Secondhand Games Stifle Innovation? 165
Via GameSetWatch, an article at the Guardian relaying a message from publishers. They say that, though you may be enjoying those second-hand games, they may be forcing you to choke down the sequels that plague the industry. From the article: "'We recognise the secondhand games market is part of the revenue mix, for retailers at least,' said a spokesman. 'However, if it continues to grow, it could potentially starve us of the funds necessary for research and development, and therefore, developers will be less willing to take a risk on new and genre-diversifying titles. It's this creative diversity that makes the games industry so popular, and without sustained funding from new software sales, this could be at risk.'"
First Rant! (Score:4, Insightful)
People are buying piles of second hand games.
It's cutting into your profits.
The problem:
You've set your price-point too high for the duration that your games are enjoyable.
The solutions:
Lower your price or
Make games that people will want to retain longer.
Bitching that your retailers are against you because they can't make money selling first-hand games is stupid. Retailers adapt to what makes money. If you lower you prices so they can run thicker margins on the new product, they will push your products accordingly.
This is not rocket science. Open to the pages of your marketing book where they show that setting a jukebox to play a song for a quarter will earn twice the money as one requiring one dollar but playing four songs.
Read, think, repeat until clued.
Re:First Rant! (Score:2, Insightful)
XBox 360 (16 of 19 games available)
http://www.ebgames.com/ebx/categories/products/dep tpage.asp?typ=p&nav=p&web_dept=Xbox+360 [ebgames.com]
Nintendo DS (18 of 49 games available)
http://www.ebgames.com/ebx/categories/products/dep tpage.asp?web_dept=Nintendo+DS&typ=p&nav=p [ebgames.com]
Basically by charging $20 more per game Microsoft has ensured tha
Re:First Rant! (Score:2, Insightful)
Also, while they are sold used handheld games usually aren't available for rent.
Re:First Rant! (Score:2)
They aren't making ANY money from games they aren't selling.
Realistically for the hard DVD and box it costs them less than a dollar maybe 2 with shipping.
They need to be moving towards a system where gamers buy 200 games for $10 instead of 5-6 for 50.
Too many console gamers have only 4-5 games for their systems, and it's hitting the console makers hard because they lose money on the hardware.
Re:First Rant! (Score:2)
There are people who pretend they finish a lot of their games but mostly they don't.
The only people finishing a majority of their games is cash starved addicted 12 year olds.
And they don't even like most of their games, Having owned several modded systems (And a Dreamcast
Companies should find a w
Re:First Rant! (Score:2)
Re:First Rant! (Score:2)
-nB
Re:First Rant! (Score:2, Interesting)
Re:First Rant! (Score:2)
Game prices have hardly changed since 1987, when the Nintendo was the first console back on the scene after the video game bust. In 1987, you paid $50 for a game. Today, you pay $50 (or less, sometimes) for a game. When you pay more, it's because you buy during the high season (you're unwilling to wait for titles to go on sale, you don't buy during the first few days, etc).
Meanwhile, the value of the dolla
Re:First Rant! (Score:2)
I got Animal Crossing second hand because it was only AUD$20 and it was exactly the same as the new copy minus the memory card i didn't need.
Re:First Rant! (Score:2)
2nd hand games have no devaluation? (Score:5, Insightful)
Re:2nd hand games have no devaluation? (Score:4, Insightful)
Another is that a game's quality degrades because:
- it gradually becomes more and more of a hassle to run it (DOS games? floppies? etc.)
- the graphics "degrade" - not really, but old games used to engage us with no problems, and the graphics were still amazing every new generation of games... go back a few generations and the graphics just plain look "bad", even though they haven't actually changed
- gameplay becomes simplistic - yes, it was great at the time, and some games were pioneers and are true classics. Compare the gameplay of Dune II to, say, Starcraft, though... or Wolfenstein to Halflife... plenty of counter-examples, of course, but I'm only comparing equivalent games - "today"'s best games to "yesterday"'s best games in the same genre.
So in a way I agree that the quality never degrades, but (some) new games are such huge leaps forward that the net effect is the same.
I'd agree much more with that point of view if it was about music
Re:2nd hand games have no devaluation? (Score:2, Funny)
Yeah, everybody knows that disco will never get old!
