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'Used' A Dirty Word in Gaming

Gamers with Jobs has a piece looking at the increasingly negative reaction the game industry has towards used games. From the article: "The problem is that the used game market has not only redefined the direction of the specialty retailer, but it has attracted the attention of the big box stores, and the success of limited test markets might eventually reshape the landscape of the gaming retail industry as a whole, edging publishers and developers out of a significant cut of the action. This as next-generation systems send development costs skyrocketing put developers in the position spending more than ever just as the biggest retailers are considering keeping more of the profits for themselves."

339 comments

  1. The alternative? by Stachybotris · · Score: 5, Insightful

    Buying a used game for $20 is better than buying it new for $50 only to discover that it sucks.

    Besides, some of those used games are really worth picking up but they're out of print. So should we just never get the rare gems? Obviously the answer is to buy them new, but sometimes you don't realize how good a game is until its too hard to find - reference Disgaea.

    1. Re:The alternative? by ObsessiveMathsFreak · · Score: 3, Insightful

      Buying a used game for $20 is better than buying it new for $50 only to discover that it sucks.

      Amen.

      The best purchases are always those classic gems you pick up for cheap in the used section. I mean, it's a perfectly good game, in some cases a gaem, and all for a third the price.

      Personally I'm sick of having to pay over $80 per game. This alone has largely stopped me buying. And in europe, we are paying $80 per game.

      --
      May the Maths Be with you!
    2. Re:The alternative? by networkBoy · · Score: 1

      I'm with you all the way on this.
      What I'm worried about is activation similar to winXP. What then?
      that will suck.
      -nB

      --
      whois gawk date unzip strip find touch finger mount join nice man top fsck grep eject more yes exit umount sleep dump
    3. Re:The alternative? by EggyToast · · Score: 1
      I totally agree. The catch as I see it is that most of the time the game isn't $20. It's $45.

      So to many people, they see an opened game with a scuffed up cover, no manual, and the possibility of a scratched disk. Compared to the new copy for $5 more.

      It's little wonder why "used" is a dirty word in the gaming industry. Most people's experience with it relates to being gouged by hobby stores, and seeing little discount on used titles compared to new.

    4. Re:The alternative? by Professor_UNIX · · Score: 4, Funny
      Personally I'm sick of having to pay over $80 per game. This alone has largely stopped me buying.

      The problem with buying used games is it is akin to stealing from the game publisher. They don't get a dime of that revenue from the second or third sale of a game, only the first, so by you buying a $20 copy of a game, you're essentially stealing an $80 sale from them. Hopefully Congress will shore up this loophole and outlaw the resale of intellectual property by anyone other than the copyright owner.

      /joking of course, but I'm sure they're trying!

    5. Re:The alternative? by AmonRa1979 · · Score: 1

      Activation really isn't a problem if implemented in the same way as WinXP. You can reinstall it as many times as you want without dificulty. You can even install it on a different machine without activation failing. The only time I've ever had a problem with activation is when I installed the same copy of Office 2003 3 times within a short period of time. I had to call them up and they gave me some horrendously long activation key that I had to manually type in. There is even a clause in the EULA on how to transfer the software for both Office and Windows. All it says is that you can retain no copy of the software. So I don't think activation is a problem unless the same copy is installed multiple times within a short period of time.

    6. Re:The alternative? by incripshin · · Score: 1

      Used for $45? I got a copy of GTA San Andreas in perect condition for $21. And if it is scratched, you can almost always get a refund (even on half.com). I am (kinda) doing my part for the publishers (games, music, etc), though, because I never sell back anything I own (aside from textbooks that I don't like).

    7. Re:The alternative? by Mawen · · Score: 1

      > Buying a used game for $20 is better than buying it new for $50 only to discover that it sucks.

      On the other hand, you're probably paying $20 for a game someone else bought new and then decided it sucks.

      If you want to buy stuff you like, I think that's what reviews and demos are for. Whether you pay $50 or $20 for stuff you like I think depends on whether you want to pay the premium for being an early adopter. Sometimes, the most exciting part of a game's lifecycle (for multiplayer community games) can be in the beta to 'just after release' time periods, as everyone is fresh and strategies and tactics and skills are just being formed and the gameplay is still taking form as the game's players and rules are still working themselves out. Personally, I think it is more fun to creatively discover new strats than to read them in the definitive manual, or have some cheap tactic used and abused against me countless times until I stoop to their level, and getting an early jump in the game is justification enough for me to spend more on a game I will like.

    8. Re:The alternative? by Anonymous Coward · · Score: 0

      I googled "Disgaea" on a whim after reading your post, found a review, discovered that the game looks great (I love FFT-style games), and ordered it. I thank you for the suggestion, sir!

    9. Re:The alternative? by G-funk · · Score: 1

      You need windows to get your work done and pay the rent, you don't need GTA4. If sony says, "you can't sell this once you've bought it" they're gonna have charge $25 for it or they're in for a real suprise.

      Or maybe they're not, and anyone who buys it deserves exactly what they get ("effed in the a" as Cartman would say).

      --
      Send lawyers, guns, and money!
    10. Re:The alternative? by squoozer · · Score: 4, Insightful

      Glad I read to the end I was about to give you a right proper flaming. The problem is tha tview you expressed is actually held by some people.

      --
      I used to have a better sig but it broke.
    11. Re:The alternative? by Jetboy01 · · Score: 1

      Which is all fine and dandy, until of course the activation server is shut down because the company has gone bust, or simply decided that its time for that game to be discontinued. All of a sudden, that activation code becomes virtually impossible to get hold of.

    12. Re:The alternative? by KDR_11k · · Score: 1

      Steam allows you to unregister your CDkey for 10$ and the EULA allows resale, Valve's way of demaning royalties on used games. Earth 2160 (which uses a Windows XP style activation) explicitely allows resale in the EULA (not that they could find out it's a different person activating the game, anyway).

      Product activation exists and except for Valve it doesn't impair used game sales.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    13. Re:The alternative? by Kadin2048 · · Score: 1

      Yeah, I know you're joking .... but the unnerving part is that there are probably a LOT of people out there who would agree with you.

      And probably more than a few Senators and Representatives could be convinced, if given a large enough pile of green.

      --
      "Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
    14. Re:The alternative? by Asphalt · · Score: 1
      The problem with buying used games is it is akin to stealing from the game publisher. They don't get a dime of that revenue from the second or third sale of a game, only the first, so by you buying a $20 copy of a game, you're essentially stealing an $80 sale from them.

      If I sell my used Taurus, have I stolen $20,000 from Ford Motor Company?

    15. Re:The alternative? by HolyCrapSCOsux · · Score: 1

      There's also the out of print games. I recently paid 40.00 USD for a good working copy of Final Fantasy VII(PSX) on Half.com after looking in EVERY video game store in town.

      I would have bought it new.... If I could have...

      --
      0xB315AA8D852DCD3F3DCA578FD2E0BF88
    16. Re:The alternative? by Professor_UNIX · · Score: 1
      If I sell my used Taurus, have I stolen $20,000 from Ford Motor Company?

      Are you asking me or Ford? IMHO you're not stealing anything, in Ford's mind they lost a $20k new car sale and are pissed. Obviously intellectual property is a whole different world than physical property. The person you bought the game from probably kept a copy before passing it on so technically the publishers are getting screwed in some cases (not all of them of course).

    17. Re:The alternative? by assassinator42 · · Score: 1

      It's not even just previous generation games. The only way to get many GCN, PS2, and Xbox games is used, since stores just don't sell them anymore.

    18. Re:The alternative? by Kirsha · · Score: 1

      Allow?! They don't have to allow me to do a damn thing. If I buy it, I can sell it back to however I want. They can take their EULA and stuff it where the sun doesn't shine.

    19. Re:The alternative? by KDR_11k · · Score: 1

      I'm pointing that out because some EULAs pretend they can take that right away from you (and since some backwater countries have courts that upheld EULAs as valid contracts that might be interesting to a few people) and they wouldn't tell you you're allowed to do that when their system in place is meant to prevent it.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    20. Re:The alternative? by LordVader717 · · Score: 1

      And in europe, we are paying $80 per game.

      Where do you live? I live in Europe and pay nothing like that amount.

    21. Re:The alternative? by jamesbulman · · Score: 1

      I was at EIEF in 2005 when Mark Rein from Epic Games put forth this exact viewpoint.

      I made the argument that your business model is either "boxed product" or "service provider". So if your selling boxed product then it is fair for the user to resell that product. Alternatively if your selling a service, MMOG for example, then you shouldn't charge for the box and the user would have no desire to resell the box. I don't think Mark understood what I was trying to say as he retorted with "well, would you let someone come into your living room and steal your TV?". I was at a loss as how to respond to that...

    22. Re:The alternative? by fshalor · · Score: 1

      It comes down to this:

      A great deal of games I've paid retail for have sucked.

      Since there's no way of telling if a game sucks before buying it, I don't like to buy retail games frequently. I do buy them though.

      There is nothing that pisses me off more than buying a retail game, and then not getting it to work later because of some cd key issue.

      I have about $200 worth of games which don't work, cause I've thrown away the damn books. (which had the key.) And I've actually bought two games new which didn't have the key sticker in them. (I have *horrible* luck keeping track of keys.)

      Simple solution: make better games. They will sell, and they will get the money they deserve. I've bought 6 retail copies of RTCW. That was the best game I've played in many years. I can *still* get on the net and have fun with that game. There are others which I've never bothered to finish. There are others which I've played through twice or more.

      Now I buy used when I can just cause I know most things suck. And when I can't buy used, I buy "old" gems. (most of the star wars games, eg... $50 is far too much for them new. BUt 20-30 is okay.)

      --
      -=fshalor ::this post not spellchecked. move along::
    23. Re:The alternative? by Anonymous Coward · · Score: 0

      The answer to your question is

      No i would not let someone steal my tv as I use it to watch movies, play games, family videos, etc... I do not just 'rent' the cable tv. It has many uses. I can also RESELL my tv if I so wish. Am I stealing from Zenith if I do that? Does mcdonalds 'steal' from coke when they resell a 20 cent coke for 1.50? The answer is no they do not. It is part of what makes america great. Buy low sell high! Anyone telling you different is either trying to sell you something or has a radicaly different political agenda.

      Oh they *DO* get your viewpoint. It just is so contrary to what they want to do they spew the 'company line' as it means *their* job.

      Also if you have game where people 'rent' by the month you would *WANT* to encourage resell of the title. As if you dont then that person would set the box down and leave it. Yet someone else could come along who doesnt have as much money and still give you more money. Sure you do not get that small extra but more than likely they were not going to give it to you anyway. Never underestimate the lengths people will go to be cheap. For example at a grocery store you see *SALE* how do you really know it is on sale unless you compairison shop? Yet I know people who will buy stuff just because it is on sale. How do you really know it is? It is something people do. Some people are just cheap.

    24. Re:The alternative? by cyber-vandal · · Score: 1

      GB£40 per game (shop price) = US$72.22, so not far off.

    25. Re:The alternative? by BlueCodeWarrior · · Score: 1

      Car dealerships are more like banks than like retailers. Ford Motor Credit makes all of the money nowadays. Not selling a new car isn't that big of a deal for the car, it's the lease that makes them their money.

    26. Re:The alternative? by Stachybotris · · Score: 1

      > On the other hand, you're probably paying $20 for a game someone else bought new and then decided it sucks.

      At least I only paid $20 for it though. Then, if I sell it back because I think it sucks, I'm out $15-$17 (depending on how generous the store is) instead of $45-$47. Also, keep in mind that 'a suck game' is a subjective issue. Sure, Fr46M4$t3R thought game-X blew, but do he and I have the same taste?

    27. Re:The alternative? by dbhankins · · Score: 2, Insightful

      First thing I do when I have verified that the game installs and works, is to take a CD-safe marker and write the key on the disk where it belongs.

      If the label is too dark to write on, I write it in the area around the hub hole.

    28. Re:The alternative? by Pope · · Score: 1
      Since there's no way of telling if a game sucks before buying it, I don't like to buy retail games frequently. I do buy them though.

      Sure there are: Read reviews from more thatn one place, play it at a friend's place, or rent it first, etc. etc.

      --
      It doesn't mean much now, it's built for the future.
    29. Re:The alternative? by dbhankins · · Score: 1

      $15 from Walmart.com. New.

    30. Re:The alternative? by BritneySP2 · · Score: 1
      There is no such thing as a used game. All there is, is a used CD. But the cost of the game, or the price you have to pay for the right to play it, has nothing to do with the cost of the medium on which the game is published.

      I think that it is the used media market that is (partially) reponsible for high initial prices on games.

    31. Re:The alternative? by pappy97 · · Score: 1

      "Hopefully Congress will shore up this loophole and outlaw the resale of intellectual property by anyone other than the copyright owner. "

      Oh come on. If the game publishers want revenue from used games, well then, they should do something about it!

      Hmmm, let's see, a game publisher could offer to buy back the game, and offer more in cash than you would get at a Gamestop, and then the game publisher could sell those used games to Gamestop's. It would have to be something where you got your money quickly, perhaps once the publisher received the game they immediately send you payment via paypal.

      I don't know, but what I do know is that game publishers should stop whining and try to get in on this lucrative sub-industry.

    32. Re:The alternative? by Anonymous Coward · · Score: 0

      Used for $45? I got a copy of GTA San Andreas in perect condition for $21.

      Umm, you realize that GTA:SA retails for $20 new? Cause, I'd say that paying more for a used copy is, well, stupid.

      CAG is, as usual, your friend.

    33. Re:The alternative? by TimboJones · · Score: 1

      I'm pretty happy with Gamefly. It's like Netflix for console games.

    34. Re:The alternative? by Kuvter · · Score: 1

      I love Disgaea. It took me a week to find, when living in Winter Park, FL. However if a second hand store knows of the value of the game they'll sell it for more than $20. I bought it for $40. It was well worth it though!

      --
      "To be is to do." --Socrates
      "To do is to be." -- Aristotle
      "Do-Be-Do-Be-Do..." --Sinatra
    35. Re:The alternative? by noidentity · · Score: 1

      "The problem with buying used games is it is akin to stealing from the game publisher. They don't get a dime of that revenue from the second or third sale of a game, only the first, so by you buying a $20 copy of a game, you're essentially stealing an $80 sale from them."

      What about those people who will try to find it used before they settle for buying it new? They form a link that causes used sales to increase new sales.

    36. Re:The alternative? by elrous0 · · Score: 1
      Toyota didn't get squat when I bought a used Toyota, either. What's your point?

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    37. Re:The alternative? by Stregone · · Score: 1

      With somewhat recent games worth buying its more like paying $45 instead of $50 from what I've seen. Offbeat, non mainstream games can be great deals used though.

  2. I'm not giving it up! by AKAImBatman · · Score: 1

    They can have my used Atari 7800, Gameboy Color, and all the games that go with them when they pry them from my cold, dead, fingers!

    1. Re:I'm not giving it up! by eno2001 · · Score: 1

      Wake up boy!!! I'm here with a crowbar what sez yer gonna be givin' up them systems right quick. Now fork em over... ;P

      --
      -"...bad old ideas look confusingly fresh when they are packaged as technology" - Jaron Lanier (Digital Maoism on Edge.o
    2. Re:I'm not giving it up! by AKAImBatman · · Score: 1

      * AKAImBatman defends himself by pitching hundreds of 2600 cartridges at eno2001's head

      "Had enough yet?! I've got E.T. and I'm not afraid to use it!"

    3. Re:I'm not giving it up! by drinkypoo · · Score: 1

      I still don't understand why people hated E.T. so much. I actually beat that game, at least. I NEVER managed to beat Raiders - I couldn't swing under that branch and make it in the hole. At least the stuff that happens in E.T. bears some resemblance to the movie... I don't remember any tsetse flies or parachuting in the raiders movies :)

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    4. Re:I'm not giving it up! by AKAImBatman · · Score: 1

      At least the stuff that happens in E.T. bears some resemblance to the movie... I don't remember any tsetse flies or parachuting in the raiders movies :)

      *raises eyebrow*

      You mean that E.T. spent the whole movie falling into holes? I must have missed that part. :-P

    5. Re:I'm not giving it up! by hawk · · Score: 1
      There's only one word for someone who gets nostalgic about a 7800: "Newbie!"

      :)


      hawk, who has an Odessy 2, whose "programming" cards rewired the discrete logic of the machine. [iirc, even the flip-flop cards were made with discrete transistors!]

    6. Re:I'm not giving it up! by Sylver+Dragon · · Score: 1

      E.T. wasn't that bad. The biggest problem I had with it was the transition out of the holes back onto the outside. Falling back into the same hole over and over did get annoying. However, I did, also, manage to beat E.T. many times. And, to some extent, enjoyed the game.
      I agree that swinging into the hole in the cliff on Raiders was a PITA (crap, caught the parachute again!). And, once inside getting down to and digging up the ark was also fairly difficult. The main problem I had with that game though was that when you did dig up the ark, the game went to the same type of end screen you got when you died. It just sort of ended, not much to indicate that you had completed the game. Still, that game ate many hours of my young life.

      --
      Necessity is the mother of invention.
      Laziness is the father.
    7. Re:I'm not giving it up! by AKAImBatman · · Score: 1

      hawk, who has an Odessy 2, whose "programming" cards rewired the discrete logic of the machine.

      And you call me a n00b. The cards you're thinking of were for the original Oddessy made by Ralph Baer. The Oddessy^2 had actual ROM cartidges. Not to mention that it post-dated the Atari 2600.

      If you really want old school, I set you up with a Coleco Telestar. The one with the lightgun even.

      N00b.

    8. Re:I'm not giving it up! by Anonymous Coward · · Score: 0

      If you really want old school, I set you up with a Coleco Telestar. The one with the lightgun even.

      Bah. I've got my grandfather's TV and a stick.

      And it's not even a sharp stick.

    9. Re:I'm not giving it up! by hawk · · Score: 1
      >And you call me a n00b.

      No, I'd never use dorktype . . .

      :)



      Anyway, I *am* thinking of the Odyssy 2, not the Odyssy^2. Two different machines.

      The Odyssy 2 came with screen overlays, two controllers, and a light-rifle. It had verticle, horizontal, and english controllers.

      Inside are about ten daughterboards with various circuits, such as the flip-flops.

      WIred with the right card, it took time for the player pieces to come to rest, which was used for the roullette game, amongh others.

      Oh, and the shooting gallery. We, of course, realized that rather than using the delay, we could put up the ski overlay instead, and one player could ski while the other sniped :)

      hawk

    10. Re:I'm not giving it up! by jeffybob · · Score: 1

      the thing about used games, (not current gen games, but pre-2000 games), is that while the graphics were not super realistic 3d coolness, what was "missing" in graphics was made up and even more so in gameplay and replay value. Anyone from just about any time period, whether they have played a SNES game or not, can probably sit down and enjoy it out of the box without being blown away by complexity. Besides, where else would nostalgic gamers turn to get their fix?

    11. Re:I'm not giving it up! by AKAImBatman · · Score: 1

      No, I'd never use dorktype . . .

      Maybe not. But I find it hilarious. (In a sort of contorted way.) :-P

      Anyway, I *am* thinking of the Odyssy 2, not the Odyssy^2. Two different machines.

      The Odyssy 2 came with screen overlays, two controllers, and a light-rifle. It had verticle, horizontal, and english controllers.


