Buy Second-Hand Games, Stifle Creativity?
Thanks to GameSpot for its 'GameSpotting' editorial discussing why buying second-hand games could have a negative effect on videogame creators. The author points out: "You know, Nintendo, Sony, and Microsoft must have a real love/hate relationship with stores that stock used games alongside their new games [since buying used games doesn't give] the game developers, or the game publishers a thin, red cent. Instead, the retailer is enjoying a nice, fat profit margin, where the markup is in the neighborhood of 200 to 1000 percent." He goes on to argue: "Buying used is equivalent to the game not selling at all in the eyes of developers and publishers, and when games don't sell, they don't get sequels and excellent concepts and, therefore, opportunities are lost."
Why are business-types so colossaly stupid? The success of used games should indicate that selling games for two thirds of what they cost now would dramatically increase their sales. Instead of complaining, they could just take advantage of that trend. Losing 33% of your per-game revenue is irrelevant if you double total sales -- and since per-unit production costs are negligble, that's a pretty reasonable scenario.
if you sell used games you get money to buy new games. so simple.
Conservatism: The fear that somewhere, somehow, someone you think is your inferior is being treated as your equal.
Yeah, and when I buy a used couch, the couch manufacturing companies don't get my money either. So what? I wanted a couch, and the guy selling it didn't, so I bought it. That's how a free market works. Of *course* they'd rather I bought a new one!
Duct tape, XML, democracy: Not doing the job? Use more.
This was settled in court ages ago. What are you going to do? Put Ebay, Blockbuster, flea markets, Goodwill and used car lots out of business as well? It's pretty much a consumer's right to sell, trade in or do whatever he wants to his purchase. It's not like game publishers also don't get into this as well. How else do you explain the collector's editions, multiple covers, numbered boxes and special editions? Sorry, but the crying towel for this subject was used long, long ago.
Community support goes a long way to getting a sequal made. Prince of Persia: SOT sold pretty poorly overall, but because of the tremendous buzz surrounding it the Prince of Persia line is suddenly revitalized. It's never about how well this game sold, it's about how well people think the next game will sell. Part of that is based upon sales numbers, but a large part of that is based around the size of the community around the game. Used games greatly foster community.
Furthermore, the reason used game prices are so high (besides EB's fat profit margin) is that not enough people sell their games. People become attached to them, like good books or movies, and don't want to give them up. Also, because they retail for 50 and sell for 5, people understandably are shocked by the depreciation. If you want to support gaming as a hobby, go third party. Sell back any games that you don't play anymore, and sell them to the smaller local stores that haven't been gobbled up by the major chain.
Cry no tears for Nintendo. It is true that their profits were cut in half this year, but that was cut in half to a half billion dollars. Used games are necessarily a diminishing-returns phenomenon. Most games launch at a rediculous price, and are quickly reduced as demand subsides. Very few people resell their games, and the few that do generally plow that money right back into the hobby of gaming. Does that mean the copy of Metroid Prime you picked up used for 20 bucks from a local mom-and-pop videogame store doesn't pay Nintendo a penny? Yes, but the same could be said of reselling movies, cars, furnature, or anything else in life. Nintendo made their money. Sony made their money. Microsoft made their money. If the person who paid for that game wants to sell it to plow even more money back into their hobby than I can't see how this hurts the gaming ecosystem.
As a game developer, I welcome the practice. Heck, I own a used copy of one of the games I helped develop, which I picked up for 11 dollars.
The ______ Agenda
That's the bottom line. Ebay, Gamestop, EB Games or local independent game shops, it's all good. Saves me money and allows me to buy more games. If they want to sell more copies of newer titles, I see two options:
1. Make the game worth $50
2. Make the game cost less than $50
Game developers told me that the first three months after a game is released are crucial: that's when they sell the most of them. Everything after that period is nice, but if they didn't make a profit in the first three months, they never will. I am quite certain that in those first three months it would be rare to encounter a second-hand version of a game. Of course, you will find the warez-rip in the first three days after a game's release...
Just like the music industry, the artists (developers) should be bitching out the publisher for ripping them off. Publishers make most of the money and do the least amount of actual work. Not saying they don't do much work. Everybody involved does a lot of work, but they have by far the largest payoff.
When the fuck did it become the gamer's duty to subsidize a skewed pricing tier? This reeks of "if we don't rape you for $16 for every CD, you won't get to listen to the inspired strains of the Backstreet Boys, oh hell!" RIAA shill.
First, creativity will always exist. If it flounders, an opportunity will emerge. There will always be people for whom the "work" is more akin to "love" and will do it not only cheaper but better than the competition. Linux*cough*linux.
Second, if old games were $15 and new games were $25, would this problem exist?
Believe it or not, I'm fairly tolerant of self-indulgent Slashdot posts. But this one takes the cake.
My
Limekiller