Re:2nd hand games have no devaluation? (Score:2)
That's one reason why I bought Virtual PC for Windows.
- the graphics "degrade" - not really, but old games used to engage us with no problems, and the graphics were still amazing every new generation of games... go back a few generations and the graphics just plain look "bad", even though they haven't actually changed
Hey, I still play Angband [thangorodrim.net], and the graphics still look OK to me....
- gameplay becomes simplistic -
Re:2nd hand games have no devaluation? (Score:2)
Re:2nd hand games have no devaluation? (Score:3, Interesting)
Just like secondhand CDs, secondhand books... (Score:5, Insightful)
I imagine thrift shops are preventing the clothing industry from innovating, too?
Re:Just like secondhand CDs, secondhand books... (Score:5, Insightful)
In fact, it makes even less sense to me...
Aren't we buying used games in the first place because somebody who owned the game decided it no longer had value for him, and somebody else decided that the value of the game was lower than the cost of buying it new?
Now, assuming a company puts out an all-new game based on an innovative premise and with gameplay we hadn't seen before... wouldn't that a) force those who want that experience to buy it new, and b) provide enough value to otherwise second-hand buyers of valueless games that they would now buy a new one?
In other words, it seems to me that sequelitis is directly responsible for the surge in the used market, and the only way out of it is to produce new and innovative games. It's not the other way around. Developers need to give people a reason why they should buy a new game. Pumping out sequels is just going to do the opposite. (It also has the effect of just dumping a whole bunch of previous series editions into the used marketplace. Why keep Madden 05 when Madden 06 is now out?)
Just look at the Nintendo DS if you need an example of this. The only solution is to make games that are as fun and unique as possible, and that aren't "updated" on a yearly basis.
Re:Just like secondhand CDs, secondhand books... (Score:2)
Actually you got it backwards. Sequelitis actually kills the used market for the previous game. Madden 05 is worthless when Madden 06 comes out. Who wants the old version when the newer version is out even if it has only a few new features? As a someone who buys Madden every year, I try to sell it a couple months before the new versio
Re:Just like secondhand CDs, secondhand books... (Score:2)
Me.
I buy very few sports games. Usually only one per sport I like per generation. FIFA 2002 was a reasonably good soccer game with a great soundtrack. I got it for $5 new over two years ago. That, my friends, is value.
As an aside, you can have some of the most politically incorrect matches with that game. I always handicap myself by playing as Iraq. It's hilarious and topical. I wonder if I get put on some sort of
Re:Just like secondhand CDs, secondhand books... (Score:5, Interesting)
Re:Just like secondhand CDs, secondhand books... (Score:2)
Only a moron.
End of story.
They need to stop producing crap with no value and make a decent game for a change.
Enter the first sale bypass... (Score:4, Insightful)
Here is how we will see the proliferation of "activation servers" and the like systems where purchasing a "used" copy of a game simply buys you a coaster. Copyrighted materials (in the US at least, and from the article the EC) are covered under the doctrine of first sale: once a work in "fixed form" is sold, that fixed form is transferable to anyone else by any method desired. The used book, CD and game industries survive only because of this doctrine.
Activation servers add an additional wrinkle to the mix: you can still legally sell the bits, but the activation code isn't going to work when you take it home. When you complain to the company, they will (correctly) tell you that the code has already been used. Thus, the idea of used games will be a thing of the past. Of course, so will be the idea of tossing an old CD into your machine and expecting it to do anything but say "activation server could not be reached".
All this will be couched in terms of "the benefit of the consumer" while in reality kicking them in the teeth.
Re:Enter the first sale bypass... (Score:4, Insightful)
Here is how we will see the proliferation of "activation servers" and the like systems where purchasing a "used" copy of a game simply buys you a coaster. Copyrighted materials (in the US at least, and from the article the EC) are covered under the doctrine of first sale: once a work in "fixed form" is sold, that fixed form is transferable to anyone else by any method desired. The used book, CD and game industries survive only because of this doctrine.
Activation servers add an additional wrinkle to the mix: you can still legally sell the bits, but the activation code isn't going to work when you take it home. When you complain to the company, they will (correctly) tell you that the code has already been used. Thus, the idea of used games will be a thing of the past. Of course, so will be the idea of tossing an old CD into your machine and expecting it to do anything but say "activation server could not be reached".