      You're describing the Odyssey. (Why do you keep dropping the 'e', BTW? Is that some sort of British thing?) After that there was the improved versions known as the Odyssey 200 through the Odyssey 3000. The only other machine in the line was the Odyssey^2, sometimes referred to as the "Odyssey 2". I really have no idea why you're appending the '2' to the name of your original Odyssey machine. :-)

      Odyssey FAQ

    12. Re:I'm not giving it up! by cloudmaster · · Score: 1

      My intellivision rocks - way cooler than the original pong setup sitting up on the shelf. Mmmm, fake woodgrain. Just like the sides of my station wagon. :)

    13. Re:I'm not giving it up! by AKAImBatman · · Score: 1

      I'm currently saving my pennies for one in nice condition. What do you think, should I grab the original Intelli or the Intelli II? I'm kind of leaning toward the original myself. Detachable controllers are nice, but the incompatibilities are annoying.

      Now if only the Intellicart was still available. ;-)

    14. Re:I'm not giving it up! by hawk · · Score: 1

      The e is missing because I was typing without my glasses and the keys sometimes stick.

      I add the 2 because that is what is on the machine and the box that it came in.

      That 2 was what led me to think that I was picking up a ^2 . . . got it home and found otherwise.

      hawk

    15. Re:I'm not giving it up! by AKAImBatman · · Score: 1

      Weird. Do you have a photo somewhere? I'd like to see how this box looks, and maybe figure out why it claims to be an Odyssey 2. (I'm guessing it's really and Odyssey 200, but maybe it was marketed in an odd fashion.) :-)

    16. Re:I'm not giving it up! by hawk · · Score: 1

      That would be awkward. This is in the piles of stuff still in myt father's garage and shed, which he is actively trying to move into my garage. If I pull it out while I'm there, He'll en d up cutting another deal with my wife that lands it in my van for the return trip.

      I can tell you that I bought it in about 1980, and bought it in an electronic surplus shop for $20, foolishly taking it for an Oddessey^2.

      Hmm, can't read *with* my glasses, either :)

      hawk

    17. Re:I'm not giving it up! by AKAImBatman · · Score: 1

      *chuckle* Oh well, I'll have to keep an eye out and see if I bump into something similar. I'm starting to womder, though. Maybe someone repackaged it in the Odyssey^2 box? I could easily see it happening that someone got a new Odyssey^2, didn't have the box for the old one, so packed it in the new box to sell it. The Odyssey^2 box looks like this, while the original Odyssey box looked like this.

      Anyway, thanks for the discussion. :-)

    18. Re:I'm not giving it up! by cloudmaster · · Score: 1

      I'm partial to the original, personally. The second one feels like many sequals - rather dissapointing. :) I've heard that the controller connections aren't very good, too.

      That intellicart thing looks ("looked," I guess) pretty cool, though. It'd be hard to replicate the original disc controller on a PC.

    19. Re:I'm not giving it up! by AKAImBatman · · Score: 1

      I'm partial to the original, personally.

      I had a feeling you'd say that. I haven't really heard anything good about the second revision, other than the detachable controllers. Most players don't seem to think there's any real point to that feature anyway.

      I've heard that the controller connections aren't very good, too.

      I've heard that the keypads on the controllers are also problematic. It sounds like they tend to be very harsh on your fingers.

      That intellicart thing looks ("looked," I guess) pretty cool, though. It'd be hard to replicate the original disc controller on a PC.

      The controller pinouts are on this page, so you can always hack yourself up an interface. I'm not quite sure why you'd bother, though. Just use the Intellicart to move the software to your Intellivision. Much easier than trying to develop the perfect emulation environment. :-)

      The Intellicart may be currently out of stock, but I'm guessing that it wouldn't be that hard to get one on EBay.

    20. Re:I'm not giving it up! by hawk · · Score: 1

      It definitely wasn't a ^2 box, as the missing keyboard on the unit inmmediately would have sent me ballistic :)

      The other box just doden't look like the right shape--it seems to me that the fifle came assembled, whereas it would need to have been disassembled to fit in a box that shape--or maybe that's just a detail I don't recall. I do, thouh, seem to recall (but not with clarity) that the box was longer than it was wide (but then, this was over 20 years ago :)

      hawk, wondering how to peek without ending up having to bring several big boxes back home

  3. Used games are all I can afford by CastrTroy · · Score: 4, Insightful

    I picked up Metroid Prime "Used" for $12.50 canadian. When used games are half the price or less than the new one, and offer nothing different, then I'm going to buy the used one. It's simple economics. I usually don't buy games at full prices either. I wait until they've sold a million copies, and only cost $30. I applaud the gaming industry for actually lowering prices once the initial investment has been made back, whereas with music CDs, the prices only seem to go up after the initial release.

    --

    Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    1. Re:Used games are all I can afford by Soybean47 · · Score: 1

      See, now... I'm actually willing to pay more for a new game, even if it's available used. I went to buy Soul Calibur 3 a month or so after it came out, and I had a hard time convincing the EB guy that I really did want to pay $10 more to have it in the original shrink wrap and without the annoying EB stickers.

      But from the retailer's perspective, I can definitely see the allure. They get to profit on one copy of a game, twice! It's like magic money. And most people aren't like me; as long as it works, they'd rather pay less for something. So I guess the video game industry may have a good reason to worry.

    2. Re:Used games are all I can afford by Xzzy · · Score: 1

      I can see a future where online "registration" locks a copy of the game to the original purchaser, by assigning that serial number to a personal account. X3: Reunion does something of this sort. MMOG's have done this since day one.

      With services like xbox live, it would be trivial to lock a physical copy of a game to a specific gamer tag. In one fell swoop, the used game market dries up.

      Of course this depends on how well dev houses adapt to changing times. Valve has obviously had some foresight with their rollout of Steam, but they're just one tiny company out of thousands.

    3. Re:Used games are all I can afford by Xzzy · · Score: 1

      er, didn't proofread very well. I didn't intend to make Steam sound like a "good" thing when it comes to used games. I meant to state that Valve has seen how important the used game market is, and has developed a system to lock used game sales out.

    4. Re:Used games are all I can afford by abradsn · · Score: 5, Interesting

      Did you know that most retailers don't make hardly a dollar on the new video games, because of the cost of them shipped? (My wife and I are opening a store to sell games, and toys and such) This is a good compelling argument for stores to take back some profit by selling used games. Most of that money for new games goes directly back to the publisher. There is really not much incentive for a store to sell new games.

      WallMart gets one of the best deals on video games, and they make under 2 dollars on a game after thier costs. This is because the margin starts out so low ...like 7 or 8 dollars on a $50 title. Anyway, just an FYI for all the high and mighty consumers out there.

    5. Re:Used games are all I can afford by Chris+Burke · · Score: 1

      You did a good thing. Metroid Prime is not one of those games with a "use by" date, so getting it a couple years late at a fifth the price is fine. That's how I picked up Super Metroid, though the bastard still cost $30, what with being the most popular used SNES game besides Mario Kart. Both are games that I will enjoy playing a decade from now.

      Which is actually a nice thing about buying used games -- by the time it hits the used stores and is low in price, you will know whether or not it is a classic that will stand the test of time.

      --

      The enemies of Democracy are
    6. Re:Used games are all I can afford by MikeBabcock · · Score: 1

      The local gaming store I deal with rents all their games (brand new releases too) and allows you to buy them if you want (used or new).

      They get to make a few bucks renting the game out a bunch of times, then sell it at a reduced price and put another new one on the rack. Its good business, and it means I actually buy more games.

      For a couple bucks I can rent the game for a night and see if its worthwhile. Sometimes, I've shelled out $10 and played it for a week and beaten it then returned it. Other times, I've just bought it knowing I'll love it for a long time (like Burnout 3).

      --
      - Michael T. Babcock (Yes, I blog)
    7. Re:Used games are all I can afford by Anonymous Coward · · Score: 0

      As it should be. most of the money should go to the people who _CREATED_ the game. Its their life, their time spent to develop the thing. Shouldn't they be the ones to reap the rewards? As the reseller, you had no participation with the game, you order it just like everyone else and put a slightly higher price on it, why should you get a bigger slice of the pie? With new deployment methods such as steam on the rise, be prepared for the trend.

    8. Re:Used games are all I can afford by KDR_11k · · Score: 1

      Careful, those fuckwads occassionally hand you rewrapped copies that their staff already used. Last time they did that they didn't even wipe their saves (GBA game...). I prefer to go with big chain retailers for that reason (well, mostly because big chains are cheaper but anyway...).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    9. Re:Used games are all I can afford by cttforsale · · Score: 1

      I'm not a fucking consumer. I'm a customer. Get that through your skull if you wish to stay in "bizNuss".

    10. Re:Used games are all I can afford by abradsn · · Score: 1

      Relax. There is not much difference. Some stores call their customers guests. A customer probably originally came from the root word custom which probably symbolized someone who frequented a shoppe. A consumer here just means someone who is buying something. Besides that, your attitude is kind of a bit harsh, and I would have a person like you take your business to another location.

    11. Re:Used games are all I can afford by abradsn · · Score: 2, Informative

      I've actually had experience working as a programmer on a video game too. We didn't get paid more depending on the retail success of the game.

      So, I'm not coming from a place of misunderstanding. Besideds that, the person owning/working the store has overhead to take care of, and their time is worth something too.

      We also want to make money, just like the development houses. It's a mutual agreement. Besides, the do get the biggest chunk of the money.

      There is more to a product than just the creativity that goes into it. It's too much to go into...but suffice it to mention the business orientated aspects such as accounting, and marketing. These cost money. Game production houses sometimes hand off these massive responsibilities to other businesses. They do this because it is cost effective to do so.

    12. Re:Used games are all I can afford by cttforsale · · Score: 1

      Sorry mate. You can't deny the interpreted connotation is different, especially in these (i.e. slashdot) circles. Live long and yada yada yada.

    13. Re:Used games are all I can afford by gklnx · · Score: 0

      I aggree wholeheartedly that you do have costs. However I think that the margin you receive is rather normal, if you get 8-9 bucks on a 50 dollar title.

      From a business perspective it does not just boil down to ideas, and investment, effort and so on. A big portion of it is called risk. While a storefront owner does go into some risk of purchasing multiple copies of the title and never selling them, the upfront risk of invested into every single game is much smaller than the risk that the original game developer undertook in the project.

      Thus the benefit that from the sale is also much smaller.

      Honestly though, if you expect a margin over 20% I think you would be getting greedy...

      Good luck with your store.

    14. Re:Used games are all I can afford by LordVader717 · · Score: 1

      But you do have to consider who's losing out and what consequences it will have. Metroid Prime is a great game, and that was known at the time.
      We all want to see a whole lot more games by retro studio.
      But did you know that Metroid Prime 2 didn't do particularly well considering it's deserved credit?

      Whithout sales (new sales) publishers make less profit, and the creative developers are forced to concentrate more on profits than making great games.
      And the best way to do that quickly is to flood the market with annual sports updates and movie-based games.

      If everyone would have thought like you when it came to Super Metroid, there would be no Metroid Prime.

    15. Re:Used games are all I can afford by abradsn · · Score: 1

      WallMart gets 8 or 9 dollars on a $50 title. Normal stores like EB get something like $4. I'm just saying that is not very good. The margin on ice Cream is better, and that's a little sad. :)

    16. Re:Used games are all I can afford by abradsn · · Score: 2, Funny

      I for one welcome myself and my new overlord. :)

    17. Re:Used games are all I can afford by Myopic · · Score: 1

      damn that's a good price. let's see, twelve fifty Canadian... what is that in real money, like, free?

    18. Re:Used games are all I can afford by Anonymous Coward · · Score: 0

      Honestly though, if you expect a margin over 20% I think you would be getting greedy...

      I'm curious as to whether you've ever run a small retail business before. At the last shop I worked at, with markups averaging around 20% (some more, some less - from only 7% on laptops, up to 15% on PCs, 40% on cables, 30% on ink), the store struggled to make a 10% end of year profit for the owners, with a turnover of a bit above $1 million.

      Which is why when I personally shop anywhere, I'm grateful for the service I get. The simple act of returning a used item is incredibly inconvient to the store - they cannot sell it, they have lost money, and all because you "didn't like it" or neglected to read system requirements. And somehow, the store is held accountable for the quality of the game and is also expected to give free technical support.

      Which is all done, of course, but it would be nice if customers didn't expect it as their "right" and were a little more grateful sometimes. One thing I can't stand and it seems to be happening more and more is customers deliberately ripping the business off, by way of "social engineering" staff members against each other.

      It's scary to see the number of "red" months outnumbering the black... it's not an easy thing to do. I wish the parent starting his business luck :-)

    19. Re:Used games are all I can afford by lamp540 · · Score: 0

      Selling software in retail stores is just an outmoded distribution model...

    20. Re:Used games are all I can afford by CastrTroy · · Score: 1

      It think you should take a look at how well the Canadian Dollar is doing.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
  4. Dev cost skyrocketing? by dc29A · · Score: 5, Insightful

    How?

    Take Madden 2004, slap on it new textures, make some minor gameplay changes, call it Madden 2005 and release it.

    How the hell does that skyroket costs when they are using the same goddamn engine with prettier graphics and a few minor asthetic changes?

    1. Re:Dev cost skyrocketing? by chrismcdirty · · Score: 1

      The cost of exclusivity of the NFL & NFLPA licenses + the cost of the licensed music in the menus of the game + the cost of having John Madden on ramble on, all the while sounding like he's eating the entire time = skyrocketing prices

      --
      It's like sex, except I'm having it!
    2. Re:Dev cost skyrocketing? by CastrTroy · · Score: 1

      Do they really have to have the NFL and NFLPA license? I haven't played Super Mario Strikers myself, but i've seen it get great reviews, and people calling it one of the best sports games ever made. I know that a lot of people like the official NFL games, but there's still a lot of money to be made outside of licensed sports games.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    3. Re:Dev cost skyrocketing? by Anonymous Coward · · Score: 2, Funny

      Because the developers' income have risen substantially over the past 5 years.

      We used to pay $8/hr for an expert programmer with two PhDs. Now it's $10/hr for a guy with only one PhD! When will it end??? Bangalore is getting pricey!

    4. Re:Dev cost skyrocketing? by stinerman · · Score: 1

      The funny thing is that the music sucks and the gameplay is horrid as well. My friends and I have found tons of bugs on the X-Box version. I suppose their strategy was that so long as they are the sole licensee of NFL/NFLPA people will buy their games for that reason alone.

    5. Re:Dev cost skyrocketing? by chrismcdirty · · Score: 1

      I'm not saying they have to, but it is what they currently have. And now it is what the fans expect. I'm sure the exclusivity of the deal drives the price up, since neither the NFL or NFLPA are making money from multiple sources. And also the (entirely unecessary) music likely drives the cost up quite a bit.

      --
      It's like sex, except I'm having it!
    6. Re:Dev cost skyrocketing? by chrismcdirty · · Score: 1

      I suppose their strategy was that so long as they are the sole licensee of NFL/NFLPA people will buy their games for that reason alone.

      That's exactly what I said as soon as I found out about it. The reason its in the top 10 selling games every year is that people who aren't really gamers buy it to simulate the football season. It's just not the same when you're playing as the Philadelphia Birds of Prey, the Pittsburgh Steel Workers, and the Tampa Bay Software Copyright Infringers.

      --
      It's like sex, except I'm having it!
    7. Re:Dev cost skyrocketing? by Anonymous Coward · · Score: 0

      Actually, Madden 360 involved extensive rewrites of the graphics engine focused on showing off the graphics capability of the xbox 360. Making it look really good was priority one, and a lot of work went into it.

      Madden 361 might just be another iterative title, but the most recent one had a lot of new stuff.

    8. Re:Dev cost skyrocketing? by CommiePuddin · · Score: 1

      Do they really have to have the NFL and NFLPA license?
      If they want to continue to sell to the general public in the volume they are accustomed to.

      While it may not be "more fun" from a gameplay standpoint, having real teams, real stadiums and real players in the game makes it "more fun" from a sports fan's perspective. And if those sports fans have $100 to drop to bet on a game, they have $50-60 to drop on the newest version of EA's licensed sports title.

      Although Arena Football looks like it could actually be playable. Maybe

      --
      x = x + ++x; //It's golden.
    9. Re:Dev cost skyrocketing? by CastrTroy · · Score: 1

      Couldn't they just release a game where you could completely customize the player names, jerseys, and team names, and let the players make their own NFL game? If it really affects the cost of the game that much to include the official NFL logo, then why don't they remove it. Allowing players to make their own teams would allow for some extra gameplay too.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    10. Re:Dev cost skyrocketing? by jasen666 · · Score: 1

      You know, I would laugh at that... if only the PhD in Bangalore working for $10/hr wasn't taking my job.

    11. Re:Dev cost skyrocketing? by hal2814 · · Score: 1

      Just curious, but what "bugs" are you finding in the Box version? And is this the normal XBox or the 360? The Cube version is pretty solid from what I can tell. The only problem I've seen is the usual Madden Karma that creeps in and works against you when you succeed too much. This is becoming increasingly noticeable now that I am 8-0 on the hardest difficulty settings with the Falcons. I've lost Vick for 5 weeks on a play where he didn't even get touched and then turned the ball over 5 times against Miami after only having 3 turnovers in the previous 7 weeks. Those turnovers weren't even INTs by the new QB (Quincy Carter). They were all fumbles. At least it's better than Blitz Kamra. I've got a Blitz 2000 arcade machine at home jacked up as hard as possible. The computer is getting downright dirty after 54 wins in a row.

    12. Re:Dev cost skyrocketing? by fbjon · · Score: 1

      I think it's similar to flight sims. Having accurate wind modeling but with a nonexistent plane model just isn't the same as with a Su-27 or 747.

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    13. Re:Dev cost skyrocketing? by __aaitqo8496 · · Score: 2, Informative
      Take Madden 2004, slap on it new textures, make some minor gameplay changes, call it Madden 2005 and release it.

      I may be speaking slightly out of place here, but I have a good friend that not only worked foe EA Tiburon, but actually worked on the UI for both madden 2005 and madden 2006.

      let me assure you several things:
      1. it's not just as easy as "slapping on prettier textures". yes the code is very old (and crappy), but there's tons of work that has to be done (largely fixing bugs)
      2. they work the ever-loving **** out of thier employees, and thier employees are appropriately compensated. multiply this for the number of people workong on a team, multiple teams, the testers, managers, supervisors, etc.
      3. new (albeit small) features are added every year, which require lots of testing, fixing, adjusting, etc. i remember that the kick menu on madden 2005 wars replaced VERY late in development and shipped buggy
      4. part of the problem is the management mentality at EA. desite a "mature" codebase, the number of bugs that has to be found and fixed each year is increased. how the hell does this make any sense? in effect, testers has to "find" bugs that may not really exist and developers have to "fix" those bugs. basically, bureaucracy is dragging the team down, causing extra work


      i'm sure the above is overly simplified, but it gives you a little bit of information on how things REALLY work
    14. Re:Dev cost skyrocketing? by Anonymous Coward · · Score: 0

      they work the ever-loving **** out of thier employees, and thier employees are appropriately compensated. multiply this for the number of people workong on a team, multiple teams, the testers, managers, supervisors, etc.
      Give me one programmer, and I'll get one day's programming per day.
      Give me two programmers, and I'll get 1/2 day's programming per day.
      Give me three programmers, and I'll get no programming done at all because they're having a net party...

    15. Re:Dev cost skyrocketing? by stinerman · · Score: 1

      XBox "Classic".

      There was a time where I challenged a call, and the play was overturned. Upon returning to the game, it was still 4th down and I had the ball where I was ... as if the play was not overturned. There was a time that a flag was thrown on a play, but I was not given the option to accept or decline the penalty ... until after the next play was over. Lots of really tick-tack stuff ... if you kick the ball high enough on a short field goal or extra point it will suspend in mid air above the netting ... you can run off the field and through the stands.

      As far as "Madden Karma", we've all come to expect that. Some games the CPU just decides you won't be winning the game. A friend of mine went 16-0 in the regular season and lost his 1st round playoff game. The year previous he nearly lost a game to a 6-10 team who somehow won their division.

