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Secondhand Games Stifle Innovation?

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.'"

29 of 165 comments (clear)

  1. First Rant! by Anonymous Coward · · Score: 4, Insightful

    The symptoms:
            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.

    1. Re:First Rant! by Anonymous Coward · · Score: 2, Insightful

      Yeah, their price point is way too high. As a demonstration compare the used games that are available for the XBox 360 compared to those that are available for the Nintendo DS

      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

      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

      Basically by charging $20 more per game Microsoft has ensured that more people will turn in their XBox 360 games (for the minimal amount that Retailers will giv them) and buy used games (for the minimal discount that retailers have on used games); on top of that it ensures more people will rent games rather than to purchase them.

      If a company could get (new home console) games down to $30 (and still make money) they would find that their games would not be sold back to retailers all that often.

    2. Re:First Rant! by 777film · · Score: 2, Insightful

      Not that I disagree, but I'm not sure comparing console to handheld games holds weight. They're two similar, but different markets... From the Game Boy days to the current DS, handheld carts have always cost less (with some exceptions, sure.) It may be because they're perceived as worth less because they aren't as complex, possibly just because they're just smaller.

      Also, while they are sold used handheld games usually aren't available for rent.

  2. 2nd hand games have no devaluation? by PoderOmega · · Score: 4, Insightful

    The interesting issue that I don't see brought up often is the fact that assuming the media remains in tact a video game's quality never reduces over time. Sure the box and manual can get damaged, but let's just assume we are talking about the game itself. Used games will only go down in price because of lack of demand, never because the actually quality of the game changes like most items in the "pre-owned" market does.

    1. Re:2nd hand games have no devaluation? by Z0mb1eman · · Score: 3, Insightful

      In a way, that's true - that's one way to look at it.

      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 :p

      --
      ClutterMe.com - easiest site creation on the Net. Just click and type.
  3. Just like secondhand CDs, secondhand books... by Kelson · · Score: 4, Insightful

    So the argument wasn't ridiculous enough when the RIAA railed against stores selling used CDs, or when book publishers railed against used book stores? Somehow, because they're games instead of books, it magically makes sense now?

    I imagine thrift shops are preventing the clothing industry from innovating, too?

    1. Re:Just like secondhand CDs, secondhand books... by badasscat · · Score: 4, Insightful

      Somehow, because they're games instead of books, it magically makes sense now?

      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.

  4. Enter the first sale bypass... by Godeke · · Score: 3, Insightful

    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.

    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.

    --
    Sig under construction since 1998.
    1. Re:Enter the first sale bypass... by Eightyford · · Score: 3, Insightful

      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.

      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.

  5. No. by vertinox · · Score: 3, Insightful

    If the games were that good to begin with, people wouldn't have waited til they have become second hand and bought them when they were new. Secondly, if they were really that good of a game then chances are people would be less willing to part awith them for cash, making them harder to buy second hand.

    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.

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  6. They could always go Hollywood... by Guppy06 · · Score: 3, Insightful

    ... and pay the Senate to make used game sales illegal.

    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.

  7. Call The Waaaaaahmbulance! by NBarnes · · Score: 4, Insightful

    Oh, puh-leeze. The publishers are 'warning us' 'for our own good' than secondhand game sales are 'hurting development'.

    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.

  8. Simple choice. by Unordained · · Score: 1, Insightful

    If you make your games infinitely replayable, will we really want to buy the new games you produce?

    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.

  9. Its that usual music industry line by malsdavis · · Score: 2, Insightful

    Has the Games industry been having chats with the music industry or something?

    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.

  10. Boo f'ing hoo by Shadarr · · Score: 3, Insightful
    "...if it continues to grow, it could potentially starve us of the funds necessary for research and development"
    To this I say: Welcome to the free market, adapt or die. Don't whinge about how consumers are hurting you by exercising their rights, don't beg for people to buy the new copy to "support the developer". I don't care about you, I don't care if you can put food on your child's table. Make a product that's worth buying at a price that seems fair, and I will buy it.

    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.
  11. I'm Sorry by HunterZ · · Score: 4, Insightful

    I'm sorry, but it's NOT MY PROBLEM. If the game industry can't get its act together and put some games on the shelves that are actually FUN, then I'll stick to older games that ARE.

    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.

    --
    Arguing about vi versus Emacs is like arguing whether it's better to make fire by rubbing sticks or banging rocks.
    1. Re:I'm Sorry by sl3xd · · Score: 2, Insightful

      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.


      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 product is not crap, and that they're doing something right.

      Bottom line: They aren't entitled to customers or revenue. They have to earn both.

      I wonder if the people preparing the statment have close ties to the MPAA or RIAA; the sense of being entitled to loyal customers and high revenue is similar.

      Bottom line: People don't buy things they do not want. If nobody is buying your 'happy product', then it's probably because they don't desire it. Even food falls into this classification -- people aren't going to buy food unless they want it. (Yes, people need food; but after enough time, they generally want food as well.) Frankly, I haven't seen any games lately that are worth my money (even used).

      --
      -- Sometimes you have to turn the lights off in order to see.
  12. Quoth the book publishers association: by A+nonymous+Coward · · Score: 2, Insightful

    "We recognise the secondhand book 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, authors will be less willing to take a risk on new and genre-diversifying titles. It's this creative diversity that makes the book industry so popular, and without sustained funding from new book sales, this could be at risk."

  13. Less money means MORE risk taking by absurdhero · · Score: 2, Insightful

    If the games industry were to start starving, they would actually start taking more risks in an attempt to capture more sales. When you are backed into a corner do you take more or less risks to get out? The industry must be doing very well to be making the same games over and over. If you didn't notice, the people who have the least money innovate the most. So it sounds to me that the effect of used games is to help increase the quality of new titles. Buy more Used games!! Its good for the Industry!