All this will be couched in terms of "the benefit of the consumer" while in reality kicking them in the teeth.
That's where we consumers come along. We don't buy the software that requires activation. That's it.
Re:Enter the first sale bypass... (Score:2)
Re:Enter the first sale bypass... (Score:3, Interesting)
Re:Enter the first sale bypass... (Score:2)
The consumer rolled over because HL2 just rocked that much. Yes, Steam sucks, b
Re:Enter the first sale bypass... (Score:1)
Re:Enter the first sale bypass... (Score:2)
Typically, the policy is: send in your original media, and we'll send you a replacement and a new code for $5 or the cost of shipping.
As long as companies are stuck with those policies, there won't be a problem for the 2nd hand market. And they will be stuck with those policies forever because it is oooohhhh so easy to steal activation codes out of th
Re:Enter the first sale bypass... (Score:2)
> piece of their media called up and complained that their code was
>already activated?
An alternative is of course to claim the product is faulty since it, by design amd at time it shiped, had a built in feature that made it stop working. SUch things are covered by law although never seen it tested, but imagine if a vacum cleaner would behave like that, suddenly stop working by the manufacturer simply disabling it because they
Re:Enter the first sale bypass... (Score:2)
And if legal, why shouldn't a software provider be able to rent you software under the same terms?
Re:Enter the first sale bypass... (Score:2)
>under the same terms?
Sure they can rent you software, but that is not the case here, it is about sales and second hand sales.
Re:Enter the first sale bypass... (Score:2)
Re:Enter the first sale bypass... (Score:2)
And they will make MUCH less money is my guess if they only rent games and don't sell it as well.
>So the disc you buy in the store won't be the game,
Either you sell or you rent, you can't have it both ways.
No. (Score:4, Insightful)
This is just an exscuse for greed and lack of effort by developers... Truth be told, I bet uninnovative sequels perpetuate second hand retail industry.
They could always go Hollywood... (Score:4, Insightful)
What bothers me is this:
"However, if it continues to grow, it could potentially starve us of the funds necessary for research and development, and therefore, developers will be less willing to take a risk on new and genre-diversifying titles."
This isn't a chicken-or-egg problem, we know new games came before used games. Therefore, this entire cycle was started with new games that had a high degree of suckage, and these high-suckage games were published before the used game industry took off (because, again, new games came first).
The solution seems obvious: publish good games. The better the game, the less likely the owner will sell it back to the store. And if it's really good, they'll buy the same game two or three times (witness Nintendo's business model on the GBA). But making the "We need to make crap games to pay for good games" argument that Hollywood has been touting for the past 50 years or so is simply going to land them in the same place Hollywood is now.
Oh please (Score:2)
Re:Oh please (Score:1)
Call The Waaaaaahmbulance! (Score:5, Insightful)
Note: it's not crappy ass games that are hurting you, it's not mindless sequelitis, it's not buggy games that need 15 patches before they arrive in stores, and it's not the fact that Blizzard is eating all your lunches, no, it's those awful secondhand games.
Suuuuuuuuuuure.
I buy a lot of used games, since I like not spending huge amounts of cash on new titles. And you know what? I can buy 15 copies of trashy games I know I don't want, but it's often a pain in the ass to find a good used copy of something I actually care about playing, because people don't often sell good games. The secondary market is flooded with older versions of sports games, obsoleted by the industry's own revenue model for sports games, and crap. Cry me a river, EA.
Re:Call The Waaaaaahmbulance! (Score:2)
Poor fuckers. I feel so guilty.
(Seriously, now) Cry me a river, boys... (Score:5, Interesting)
Yeah. Cry me a river. Here are my thoughts:
1. The game industry is making money hand over fist. They may WANT a license to print money, they may feel that all of us gamers should spend all our income on their brand new stuff and never look for a bargain, but tough luck -- the world doesn't work that way. If we all got whatever we wanted, whenever I got lonely or horny I'd clap my hands, yell "Doughnut!" and a gorgeous hottie with an oral fixation would appear. See -- I just clapped. NOTHING! So why should they get whatever fool thing THEY want?