    16. Re:Dev cost skyrocketing? by hal2814 · · Score: 1

      I agree that we've all come to expect "Madden Karma." Just making sure you weren't confusing it for real bugs. That does sound pretty crappy about the Box. Not that I don't believe you, but I find it odd that the Cube hasn't ever given me such fits with 06. It seems like EA would spend the time necessary to get Madden working best on a more popular platform. As much as I love my Cube, I realize that most Madden players play it on a PS2 or XBox.

      I remember playing NCAA 2K2 on the DC once where the other team's QB heaved a ball directly to my DB with none of his receivers anywhere near. I intercepted the pass. The computer game the other team a 1st down where I had intercepted it. That was pretty wacky and that was a Sega game on a Sega hardware platform.

    17. Re:Dev cost skyrocketing? by Johnny5000 · · Score: 1

      Couldn't they just release a game where you could completely customize the player names, jerseys, and team names, and let the players make their own NFL game? If it really affects the cost of the game that much to include the official NFL logo, then why don't they remove it. Allowing players to make their own teams would allow for some extra gameplay too.

      I've had games like that... I just never had the patience to completely customize everything. I might change a few players here and there, a few jerseys, etc. Then I'd lose patience and just want to play the game.

      I think the original Dynamix football game was like that.. my brother and I used to play that all the time. We'd end up just talking about the fictional players as if they were real people.

      --
      The libertarian solution to the failures of capitalism is to apply more capitalism til the failures are fixed.
  5. Just like CD sales... by drinkypoo · · Score: 4, Interesting

    ...the rising used market is just another signifier of a dying business model: the distribution of content on physical media. The game industry is crying because the majority of them have not yet embraced download installations. Suckers. "In the future", every game will have an online component and an unlocking system ala steam.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:Just like CD sales... by dc29A · · Score: 1

      Suckers. "In the future", every game will have an online component and an unlocking system ala steam.
      - That won't really solve anything. In MMOGs people sell accounts no problem. How will a company stop a player from selling the CD and the account he created to activate it? Used game selling companies will adapt to it.

    2. Re:Just like CD sales... by Delphiki · · Score: 1

      With MMOGs people usually have an attachment to their account, and many people have more than one account. I don't think they're quite as worried about used games sales as other industries are. Oh, plus they still get subscription fees from used game sales.

      --

      Feel free to mod me "-1 - Angry Jerk".

    3. Re:Just like CD sales... by dc29A · · Score: 1

      Ooops, my post wasn't clear enough. I was giving an example to show that restrictive game accounts like MMOG accounts change hands easy. Nothing will stop a player from selling Duke Nukem Forever 3 after he is done with it, all the buyer needs is the account and password. So putting internet activation/download/verification on games only reduces piracy, it won't stop used game business.

    4. Re:Just like CD sales... by DeadMilkman · · Score: 1

      Silly poster...you forget the obvious.

      These are consoles. Console users don't care about DRM as long as it lets them play the game when they want to.
      (* No Console has EVER been 100% free of DRM on a media the consumer could easily recreate themselves...though the PS1 was the closest/easiest to hack)

      All that has to happen is a hardware key of some sorts.

    5. Re:Just like CD sales... by Anonymous Coward · · Score: 0
      The game industry is crying because the majority of them have not yet embraced download installations. Suckers.
      Suckers are those who buy remotely deactivable games.
    6. Re:Just like CD sales... by Mursk · · Score: 4, Funny

      He also forgot that by the time Duke Nukem Forever 3 is released, currency will be obsolete and humanity will have evolved to playing games using only the power of their huge brains rather than primitive external hardware.

      --
      "This thing does science so hard, you say, 'I've never seen that much science.'" -Sam
    7. Re:Just like CD sales... by edmicman · · Score: 1

      It sure will be fun when I don't want to hook my X-Station 9000 up to the cable or phone line in order to play it. I seriously doubt download installations will be the wave of the future anytime soon. Part of the point of consoles is being able to pack it up and haul it over to a friends house. You don't want to mess with hooking it up to a network or something.

    8. Re:Just like CD sales... by Anonymous Coward · · Score: 0

      "No Console has EVER been 100% free of DRM on a media the consumer could easily recreate themselves"

      Amiga CD32.

    9. Re:Just like CD sales... by TheClam · · Score: 1

      If any game "suits" are listening, listen good:

      I will never buy a game or console that REQUIRES me to have an internet connection to play.

    10. Re:Just like CD sales... by Syncdata · · Score: 4, Insightful

      I cannot disagree more with your point. I demand a physical copy of my media, be they CDs, DVDs, or Games. I want to be able to uninstall it, put it away, and still be able to re-install it 2 years after the company that made it has gone bankrupt.

      Ask yourself, if Valve/vivendi were to go out of business tomorrow, would you be able to play half life 2?

      --
      "Inattention makes clowns of us all" -Bean
    11. Re:Just like CD sales... by Anonymous Coward · · Score: 1, Funny

      If they would be reading they'd read that as: I'll pirate it, arrrr!

    12. Re:Just like CD sales... by drinkypoo · · Score: 1

      Note that you can download half-life 2 from steam and don't need to be connected to play it. (Though, for some reason, if you use the CD version, you do, or at least did.) This has nothing to do with anything.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    13. Re:Just like CD sales... by Digital+Vomit · · Score: 1
      The game industry is crying because the majority of them have not yet embraced download installations. Suckers. "In the future", every game will have an online component and an unlocking system ala steam.

      Yeah, that's the solution to the problem: not to make games worth buying, but to make them impossible to sell when you get stuck with crap. That'll really give the industry a boost.

      --
      Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    14. Re:Just like CD sales... by drinkypoo · · Score: 2, Informative

      There's nothing about this idea that inherently prevents you from burning a backup. Granted, specific implementations may do that - and you may choose to avoid purchasing software from people who use implementations like that.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    15. Re:Just like CD sales... by andrewski · · Score: 0

      ""In the future", every game will have an online component and an unlocking system ala steam."

      You don't see the inherent problems with an online unlocking mechanism?

    16. Re:Just like CD sales... by Anonymous Coward · · Score: 0

      And who would argue with a Ph.D. in Economics from the University of PulledItFromMyAss? Hint: proclamations are neither evidence nor reasoned discourse. Translation: just sayin' don't make it so.

    17. Re:Just like CD sales... by Petrushka · · Score: 1

      I agree with you, but I think you may have missed drinkypoo's point, which wasn't necessarily that this is a good thing (though s/he may believe that, I don't know) but rather that download-and-validate-online is inevitable -- precisely because companies don't want people buying old stuff. Microsoft saw this coming very clearly, all the way back in 2000/2001; now other companies are finally starting to wake up and smell the blood.

      I wonder. If legislation on this comes to pass (as it will, no doubt, if sufficient money is thrown at it) will second-hand bookstores be outlawed in the US? Wouldn't be surprised. (And then, of course, the rest of us living in the still-free world will gradually be forced to adopt US policies, just like always ...)

    18. Re:Just like CD sales... by Delphiki · · Score: 1

      It might not stop the used game business, but having to let someone else have an account that has your username and password tied to it or maybe even your personal information will keep a lot of people from selling used games. Plus what if you have a download system but you buy multiple games from the same seller, and to sell them you would have to sell your whole account, meaning you can't just sell one game, you have to sell them all.

      --

      Feel free to mod me "-1 - Angry Jerk".

    19. Re:Just like CD sales... by drinkypoo · · Score: 1

      Well, if you were in touch with what we're talking about you'd know that this already exists. It's called Steam, and if you download HL2 from Steam and install it that way, you don't have to go through the unlocking process every time you play, just once to initialize the game. I only know about this, not having picked up HL2 myself because my system isn't fast enough, because people were complaining that if you bought the CD you had to verify every time, but if you downloaded it you don't. I Thought that was really amazingly mind-bendingly stupid, so I remembered...

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    20. Re:Just like CD sales... by geoffspear · · Score: 1
      They'll just make you type in your SSN, credit card number, birthdate, and mother's maiden name in every time you play.

      Sure it will scare away privacy-conscious potential customers (who probably won't buy the software anyway, when they heard about all the spyware that's included), but it will sure make the people who do buy it think twice about selling their account to someone else.

      Everyone wins. Or, at least, everyone loses but the developers get to keep people from getting their hands on their precious IP.

      --
      Don't blame me; I'm never given mod points.
    21. Re:Just like CD sales... by Jeff+DeMaagd · · Score: 1

      I think a strong used market is an indicator of a healthier and more balanced economy, and shows that the product has at least some lasting value. I won't pay for digital downloads unless they also factor in the fact that they don't have a resale value. With a CD, I can buy it and later resell it if it doesn't suit me and get some of my money back. A $12-$14 CD might have a resale value of $7 or so, making the cost of owning the CD at a net of $5-7. It also doesn't try to be as disposible, if you don't enjoy it or you are done with it, someone else can.

    22. Re:Just like CD sales... by drinkypoo · · Score: 1

      Amiga CD32.

      Yeah, and the CDTV before it. Too bad they were both total flops. (I'd still love to own a CD32, OR a CDTV, with the computer-type peripherals added.)

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    23. Re:Just like CD sales... by The+Warlock · · Score: 1

      Valve has promised that if they go broke and need to shut down Steam, they will release a "final patch" for their games that removes the Steam requirement. Then again, they never signed anything or anything like that, it's not in the EULA, and if they went broke, the'd have no money to develop such a patch. So who knows? (And Valve is no longer tied to Vivendi. Vivendi/Sierra never had any ties to Steam in the first place, which is why the lawsuits happened.)

      --
      I've upped my standards, so up yours.
    24. Re:Just like CD sales... by Anonymous Coward · · Score: 0

      Not to mention, it's one step close to "renting" your games in the same way that you do antivirus software. Microsoft is already pushing in this direction with Xbox live, as is Steam. No company is going to be against this in the long run, which is why I don't use either Steam or Xbox live - I don't want to encourage other companies to take the plunge.

    25. Re:Just like CD sales... by andrewski · · Score: 0

      I know that it exists already. If somehow Stem goes offline, a CD that you bought in the store wouldn't work in your home computer. If you need to reinstall the game, there's no guarantee that a binary downloaded through Stem will be re-installable.

      I think that the entire idea of games that need to check in over the internet is repugnant. Maybe if they were offered at a substantial discount, I could see them being an alternative. However, as of now there's no guarantee that anybody will be playing Half Life 2 ten years from now.

    26. Re:Just like CD sales... by Generic+Guy · · Score: 1
      "In the Future", every game will have an online component and an unlocking system ala Steam.

      I know that there was controversy surrounding Steam, especially when on the Half-Life 2 release the servers bogged down. I see the problem slightly differently: Not all publishers will use Steam, so you will end up with 12 or so different resident "Steam-like" programs running on your computer system -- possibly incompatible with each other.

      And the day I need to hook up my television game console to the 'Net for "authentication" (DIVX machines come to mind) is the day I stop buying games.

      --
      { - Generic Guy - }
    27. Re:Just like CD sales... by Anonymous Coward · · Score: 0

      Look man, there's no way you can cridibly disagree with somebody with a RAM quote in their
      sig while you have a fucking Morrisey quote, okay? You suck, Morrisey sucks, ergo -
      you are just plain wrong.

    28. Re:Just like CD sales... by kjamez · · Score: 1

      Ask yourself, if Valve/vivendi were to go out of business tomorrow, would you be able to play half life 2?

      if Valve/Vivendi (swore i thought it was Venvidi, too lazy to check atm) went out of business, there would be no one to sue the open source developers who are determined to make their free steam clone and server work ... necessity is the mother of all invention.

      --
      you can't have everything, where would you put it?
    29. Re:Just like CD sales... by barc0001 · · Score: 1

      Valve has promised that if they go broke and need to shut down Steam, they will release a "final patch" for their games that removes the Steam requirement.

      Yes.... And one company that I worked for that went out of business promised to pay all their staff severance pay too. Needless to say, the promise wasn't worth the paper it wasn't written on.

      If Valve tanks and actually goes under, methinks the LAST thing on everyone's mind over there will be releasing a patch to cast their users free. In fact, it wouldn't surprise me at all if some lawyer involved with the assets specifically vetoed such an action on thr grounds that it harmed what was left of the company's assets.

    30. Re:Just like CD sales... by Anonymous Coward · · Score: 0

      At the rate games are released, there would need to be a huge spike in open source hackers just to get all the games working. Don't you think this is overkill? I prefered HalfLife before Steam anyhow. It's always been money-grabbing bloat.

  6. Just brainstorming here by HarvardFrankenstein · · Score: 5, Insightful
    Here's an idea for the development houses: don't spend so much money.

    The publishers will insist that graphics sell, that you need such high-res textures that you can see the models' individual pores, that you need to get Hollywood actors to do the voices. I don't buy that. If Geometry Wars and the success of the DS have taught us anything, it's that gameplay sells.

    I don't think I'm in the minority when I say that I don't play graphics.

    1. Re:Just brainstorming here by CastrTroy · · Score: 1

      Exactly, my favourite games are often the most simple. These include Bomberman, Super Monkey ball, mario kart, zelda, and animal crossing. I'm obviously a Nintendo fan, but what i'm pointing out, is that none of these games have flashy graphics, or cost all the much to make. I often find the ones that spend too much time making a game look good often miss out on a lot of gameplay.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    2. Re:Just brainstorming here by pclminion · · Score: 1

      Graphics are the only thing you can see in an advertisement. As long as game houses depend on advertisement to sell their games, their games will center around ridiculous graphics.

    3. Re:Just brainstorming here by Gulthek · · Score: 1

      I don't think I'm in the minority when I say that I don't play graphics.

      Yeah, us text adventure fans are a dying breed. :-/

    4. Re:Just brainstorming here by Anonymous Coward · · Score: 0

      As long as game houses depend on advertisement to sell their games, their games will center around ridiculous graphics.

      Some depend on big name licenses to sell their games and center the games around poorly concieved and loosely affiliated concepts instead.

      A game only needs to sell the gazillion copies generated by the traditional forms of advertising because the publishers keep most of the money (and spend most of that on more advertising). If the developers got $40 for every game sold at the $50 price point instead of $10, or even $4, or worse, some miniscule flat fee, they wouldn't need to sell as many games to turn a healthy profit on a major title, and games with great gameplay would become mega-hits anyway.

    5. Re:Just brainstorming here by Diomedes01 · · Score: 1

      Long live Zork!

      --
      "To hope's end I rode and to heart's breaking: Now for wrath, now for ruin and a red nightfall!"
    6. Re:Just brainstorming here by networkBoy · · Score: 1

      "I don't think I'm in the minority when I say that I don't play graphics"

      Yes . . . Except in the case of DOAX volleyball with the nude hack :-)
      -nB

      --
      whois gawk date unzip strip find touch finger mount join nice man top fsck grep eject more yes exit umount sleep dump
    7. Re:Just brainstorming here by 91degrees · · Score: 1

      More detail doesn't offer that much to the price anyway.

      We don't have artists manipulating single polygons any more. They create objects as objects in modelling packages. Moving 100 polygons is as easy as moving 10. You just get smoother curves. Same goes for textures. Modern systems can handle bigger textures, but artists simply don't deal at the pixel level. Some improvemets have even made things easier. When we switched from palletised colour to RGB colour all those years ago, things became a lot simpler. Representing a lot of objects is a lot easier with more polygons and better textures to throw at it.

      More variety might cost more. Nobody seems to care about that in marketting though. And it's not like this has been something the industry has been pushing for. We can get a lot of information onto a DVD, but not that many games push the storage limits.

    8. Re:Just brainstorming here by n2art2 · · Score: 1

      Sometimes I forget that some, ok most, people on /. are lonely, middle aged, I watch prOn cause I can't get the real thing, but I think I'm so cool, living in my mom's basement geeks. I can't wait until that breed is dieing.It's us geeks with a degree, career, camily and kids before we are thirty that is the minority crowd around here, alas.

      --
      Self proclaimed wannabe geek. You know how it is. Most of us who read this stuff probably fit in that category.
    9. Re:Just brainstorming here by CastrTroy · · Score: 1

      I don't think i've ever bought a game based on the advertisements. I usually look at reviews. If there's a lot of good reviews, and it's in the genre I like, there's a good chance i'll buy it. I don't even remember the last time I saw a video game ad outside of a video game magazine/website. Creating a good game that people like will generate it's own advertising via reviews.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    10. Re:Just brainstorming here by caerwyn · · Score: 3, Insightful

      The problem with this is that while you can throw money at pretty graphics, you can't throw money at creative, engaging gameplay. Reusing an existing idea and "upgrading" it with new graphics and models may take a lot of development time and money, but it's just a matter of throwing resources at the problem. It doesn't matter how much money you throw at bad game designers, though- they're not going to create something amazing.

      Therefore, the development houses go for what they can be certain of- throw money at a game, sell it based on graphics, make money. It might not make the best games, but there's no denying that they *do* sell.

      --
      The ringing of the division bell has begun... -PF
    11. Re:Just brainstorming here by badasscat · · Score: 2, Interesting

      The publishers will insist that graphics sell, that you need such high-res textures that you can see the models' individual pores, that you need to get Hollywood actors to do the voices. I don't buy that. If Geometry Wars and the success of the DS have taught us anything, it's that gameplay sells.

      Agree 100%. I've been trying to save my money lately but just this past week I finally broke down and bought a DS (yeah, I know about the DS Lite...) along with Mario Kart, Sonic Rush and Nintendogs, all new, and I don't regret my purchase a bit. I think the system's awesome as are every one of the three games I got with it. And I say that knowing that the PSP is more powerful. I couldn't care less, because I can't play Mario Kart online on the PSP.

      I'm obviously not the only person that feels that way, judging by the sales of the DS vs. the PSP. And I'm also someone who has rarely bought games new lately - but I make exceptions in the case of games that provide me with an experience I can't easily obtain on the used market, or on another system. That's the key. Who are the ones complaining about used game sales? It's invariably the developers and publishers who can't figure out why people aren't buying the fifth sequel to a tired franchise on the same console anymore; i.e. Madden 2006 on PS2. Why would I need Madden 2006 if I have Madden 2005? News flash: nobody wants to buy the same damn game every year for full price. Give people something new and they will buy the game new, and they won't be as likely to sell it later either. Mario Kart DS may be a sequel, but it's the first Mario Kart with online play and the first 3D version on a portable. (It also has more "stuff" - tracks, carts, characters - than any other version.) And it's only $35 new. That's the way you sell games based on established "franchises", not by doing a roster update and charging $50 for it every year.

    12. Re:Just brainstorming here by Gulthek · · Score: 1

      Hello sailor!

      "Odysseus"

      echo. echo echo echo

      win.

      open mailbox. read it. drop it. se. ne. open window. w. get all. eat lunch. open bottle. drink water. drop bottle. w. get all. e. u. turn on lamp. get all. d. turn off lamp. w. move rug. open trap. d. ...

    13. Re:Just brainstorming here by booch · · Score: 1

      Um. I think "throwing money" at them is the problem. Throwing money at a problem is rarely a good long-term solution.

      --
      Software sucks. Open Source sucks less.
    14. Re:Just brainstorming here by aeoo · · Score: 1

      Amen.... I wish game companies spent 90% of their time on gameplay. The gameplay in recent RPGs is far, far worse than gameplay in a free game like OAngband. I always wonder, what kind of moron invents such crappy game mechanics, when here you have available a free game that has such super game mechanics, that can keep a person addicted for years.

      I used to be an OAngband addict (and Zangband and Nethack before that), and the only thing that got me to stop playing was RSI. Sheesh! If my hands didn't give out, I'd probably be playing 6 hours of OAngband every day even now. That game just does NOT get old. :)

      So, if anyone can make a game that is even 50% as good in gameplay as, say, OAngband, then I guarantee they will sell, even without graphics and sound.