  14. Replay value? by WombatDeath · · Score: 2, Insightful

    Let's say that I'm a games publisher. I sell you a game that offers, say, 100 hours of interesting play. After the purchase you have three options:

    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 this one.

    3) Keep it. Groovy.

    Oh, what's that? You've made a game with 10 hours of play? Well, sucks to be you. Let's hope that if it's a truly fucking awesome 10 hours the media will have pushed it to the point that your first-weekend sales will be through the roof. If you've crapped out ten hours of digital tedium you're probably screwed, and a good thing too.

    Bottom line: make a good game with a decent replay value and you won't haemorrhage money through second-hand sales.

  15. R.I.P. by therage96 · · Score: 3, Insightful

    I miss the days when a business that no longer provided quality products to their customers slowly faded away and went out of business. These days, we have the RIAA, MPAA, and now the game industry trying to point the finger for their lackluster sales at everyone but themselves. Not only that, they sue their own customers (and brag about it in the news!) and if that wasn't enough, they line of the pockets of politicians everywhere to pass laws basically designed to keep them in business.

    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

  16. Obvious by noz · · Score: 2, Insightful
    "... 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."
    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 will be less willing to take a risk on new and genre-diversifying titles." I didn't realise more than a hand full were doing this? (How good is Psychonauts anyone?) The rest are like Hollywood producers: there is no art, just business.
  17. Buh? by mrseigen · · Score: 2, Insightful

    I buy secondhand because I'm not paying $70 for a derivative first person shooter. If you put out an original game, I'll buy it at full market price. I purchased Civ 4, Deus Ex, and System Shock 2 at full market price. I purchased Deus Ex 2 for $10 secondhand from a seedy retailer.

    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.

  18. Re:(Seriously, now) Cry me a river, boys... by TechieHermit · · Score: 2, Insightful

    I agree with you wholeheartedly. The problem with these game companies (and all companies nowadays, but I don't want to get started on that, I'll have carpal tunnel by the time I'm done typing my rant) is that they literally expect to be catered to. They don't want "customers", they want serfs.

    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 afterwards, and I've always paid my bills on time so I figured everyone was happy. Silly me. My dentist sent me a nasty letter today, saying that if I don't shape up, they'll "discharge me from their care". There was a big section containing a guilt trip for missing an appointment, on how dental care is "a 50-50 relationship", and on how a slacker like me isn't "holding up my end of the bargain". Then a nice threatening tone, and a command to "think very seriously about whether you want to continue to be a client of this office".

    I cancelled all my future appointments and told them where they could stick their dental services. The secretary got all nasty with me, too, demanding that I apologize for missing appointments and all this kind of crap. Her whole attitude is "how DARE you question us? We're DENTISTS!" It was really amazing. I told her, look, lady, as long as I'm paying YOU, you don't get to talk shit to me, ok? You don't get to write me nasty letters and you don't get to yell at me on the phone. Cancel all my appointments, I'm not your customer anymore.

    I had to hang up. She was going to blow a gasket. And the weird thing is, I had a real perception that she thought she was on the side of the angels or something! She really seemed to think she was defending her poor, beleaguered dentist from a horrible, slacker "client".

    Whatever. It's all about power. The only appropriate response is to vote with your feet.

    Looks like Nintendo might pull an interesting hat trick this year, eh?

  19. Re:Cry me a river by Brantano · · Score: 2, Insightful

    This actually did happen a while ago (in the 70's or 80's), programmers were tired of not getting credit for making the games and they eventually just quit and started there own companies to make there own games. I think it will happen soon, once EA dies, i think alot of the smaller companies will have a pretty good spotlight.

  20. Re:(Seriously, now) Cry me a river, boys... by ErikZ · · Score: 2, Insightful

    Do you have to pay for missed appointments? If not, then you're seriously screwing them.

    My dentist makes me pay 40$ for missed appointments, and I don't have a problem paying them.

    --
    Democrats or Republicans. They are both taking us to the same place and they are not afraid of us anymore.
  21. Basic economics will sort this out by Ath · · Score: 2, Insightful
    Too many people are caught up in the non-issue of whether the quality of available games creates a second-hand market or not. That argument is about as relevant as the game publisher's arguing that they are being starved of revenue by the second-hand market.

    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.

  22. How are they planning to sell these new games? by bobzieruncle · · Score: 2, Insightful

    The profit margins on new games are so slim that retailers like EBGames are making their money on the resale of used games. If no one buys used games, who's going to retail all of the new games?

    Game Retailers Make Money On The Margins

  23. Paying more, getting less by Falconoffury · · Score: 2, Insightful

    Blaming second hand games is a cop out. I think the problem is the 4+ million dollar budget needed in order to make a modern game. We seem to be paying more and getting less when it comes to gaming these days. Perhaps if we look at the reasons that games have become more expensive over the past 10 years, we can change the entire economic model of game development to make the most out of the development dollars.

    It's not just that games are more expensive to develop these days, but the problem is that we are overall seeing less creativity in gameplay. The xbox in particular lacks creative design. It seems like the Japanese games for the playstation and nintendo have a lot more creativity and depth than the American made Xbox titles. For the xbox all we see are generic shooters, generic war simulation games, generic sports games, and of course the often terrible movie based games. Just go through the list of xbox games and you will see that most fall in those categories.

    They say that developers are not taking chances on innovation these days so that they don't lose their investments. By not taking chances, they are losing their money. Players can only buy the same style of sports game for so long until they realize the old game is about the same as the new. Give us a reason to buy a new game, developers! Better graphics just don't cut it anymore.