2. Used games COME FROM SOMEWHERE. They don't just suddenly appear, the Used Game Fairy doesn't bring them around in her "naughty nurse" uniform, and they're not gifts from aliens. Every used game was purchased by someone, brand new, at some point. So, the game publishers DID get paid for them! Their problem is, they're not getting paid for them ANY MORE. Again, too fucking bad. That's life. I'd love it if my ex girlfriend had to come over three times a week and do me, but she doesn't (too damn stubborn).
3. A PURCHASE IS A PURCHASE. Once we buy our games fair and square, we can sell them to anybody we want to. We can trade them for cigarettes and beer if we feel like it. We can give them to homeless people to use as ninja stars when fratboys annoy them. We can do whatever we like with them. BECAUSE WE BOUGHT THEM, for much more than they're conceivably worth, by the way. All the pissing and moaning in the world won't convince me that once I buy a game, I shouldn't sell it or trade it in for a new one. It's mine, I'll do whatever I want with it.
4. FINALLY, seriously now, isn't it ridiculous that they're now trying to pretend that it's the used game market that causes game companies to put out derivative dreck? YEAH, I see how that works. It's not that game companies are pushing their developers to exhaustion, outsourcing a lot of their activities, making UNBELIEVABLY shitty movie tie-in games (if you can call them games), and in general, treating the public like they'll buy anything if they put the right face on the package. Oh, no, if sales slow down it must be because all the customers are EVIL! Yeah, we're all just penny-pinching Meanies. I see...
Well, that's my rant for now. I'll leave you with this thought:
Do I buy a lot of used games? Yes, I do.
Do I buy a lot of new games? Well, actually, yes on that one also.
Am I a freeloader? NO. I spend more money on this crap than most people.
Do I feel like anyone appreciates my business? NO.
You know, this stuff isn't that complicated. It's about treating me like a customer, appreciating my business, and giving me good value. If you can't do that, there's nothing you can sell me.
Re:(Seriously, now) Cry me a river, boys... (Score:2)
Ultimately I think this is a bunch of sniveling hand-wringing. To borrow from the article:
Gosh, you mean they're having a hard-time quantifying this (phantom) effect?
The following from a Sony spokesman:
Re:(Seriously, now) Cry me a river, boys... (Score:2, Insightful)
I had a weird argument this morning which actually provides a good example of this mentality.
Over the past four years or so, I've missed maybe four appointments with my dentist. I always made them up shortly afterward
Re:(Seriously, now) Cry me a river, boys... (Score:3, Insightful)
My dentist makes me pay 40$ for missed appointments, and I don't have a problem paying them.
Re:(Seriously, now) Cry me a river, boys... (Score:2, Interesting)
Look, think about it this way, considering as an example the asshole dentist I just fired: Because I've rescheduled the occasional appointment (something that can't be avoided because of my job), the dentist freaked out and sent me threatening mail. But whenever I made it in right on time, the asshole kept me waiting around with my thumb up my ass for a fucking HOUR because he scheduled two people
Re:(Seriously, now) Cry me a river, boys... (Score:2)
More important
Re:(Seriously, now) Cry me a river, boys... (Score:2)
However, I think your righteous indignation spilled over into your retelling of the story, and I don't think
Simple choice. (Score:2, Insightful)
If you make your games play-once, there may be a secondary market, yes, but how long does it take before everyone's played the game, is done with it, and is ready for new stuff?
The current trend is your best bet, given the options that don't involve legislators.
Its that usual music industry line (Score:3, Insightful)
Its sounds to me like exactly the same sort of "I know our products suck at the moment but if you guys gave us more money we'd make better products, honest" line.
Re:Its that usual music industry line (Score:2)
Boo f'ing hoo (Score:3, Insightful)
Part of the rise in used sales has to be due to the rising price of new games. I am not willing to spend $50 or more on a game unless I know, ahead of time, that it's one of the best games ever made. And it had also better have more than 10 hours of gameplay in it. Otherwise, I'll wait till the price drops or I see a used copy.