    15. Re:Just brainstorming here by aeoo · · Score: 1

      Small note: I've cured my RSI since then, but still don't want to return to roguelike games.

    16. Re:Just brainstorming here by Kadin2048 · · Score: 1

      Sometimes I forget that some, ok most, people on /. are lonely, middle aged, I watch prOn cause I can't get the real thing, but I think I'm so cool, living in my mom's basement geeks. I can't wait until that breed is dieing.It's us geeks with a degree, career, camily and kids before we are thirty that is the minority crowd around here, alas.

      Funny, I was under the impression that it was geeks who can spell who are in the minority. ;)

      --
      "Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
    17. Re:Just brainstorming here by networkBoy · · Score: 1

      Good thing you did not describe me with that...
      I'm married with kids and work in the semi industry.
      I like an occasional bit of eye-candy.
      ??
      -nB

      --
      whois gawk date unzip strip find touch finger mount join nice man top fsck grep eject more yes exit umount sleep dump
    18. Re:Just brainstorming here by Julian+Morrison · · Score: 1

      I don't necessarily agree about graphics versus gameplay.

      People tolerated lego-brick-pixel 16 color graphics because there was no alternative. Gameplay is good, but bad graphics are just jarring in a modern game. People have learned to expect better.

      I think game graphics are near the end of the rising phase in a typical new tech rise-and-plateau. While they continue to improve, they'll continue to sell. Their rise will finally end when new improvements become visually irrelevant, comparable to any improvement in screen colors beyond 32 bit truecolor. The sign that we've hit the plateau will be the emergence of mature game engines and the death of roll-your-own. At that point, when any idiot with a copy of "visual game studio" can crank out a generic shooter in ten minutes, the purity of gameplay will return to center focus.

      BTW, the hollywood voice actor thing... sooo 20th century. Machinima is the 21st century flipside: the game engines will eat hollywood.

    19. Re:Just brainstorming here by n2art2 · · Score: 1

      ah the overpowering "you can't spell" slam. How original. I guess that is rare around here to huh?

      --
      Self proclaimed wannabe geek. You know how it is. Most of us who read this stuff probably fit in that category.
    20. Re:Just brainstorming here by StikyPad · · Score: 1

      I'm going to put pretty graphics on my front lawn to see if people actually throw money at them. You could be on to something here...

    21. Re:Just brainstorming here by LordKronos · · Score: 1

      More detail doesn't offer that much to the price anyway.

      I didn't know those pixel shaded, bump mapped, specular mapped, gloss mapped, displacement-mapped, realistic fur rendering, light diffracting, high-dynamic range rendering, quadratic-surface-self-soft-shadowing from a distance-attenuated-projected-point-light-source rendering graphics engines wrote themselves.

      Not to mention the physics engines which are now becoming just as complex. You can't quite yet accurately model the particle reactions in a nuclear reactor, but I'm sure they are working on it...give them a few years.

    22. Re:Just brainstorming here by abb3w · · Score: 1
      Therefore, the development houses go for what they can be certain of- throw money at a game, sell it based on graphics, make money. It might not make the best games, but there's no denying that they *do* sell.

      Yes, they sell. But the problem is they also RE-sell, because people get bored, decide they'll never want to play it again, realize it just takes up space, and figure that they would rather have $5 off another half price used title than trash it.

      What the developers need is to make a game that people will want to KEEP. A game where people will install it first thing on getting their new computer. A game with sufficient portability that versions can be released on every new platform, and where it is believed by hardware makers afterwards no platform will succeed without that game being playable on it the day of release. A game where Slashdot will go up in arms when it is leaked Windows2020 doesn't run the old version from 2006, and the company can "reluctantly" agree to provide trade new disks for old, in exchange for "Shipping and Handling" costs working out to half the price of a new copy and a new steady business over the next twenty years.

      The used market requires there be games, people willing to buy them used, and first-purchase buyers willing to sell them used. If no-one is willing to sell their beloved copy of Fallout 4, no-one gets to buy it used.

      Of course, the problem with THIS idea is that it requires throwing not money, but both major creative talent and serious software development methods at the problem. I'm not holding my breath. On the other hand, Duke Nukem Forever is in production....

      --
      //Information does not want to be free; it wants to breed.
    23. Re:Just brainstorming here by CronoCloud · · Score: 1

      Are you sure?

      You hear the call of the RNG.
      The Devteam wields Nethack Source Code.
      The Devteam hits.
      You feel a sense of loss and remember fun times past.
      Your attack misses the Devteam, but rebounds upon you.
      TDTTOE
      You have died.
      DYWYPI?

    24. Re:Just brainstorming here by aeoo · · Score: 1

      R.I.P.

      What??? I was wearing a Ring of Protection against RNG +5! BS.

    25. Re:Just brainstorming here by jean-guy69 · · Score: 1

      The total lack of success that games like final fantasy enjoy show that gamers don't care about graphics.

      What brilliant thoughts, please continue your brainstorming.

    26. Re:Just brainstorming here by noidentity · · Score: 1

      "The problem with this is that while you can throw money at pretty graphics, you can't throw money at creative, engaging gameplay. [...] It doesn't matter how much money you throw at bad game designers, though- they're not going to create something amazing."

      So throw the money out there to attract [i]good[/i] game designers in the first place. I'm sure they're out there, it's just that good game design is not valued.

    27. Re:Just brainstorming here by 91degrees · · Score: 1

      I didn't know those pixel shaded, bump mapped, specular mapped, gloss mapped, displacement-mapped, realistic fur rendering, light diffracting, high-dynamic range rendering, quadratic-surface-self-soft-shadowing from a distance-attenuated-projected-point-light-source rendering graphics engines wrote themselves.

      Some do, some don't. The ones that don't are really not that complicated. Realistic fur rendering and self shadowing are a little complex but they don't add a huge amount to the cost of development of a given game.

      Not to mention the physics engines which are now becoming just as complex. You can't quite yet accurately model the particle reactions in a nuclear reactor, but I'm sure they are working on it...give them a few years.

      But why would you want to? Have you ever seen a nuclear reactor in a game and observed how unealistic the particle reactions were?

    28. Re:Just brainstorming here by LordKronos · · Score: 1

      But why would you want to? Have you ever seen a nuclear reactor in a game and observed how unealistic the particle reactions were?

      I've never seen a shelf full of cans in a game and observed how unrealistic the physics were when I knocked it over, but that certainly hasn't stopped them.

      I've never shot at a concrete wall in a game and observed how unrealistic the resulting damage was with it's lack of parallax, but that certainly hasn't stopped them.

  7. Price vs Willingness by poeidon1 · · Score: 1

    I am more willing to buy a new game for 50$ then paying 100$. I can spend 100$ but its not what I am willing to spend. And, why should be an used thing sale should be a matter of concern. Somebody paid for that in the past, and you cannot force me to buy a newer version if I am happy with the old version.

    --
    They called me mad, and I called them mad, and damn them, they outvoted me. -Nathaniel Lee
  8. Sounds good to me! by 77Punker · · Score: 5, Insightful

    It forces game makers to make games that have large lasting appeal. I've sold loads of games that are "beat once, throw away". There's other games with loads of features and content that I'll never get rid of because some day I know I'm gonna go back and play it some more. This can only be a good thing.

    1. Re:Sounds good to me! by n2art2 · · Score: 2, Insightful

      Actually I think this forces the game developers to make play it and beat it once, then throw it away games, and not the other way around.

      The reason I say this is because they want that person who bought the game new to have to turn around and buy another game new sooner. If they can make games that have little lasting appeal but great marketing upon launch then they have a cash cow system. It's all about the repeat sales. turn out more titles, faster, and make the games have a shorter lifespan is good for the "industry" because they need you to come and buy the next latest and greatest, because the game you bought last month has been beaten, and is no fun to replay over and over.

      There is people who will buy new all the time, people who will by new, unless what they want can only be found used, there is people who will only buy used unless the game they want can only be purchased new, and there is people who will only buy games used. This isn't going to change. The "industry" will get the same slice of the pie as they usually get. The ploy for them is to make those who will buy new, have to buy new more often.

      It sucks, but hey that is the free market. No one makes products solely because they enjoy making them, they make them to sell them. And if they don't then they aren't in the market of making products and instead are in the hobby of making art. There is two types of art. Commercial art and personal art. Commercial art is about what the end user will pay for and personal art is solely for the pleasure of the one creating it.

      Disclaimer: I attended a private Art College, and have a BFA in Multimedia-Animation with an emphasis in 3d interactive multimedia platforms. Started my own business doing interactive multimedia design, and let me tell you, you make personal art because you are passionate about the creation process, but commercial art is all about the bengies.

      --
      Self proclaimed wannabe geek. You know how it is. Most of us who read this stuff probably fit in that category.
  9. replay value by szembek · · Score: 3, Interesting

    Maybe if they make more games that have a higher replay value they will find less copies of them showing up used. If you take a game that is only fun the first time you play through it, then why would somebody keep it on their shelf?
    Personally I always buy used games. EB and gamestop have 90 day warranties on their pre played games and even for 5 buck's less it's good to me.

    --
    nothing
    1. Re:replay value by Firehed · · Score: 1
      Indeed. I tend to only pick up games on-the-cheap. And if you make a decent game and add "New Game Plus" (or equivalent), you've instantly made it twice as worthwhile (if not more) for about $5 worth of coding. Unless the game was so bad the first time through *cough*doom3*cough* that it's not worth playing while retaining a lot of your old goodies. Of course that applies a lot more to RPGs, but they tend to have better replay value to start anyways. While I now prefer the fast-paced FPS gameplay, I've invested so much more time and money into RPGs. FF7 controlled my life for a while, and I still play it, and own just about all of the merchandise released in America, and some that never was. Yes, it came out... what... nine years ago or so, and the graphics, while once great, are now sub-crap. But damn is that game fun to play. Heck, even Diablo II, which I picked up for $20, took me over for who knows how long. Play through once, play through again keeping stuff from last playthrough but on a harder difficulty, repeat once more, buy the expansion pack cheap, repeat three more times, then go to online play where the fun really starts.

      And crappy games? I either pass them by entirely, borrow them from a friend and play once, or pirate the things. If it's semi-decent I'll pick it up in the bargin bin. Overpriced games? Same deal. End product? I save money, and they lose money. Graphics are definately a secondary factor for me, or else I wouldn't still have Dungeon Keeper installed. In high-res mode it runs at 320x240 or something (and I remember when my computer wasn't up to doing that....)

      --
      How are sites slashdotted when nobody reads TFAs?
  10. Here's something smart to do : by Hitto · · Score: 3, Interesting

    How about these greedy slobs try and produce games with lower development costs?
    It's always the same story : when an industry starts gaining mainstream approval, it just becomes a penis contest to see who will do it more, harder, better, with more explosions, big boobs, and bigger budget!

    Look at hollywood actually BRAG about production costs, the same is happening to videogames, only this time, video games are supposed to be more fulfilling than two hours of non-interactive eye candy!

    1. Re:Here's something smart to do : by ivan256 · · Score: 1

      How about these greedy slobs try and produce games with lower development costs?

      The development costs are already at rock bottom. The big name companies barely keep their artists and programmers fed.

      The 'high development costs' actually go to buying movie licenses, paying over-rated and over-priced voice talent (or over-rated and over-priced famous designers), paying for outrageous advertizing, hype, and favorable reviews, and most of all, lining the pockets of the publisher who is making a living mostly off the backs of other people's work.

      Look at hollywood actually BRAG about production costs

      Yeah, most of those 'costs' are actually paid to themselves as a dodge so they can say their profits are near zero. They have to keep the production costs high to keep the bottom line artificially low. All the while they've figured out how to keep the cash anyway.

      Instead of having them cut costs, how about we cut them loose and have everything be an 'independant' game? While we're at it we can do the same to their slob counterparts at the RIAA.

    2. Re:Here's something smart to do : by Anonymous Coward · · Score: 0

      lol

  11. Lowering the boom. by Anonymous Coward · · Score: 1, Insightful
    "This as next-generation systems send development costs skyrocketing put developers in the position spending more than ever just as the biggest retailers are considering keeping more of the profits for themselves.""

    Two things one can do.


    1. Use an OSS engine to reduce costs.
      Use the community to create content by making the games moddible as much as possible.


    Oh, and...Profit!
    1. Re:Lowering the boom. by showardkid · · Score: 1

      Those are great ideas, but they don't really fit into their business model. - They can't use an OSS engine because if it's GPL'd (like most OSS stuff is), then they have to release the source code. And once they release their source code, they can't make as much profit. This isn't like with Red Hat or Novell where customers are really paying for is support; if the game becomes rree, people will NOT pay for it. - Making games moddable is nice, and will probably work out fine, but the problem is that most people (tm) won't know much about mods. Not all people who game will have the knowledge to seek out and... mod. Granted, this is less of a concern, as the audience is more technical, and more likely to figure it out.

      --
      Do, do not, or delegate to someone else: there is no try.
    2. Re:Lowering the boom. by Uther2000 · · Score: 1

      Yes I'd like to see more moddable games . . . BUT, once you allow someone to start adding on and tweaking in come the hackers. Then you're fun place becomes your graveyard as someone keeps beating you. I loved Red Faction multi-player . . . until all the cheats came along and there was no way to stop them.

      --
      "You were expecting something witty here ?"
    3. Re:Lowering the boom. by tepples · · Score: 1

      And once they release their source code, they can't make as much profit.

      Unless you charge $5 for a copy of the free engine and $45 for a copy of the proprietary scenario, a business model endorsed by Mr. Stallman himself.

    4. Re:Lowering the boom. by jean-guy69 · · Score: 1

      Yes of course, they should use quake3 engine, and all these many OSS engines that are able to take advantage of advanced features of shuch trivial pieces of hardware as Xbox 360 GPU or Cell. And are bundled with tools that allow designers and art staff to be immensely productive.

      I have even better ideas:

      * developpers enslaving

      * off-shoring to China, Bengladesh

      We should have to pay more than 10 $ for these games that costs millions to make, isn't it ?

  12. Hmmm.... by inphinity · · Score: 2, Interesting

    It would seem to me, however, that there's so easy solution to the problem. (Having not RTFA...) If you force (through legislation or otherwise) every retailer to pay a kickback to the publisher for every used game sold, that will immediately piss off the thousands of smaller retailers who simply can't afford that type of extra expense. Although, those smaller retailers are increasingly rare these days, thanks to the 'community store' model that EB has been adopting.

    1. Re:Hmmm.... by szembek · · Score: 1

      That would be like forcing used car dealers to kick up to ford every time they sell a used Taurus, or F-150..... not gonna happen.

      --
      nothing
    2. Re:Hmmm.... by guile*fr · · Score: 1

      I think sales of used books set a precedent on that.

    3. Re:Hmmm.... by DeadMilkman · · Score: 1

      And pass the cost directly on to their customers....

      Just like the phone company, cell companies, broadband, cable, ec

    4. Re:Hmmm.... by ynohoo · · Score: 1

      I seem to recall it works that way in France - a used book seller adds 10% which goes to the copyright holder. Seems sensible, because I'm in favor of paying artists for the pleasure they give me. No I'm not pro RIAA, sod the industry, support the artists!

    5. Re:Hmmm.... by Anonymous Coward · · Score: 0

      But the artists were already paid when the first sale was made.

    6. Re:Hmmm.... by Locke2005 · · Score: 1

      While we're at it, lets have used book resellers pay a kickback to the publisher for every used book sold too! Heck, some of those used books sell for thousands of dollars! What's that, it might be a little difficult to find the publisher of a 200 year old book? Gee, what makes you think the publisher of every game is still in business and still actively selling the game? Fair use rights for games shouldn't be any different from fair use rights for books; the used market makes available to the public parts of our culture that would otherwise be lost because it is no longer economically attractive for the original publishers to continue distributing them. Where else are you going to get an "out of print" book or game?

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
  13. Great for Consumers by Anonymous Coward · · Score: 0

    I buy older games used - just last week I got both Ghost Recon and Chronicles of Riddick from EBGames for less then $20. Ghost recond was only $6. I normally wait until a games gets to the $20 price point anyway and never buy latest "Tuesday" release. Bought Doom Collectors Edition from Amazon.com through ToysRUs for $21. It was almost $60 on the day it came out.

    Most used games disc are in pretty good shape but I do get some beatup cases.

  14. $70 for a game by Anonymous Coward · · Score: 0

    http://www.ebgames.com/ebx/product/259303.asp

    Lets be real here people even if it offers years of game play.

    1. Re:$70 for a game by szembek · · Score: 2, Insightful

      It's because it's a new console, I remember paying 70 for some crappy wayne gretzy hockey game for my n64 when it first came out. It's stupid to pay that much, but people do it...

      --
      nothing
    2. Re:$70 for a game by Soporific · · Score: 1

      Yeah I paid $75 for Phantasy Star II on the Sega Genesis way back when. I remember thinking I got hosed after playing it though, but you couldn't take it back after it had been opened. Much chore money down the drain...

      ~S

    3. Re:$70 for a game by happyemoticon · · Score: 1

      It's also because it's a collector's edition. Which is to say, it's still a ripoff, but at least you get something for the extra $20.

      What really stinks is when panderers like EB start selling that same collector's edition for $150 bucks, ala World of Warcraft. That's shameless exploitation, and not a cent more of that money goes to the publisher.

    4. Re:$70 for a game by misfit13b · · Score: 1
      What a coincidence. I payed about that for the first Phantasy Star (SMS), which I loved and played far more than any of the sequels.

      Was PS2 the one where all of the battles took place on that stupid blue grid?

    5. Re:$70 for a game by Soporific · · Score: 1

      I seem to remember the battles happened on a blue grid in the Genesis version. But it has been a while since I played it. Never played the PS2 version.

      ~S

    6. Re:$70 for a game by misfit13b · · Score: 1
      Oops. My fault for using crappy abbreviations. I should have just spelled out "Phantasy Star II".

      That blue grid was such a dissapointment seeing that even though it was on a supposedly more powerful system, the location-specific fight backgrounds used in the first Phantasy Star on the SMS blew them away.

    7. Re:$70 for a game by Soporific · · Score: 1

      The only thing that really bothered me about that game was the endless series of random fights. I remember that it took forever to get anywhere because fight after fight would happen and if you got lost you had another long chain of fights to get back to point A.

      ~S

  15. Everyone's just like me. by Anonymous Coward · · Score: 2, Insightful

    "...the rising used market is just another signifier of a dying business model: the distribution of content on physical media. The game industry is crying because the majority of them have not yet embraced download installations."

    Hi! I'm in the middle of nowhere, on 33.6 dialup. How will your "miracle method" help me? How about this; what's the difference between the "old, and busted" were I buy a CD with manuals, and "the new hotness", were I bulk buy CD blanks, and cases, and print out the documentation? Oh right. I get to do the publishers job for them. How alturistic of me.

    1. Re:Everyone's just like me. by drinkypoo · · Score: 1

      Well, now that I've read your comment I see why you posted Anonymously. You're a dingleberry. Try this: Sooner or later there will be no place on the planet where you cannot get high speed internet access, at least by today's standards. Perhaps you haven't noticed the amazing growth in mesh networking and the fact that several manufacturers are already making WiFi-equipped cellphones. Soon enough they'll be mesh-networking WiFi cellphones and this whole internet access problem will be far less of a problem.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  16. My analysis by Julian+Morrison · · Score: 4, Insightful

    1. Stupid people spend to their most optimistic projection and then complain that money's tight.

    2. Stupid people assume that because they've always made money up to now, they can rest on their laurels.

    3. Stupid people think that when their income dries up, whining will make it return.

    BTW, have any of these numbskulls considered and compared the effect of the used car market? If a thing retains value for resale, people will be happy paying extra for it first-hand.

