanently. Would you?
Some points:
For those that just wanted to play though the game once, the low-cost entry will hopefully be of enough value and kept someone from just pirating the game. The publisher may not see much money out of this consumer, but at least it is not money lost due to piracy.
For those that play through the game several times, what is it worth to be able to do so? The game was $15 up front, but there is more value to that game in that you want to play it more. For this consumer, there is an added value to playing through the game multiple times (usually due to a multiplayer component). From here comes the next part, let the consumer decide the value, or let the consumer choose from a set amount of values.
Based of questions above, a couple of business models already exist: shareware and the rental market. What if these two markets were to me merged? The consumer pays an upfront cost to play the full game for a time period (the rental), but at the end of that time has the option to unlock the full game for a little bit more (shareware).
Going back to the example above, Modern Warfare 2 was purchased for $15 up front and at the end of the time period the option arises: +$10 more, +$20 more, +30 more, +$XX. Any amount will unlock the game permanently, and you only need to pay it this one time. You choose the fate of the game and publisher.
There are three categories here from the publisher perspective, and it would likely follow the bell curve. Some consumers will pay the least amount of money available, no matter the quality experience or value. Most consumers would likely fall into the middle category, paying a moderate amount extra ($20, $30). Finally, the third category of people would feel that the game is worth more to them for the amount of time spent on it, and would likely give the publisher extra. Whatever category these consumers fall into though, money went to the publisher.
There are still questions to this model though. How many extra consumers would this model bring in, especially those who are on the fence with piracy? Does the bell curve (if accurate) balance out profitability? Where would this model be best placed in the market? While not having answers to all questions, the best test bed for where to implement such a system would be in the direct download market; places such as Steam.
While the numbers in the examples may not be accurate, nor the idea that consumers would fall under the bell curve, I find the premise interesting. From a publisher standpoint, more people are likely to buy into a game at a low cost entry. Even if they don't capture all of the consumers, the publisher still sees some money out of it. From a consumer standpoint, the saying 'vote with your wallet' holds more direct weight. The consumer would be able to pay for a game based on what they feel is it's value. Games with more effort behind them will get a better following of consumers who will be more likely to spend more on them. How much sweat would this model be worth?
tl;dr
Piracy hurts, how to cope? Would a merging of the rental and shareware business models work?

In playing a game, more than likely you will eventually come across a side-mission or scripted event. This side-mission or event lies in wait until you, the player, trigger it.
Imagine this scenario: You are playing a game and have just been tasked to getting a herb located in the mountains or else the blacksmith in town who can craft your special weapons dies. So what do you do? Time to level grind for a bit during this side mission while the game sits and waits for you to return with the herb to continue the side-story. Several hours later (probably several days in game time) you return to the town with the herb, heal the blacksmith, and you get your special weapons.
What should happen? So you spend a few hours level grinding and return with the herb to heal the blacksmith. Only this time you spent too long in grinding, the blacksmith died, and no one else knows the secret for making your special weapons. All is not lost however! Prior to triggering the side-mission the game auto-saves and now you have two choices: lose all the level grinding you did, but get another chance to get the herb and save the blacksmith or keep going on with your higher levels, but losing out on finishing this particular side-mission.
Too often, games present challenges for the player that don't really punish indecisivness or taking too much time. Instead the game just sits there waiting for the player to finish before it continues. Imagine near the beginning of Bioshock, just after Jack injects himself with a plasmid for the first time. You use your newly aquired electrobolt to trigger the door and walk though; suddenly you see the plane that had sunk earlier crash into the corridor and the door you just walked though locks behind you. Glass is beginning to crack and leak and through the murky water you see a parallel corridor implode from the pressure of the sea.
These scripted events work to build a sense or urgency for the player, and for their part works well. However, as a player I could just sit in that corridor all day and the game will just wait until I have move into the next room. What should happen is that after a certain amount of time, the corridor you're passing though should finally give way and implode, whether you are still in it or not. Should you still be in the corridor when it does implode then it's game over, load up the previous check point or save.
Environmental interaction is another lost opportunity, though this may be due to budget restraints and hardware limitations. Bioshock again, this time in a room with large vaulted ceilings and huge windows showcasing the ocean floor below. As a player, you have a rocket launcher and continually fire it at the window. Eventually the glass should begin to crack and finally buckel under pressure and break, flooding the room.
It is understandable that not everything can implemented with this current generation of hardware, PCs included. However, I would like to see game development step more in this direction, where side-missions and scripted events have negative repercussions for not following though correctly. Games as a medium are about interaction, that is what sets them apart from other entertainment; and part of that interaction are the wrong choices the player may make. Think along the lines of the original Dragon's Lair: there are multiple outcomes in each room that face Dirk. Now add to that more direct player control; sure your could do many different things in this room, but not all things you do will let you leave alive.
tl;dr
Just wanting to see more negative repurcussions in player interactivity.
Take too long to finish a side-mission, you won't be able to finish it; blow a hole in the wall holding water in, you drown.