There's a huge difference in terms of impulse spending between $30 and $50. If I have the choice between a $25 used copy and a $30 new copy, I'll buy new. Over $30 and I'll try to find it cheaper somehow. If you think you can't sell your game for $30 and make a profit, then you need to think about what you can offer as a value add, either as something you can't get with the used copy or something that will encourage people to not sell theirs in the first place. If you want to compete and be successful in the marketplace, innovate. Don't bitch at your customers for not giving you enough money. Capitalism is not charity. If your game isn't selling it's because you didn't make something worth buying new.
Re:Boo f'ing hoo (Score:2, Interesting)
My friends and I play Halo 2 and even the original Halo a lot (multiplayer, LAN and online). I've often thought how much value, in the form of thousands of hours of fun, we've received from these games. I wouldn't even think of selling some titles, even one that's four years old, because they're so enjoyable.
I'm no MS fan, but I've given them full price for an Xbox, Live, and many copies of Halo/Halo 2 (some as gifts) over
Re:Boo f'ing hoo (Score:2)
You could always try R&D... (Score:1)
There are two games that I've even considered purchasing in the last couple years: Quake 4 and Battlefield 2.
Sick of consumers not buying the latest game? Try focusing on gameplay over eye-candy.
I'm Sorry (Score:5, Insightful)
Consumers don't owe the industry any favors, especially after years of being treated like:
- criminals via abusive copy protection mechanisms and unfair return policies
- sheep via releasing non-innovative games over and over again, with poor support and quality control
Also, explain this:
- If the innovative games aren't out there, then how the HELL is buying the CRAP that *IS* on the shelves going to help any?
Answer: IT WON'T.
- How will buying the CRAP that IS on the shelves going to encourage publishers to market games that aren't CRAP?
Answer: IT WON'T.
Re:I'm Sorry (Score:3, Insightful)
- If the innovative games aren't out there, then how the HELL is buying the CRAP that *IS* on the shelves going to help any?
Answer: IT WON'T.
Well, it will lower everyone's expectations of what a game that isn't crap is. It will also provide funding to develop new games. (Probably crap)
- How will buying the CRAP that IS on the shelves going to encourage publishers to market games that aren't CRAP?
Answer: IT WON'T.
More importantly, buying crap on shelves will lead them to believe their pr
Re:I'm Sorry (Score:2)
Part of the problem is that the games industry thinks better graphics == innovation. All this "research" funding is going into prettier explosions, higher res blood stain textures, and boobie bounce p
Retailers charge too much for older unused games (Score:2)
Re:Retailers charge too much for older unused game (Score:2)
Re:Retailers charge too much for older unused game (Score:2)
There have been budget re-releases since the early 80's (possibly even before then). I remember picking up Outrun (for the ZX Spectrum no less) for 1.99 on re-release - it had cost 9.99 (how extortionate!) two years before.
What hasn't continued from the 8/16 bit home computer era are compilations. They used to be all the rage and a popular alternative to budget releases. Somewhere I've still got the t
Re:Retailers charge too much for older unused game (Score:2)
BS, anyone? (Score:1)
I don't know how you could hear somebody say that and think there's a lack of creativity in the video game industry...
Look basically... (Score:1)
Quoth the book publishers association: (Score:3, Insightful)
Re:Quoth the book publishers association: (Score:2)
Trust me, the publishing industry, especially the textbook publishing industry, is on the same level as the mob. I've heard that it's even run by the mob. All told, I'd rather owe the Godfather a favor than work for the textbook industry.
So, there's this book called The Riverside Chaucer, which, according to my Chaucer professor, is about the best compilation of Chaucer's works you can get for an undergraduate taking a normal 3 hour per week class. The thing is, it's published in two editions:
The ultimate silly version (Score:2)
Thanks to dhaines [slashdot.org] for th
Much better! (Score:2)
Thanks for the idea.
Less money means MORE risk taking (Score:3, Insightful)
Replay value? (Score:2, Insightful)
1) Sell it after a short while. OK, it wasn't to your taste. Sorry. If it's a good game, there won't be too many people in your situation.
2) Sell it after a longer while. I'm glad you enjoyed it. Most people into this sort of thing will have bought it new by now. And whoever picked it up second-hand will hopefully buy my next game new, once they've enjoyed
Re:Gah! More hours of game != good (Score:2)
I'd rather play a short fun game over and over than have to trudge through a long boring one once. This whole notion that developers need to make their games longer has steered me away from the whole console RPG genre. Is 60+ hours of play really a selling point?