    1. Re:My analysis by silentbozo · · Score: 1

      Wise words - mind if I quote you (probably for a sig)?

    2. Re:My analysis by Julian+Morrison · · Score: 1

      Sure, go ahead.

      It's the usual sort of wisdom, of course: 20/20 hindsight. I've committed all 3 of those errors in my time.

  17. Gimme a break by Austerity+Empowers · · Score: 2, Insightful

    Used games require a previous owner who played, got bored, and sold the game. That says the game sucked. Make better games. If a game is good, people are going to fall all over themselves to get a copy, new, used or otherwise.

    Duh.

    1. Re:Gimme a break by assassinator42 · · Score: 1

      It doesn't mean the game sucked. It just means the person wanted to sell it. Perhaps it just doesn't have good replay value. For example, I probably should've sold Phoenix Wright, because, while it's awesome, there's not much replay value. Plus, some people just race through games and sell them as soon as they're beaten.

    2. Re:Gimme a break by Jongpil+Yun · · Score: 1

      I don't know, some people sell extremely awesome games, often for stupid reasons like being "too hard" (that's how I got my brand new copy of Ninja Gaiden Black -- some idiot couldn't beat the first level and sold it to me the day after he bought it for $10) or just differing tastes.

    3. Re:Gimme a break by jean-guy69 · · Score: 1

      Of course, this is why we find only the worst games in the used market.

      We won't find such games as Resident Evil 4, Halo 2, Prince of Persia 3, Metroid Prime 2..

      I guess it's because of the developpers if there is a used market, they should make games that are enjoyable for an infinite amount of time.

      The downside is that we would only buy one game which each console, but it's not our problem, isn't it ?

      Gimme a break.. Yes..

  18. An entire website devoted to... by aapold · · Score: 3, Funny

    Gamers who hang with Steve Jobs?

    --
    "Waste not one watt!" - CZ
  19. Alternative is worse by TheSkepticalOptimist · · Score: 4, Insightful

    If game developers and publishers start balking at used games, the worse is outright rampant piracy.

    The problem here is the quality of the games in general (like with everything in the entertainment industry these days) is horrid. Quick rehashed sequels of popular games are being released more often then original game content. Gamers are becoming increasingly wary of dropping full price for a game they may find out they don't like 2 hours after playing it. Buying used games gives them an opportunity to play that game at a reduced price, and then trade back the game in exchange for another new/used game. Also, most gamers are finding more value in trading games for new games, as their is generally no need to hold on to a game that has been played to death and will never be touched again.

    In the PC gaming market, you don't even have to buy used games. If you wait 6 - 8 months after a game is released, it is usually marked down 40 - 60% or comes bundled with value added features like add-ons or other games for a cheaper price.

    I don't see how game developers can do anything to stop this. They sell a product and have little ( or should have little ) impact on after-market sales. I am sure Ford and GM would love to control how their used cars get sold, get some profit from the trading and selling of used cars, but the idea that any profit should return to Ford after they initially sell a car is ridiculous. Same goes for the video game industry.

    I think the video game industry is realizing that they are not making an easy profit anymore, that gamers are becoming more selective about the games they play. I think there has been a stagnation in the originality and quality of gaming titles, and gamers are no longer quick to buy a game that is an obvious rushed out sequel. But they have to realize that buy flooding the market with poor quality games isn't going to drive up sales. Instead of penalizing used game buyers, how about making better quality games that people want to pay full price for and keep indefinitely!

    If the game industry starts to mess up used game sales, forcing higher prices and demanding recuperation of profit from the sale of used games, the alternative is rampant piracy where those that would have spent $20 on a used game now will download it for free in spite of the gaming industry.

    --
    I haven't thought of anything clever to put here, but then again most of you haven't either.
    1. Re:Alternative is worse by AKAImBatman · · Score: 1, Interesting

      The problem here is the quality of the games in general (like with everything in the entertainment industry these days) is horrid. Quick rehashed sequels of popular games are being released more often then original game content.

      I was just playing a boxing game on the XBox 360 at a local game store the other day. I could have sworn that it was just an update of the Activision Boxing game for the Atari 2600, but with photo-realistic THREE-DEE graphics and a voice announcer. Nice features to have, but not really a major improvement. Worse yet, the whole thing played like it was in slow motion.

      With all the power in a system like the XBox 360, one would expect gameplay would be continuing to push the limits, not devolving. I mean, Street Fighter II was more intereting than this game. :-/

      (Yeah, yeah, I know. I'm about to get creamed by responses that the game is the "best game EVAR n00b!")

    2. Re:Alternative is worse by mcsestretch · · Score: 1

      Yeah, like Fallout 3!!!

    3. Re:Alternative is worse by Petrushka · · Score: 1

      I think the video game industry is realizing that they are not making an easy profit anymore, that gamers are becoming more selective about the games they play.

      No no no, that's exactly what they don't realise. What they want is to find ways to force customers to play by the old rules -- that's what all this is about. At all costs they want to hinder, and if possible prohibit, a situation where people can make an informed decision before buying a game.

  20. I find it hard to believe. by rwven · · Score: 2, Funny

    It seems to me that this whining is probably just gaming companies whose products didn't make the sales they wanted. Used games are an obvious scapegoat.

    Instead of "our game sucked so no one bought it," they can now say "our game didn't sell well because most people waited and bought used copies."

    If they really have a problem with used games, they need to come up with a "better" content distribution method. Something "Steam-ish."

    1. Re:I find it hard to believe. by aug24 · · Score: 1
      Instead of "our game sucked so no one bought it," they can now say "our game didn't sell well because most people waited and bought used copies."

      '...which were only readily available because our game sucked '

      They don't seem to understand that a game which remains engaging simply won't be in the used-game stores.

      Justin.

      --
      You're only jealous cos the little penguins are talking to me.
    2. Re:I find it hard to believe. by rwven · · Score: 1

      ah, how right you are...

    3. Re:I find it hard to believe. by b4k3d+b34nz · · Score: 1

      Case in point: my copy of Super Smash Bros. Melee from 2001 that I still play and will never sell. Ever.

      --
      Grammar Lesson: you're is a contraction of "you are"; your means you possess something; yore means days gone by.
  21. Treating Games like Girlfriends... by Maugrim · · Score: 1

    In order to support developers, I like to look at buying games like I would getting a girlfriend...do you want a new girlfriend, or a used one?

    1. Re:Treating Games like Girlfriends... by Kagu · · Score: 1

      Wait a minute I didn't spend all that time grinding my level up to General to play drill sergeant to her private.....

    2. Re:Treating Games like Girlfriends... by Peganthyrus · · Score: 1

      *shows off her 'Greatest Hits' side-of-the-case banner*

      I got replay value, bunky. What's that thirteen-year-old gonna talk to you about after sex?

      --
      egypt urnash minimal art.
    3. Re:Treating Games like Girlfriends... by Anonymous Coward · · Score: 0

      I've always bought used in the girlfriend market, as well. It takes too much work to break them in.

  22. Boo fscking hoo by ChaosDiscord · · Score: 4, Insightful
    On the flip side, the arguments against used games are equally sound, particularly from a developer standpoint.

    No, no they're not. "Capitalism is hard" is not a sound argument.

    Somehow the print publishing industry has managed to survive libraries and used book stores. The music industry managed to survive used record and CD stores. The movie industry has managed to survive video rental stores selling their old stock. The automotive industry has managed to survive used car sales.

    Stop whining and start figuring out how you're going to compete.

  23. Used games by Syrra · · Score: 2, Insightful

    Huh, I haven't bought a new game in months, and its not just because there haven't been any that caught my eye. I've just started college, and paying for the books ate up all my money. And then there's also the fact that I've not been paying attention to games like I used to, I can live without them. If there's something amazing that comes out, either one of my friends will have it or I'll wait until it hits however many titles sold so that the price is reduced. I remember when I was young and all the best Nintendo games got the neat "Player's Choice" sticker and a price reduction down to $20, which was very reasonable for a game I knew was going to be good. :) Maybe they should start doing that again, to sell more 'new' copies?

    1. Re:Used games by Shawn+is+an+Asshole · · Score: 1

      I remember when I was young and all the best Nintendo games got the neat "Player's Choice" sticker and a price reduction down to $20, which was very reasonable for a game I knew was going to be good.

      That's still done, at least for the PS2. It usually says "Greatest Hits" and sells for $19.95. Those are the only new games I actually buy, everything else I get used.

      --
      "It ain't a war against drugs.it's a war against personal freedom" --Bill Hicks
  24. Downloadable games = DRM by Anonymous Coward · · Score: 0

    I much prefer physical media when it comes to games, because downloadable games (such as on Steam) are a huge pain in the ass and offer no redistribution or assurance that they will be playable in the future when Valve tanks for pissing off its customers.

  25. Well hellOOOOOO Mr. Pedophile! by DeadMilkman · · Score: 1

    Lets see, what's the avg age of girls who haven't even dated yet....hmmmmm.

    1. Re:Well hellOOOOOO Mr. Pedophile! by Maugrim · · Score: 1

      No man! Put your head in the gutter when I use the term "used". Now look at the average age of girls who are "used"....wait I'm not helping myself at all am I?

    2. Re:Well hellOOOOOO Mr. Pedophile! by CastrTroy · · Score: 1

      I was more thinking what do most girls look like who have never been on a date before? Either they're ugly or they have a really bad personality.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
  26. Resale value makes you buy more by Nick+Gisburne · · Score: 1

    It's like the used/new car market: if you buy a game for $50 knowing you'll be able to sell if for $25, the TCO looks low and you'll be inclined to buy more games. If it's $50 and worth nothing after you've finished playing it (ie not allowed to sell on), where is the incentive to buy more? Like cars, there are always the people who will buy new for the 'I got it first' feeling, and the second-hand buyers who want a bargain and who may (just may) also buy new games from that company if they are good enough. Games companies, don't complain when people sell their old games - make sure you produce quality products that the 'got to get it first' buyers will want to buy in large enough numbers. Bottom line, if it's crap it won't sell to anyone, and you really don't want to use THAT method for cutting down on second-hand sales.

    --
    Watch my YouTube atheist video blog (user NickGisburne2000) for arguments against religion
  27. New games are not better than used games by tsa · · Score: 1

    What we need is a totally new concept of a game; something that people are willing to spend money on. Almost all new games out there give us more of the same, only with better graphics. Game makers should pay more attention to the story or the playability of a game. This is very hard to do because everything that makes a good game has been done before. But I only play adventure games, and I often find myself wondering why I enjoy lots of indie games with crappy graphics more than many new games with mind-blowing graphics and a 3D envirenment. It must be because the story is better in the indie games.

    --

    -- Cheers!

    1. Re:New games are not better than used games by swilver · · Score: 1
      There's no need for a totally new concept. I'd be happy with an existing concept done properly. Offline RPG games for example, I haven't seen anything remotely peeking my interest for at least 5 years (I like first person dungeon crawlers -- stuff like Morrowind, Might & Magic, Dungeon Siege and all the AD&D crap which they "tried" to adapt for computers usually don't hold my interest for long).

      Or what about RTS games... after Total Annihilation, nothing even got close. Most of the current RTS breed focus way too much on micro management (with "special" units, unit upgrades, or even creating your own units from scratch). I prefer massive carnage in my RTS games. Perhaps Supreme Commander will again revolutionize this old concept.

    2. Re:New games are not better than used games by drinkypoo · · Score: 1

      It must be because the story is better in the indie games.

      not necessarily. it could just be that since they shot for easier targets, they hit more of what they were aiming for...

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  28. Having used an Atari 7800 controller by rsilvergun · · Score: 1

    I can honestly say that's easier said then done. I've still got clawed hands from years of playing Xevious with those things!

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
  29. The usual rubbish... by Pig+Hogger · · Score: 2, Insightful

    This is the usual bourgeois rubbish where they're all for the "frea mahkit" until they go down the drain because they sux0r. That's the moment where they whine to the governor to outlaw their competition instead of adapting themselves.

  30. Publishers got themselves into this... by ivan256 · · Score: 4, Insightful

    ...and now they're getting what they deserve.

    For the longest time, publishers were the dispicable middlemen who took the bulk of the profits. Now, due to advances in technology, the money is going to stay with the retailers, who can efficiently catalog and redistribute used copies, or to the developers who can distribute electronically and cut the publishers out of the loop entirely.

    We're going to see the publishers spew this shit about how much more it costs to develop on next-gen systems and how used games make that harder, all while they're reeling from losing their cash; Cash which they keep as profits, and use for kickbacks, mis-management and marketing, which are the real bulk of game costs, dwarfing development costs by so much that it almost doesn't even matter if development costs double on net-gen systems. The same crap is happening to publishing/distributing companies in every industry. They're crying as their business models become obsolete. It's too bad that there's no good will towards them since they've been screwing people form both ends for centuries.

    Let the publishers rot. Few will mourn the loss of 'Big Name' games and musicians, and their demise will make more room in the industry for artists and engineers as the money they keep from their big name titles gets spread out amongst an industry full of a larger number of lesser known titles. You won't have to be a rockstar anymore to be able to make a living as a musician, script writer, or game artist. The change is already started, and short of purchased legislation there's no way to stop it.

    1. Re:Publishers got themselves into this... by Drogo007 · · Score: 1

      Back when I was in the game industry for a large, unnamed publisher, management sat us all down and went through a breakdown on what and where all the costs for making a video game are. They did this to try and soften the blow of cancelling a game that had been in development for 13 months (yeah, they had a near-riot on their hands when they announced the cancellation to the rank-and-file)

      Anyway - you can go through ~18 months of development and cancel and only be out 2-3 million on a large-budget title.

      Once you kick the marketing and distribution machinery into motion, costs on the game easily rise into the 10-15 million dollar range.

      So cancelling a game you've been working on for over a year but can't find a way to make fun makes more financial sense than bringing it to market and having it totally flop.

      Too bad a lot of publishers push it out anyway...

  31. I've got a better idea by Locke2005 · · Score: 4, Interesting

    Game companies upset about selling used games? I've got a better idea: let's donate all our used games to the PUBLIC LIBRARY, then anybody who wants to play the game can check it out and play it for FREE. Game developers might get some sympathy for trying to put used game sellers out of business, but let's see how much support they get when they attack libraries... I can't see any reason why my "fair use" rights to a game should be any different from my fair use rights to a bock... can you?

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
    1. Re:I've got a better idea by Anonymous Coward · · Score: 0

      GREAT IDEA. Mod parent up.

    2. Re:I've got a better idea by fanblade · · Score: 1

      Years ago I used to do just that at the public library (I live near Minneapolis, MN). My family had a black and white Macintosh Classic computer. My dad would drive us to one of the larger libraries in the area and we'd check out games and take them home for a week. One such game was called "Uninvited". It was like a text adventure game but with graphics and limited mouse interaction. I loved it!
       
      Of course, these games came on 3.5" disks and after a few years my dad told me that the library didn't have them any more because of something called "viruses".

    3. Re:I've got a better idea by drinkypoo · · Score: 4, Funny

      my fair use rights to a bock

      I believe you are confusing "free as in speech" with "free as in beer".

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    4. Re:I've got a better idea by cfulmer · · Score: 1

      Under the First Sale Doctrine, once you've bought a work, you can dispose of it however you want. It's not a question of fair use -- your right to transfer to somebody else is an explicit right in the Copyright Act. Fair Use, on the other hand, is a lot more murky.

      This is a common complaint of copyright holders -- textbook publishers have long been troubled by the aftermarket for their works.

    5. Re:I've got a better idea by KlausBreuer · · Score: 1

      Put used games in a library?
      Well, here in Germany we are already doing this. Sure, they're usually not the latest and greatest, but you can get them for free for a week or two. Enough to finish many of them, or decide if you want to buy them.
      Looking for newer games? Try the video rentals - they have games, too. Get it for a day and decide if you like it enough to buy it. And, of course, buying it from eBay is a nice and cheap way.

      Besides, not being allowed to sell second-hand whatevers is a ridiculous concept. Have a look at my living quarters as a student: second-hand bed, desks, chairs, bookshelves. Used clothing, used books, used hardware, used software, used cats...

      Interestingly enough, companies are already trying to stop you from selling games second-hand. STEAM in Half Life 2 is a nice example. I liked HL2, but I never touched it again after finishing it - I prefere to play and edit off-line. While STEAM is being ogled by other companies (I ever heard of our old friend Duke Nukem looking at STEAM), I will certainly not touch another STEAM software - not even DNF.

      And, hey, I found a new, very interesting source of games: shareware. That market has grown up, and you find many good games around these days. Plus you can test them to your hearts content before buying them. Not to mention that they're quite a bit cheaper, and usually more fun (better content).
      Thus, just last week I bought "Oasis", "Weird Worlds: Return to Infinite Space" and "BreakQuest".
      I'm fiddling with "Maxican Motor Mafia", bought "Darwinia" some months ago, and currently trying out "Outpost Kaloki".
      Have a look at http://www.gametunnel.com/ (no, I have nothing to do with them).

      Seems that the software people are trying to put more and more pressure on us from strange directions - helplessly, of course. This will simply put more and more of them out of business as people turn away from them.

      --
      Free PC version of ChipWits at http://www.breueronline.de/klaus/chipwits/
  32. Hmmm by hattig · · Score: 1

    I got my PS2 and Gamecube used, they came with used games (including Ico with the postcards which according to eBay is worth quite a bit these days). I don't care about used games, or used music. Hell, play a game, finish it or get bored of it, sell it on amazon marketplace and fund your next game/music purchase.

    For new games, I don't buy them straight away, I wait for the price to drop or for a strange pricing decision. Sometimes that nets me a bargain, such as Spellforce for a tenner on the release day.

    TBH I very rarely pay more than a tenner for a game. Exceptions include GTA:SA (although I traded in some games from the aforementioned PS2 purchase that I never played to get it, so it only cost me £15 or so on release day) and GT4 (which I still suck at).

    The only issue with my 'bargain hunt' gaming system is that I sometimes buy too many bargain games that I don't have time to play. Such as Metroid Prime. :( I just stopped myself from buying Thief III since I always wanted to get that, because I will have no time to play it!

    1. Re:Hmmm by CronoCloud · · Score: 1
      The only issue with my 'bargain hunt' gaming system is that I sometimes buy too many bargain games that I don't have time to play.


      Yes, me too. Too many games, not enough time. I want Dragon Quest VIII but I know better than to buy it new since odds are that even if I buy it cheap I won't have the time to play through it.
  33. No more 0wn3D? by Vo0k · · Score: 3, Funny

    I thought Owned, PWND, 0WN0R3D etc was the dirty word of the day in gaming.
    Now I can imagine a kid yelling I T0TALLY UZ3D U N00B!!!!!11 but why?

    --
    Anagram("United States of America") == "Dine out, taste a Mac, fries"
    1. Re:No more 0wn3D? by RobertB-DC · · Score: 1

      Now I can imagine a kid yelling I T0TALLY UZ3D U N00B!!!!!11 but why?

      Mod parent up. When I saw the one-liner headline on the Slashdot main page, my first thought was, "Damn, I just figured out the proper usage of 'pwnxxored' and now I've got to start all over again?" I feel so u53d.

      --
      Stressed? Me? Of course not. Stress is what a rubber band feels before it breaks, silly.
  34. change the business model by stringycheese · · Score: 1

    It seems like the current business model is messed up. Development costs of games are skyrocketing, yet is the fun factor of games skyrocketing? No. If anything games are getting less fun to play.

    Maybe the development companies should start focusing on making games that are fun with lots of replay value instead of remaking the same sports and FPS games over and over with just improved graphics. If games were that much more fun to play, more people would be willing to buy them new and keep them for longer periods of time, thus reducing the used inventory at stores like EB. People will then have to buy the game new because they can't find it used as easily.

    This is something I think Nintendo is trying to achieve with the Revolution and I hope they succeed. Nintendo has proven they are the company that can actually make a profit in the game industry.

  35. Make Lasting Classics or Die by abb3w · · Score: 1
    Also, most gamers are finding more value in trading games for new games, as their is generally no need to hold on to a game that has been played to death and will never be touched again.

    So, if Game publishers want to cut out the used games phenomenon, all they have to do start making games that take a lot longer to play to death. Fallout, Fallout 2, Master Of Magic. I've had Master of Orion 3 since it first came out, and haven't even played a quarter of the races. (If the #$%^ing DirectX controlled engine didn't still have a major bug in it, I'd probably be wasting a lot more time on it. I still loose about four hours a month to it anyway.) I still own every game I felt was worth playing, and you have no idea how big a headache running MOM on a high-end XP machine is.

    As you say: raise the quality, and the problem reduces. Which hurts profits more, higher development costs, or sales lost to the used market?

    --
    //Information does not want to be free; it wants to breed.
    1. Re:Make Lasting Classics or Die by rts008 · · Score: 1

      "...and you have no idea how big a headache running MOM on a high-end XP machine is."

      Haven't played MOM, but I know what you mean. I have to keep an old p2 500 running with Win 98se just so I can run my Virtual Station app to still play the only 2 PS1 games I own, and still keep another Win 98se partition on my new PC just to keep playing Su-27 Flanker 1.5 SCE.
      The Virtual Station keeps refusing to start- tels me I don't meet the min requirements of needing at least a p2 cpu, and the PC has a p4 3.2 cpu. LOL!

      The bottom line (for me, at least) is this:
      The game industry needs me to buy more games to survive, I don't need to buy more games to survive. Until they start offering what I see as value and play potential in games, I'm not buying new games, I'll look over the used bins, if I don't see anything I want, then I'll just keep playing my old games.

      --
      Down With Slashdot BETA!!! I've been around the corner and seen the oliphant; you can only abuse me from your perspecti
    2. Re:Make Lasting Classics or Die by tepples · · Score: 1

      I have to keep an old p2 500 running with Win 98se just so I can run my Virtual Station app to still play the only 2 PS1 games I own

      At this point, wouldn't it be easier just to either buy a PS1 or install ePSXe? Or do you routinely play a lot of imports?

    3. Re:Make Lasting Classics or Die by rts008 · · Score: 1

      No (play a lot of imports), only two PS1 games I still have any interest in anymore is Front Mission 3, and Nectaris: Military Madness.

      Besides, I hav A LOT of older hardware laying around.
      Next project is to assemble 6 p166's, install OpenLinux Base 1.1 on all of them, network them and install Sun's distributed computing software, and try my hand with distributed computing :)
      (I could realistically fill the bed of a pickup to overflowing with old, but still working hardware!)

      So, just to play two games, it's not really worth trying to find an old PS1.

      --
      Down With Slashdot BETA!!! I've been around the corner and seen the oliphant; you can only abuse me from your perspecti
  36. Yeah, but.... by Supurcell · · Score: 1

    That seems like a lot of work for a player who wants to play a whole season using realworld teams. He has to create all the teams in the league, make them balanced, while also taking into account their real world stats. Most sports fans would just make their favorite team really really good and all the others suck, but that would just make a really easy game, which gets boring quickly.

    1. Re:Yeah, but.... by jevvim · · Score: 1
      That seems like a lot of work for a player who wants to play a whole season using realworld teams.

      I grab a copy of NCAA Football each year, mostly because I'm a huge fan of my alma mater. NCAA regulations allow EA to put the team names, logos, and stadiums in the game, but not player names. The game will let you customize the roster and add names, which the announcers will then use when recognized. Obviously EA expects us to do this -- why else would "Vick" be in there, when I've never seen their name generator spit that name out?

      Of course, the games always miss a few players that get onto the final roster each year. There are some people who'll set those players up as "superstars", but I agree that it leads to a less fulfilling game. The only issue is that the "stats controls" are very difficult to figure out, making player tuning a very annoying art, which is why I buy most years - to get the new pre-tuned players.

      Why can't some developer just let us put in "prior year stats" for players and use those to determine all those settings for each player? Height and weight are easy to come by; dedicated fans can find out a lot of the strength training results for their team, and for returning players it's easy to find prior-year stats. Add on the ability to load your own textures for uniforms, and I expect that a game with great execution (as opposed to Madden) could find the fanatical following needed to generate the roster files and graphics needed to convert "Canadian Football '07" into the best NFL title out there.

    2. Re:Yeah, but.... by chrismcdirty · · Score: 1

      It'd actually be very hard, since the CFL uses a 150x65 yard field and 12 players on the field, among other rules.

      --
      It's like sex, except I'm having it!
  37. You can't have it both ways, folks... by AspectRatio · · Score: 1

    So, if I've been reading slashdot correctly, there are two things about game developers and publishers: 1) They're all greedy bastards 2) They all make crap games And, in order to stick it to them, because they don't make anything good (apparently Call of Duty 2, Civ and Battlefront II all sucked) just buy used games (or pirate... shhh). Let's tie it together using EA. Because of the next-gen stuff coming out (or not, depending on what place in line you were) and because of so much, as everyone here likes to say, crap, fewer games were sold on current gen. This, in turn, has led to EA layoffs. Now, put your business hats on. If people are buying fewer games, what do you have to do? Well, you have to make games that appeal to the mass market, and to mom buying things for Little Johnny. You have to make games based only on big franchises, preferably tied into movies, with additional in-game advertising as an additional source of revenue since your consumer is buying used or pirating. Do you think that will improve the quality of games? And what will you be buying in the used bin in a few years from now? Some great games came out this year that no one bought - Psychonauts being a prime example. What did people buy instead? They bought Madden. You know who you are... a number of people here complaining about sequels and non-innovative gameplay have a copy of Madden. Hell, you might even have picked one up used. So, EA has to make a decision. Come out with a franchise game based on an existing engine where they know they'll get "X" in sales, or come out with something innovative like Psychonauts and take the risk of losing their shirts on the title. You can call it greed all you want, for the most part developers and publishers are people who love games, that like to bring good games out, but who also have to live in a market environment where they know they have maybe two months to make money on a game before the used copies start showing up for the next Madden or GTA or NFS that comes out. And, they have to live in an environment where people just don't always buy the great games - but they always buy the next Madden. So tell me again how developers and publishers are greedy bastards who are making money hand over fist? Keep your chatter on tech topics like source codes and new virusses and just save the rest of us from reading your inane dribble on business topics you have no idea about.

  38. "development costs skyrocketing" by Xugumad · · Score: 1

    Last week, I bought Kameo, a full price XBox 360 game, and Marble Blast Ultra, an XBox Live arcade downloadable game for a fifth the cost.

    One of these games has myself and my flatmates addicted, the other I'm working slowly through mostly out of curiousity. I'm sure I don't have to tell you which one is which.

    This is not to say that smaller, easier to play games are the way forward, or giant stunning masterpieces are a bad idea, it's just an example. However, I do strongly believe the only thing pushing up development costs is the developers themselves.

    Let me go back to Kameo: the game is stunning. Fight scenes involving the main character and a few thousand trolls are incredible. The environments are richly detailed, and all have their own distinct character. However, I mostly find it over complex. There's nothing quite as frustrating as losing the camera behind a beautifully rendered tree while a couple of trolls beat you into the ground!

    Developers need to focus on what's important. Make the game pretty, but not so much that it's over complex. Focus on making levels interesting, over attractive. Ensure the difficulty curve is effective, and you're most of the way there - you want to make sure the player is always challeneged, but never frustrated.

  39. PS2 "Greatest Hits" Series by leppi · · Score: 1

    Haven't the publishers already figured out and dealt with this?

    I know that I always look through the "Greatest Hits" for PS2 games. I mean, typically they are $20, which I don't mind playing for a "new" game, that I don't have to worry about having scratches, etc.

    The only thing I would pay $50 for is a game that I have been waiting for that I know would be what I like to play (GTA, GT, etc). They release so many games now for the PS2 that there is almost always something in the Greatest Hits section that I am interested in playing.

  40. Seems fair by tkrotchko · · Score: 1

    "Seems sensible, because I'm in favor of paying artists for the pleasure they give me."

    That seems fair.

    But if I find the book/game/CD doesn't give you pleaseure, does the "artist" agree to give your money back?

    --
    You were mistaken. Which is odd, since memory shouldn't be a problem for you
  41. Colleg Bookstore Model by kulakovich · · Score: 1


    Obviously they need to hook up with the College Bookstore Monopoly and just re-sell the same game media over and over at the same price.

    It's not the games that suck as much as the business plans.

    kulakovich

    1. Re:Colleg Bookstore Model by sseaman · · Score: 0
      Obviously they need to hook up with the College Bookstore Monopoly and just re-sell the same game media over and over at the same price.

      That's a good point that you raise, although I might add that the re-selling of college textbooks typically does not provide any revenue to the publisher, and certainly none to the authors. Textbook authors are notoriously underpaid, textbooks are notoriously overpriced, and a big reason is re-selling. It's a great business for college bookstores, but not for publishers.

      It's an interesting parallel though. If this keeps up, there is the potential that both used game prices and new game prices will both rise (as has happened with college textbooks - they're incredily expensive even when bought used!). In the end, that would obviously be bad for consumers.

      This might be avoided, though, because games are fundamentally different than textbooks. Lots of people (sometimes me - I bought Dragon Quest VIII full-price because of the irresistable buzz) want the newest games, and will be willing to pay full-price even when cheaper alternatives sit on the shelves. Textbook companies can only release so many new editions (they need the writers - who are professors - to help, and to endorse the new edition by actually using it, which requires changing lectures, notes, etc), so old copies start building up fast, and students have absolutely no desire to get the newest copies if perfectly fine used ones are on the shelves for $5 less.

      Of course, everyone knows a college kid will pay a ridiculous amount for some cool tech swag, but will scrimp and save on school supplies and books (and beer).

  42. Used games as used cars? by Anonymous Coward · · Score: 2, Interesting

    An interesting thought there. If publishers can create a market value index for used games, give them a "blue book" equivalent or some such, then they can control/influence the retained value of a used game. If a game is popular, and it's "blue book" value is high, it will be harder for retailers to pay customers dirt prices for the games, squeezing their profit margin on used games. If the

    In any case, it could drive up the cost of used recent titles, lowering the incentive to buy used over new, and increase the risk for retailers, in all making it a less attractive business.

  43. Well... by flyinwhitey · · Score: 1

    "Do they really have to have the NFL and NFLPA license?"

    Yes

    --
    How pathetic are you that you follow me from topic to topic and waste all your mod points at once modding me down?
  44. The Solution to satisfy all legitmate parties by Tlosk · · Score: 1

    While this would be difficult to do currently, the hurdles will likely fall in the next year or two.

    The solution is to tailor distribution packages and prices according to intended usage.

    Continue selling physical media that can be resold/traded at current prices or perhaps a little higher.

    Sell physical media with restrictions that tie usage to a single individual for less.

    Sell digital media with time limited (perhaps even per unit of time, day or week) restrictions for less than the common price points of used media or rentals.

    This way everyone gets what they want (albeit by paying what the item they want is worth instead of everyone paying the same price that averages the cost of all user types together). Want a copy that you can play forever or sell later if you get bored with it, you can get it. Want to just play a game cheaply and then be done with it (and not have to hassle with reselling the game later to recoup part of the purchase price thus making it cheap as you desire), you can get it. Want to have the game in perpetuity but know you'll never sell or share the game with other people, you can get it and cheaper than it would cost now because the company doesn't have to factor in lost sales in the price you pay due to something you won't even be doing.

    Granted protection schemes and content delivery systems of today aren't yet up to the task, but these are solvable problems and I expect that day to not be long in coming.

    Would game companies make more money if everyone paid full price and there was no used market or piracy? Well the decision makers need to be careful they base their decisions on achievable contexts, not candyland fantasies.

  45. Game makers have to take control of their costs... by arthurh3535 · · Score: 1

    The problem is that development costs are just out of control. Until you can have games produced for under 500k again (consoles, not continual development like MMOs need) they are continually fighting for a smaller and smaller share of the market.

    Hollywood is also having the problem. It's multi-million dollar movies that *require* a certain box office success to work. Some movies will cost more, but things are getting insane.

    They are costing themselves out of business. Someone could make a killing making quality budget movies with talented "no-name" actors and making even a reasonable payback.

    Back on games, I believe they need to figure out how much they can reasonably expect to pay and then use the best tools and methidology at that price-point. Your graphics won't be the best, but the best graphics works is just too expensive for too little improvement.

    --
    No! It's a *SIG*. Keep the Special Interest Groups away! (Con joke!)
  46. Not just a dirty word in "gaming" by jasen666 · · Score: 1

    All media companies hate it. Movies, music, etc.
    I don't need to download music anymore. I buy it used for $2, rip it, and then sell it to the next guy and get my money back.
    Same with DVD's, if I wasn't too lazy to go through the ripping process with them.
    Either way, I'm buying used copies. My money doesn't go to the labels or the *AA's, but some kid on half.com.
    Sure, somebody had to have bought it at some point in the past, but the labels don't make a cent of my purchase, so lose one of their sacred "potential" sales. You know, the same potential sales losses that they claim from piracy. So buying used CD's makes you as bad as a pirate to them.

    1. Re:Not just a dirty word in "gaming" by Anonymous Coward · · Score: 0

      "I don't need to download music anymore. I buy it used for $2, rip it, and then sell it to the next guy and get my money back" ...I'm guessing you delete those music files once you sell the CD.

    2. Re:Not just a dirty word in "gaming" by Anonymous Coward · · Score: 0

      The only difference is that you are breaking the law in most countries...

  47. But doesn't that make sense? by tkrotchko · · Score: 1

    "If anything games are getting less fun to play."

    If the game companies routinely sold you a game for $50 that occupied your every moment for 2 months (not only because it was good, but because you felt nicely challenged), at best they could sell you 6 games a year. Probably less.

    But if they produce a game that amuses you for just 1 month, they can double their income. And if solve the game in 3 weeks... well, you get the idea.

    --
    You were mistaken. Which is odd, since memory shouldn't be a problem for you
  48. No one is stealing from anyone. by CyberLord+Seven · · Score: 1, Insightful

    I do not steal from Steven King when I buy a used copy of one of his books.
    I do not steal from James Brown when I buy a used CD.
    No publisher or author has the right to tell me what I can or cannot do with a product I have paid them for.

    --
    We have always been at war with Eurasia!
    1. Re:No one is stealing from anyone. by Anonymous Coward · · Score: 0

      ...I do not steal when having sexual relations with a female who is not a virgin....

    2. Re:No one is stealing from anyone. by Total_Wimp · · Score: 2, Interesting

      I do not steal from Steven King when I buy a used copy of one of his books.
      I do not steal from James Brown when I buy a used CD.
      No publisher or author has the right to tell me what I can or cannot do with a product I have paid them for.


      First and second line: Absolutely correct.

      Last line: Incorrect.

      If you purchase a CD, you do not have the right to play that music at your restaurant where dozens of patrons can listen to it while they eat. This is considered a public performance and you must pay a seperate fee to do it.

      Of course we all know that you can't legaly make a copy of it and then sell that copy without approval of the author.

      I realize your point that there should be no restrictions on resale and almost certainly there is currently no legal restriction. But it's important that we understand how our rights are already limited so we can make informed arguments for preserving the few rights we currenlty have. If we know exactly what the current restrictions are, then we have a better shot at making sure that list doesn't grow.

      The fact that they can tell you not to make copies does not mean that they can tell you not to sell the copy you have. Us showing them that we understand this short circuits one of their biggest arguments, that we're a bunch of pirates who want no restrictions at all.

      TW

  49. Yes! by tkrotchko · · Score: 1

    "If people are buying fewer games, what do you have to do? Well, you have to make games that appeal to the mass market, and to mom buying things for Little Johnny. You have to make games based only on big franchises, preferably tied into movies, with additional in-game advertising as an additional source of revenue since your consumer is buying used or pirating. Do you think that will improve the quality of games?"

    Yes, but not necessariliy for EA. EA's other choice is to lower development costs and stop equating game quality with how good the textures are in the game, or how many cut scenese are there.

    Now, I think the real answer is that by EA raising their development costs on fewer games, they effectively open a door for smaller companies to compete.

    More companies producing games is better. Competition is good.

    --
    You were mistaken. Which is odd, since memory shouldn't be a problem for you
    1. Re:Yes! by AspectRatio · · Score: 1

      Couldn't agree with you more... and with digital distribution it just might happen.

  50. different development costs by commodoresloat · · Score: 4, Funny

    The skyrocketing costs are not due to making changes in game play but in the successful game developers' increasing appetite for booze, coke, and whores.

    1. Re:different development costs by Surt · · Score: 1

      Yep, put those 3 things in a blender and you have yourself the magic drink that will keep you coding all night and fuel your 100 hour weeks for 2.5 years as you 'crunch' to get your game out on time. Ah I remember the days.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  51. Used games prop up the cost of new games. by thisissilly · · Score: 4, Insightful

    Some people are willing to pay $50+ for a new game, only because they know when they finish they can turn around and sell it for $30+.

    If they could not "get back" that money, they would buy fewer new games. More casual gamers like myself wait, find out what is good and what sucks, and buy the good used games six months or a year or so after release.

    Think of what the car market would be like if you could not sell your used (excuse me, "pre-owned") car.

    Movie studios used to charge $100 dollars for a movie (on video tape!). Only rental stores bought them, for the most part. Then they learned that the magic point was $15-20. Sure, they make less profit per sale, but they make so many more sales, it is well worth it. Perhaps video game producers should learn the same lesson?

    1. Re:Used games prop up the cost of new games. by Luveno · · Score: 1
      That's the side of the equation that isn't being taken into consideration.

      Like any type of advocacy in the business world (think ISDA and RIAA "losses to piracy"), the only numbers that are going to be used are those that directly support the viewpoint being asserted.

    2. Re:Used games prop up the cost of new games. by jean-guy69 · · Score: 1

      Think of what the car market would be like if when you sell your used car it could be used by the next owner the same time as it if was new, and after he exhausts it it could resell it and for the next owner it would be as good as new..

      That's a the major difference between used cars and used videogames markets: used games are not really used.

  52. Distributor buyback program. by hal2814 · · Score: 1

    The distributors need to set up a buyback program. In the game pack they should include a postage-paid envelope that you can ship the contents back in for a partial refund of the price when you no longer want the game. Then they won't have to worry about getting cut out of the loop. They can then distribute their own line of used games to whatever stores are interested.

    Of course, I really think Steam will be the route they end up going.

    1. Re:Distributor buyback program. by assassinator42 · · Score: 1

      You mean have the publishers buy and sell used games themselves? Brilliant! If you can't beat them, join them.

  53. It's not right by rabbot · · Score: 1

    I think developers should definitely get a cut of the profits these retailers are making by buying used games dirt cheap from people and reselling them. It makes perfect sense.

    Why should the retailer, of all people, be able to buy used games for $5 and turn around and sell it for $20 without handing ANY profit over to the people who actually created or published the game?

    1. Re:It's not right by Edmund+Blackadder · · Score: 1

      "Why should the retailer, of all people, be able to buy used games for $5 and turn around and sell it for $20 without handing ANY profit over to the people who actually created or published the game?"

      The same reason why a used car dealer makes money from selling used cars without having to pay the manufacturer. We live in a free (and free market) country and people should be able to dispose of their property any way they wish.