Consider Tetris or even Solitaire. How many h
R.I.P. (Score:3, Insightful)
Apple on the other hand seems to be actively listening to their customers and gives them what they want, rather than what the aforementioned companies do, which is try to tell us (the consumers) what we should want, and after they have watched another failure, sue us for not liking their products.
/rant off
Re:R.I.P. (Score:2, Flamebait)
Take the dick out of your mouth fanboy.
Apple doesn't listen to its customers, customers listen to Apple. In it's heyday the PPC was the king of the processor mountain. Apple isn't giving the customers what they want, the customers want whatever Apple offers them. Remember Apple's commercial about how the G5 was a weapon?
I remember how a year ago, the Mac fanatics were singing the praises of the G5. Now eve
Easy solution (Score:3, Interesting)
Besides that, the paltry cost of producing a box, disc, and manual is nothing compared to the $x that they could make from selling another new (reduced-price) copy. Yes, they spent a lot of money on development, and they need to earn it back somehow. So do they choose to not compete with used copies -- and earn $0 in the process -- or instead choose to make money by giving people an incentive to buy a new copy?
Nintendo, Sony, and MS already do this for a lot of their older titles. Any publisher that doesn't is either stupid, stubborn, or both.
--Jeremy
Re:Easy solution (Score:2)
The problem here is that there is very little overhead in selling new games. If we're generous and say that GameWhoreX paid $45 for that $50 disk-in-a-box sitting on the shelf, when the publisher drops the MSRP to $25 that's $20 GameWhoreX will never see again. If they get systematically undercut like that by the publishers, the retailers will be reluctant to order any stock at all from the publishers.
Something similar happened to retaile
Kill The Secondary Market (Score:3, Interesting)
You have two options. First is requiring activation, thus making the secondary copy useless. Other posters have pointed this out. This is terrible.
Or you could take another route. Nintendo is doing this in some ways. Sell the games to people cheaper than used. Sell electronic copies. Make it in my interest to go buy a game for $30 from you, instead of $25 from the game retailer. Most games, after an initial period, sell next to nothing. So why leave the game on the shelves at $50 and let retails sell 'em used for $25 when you could sell them on-demand for $25. Basically, Live Arcade for more recent (and bigger) games. This is where the future is. We all know it. It is just a question of when we get there.
Quite the opposite (Score:2)
If, on the other hand, making a successful game was difficult
Re:Quite the opposite (Score:2)
company
who do they report to?
shareholders
what do shareholders care about?
profit!
I call bullshit (Score:2)
Now, if you're looking at a copy of God of War for 50 or Shadow of the Colossus for 40 or Madden 2004 for 10, you're far more likely to go with the a
Re:I call bullshit (Score:2)
Most people won't, because Madden 2005 doesn't have the updated rosters.
Now, if you're looking at a copy of God of War for 50 or Shadow of the Colossus for 40 or Madden 2004 for 10, you're far more likely to go with the awesome original title. The developers will have provided an amazing, original experience, will deserve the cash and will get it.
Again you are wrong, most people go f
Obvious (Score:2, Insightful)
Since when did publishing basic business strategy become news? Mark me for a Troll if you like, but I really am tired of these "analysts" telling us the obvious. If you can't make these connections for yourself, do yourself a favour and don't start a business on your own.
It also makes me laugh to read that "developers w
Buh? (Score:3, Insightful)
Produce something I want to actually buy and then we can argue the economics of me buying it new. The chicken/egg argument isn't appropriate right now until these original games are actually getting killed by the secondhand market.
Re:Buh? (Score:2)
After paying $40 to play Medal of Honor I feel like all the other sequels are nothing more than upgrades... so, why pay $40 to play the same (core engine) game with slightly better graphics and 2 or 3 different missions? I think the second hand price is the fair price for that.
I have been doing the same with the football soccer games since Fifa 96 [wikipedia.org]
$40 FIFA Soccer '96
$40 FIFA '97
$40 FIFA '98: Road To World Cup
$40 FIFA '99
$40 FIF
Here is a clue, you shouldn't spend more than... (Score:2)
You aren't dealing with nice little publishers anymore. In a lot of cases you aren't even dealing with nice little development houses.