      If game manufacturers do not like it they can make their new games so good that nobody will want to buy used ones or make their current games so good that nobody will want to sell them. Personally, I never sell games that I like.

    2. Re:It's not right by maumedia · · Score: 1

      bull.

      The publisher made $70 off the original purchase, which is already inflated, and the retailer is taking a risk by paying for the used game in the hopes that it will sell again.

      Do you think that publishers should return a portion of the purchase price when we are bored with the game, as retailers do now? If they wanted a share of the used game market, they should also be required to assume some of the risk.

    3. Re:It's not right by LocalH · · Score: 1

      Actually, the publisher isn't making sticker price, they're making whatever unit price they sold the games to the retail outlets for. From there, the retailers mark it up so that they will profit as well. I wouldn't be surprised if the publisher's gross profit (notwithstanding production and marketing costs) was 50% of the retail price.

      --
      FC Closer
    4. Re:It's not right by maumedia · · Score: 1

      You're just talking semantics here. I don't care what their cost is.

      The bottom line is that the publisher has made what they cann expect to make off that one game. If they want to participate in the used sales market, they should be expected to assume some of the risk of paying for games that may not resell at all.

      It's the EB's and the mom-and-pop stores that are payinng for our used games and storing them. If a game stinks, they don't have much chance of reselling a useed copy, and they've returned ~30% of the sticker price to me for the game, which easily wipes out any profit they made the first time around. It's a risk they take, and thhe publisher isn't due any of that profit.

      If I pay for a new car, then sell it to you, which one of us should be responsible for paying the manufacturer again? I've already paid for the car, you're reimbursing me, what does Toyota/Ford/GM/etc. have to do with the sale at that point?

    5. Re:It's not right by rtrifts · · Score: 1

      This is just not only wrong, but dead wrong.

      The problem in the industry is that the competition is so cutthroat at retail, that the profit per unit to the retailer is 10% or less. On big release titles, profit is frequently far less than that.

      Retailers have gone used because the margins are comparatively huge. A good used game retailer can do the following:

      -Stock a brand new game bought at $55 and retailing at $60 and get it at net 30 (he does not pay for 30 days)
      - He takes in 4 used games and gives a store credit, used to buy the new release title
      - puts the 4 used games on the shelf, 1 at $35, 1 at 30 and two at $25 - all based on age and popularity of title.
      - he sells one at $30 and another at $25 fast - 48 hours or less. He's broken even and the next sale puts him in the black. Chances are - in the next 4 weeks - he'll sell one and probably both

      What does this get you?

      - instead of 10% margin - it gets you 100% margin. Better still, getting "new" selection of "used" games on a daily basis gets frequent customers into the store more frequently. Guys who would be in only once every month or two will come in once or twice a week. when they do - they buy stuff.

      Simply put, the margin on used games is not only huge -it's kick ass huge. One of my best clients runs the largest Video game Store in Toronto. His selection of used games and DVDs is also the largest in the city.

      His used games earn vastly more $$ per shelf space than new titles. He carries em all to attract customers and to have in demand new titles to trade to those with used games - but his really money is in used software.

      EB can't touch his used price. He kicks the crap out of them.

      Why do you think EB got in to the used market? They got in because they could make a lot more money p.s.f. of shelves on used than they could on new.

      And most especially, because the publishers and distributors and yes, Wal-Mart have put the squeeze on retailers. Used is their only way to make real money.

      50% on a new game? Dream on.

      --
      .Robert
    6. Re:It's not right by Anonymous Coward · · Score: 0

      Because the retailer provides a service.

      Sure I can browse ebay for days trying to find a deal that may be cheaper than I can buy from Gamestop then wait days for it to arrive(and I'm rarely home to accept packages so that's a hassle), or I can just go mile or two down the street and pick up a used copy immediately (usually when they have a 3 for 2 deal, actually almost every 3 for 2 deal the past 3 months I bought at least 3 games...last thanksgiving I cleaned them out, and no their website's 3 for 2 is a rip off).

      So they provide the service of usually having a used game immediately available. And supply and demand dictate the rest.

  54. I have a moral problem... by Anonymous Coward · · Score: 0

    ...with paying $50 for a game that may very well suck ass and only grace my HD for one or two evenings. It's a sad state of affiars that MOST games suck and only a few are real "keepers". Partially this is a personal thing, but I hear similar complaints here and from gamer friends.
    I play mostly PC games, but it's even worse on the consoles. How many ways can you repackage the same game?
    I'll keep buying used and older (and therefore cheaper) games regardless of what the "game industry" thinks of this. Take away my abillity to do this and I'll stop buying anything from you and actively boycott you and encourage others to do the same.
    There are several reasons I never bought HL2. 1. No physical media. 2. Overpriced. (I don't think I've ever payed $50 for ANY game). 3. Pain in the ass Steam. My gamer friends still bitch about Steam, and I agree that it sucks. So, while I admire much of what they did with HL2 and all it's add ons, the profit mongering makes me ill.
    If your profit making system is broken, don't take it out on your innocent customers.

    1. Re:I have a moral problem... by Allison+Geode · · Score: 1

      I got a copy of half-life 2 in a box containing a handful of cds at gamecrazy a couple weeks ago, and I only spent 10 bucks, brand new. requires steam registration, which is like connecting the game to the internet and getting a free no-cd crack from the developer, I think. I have no complaints with the game.
      try again.

  55. Priorities by maumedia · · Score: 1

    Gamers don't buy smart games that rely on gameplay, they buy shallow games based on screenshots and video previews, then complain that they are boring. One of the best games of the last year was Oddworld: Strangers Wrath. The art direction and voice acting was stellar, the story was engaging, and the action was white knuckle most of the way through. What happened to it? Well, how do you market a western filled with aliens? EA couldn't figure out how, so it just dumped it on the market with no advertising. You can find it new for under $20 now, and I encourage you to do so. I couuld play Stranger's Wrath sequels for the next 10 years. I want to see where the story goes from here, I want to see other stories in this world. Will I? No. The frustration over the broken publishing system has forced Oddworld to abandon the gaming market completely. Thanks EA. Why even bother to produce smart games anymore? Publishers don't want them, and when they do, gamers don't buy them. And it's not improving, it's getting far worse. I'm holding on to the games that I love, because I can forsee a market that no longerr produces any games I'm interested in. Thank god for the used games market, so I can always go back and find good games that I've missed while the new rack is full of Madden 2010 (hint: still football)

  56. Doh! Pricing! by redelm · · Score: 1
    Are these execs morons? Do they not know their demand curves? The used market exists because they price too high for too long. So they lose revenue.

    Vidgames are not prestige goods (perfume) where people equate higher price with greater quality. They ought to drop prices quarterly rather than annually.

  57. No Resale! by TheQuantumShift · · Score: 1

    Can't wait for the "No Resale" logos from Japan to make it over here...But of course if they do, and Gamestop folds (of course they wouldn't, I'm thinking "Licensed Reseller" is where this is all going.) and nobody sells used, will prices on new go down? No.Reason 360 Games start at $60? Dev costs? No, it's the same reason Oil keeps going up. Because they can. Because we'll bitch about it all the way to Gamestop where we preorder the latest-greatest-newest-coolest thing, but we won't actually do someting about it. Of course if we all buy $20 games, EA will just buy exclusive rights to whatever it is and charge $50 for a lame rehash...

    --

    Shift happens. Fire it up.
  58. Everyone's just like me-Dead! by Anonymous Coward · · Score: 0

    "Well, now that I've read your comment I see why you posted Anonymously. You're a dingleberry."

    Says the guy who doesn't own a map.

    "Try this: Sooner or later there will be no place on the planet where you cannot get high speed internet access, at least by today's standards."

    Uh, huh. Well maybe the "dying business model" can get a moratorium till the ubiquitous "high speed internet access" comes along to save them.

    1. Re:Everyone's just like me-Dead! by drinkypoo · · Score: 1

      I said it was dying, I didn't say it was dead. Nonetheless, the first pains are being felt.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  59. Modding Open Source Games by mrchaotica · · Score: 1

    This brings up an interesting question:

    Why does everybody mod Half-Life (etc.) instead of using an open-source engine??!

    --

    "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  60. Make a game that I find worth my money by gameguy1957 · · Score: 1

    The 360 is the first system I can think of since my Atari 2600 that I didn't lust after from the day it went on sale. The last new games I bought on release date were Katamari and Alien Hominid. Since then nothing has interested me enough to spend the time or cash. I'll wait until they drop in price or do without. This has given me time to fill out my older collections and I've started collecting the old arcade cabinets. They're old, expensive and hard to relocate from the seller to my home. Usually a trip across several states. To me the old console and arcade games are worth the time and money invested. Not because of the graphics but because they are fun to play. Over and over and over again. So, they can give me a game worth dropping the cash on or I'll go spend it elsewhere. If it's good, I'll keep it and it won't go to the resale store. -JM

  61. Just brainstorming here-Fingers. by Anonymous Coward · · Score: 0

    "I don't think I'm in the minority when I say that I don't play graphics."

    So how's that braille Tetris working out for you?

  62. Don't like used games? by Anonymous Coward · · Score: 0

    Tough shit. Deal with it. They're here to stay. Control your costs if you want to remain a viable business.

  63. I don't mind them if they're cheap... by cttforsale · · Score: 1

    but when those EB fuckers charge only %5 below the new price, they can kiss my arse...

  64. Modding Open Source Games-Craftsman Tools. by Anonymous Coward · · Score: 0

    "Why does everybody mod Half-Life (etc.) instead of using an open-source engine??!"

    Because you need good front-end tools to do that.

  65. bad designers have a lower ratio by nietsch · · Score: 1

    Bad game designers/creators have a lower ratio of good/bad ideas. Creativity is not so much as coming up with good ideas, but learning to generate enough ideas and recognise the good ideas sooner. If you can spend more money/time on it, the chances that you come up with something worthwhile.

    --
    This space is intentionally staring blankly at you
  66. Will Steam survive Valve's bankruptcy? by tepples · · Score: 1

    Well, if you were in touch with what we're talking about you'd know that this already exists. It's called Steam

    That wasn't the point. Do you think the Steam activation service will survive Valve's eventual bankruptcy? If so, how will that be accomplished?

    1. Re:Will Steam survive Valve's bankruptcy? by drinkypoo · · Score: 1

      There's no reason they couldn't sell off steam in order to raise funds for satisfying the terms of their bankruptcy. Well, if those are the terms that come up, anyway. However, I was just using steam as an example. Nothing is stopping someone else from doing the same thing.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:Will Steam survive Valve's bankruptcy? by tepples · · Score: 1

      There's no reason they couldn't sell off steam in order to raise funds for satisfying the terms of their bankruptcy.

      And what guarantees that the Steam service's new owners (or the new owners of any such activation service after a given product is end-of-lifed or its owner goes bankrupt) will keep the service running?

      However, I was just using steam as an example.

      So was I.

    3. Re:Will Steam survive Valve's bankruptcy? by drinkypoo · · Score: 1
      I don't think it's unreasonable that such a system could allow saving the validation key.

      Nothing will guarantee anything, of course.

      If you are truly worried about it, stop supporting game developers which use copy protection. It's pretty hard to do, though.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  67. OT rant about money by Yakko · · Score: 1

    OK, family and kids (is that redundant? Maybe) are important to you. Why should I be so concerned about doing something that society almost expects, yet I don't want to do? Maybe you view it as a measure of someone's success. I view it as a choice with no wrong answer.

    That wife and kids will cost much more than any video game or porn, and I'm not just talking in terms of cash. I just don't want to commit time and money to this.

    And oh... I've been living on my own and supporting myself since I left after HS, which may very well be another minority around here.

    --

    --
    Me spell chucker work grate. Need grandma chicken.
    1. Re:OT rant about money by n2art2 · · Score: 1

      "And oh... I've been living on my own and supporting myself since I left after HS, which may very well be another minority around here."

      Then I must not have been talking to you right? And the family was a part that defined me, not something I used to define the catagorical group I was talking about. I didn't say that all those things had to be important to anyone. I just defined one type of person that would make the "parent" comment and then compared that to one of my own.

      But if you feel slanted by said comments, then so be it. Deal with it, then move on.

      My comment was directed to the short unwitted nature of a number of posts that deal with topics like this. They follow a pattern. You know it and I know it. The only thing is I said something about it. Then in turn you commented about my comments. Wow, what a concept. I should probably patent that before it leaks out. Why I know, I should call it. . . . A Forum.

      --
      Self proclaimed wannabe geek. You know how it is. Most of us who read this stuff probably fit in that category.
  68. The answer is clear and simple. by hackwrench · · Score: 1

    Close all development shops and sell new copies of currently existing content until there is no longer a market for it. Besides, I am currently considering the notion that companies that don't sell replacement copies of games when you get them robbed from you are practically accessories to theft.

  69. Ha! by Kirsha · · Score: 1

    Every copy of a game sold has already been paid for. Nobody is stealing anything from anybody. They all just want to earn money several times from the same single item.

    Well, thats too bad!

  70. The invisible hand by payndz · · Score: 1
    By coincidence, I bought my first new (as opposed to second-hand) game in probably over a year today - Resident Evil 4 for PS2. But the only reason I bought it was that Game had marked it down to 20 quid. Which happens to be about the most I'm willing to pay for a second-hand game.

    That's clearly the 'invisible hand' of the market at work right there. As the price drops, the sales rise - basic economics. But at the same time, Shadow The Hedgehog was right next to RE4 at the same price - but I wouldn't even have bought that if it had been a fiver.

    So what I conclude from this is that A: games are overpriced, and B: crap games are really overpriced. Seriously, though, I wouldn't pay the 50 quid asking price for an Xbox 360 game even if the console came free with a packet of cornflakes. It would need to be as life-consuming as crack to be worth that much money.

    --
    You must think in Russian.
  71. Value of download versus hardcopy by Kadin2048 · · Score: 1

    Great point -- mod up.

    A lot of game manufacturers (the more intelligent ones) give a slight discount on downloaded versus "hardcopy" software, but mainly they're just factoring in the savings on their end: not having to press the CD, print the manuals, ship it, etc.

    Rarely -- if ever -- have I seen a downloaded piece of software for what I'd consider to be a fair price, relative to it's purchased value (except for Free Software, of course). If you're going to sell something in a store for $50 in a format that can be resold, with a potential resale value of $20, then you'd best not try to charge me more than $30 for the non-resellable, downloaded version.

    People may pay a certain price for convenience, but they're not that stupid. Even if they don't think about it, people understand that having a resellable product means it has a certain inherent value, and that downloaded products lack this. I think this is one of the many reasons why downloaded software hasn't taken off as quickly as many people once predicted.

    --
    "Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
  72. No, the console makers did by tepples · · Score: 1

    or to the developers who can distribute electronically and cut the publishers out of the loop entirely.

    Because of the lockout-chip business model, you'll still need a publisher in order to act as a middleman between the developer and a game console maker, handheld video game system maker, or mobile phone carrier. Or do you want to have all games require the bulk and price of a laptop?

    1. Re:No, the console makers did by ivan256 · · Score: 1

      you'll still need a publisher in order to act as a middleman between the developer and a game console maker

      Why?

      All you have in that situation is two publishers. The only difference between console development and PC development (this is a really broad generalization) in this context is the cost of the development platform.

    2. Re:No, the console makers did by tepples · · Score: 1

      The only difference between console development and PC development (this is a really broad generalization) in this context is the cost of the development platform.

      And the fact that because of the lockout in all mainstream video game consoles, you can't sell copies of a program to the general public without the express written consent of the console maker, who all too often denies such permission to "garage" companies. As far as I can tell, there's no legitimate shareware scene (pure freeware or free software doesn't count) on the PlayStation 2, the Xbox, the GameCube, or any Nintendo or Sony handheld video game system.

    3. Re:No, the console makers did by ivan256 · · Score: 1

      the console maker, who all too often denies such permission to "garage" companies

      They deny permission to low quality games, sure. If you've got the cash to buy the dev kit and your game doesn't crash, they'll play. Look at how many low-budget, low-quality games there have been for the Playstation and the PS2. If you'll buy the kit and pay the fee, they'll press your game. $30,000 isn't that big of a barrier to entry. Sure, it keeps shareware/basement type games off (usually, there are exceptions. Played Alien Hominid or Snood lately?) the consoles, but it doesn't keep the little guy out. $30k is pretty average for equipment costs for just about any business you might want to start.

    4. Re:No, the console makers did by tepples · · Score: 1

      $30,000 isn't that big of a barrier to entry. Sure, it keeps shareware/basement type games off

      Without shareware/basement software, we wouldn't have PKZIP, and without PKZIP we wouldn't have Info-ZIP, gzip, or zlib, and without zlib we wouldn't have PNG. Heck, without shareware/basement software, we wouldn't have Id Software's early titles (Keen through Doom 1). In addition, I've read on sites such as warioworld.com that the console makers tend to require that your company already have a reputation; how can a startup do that?

    5. Re:No, the console makers did by ivan256 · · Score: 1

      without PKZIP we wouldn't have Info-ZIP, gzip, or zlib, and without zlib we wouldn't have PNG

      You assume a lot. I don't think you're right. Without shareware zlib, gzip, and PNG, or at least something equivalent to them all would have been created.

      Plus, the barrier to entry for software development on PCs used to be high back then almost like it is with consoles now.

      In addition, I've read on sites such as warioworld.com that the console makers tend to require that your company already have a reputation

      Who's forcing you to start on consoles? Besides, I know for a fact that isn't true for all console manufacturers.

      I'm also not sure how you can see something like Xbox Live Arcade and still think that it will continue to be difficult to break into the console gaming market if you've got an innovative title.

    6. Re:No, the console makers did by tepples · · Score: 1

      Without shareware zlib, gzip, and PNG, or at least something equivalent to them all would have been created.

      Really? Phil Katz created deflation as part of PKZIP, a shareware product, and donated the method to the public domain.

      Plus, the barrier to entry for software development on PCs used to be high back then almost like it is with consoles now.

      MS-DOS still came with QBasic at the time.

      Who's forcing you to start on consoles?

      I want to start a company that makes games for handhelds so that players don't have to suffer the price and bulk of a laptop. Which handheld system is open and widely deployed in the United States?

      I'm also not sure how you can see something like Xbox Live Arcade and still think that it will continue to be difficult to break into the console gaming market if you've got an innovative title.

      For one thing, console makers reserve the right to controversial topics. For another, there's no handheld equivalent to Xbox Live Arcade that's widely deployed outside of Korea; give me Xboy Live Arcade and I'll be happier.

    7. Re:No, the console makers did by ivan256 · · Score: 1

      Really? Phil Katz created deflation as part of PKZIP, a shareware product, and donated the method to the public domain.

      Yeah, but the problem wouldn't have gone away if he never came along, so somebody smart would have figured it out. Since then even better methods have been found, so it's not like he's the only one who could have though of this stuff. Not only that, but he based it on public domain code from ARC, and PKWare held the copyrights very closely. It's not like he gave his format to the world as a gift. (/me wonders how old you were then)

      MS-DOS still came with QBasic at the time.

      Sorry, DOS only came with BASICA back then.

      Which handheld system is open and widely deployed in the United States?

      Unimportant. Nintendo will put yust about any old shit you write on a cartridge and sell it as long as it isn't pornographic.

      I want to start a company that makes games for handhelds so that players don't have to suffer the price and bulk of a laptop. [...] For another, there's no handheld equivalent to Xbox Live Arcade that's widely deployed outside of Korea; give me Xboy Live Arcade and I'll be happier.

      You realize this is a discussion about publishers, right? I don't see how ditching the traditional publisher setup is going to do anything but help you with this. Without a publisher, all you need to get your game out is cash. With a publisher you have to sell it to some idiot executive with no vision, and then give him all your profits. Your examples make my argument for me.

    8. Re:No, the console makers did by tepples · · Score: 1

      Yeah, but the problem wouldn't have gone away if he never came along, so somebody smart would have figured it out.

      If MS-DOS were signed-code-only in the way that consoles have been since the NES, then what "somebody smart" would have had the funds to get their code signed?

      PKWare held the copyrights very closely.

      Copyrights on a program != patents or trade secrets on the underlying methods.

      Nintendo will put yust about any old shit you write on a cartridge and sell it as long as it isn't pornographic.

      So, given a GBA binary developed using homebrew tools, how would I go about getting it published? And does Nintendo's definition of "pornographic" coincide with the laws? I seem to remember red cross symbols for health restore items being changed to red heart symbols to satisfy a rule of no crosses or other religious symbols.

      You realize this is a discussion about publishers, right?

      You realize this is a discussion about the PC market, where there aren't a lot of shared-screen games, meaning that playing 4-player within a household (such as two siblings and two of their play dates) costs at least $2000 for four computers, right?

      I don't see how ditching the traditional publisher setup is going to do anything but help you with this. Without a publisher, all you need to get your game out is cash.

      Without a publisher, nobody has access to the console market.

    9. Re:No, the console makers did by ivan256 · · Score: 1

      So, given a GBA binary developed using homebrew tools, how would I go about getting it published?

      Just because you don't know how doesn't mean it can't be done.

      Without a publisher, nobody has access to the console market.

      You're just plain wrong.

    10. Re:No, the console makers did by ivan256 · · Score: 1

      So, given a GBA binary developed using homebrew tools, how would I go about getting it published?

      Sorry, I read that wrong the first time and didn't notice you said 'with homebrew tools'. What the hell do homebrew tools have to do with whether you need a big-name publisher or not? Are you under the impression that you can't buy the official kit for some reason?

  73. It's "pre-0wn3d" now by tepples · · Score: 2, Funny

    I thought Owned, PWND, 0WN0R3D etc was the dirty word of the day in gaming.

    Just as used cars are now "pre-owned vehicles", used video games are now pre-0wned.

  74. Film festivals by tepples · · Score: 1

    Someone could make a killing making quality budget movies with talented "no-name" actors and making even a reasonable payback.

    There are already Sundance and several other film festivals. But who would nationally distribute the majority of films shown there? Likewise, who would negotiate with a console maker to distribute a given independent video game developer's title?

  75. Space western by tepples · · Score: 1

    Well, how do you market a western filled with aliens?

    Sell it to trekkers. Star Trek is often referred to as a space western.

  76. "It Came From the Public Domain" by tepples · · Score: 1

    Of course if we all buy $20 games, EA will just buy exclusive rights to whatever it is and charge $50 for a lame rehash...

    Electronic Arts can't just buy up exclusive rights to, say, a Grimm or Anderson or Collodi or Dickens franchise.

    1. Re:"It Came From the Public Domain" by Anonymous Coward · · Score: 0

      I wouldn't be so sure about that.
      Try publishing a work based on Cinderella or Sleeping Beauty and see how long it is until the lawyers from Disney come a calling.

  77. HL2 or WoW anyone? by SeanDuggan · · Score: 1
    Half-Life 2 and World of Warcraft have pretty much proved that with a good game, the companies can and will restrict second sales. Half-Life 2, you have to pay an additional fee ($10 IIRC) to Valve to re-key the copy of the game to a new Steam account. World of Warcraft was even more restrictive, at least in the early copies (I haven't read anything retracting the policy, at least) in that gamers were buying used copies and finding there wasn't even a way to re-key the account.

    It's just one more way to make more money on the game.

    --
    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
  78. The only 'new' games I own... by Anonymous Coward · · Score: 0

    were gifts. I'm an 'older' gamer, meaning I'm out of college, have full time job, full time girl, so I don't have the opportunity to play video games at my own leisure. I've got a free evening a few nights a week, and I can't pass up Eternal Darkness (gamecube) for $4.99. Some titles though you just gotta buy new, I've had Twilight Princess on preorder for almost a year now, me being a huge Zelda fan, I'll drop a 50 spot on it.

  79. Suckiness of Used Games by SeanDuggan · · Score: 1

    On the other hand, you're probably paying $20 for a game someone else bought new and then decided it sucks.
    To some degree, I see your point. A lot of games wind up on the used shelf simply because they were so bad that the other person didn't want to play them. And some games, like Katamari Damacy, were so good that they were practically impossible to get as used games. Then again, one could argue that the average game has Y hours of gameplay (with Y being higher, usually about double, than the X hours of gameplay that you'd expend just beating the game) and after that, there's so many games that you simply won't ever get back to playing that older game. Me, I horde, because I think the prices paid for used games are criminal. I'll only sell my used games to people, and even then, I'd prefer to trade.

    --
    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
  80. Serial/License Keys Question by Lieutenant_Dan · · Score: 1

    Not that I'm avid gamer myself, but don't some games need a serial in order to play online or connect to server (RCTW for example)? That's what stopped me a couple of times: how do I know that the guy who sold the used game to the store isn't still playing it and using the key?

    But then again, the last game I bought was Medieval Total War. Black/White and NFS: Hot Pursuit were let-downs.

    --
    Wearing pants should always be optional.
  81. Unwilling to sell new by Belgand · · Score: 1

    The problem is that stores are increasingly unwilling to sell new games. A great deal of shelf space for PC games is devoted to empty boxes for pre-orders and if you don't pre-order most console games then you might be lucky and the store will have ordered one or two copies to put on the shelf. Often many games as recent as 6 months are more or less impossible to find new requiring you to purchase them used. All of this contributes to publishes using smaller print runs and making games that much harder to find in the future.

    Take Castlevania: Aria of Sorrow. A great game that was still selling strong. While Konami has thankfully recently re-released it a few months ago there were only two options: buy it from a retail store that wants to charge ~$30 for a used title that will not include a manual, box, case, or anything but what is likely a scuffed-up cartridge or try to buy it on eBay and have to compete with the massive problems that are buying on eBay. Experiences vary (I personally have bought a bunch of GBA games on eBay without problems), but in the process of trying to purchase this one title from seemingly reputable sellers (e.g. not some guy from Hong Kong selling it at a rock-bottom price) ended up getting counterfeit copies twice.

    The retail stores may not have great margins, but they've moved into a business model where they only want to deal in pre-orders and used games that are frequently overpriced. While I've gotten some very good deals on used games I still feel that the current climate that usually forces the consumer to purchase most titles used is terrible.

  82. Low Margin on Product by SeanDuggan · · Score: 1

    Did you know that most retailers don't make hardly a dollar on the new video games, because of the cost of them shipped? (My wife and I are opening a store to sell games, and toys and such) This is a good compelling argument for stores to take back some profit by selling used games. Most of that money for new games goes directly back to the publisher. There is really not much incentive for a store to sell new games.
    I seem to recall that movies are like that too. The theaters don't make money on movie-tickets. The fees they have to pay to show the film eat away at almost the entire ticket price. They make money on concessions. That's why they're so dragonian about people bringing food into the theater. I wish I had a cite on that, though... it was in a discussion where someone in the movie industry was commenting on it. That and apparently the soda syrup is so cheap that it's actually less expensive to the theater to fill your soda cup to the brim without ice than it is to do the same thing with ice in the cup.

    --
    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
    1. Re:Low Margin on Product by CastrTroy · · Score: 1

      I live in canada, and as long as you don't tote your snacks in hand, and have them in some sort of backpack, then they don't seem to worry too much abou you bringing in your own snacks. They hardly ever come in to check if you are bringing your own snacks, or doing anything else you are supposed to be doing. I don't think that they really care. On the other hand, I don't see how so much really goes to the movie studios. Some theatres charge $13.50, others charge $3.50. Assuming they charge each theatre similar prices for licensing, how does the theatre only charging $3.50 make any money? or even stay afloat. I think the high prices are more due to theatres who shell out tons of money for state of the art equipment, and giant pieces of land with giant parking lots. The cheaper ones are usually found in malls, and have less advanced, but still good equipment. They only have to pay for the part of the mall they are using, usually 2 or 3 screens, don't have to worry about where people are going to park.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
  83. The Steam (profit) Engine by Prototerm · · Score: 1

    When a new game is released, all the fanboys rush out and spend the $50-$60 , whatever. The rest of the planet waits until the prices start going down. I hate to use the "W" word in mixed company, but if you wait a bit, you can often buy a brand new game at Wall*Mart for only a few bucks more than the same title used at a place like EB.

    Have you noticed that half-life 2 remains at the same ridiculously high price in stores?

    The reason you'll see more stuff like Valve's Steam is that the publishers want to prevent customers for buying a new title for anything less than the suggested retail price. How does this affect Wall*Mart and other retailers? The direct downloading that Steam makes possible puts more money in Valve's pocket than a Wall*Mart sale does. So, Valve really doesn't care if Wall*Mart doesn't sell many copies. It keeps the price artificially high. Now, with the activation that Valve requires through Steam, it gets the bonus of preventing the sale of used games.

    For their next trick, they'll sell you games in little bits and pieces for what seems a reasonable price, until you add it all up, and find out you paid...drumroll please...$80 - $100 for the game.

    And, due to their marvelous distribution plan, those prices will never, ever fall.

    Of course, what's the alternitive? Buying a game cheap only to find it has that crummy Starcrap DRM that messes with your CD/DVD burner? Hell with it, I'm going back to playing Frozen Bubble and Armagetron.

    --
    "My country, right or wrong; if right, to be kept right; and if wrong, to be set right." --Senator Carl Schurz (1872)
  84. Oh. and . . . by hawk · · Score: 1

    There are, of course, a pair of 2600 in my garage, one of which is slowly being cannibalized for parts, along with spare joysticks for parts, I forget how many dozens (hundreds?) of cartridges, and a handful of older games of similar vintage ( I wonder if any of the Atari pinball games still work. Oddly, they tend to lose their video paddles (blink clean off the screen) as they age.

    hawk

  85. Fair-use rights to a bock. by Nick+Driver · · Score: 1

    Mmmmm, Shiner Bock. Great beer. Every time I buy a new Bock, I always put it back into free environmental circulation after I'm done with it! ;-)

  86. The Supply and Demand Engine by Anonymous Coward · · Score: 0

    "Have you noticed that half-life 2 remains at the same ridiculously high price in stores?"

    Wow! You mean that the demand for HL2 has dropped, therefore the price should drop? Amazing.

  87. This loophole... by Cryptnotic · · Score: 2, Interesting

    This loophole will be closed with the transition to online distribution.

    --
    My other first post is car post.
  88. Branded resales by BeardsmoreA · · Score: 1
    I am sure Ford and GM would love to control how their used cars get sold, get some profit from the trading and selling of used cars, but the idea that any profit should return to Ford after they initially sell a car is ridiculous. Same goes for the video game industry.

    Interesting point though - at least in the UK, most of the big names (Ford, Vauxhall, VW) do set up large used car networks, and essentially do exactly that, managing to take a cut on the resale of their own products. So why not an 'EA nearly new' brand, with guarantees on the used media etc in much the same way?

  89. What Disney exclusive right are you talking about? by tepples · · Score: 1

    Try publishing a work based on Cinderella or Sleeping Beauty and see how long it is until the lawyers from Disney come a calling.

    I see works based on such classic stories whenever I walk into the book aisle at my local Walgreens store. (For those reading outside the United States who do not recognize the chain, read the Wikipedia article about Walgreens.) As long as a work doesn't use character designs obviously ripped from works copyright Disney, Disney has no case. If you include major story elements that Disney left out (for example Disney's Pinocchio is notorious for the life having been abridged out of it), you're even safer.

    Under copyright law, there's no infringement if there's no copying, and there's no copying if there's no substantial similarity apart from shared public-domain elements. Are you thinking of some other exclusive right that Disney might assert? Or are you claiming that Disney will have its retained legal counsel risk being disbarred by intentionally bringing such a frivolous lawsuit?

  90. Availability Comparison Between Games and Movies by BartulaPrime · · Score: 1

    Forgive me if this has been posted already, but I find the problem mainly being availability. I recently purchased a PS2 and started looking for some of the recommended games from friends, co-workers, and gamerankings.com.

    I can tell you that it is nearly impossible to find a copy of Disgaea, new or used, anywhere in a retail store. Most of the games I'm looking for can only be purchased on Ebay. Why? Retail stores will only stock recent or high-selling titles. Now, with that in mind, go walk over to the Movie DVD section and you can still find movies that were released twenty or more years ago. Personally, I find that old console games are even worse to locate than old PC games, even though consoles reportedly sell way more units of games, hence the "decline of PC gaming" we've been recently reading about. I'm even having trouble locating PS2 games barely six months old.

    I'm one of those weird people who usually like to have a new item because I generally take really good care of my possessions. If stores would offer the games I wanted to the same extent I can find most movies, I probably wouldn't have to buy them used. It'd be nice to be able to walk into Best Buy/Fry's/Circuit City and be able to pick up Final Fantasy VII or X-Com, but given their age, it's Ebay or no way.

  91. There is no money in Publishing by Thatto · · Score: 1

    Ask any of the book / magazine publishers out there. I can buy a cookbook retail for $25. Or I can wait, and buy that same book used at Half-price books. There are even repositories of books where anybody could check out the book without paying for it. In the end it is the writer that is getting screwed. Why should software be any different?

  92. How does one write a business plan? by tepples · · Score: 1

    Just because you don't know how doesn't mean it can't be done.

    I was asking you how to do it.

    Are you under the impression that you can't buy the official kit for some reason?

    Yes. One has to already have a Nintendo license in order to buy the official kit. This page on a web site maintained by Nintendo about becoming a licensee indicates that one has to already have a business plan, a team of developers who are somehow already experienced, a marketing plan, and other documentation in order to get a Nintendo license. Should one not start working on a garage-type game before having hired someone who speaks businessese to devise a business plan and then waiting for Nintendo to approve one's license?

    1. Re:How does one write a business plan? by ivan256 · · Score: 1

      one has to already have a business plan, a team of developers who are somehow already experienced, a marketing plan, and other documentation

      All things you need anyway. They only have those rules so that they don't have to waste their time on you if you're sure to not be successful. Besides, there are a few things in that list that they would certainly be flexable on once they've determined that you're actually have some cash to give them. The only thing they would really need is #1 and #5.

      And what do you mean by 'somehow' already experienced? Is there a shortage of experienced developers? Is it not already well established how you become an experienced software developer?

      I was asking you how to do it.

      Well, if I may use a baseball analogy, you start by not assuming you can play in the major league because you held a bat once.

    2. Re:How does one write a business plan? by ivan256 · · Score: 1

      I was asking you how to do it.

      I gave a glib answer to your glib question, but I figured I could be serious too instead of just being a jerk... It's tough though considering the site your URL links to. Why, you ask? Well let me give you an example: That anti-Disney site you pointed to has the followin on it:

      Disney refuses to publish a Miramax film criticizing U.S. President George W. Bush for fear that it might anger Jeb Bush, brother of the President and governor of Florida, where Walt Disney World is located. Miramax may have to take it to another studio.

      Implying, of course, that it's bad. When you're a business you have to play the game, which brings me to my next point:

      someone who speaks businessese

      If that's not you, you're not going to be a successful small developer. No small developer has ever been truely successful unless everybody on the team (usually just one or two guys), or at least a majority of them, know how to run and pitch a business. You also have to be a good salesman. It's just the way it is. If that means that *you* can't get a license and buy a dev kit from your favorite console manufacturer, it doesn't mean the rest of us can't. Invariably, all the big names who started small and made it weren't the best techies or developers, they were the best business people.

      Once you're sure you've got those skills, the first step is to raise money. There are hundreds of ways to do this, but the most popular amongst small businesses is to save up from a salary from a normal job for a long time, or to take a loan against some existing asset, like your house. To stick with your example, think about how much a PC and a compiler cost when PKZip was written. As somebody who bought both around that same time period, let me tell you that it was in the same order of magnitude (adjusted for inflation) as what you'll need today to develop basic console games.

      Additionally, don't shoot for the moon to start. Just because you want to release your game on ${console} doesn't mean you have to write it for ${console} right away. Use good design principles, and the basics of your game can be easily portable. Then you can write a working demo that will demonstrate your abilities and experience.

      With cash, and a demo, you're in the door. Unless your demo sucks, or you have no sales skills and no sales plan whatsoever, your manufacturer of choice will almost certanly sell you a dev kit. Then you'll officially be done with the easy part.

    3. Re:How does one write a business plan? by tepples · · Score: 1

      You also have to be a good salesman. It's just the way it is.

      Does that mean I'm unemployable if I have Asperger syndrome? Is there a better way for me to become a good salesman than by going back to school for an MBA degree?

      To stick with your example, think about how much a PC and a compiler cost when PKZip was written.

      What compiler? I seem to remember that PKZIP was written in assembly language, precisely because Phil Katz was disappointed in the performance of code generated by the compilers of the day.

    4. Re:How does one write a business plan? by ivan256 · · Score: 1

      Does that mean I'm unemployable if [...]

      I left off the end of that sentence because it doesn't matter what you tack on there...

      No, it just means that you're better suited to something else.

  93. What minor league? by tepples · · Score: 1

    you start by not assuming you can play in the major league because you held a bat once.

    Trouble is that on handhelds, I know of no minor league to speak of. With the sharp decline in sales of stand-alone PDAs in favor of smart phones, either you're developing for Nintendo or Sony products, which are locked to their manufacturer's software, or you're developing for phones, which 1. have highly suboptimal controls and 2. are too often locked to the wireless carrier's software.

  94. How does one get a first job? by tepples · · Score: 1

    Is it not already well established how you become an experienced software developer?

    In this period of alleged jobless growth and outsourcing to less developed countries, how to gain experience is not well established if one's disability limits how well he or she can learn to become a salesman. I have unsuccessfully looked for three years for a programming job, and every single employer that I have contacted seems to prefer people laid off during the dot-com crash to people with a shiny new four-year degree. Besides, in the context that we're talking about, if the console makers claim that you can't develop games for their systems unless you already have experience developing games, preferably for similarly closed systems, then how does one land a first job?

    1. Re:How does one get a first job? by ivan256 · · Score: 1

      you can't develop games for their systems unless you already have experience developing games, preferably for similarly closed systems

      That Nintendo page you linked to doesn't say that. It says you need to demonstrate technical expertiese. You're assuming that the rest of those restrictions exist when they really don't.

      Like I said, if you can't get a job writing games to gain the requisite experience, you can write a demo on a PC to demonstrate your ability and concept. It doesn't have to be a finished product. Just something to show off to prove you know what you're doing and that your game concept is feasable. You can do this even for handheld platforms.

      In this period of alleged jobless growth and outsourcing to less developed countries

      It's just that: alleged. Jobs are plentiful for people who can demonstrate proficiency. I didn't say you have to be a salesman to get a job. I said you have to be a salesman to start a company. If you're having difficulty finding a regular job, you may wish to consider what locality you're looking in, as some areas have more jobs than others. You might also wish to bolster your skillset with a programming hobby in an area that is meaningful to the types of software industries where you live. It couldn't hurt to seek professional help with your resume either.

      Plenty of companies are starting to look to fresh graduates for help, as they're not much more expensive than outsourcing (which has lots of hidden costs beyond the actual fee) yet have the benefit of being right there in the building with you. Unfortunatly, it's just as much about who you know as what you know, so if you don't have a large network of contacts it can be difficult. In that case you should find a good headhunter and take advantage of his contacts. Once you've got the first job, just doing it well will build your network to the point where subsequent jobs will be much easier to come by.

      Lastly, be careful what you put your name on when you post things online. Hiring managers *do* google you, and if you say anti-business things you won't get hired.