They'll give you money and when you blow it their lawyers will tie you to a soul sucking franchise (Sports games, driving game sequels, etc [no creativity though they may be fun])... If you think people are playing a game of russian roulette where they are spending big in the hopes of making it big don't play, release smaller budget games... if that doesn't work
He has it totally backwards. (Score:2)
For example, if I'd heard that Outlaw was fun, but only 10 hours long, I probably wouldn't pay $50 for it. If, on the other hand, I knew I could sell the game back for $35 in a week, the actual cost of Outlaw to me was only $15.
So, in reality a healthy secondary market for games should encourage developers to take risks, since consumers will be m
The only games I buy new are... (Score:2)
1. Are $20 or lower. (rarely)
2. Are so good no one has returned them, so I can't find them used. (this is the most frequent)
3. Are designed so having a used copy is impossible (CD-keys basically make used PC games quite untrustworthy...consequently I buy very few PC games anymore...new or otherwise)
I've bought 6 new games in the last year. I've bought over 50 preowned and bargain-binned games in the last year, most under $20. I imagine that ratio will
Planned obselescence (Score:2)
More anti-free market bs (Score:2, Flamebait)
Basic economics will sort this out (Score:3, Insightful)
But if you combine both arguments, you get a more accurate prediction of the future. If you just play out the game publisher's argument, you will see that they may be right. It does starve them of revenue. And that may, in turn, make them reluctant to spend money on risky titles or innovate. Now add in the "bad games" affect that this could create in the marketplace. What happens? Existing publishers lose money and, if they continue their approach, eventually either stagnate and get by with low growth or even go out of business.
But if you focus on the marketplace instead of on the existing stakeholders, you see that the situation will address itself somehow. Obviously even the "bad" games have some market value if people are willing to buy them at a lower price point. So existing publishers could simply adjust their prices to compete with the second-hand market. Just because they made the same title that is being sold used doesn't mean they have a right to continued revenue on it. They made their revenue when they sold it the first time. However, if they lower their price after a time on a new box of the game then they can also share in the long term market for certain titles. They often do this by repacking titles with extra stuff like levels etc.
What happens to those publishers who don't adapt to the market (as opposed to their current desire to adapt the market to them)? There is some radical that happens! New publishers start up and actually develop business models to exist in the market. They do things like publish titles with higher demand and/or they develop business models to survive the peaks and troughs of publishing high visibility titles. Valve is a classic example of this kind of competing company. You can hate many of their practices, but you at least have to acknowledge that they have found a different way to profit in the market. They focus on revenue from add-ons, they "took back" the margins that the publisher was previously taking, and they developed different licenses for game cafes.
I think it is ridiculous the number of people, including executives at large game publishing companies, that claim they are so pro free market, but they constantly want to adapt the market to what they want instead of vice versa.
Re:Basic economics will sort this out (Score:2)
And for completeness also consider the consumer. The ability to sell back a game bought at full price and purchase a used game at a reduced cost (and even sell that back) reduces the monetary risk of buying a bad game. If the free market of used games were to be regulated into non-existence, players m
How are they planning to sell these new games? (Score:2, Insightful)
Game Retailers Make Money On The Margins [slashdot.org]
Paying more, getting less (Score:2, Insightful)
It's not just that games are more expensive to develop these days, but the problem is that we are
not to worry (Score:2)
The Secondhand market doesnt affect much at all. (Score:2)
When someone has finished playing a game they trade it in or sell it and typically use the money raised to buy a new game that they might not have been able to afford otherwise.
This effectively cancels out the loss of sale when someone comes along and buys the used copy.
Scale The Whole Economy, The Balance Remains (Score:2)
OK, I'll call bull.
1) How much of the cost is really in research and development?
A typical game studio has a very small team working on a game until they have the core concept down and decide they want to progress. At which point it ramps up from 3-5 guys (a producer, an artist, a couple of cod
They buy new cars only? (Score:2)
I wholeheartedly agree! (Score:2)
Re:Tough fucking noogies. (Score:1, Interesting)
What the hell does that mean????
Re:Cry me a river (Score:2)
Re:Cry me a river (Score:2, Insightful)