Vital Parts of Games As DLC?
Epic Games president Michael Capps did an interview recently with GamesIndustry, and he had some interesting things to say about the future of downloadable content, and how it will affect the retail games market. He also discussed the trend toward social gaming, and Epic's plans in that regard. Quoting:
"I'm not sure how big it is here [in Europe], but the secondary market is a huge issue in the United States. Our primary retailer makes the majority of its money off of secondary sales, and so you're starting to see games taking proactive steps toward that by ... if you buy the retail version you get the unlock code. I've talked to some developers who are saying 'If you want to fight the final boss you go online and pay USD 20, but if you bought the retail version you got it for free.' We don't make any money when someone rents it, and we don't make any money when someone buys it used — way more than twice as many people played Gears than bought it."
Do they seriously think their customer base will stand for behavior like that? Anyone who has ever bought a used game will cease to buy any games, new or used, by companies that try to pull this shit. Consumers don't like being raked over the coals.
"16MB (fuck off, MiB fascists)" - The Mighty Buzzard
So if I rent a game, and I want to fight the final boss, I have to pay $20?
A once great game company. It's amazing that this is the same company that released those bonus packs for Unreal Tournament. They have really turned in to money grubbing whores. I blame people like Mike Capps.
When did epic and EA switch bodies?
A bullet may have your name on it but splash damage is addressed "To whom it may concern."
... a large printing company has started replacing the last page in it's books with a 900 number readers must call to find out the ending. Apparently the greedy buzzards weren't making any money when people checked books out at the library.
Ok, they want to kill of rental and used games. Fine. Doesn't matter to me.... but the value of games as a bought item like a DVD or book is a lot higher to me than a non-tranferrable license. Price accordingly and I'll bite. Oh! You idiots thought we are going to keep paying $60 and not be able to loan it out to a friend or turn it at Game Stop? That's very different, that is just a big old price increase heading into a recession. Brilliant move guys!
Democrat delenda est
Never gonna happen
Doctrine of first sale still applies to other properties that can be purchased and re-sold, despite the fact that authors make no money off sales of used books, nor Ford off sales of used cars and trucks.
Its like the music industries attitude problem has somehow infiltrated the thinking of other digital organizations worldwide.
Harry Potter will have had way more readers than it had sales (probably more than twice as many) before accounting for privacy at all.
"Get over it" comes to mind.
- Michael T. Babcock (Yes, I blog)
I don't hear book publisher charging the price of a book to read the last chapter if I buy it used, why should games be the same way.
Just the same, we live in a free economy, the consumers and customers will speak as a collective whole, most likely by not buying the worse than DRM laden games.
Finally, I haven't come up with a good name yet for this, anyone have any thoughts?
"way more than twice as many people played Gears than bought it" I played Gears without buying - for about 30 seconds before I got bored. Good thing I didn't spend 50 bucks - sheesh
What's next? I buy a used car and have to pay the maker a fee to get my own set of keys?
I would like to see all games go on a subscription service.
Ultimately, this would be a good thing for the consumer.
When you are finished with the game, there is no need to continue the subscription.
I would like to see games use the same "contract" model like cellphones. Pay a low monthly fee, and get access to the game.
Want early out of the contract? you can sell it to somebody else, or pay a small early termination fee.
It's good for the industry , and good for the consumer, everybody wins!
Operating systems and applications should also use this model. Why purchase a console or a PC, when you can lease it for a small monthly fee.
Same goes for storage. Why bother with the hassle? let someone else take care of it, for a small monthly fee.
PC gamers will have an obvious way around this. More and more reasonable people are being pushed to pirating games they want; nobody wants SecuROM, or Starforce foisted on them, and nobody will stand for being told they have to pay more just to see the end of a game. Sooner or later, games will be losing more and more key content to the optional extra market.
"Oh, sorry, you only bought the game. You can play the training level as much as you want, but all the levels are extras. Yeah, if you buy the levels, be prepared to see some textureless soldiers running around. Those textures are extras." That sadly doesn't seem far fetched...
Admit it. You post strawman arguments as AC so you get modded Insightful for refuting them, rather than Troll
What game publishers don't understand: All those people that trade in games at Gamestop? Do you know what they use the store credit for? *New Games* If you kill the secondary market, all you will do is take money from the primary market, with the result of a poorer games industry. Is that what you want?
"We don't make any money when someone rents it, and we don't make any money when someone buys it used".
Welcome to the real world! Want to be rich? Keep working!
"I've talked to some developers who are saying 'If you want to fight the final boss you go online and pay USD 20, but if you bought the retail version you got it for free.'"
Surely they mean they've talked to marketing/admin at a games development company? Which in-the-trenches developer, likely a gamer themselves, would want their games to play out like that?
Make a good game. Sell it. If the replay value is high enough, people will keep it rather than selling or renting it. Same if you provide legitimate, on-going DLC (whether free or paid). Engineer some stupid scenario whereby you drag more money out of people for the hell of it and you'll miss sales.
'Thats they exact same thing a banana wrench monkey.'
Behold the future of gaming: using DLC as a form of DRM.
We don't make any money when someone rents it, and we don't make any money when someone buys it used -- way more than twice as many people played Gears than bought it."
So what? A car manufacturer doesn't make money when a second hand car is sold. An actor doesn't get more money when a movie is rented.
http://en.wikipedia.org/wiki/First-sale_doctrine
This fiction that every time a product is used, the people who made said product deserve to be compensated just shows up how greedy these people are. It's never worked this way before, and if you take this position and have ever bought anything second hand you're a hypocrite. Get a clue.
These posts express my own personal views, not those of my employer
'If you want to fight the final boss you go online and pay USD 20, but if you bought the retail version you got it for free.'
Good luck with that. Rest assured, developers, that the pirated version will be bundled with whatever "DLC" you are trying to charge for.
And that problem isn't just limited to the PC anymore. Plenty of people have mod-chipped consoles.
Its amazing to me that one decision could destroy your company and alienate your customers in one fell swoop.
Rather than build great game after great game and make money, they would rather stifle development of new games. BUT they want to keep the same level of income (or higher) for much less work.
Stop trying so desperately hard to dissuade me from giving you money. I love my hobby, but you are making it so damn hard for me to buy your games. If you keep pissing all over the idea of a "finished product", I'm eventually gonna have to find a new hobby. This shit has to stop.
Love,
A lifelong gamer
Perhaps if enough people aren't willing to purchase your game at full retail, your retail price is too high for the product you are selling?
There's a reason GameStop, etc are basically pawn shops these days - they figured out that there's a whole lot more people willing to buy the games at roughly 30% off retail.
But no, your answer is to try and kill secondary sales.
I honestly hope you do, in some ways, as then you'll see that your logic is equally as flawed as the RIAA's and that each "secondary sale" or rental isn't someone who would have purchased it at full retail otherwise.
Okay, so people that want the content and have to pay for it are pissed. But what about your customers that don't have Internet access on their console? They're double-screwed even if they bought the game new.
Cliffy b sucks.
That movie studios make money from rental dvds. Why is it different for games? It shouldn't be.
I record my sleeptalking
Let's see, why would I sell a game... Hmm... Would I sell Civilisation II? Nah, I might want to play it again. Would I sell Alpha Centauri? Are you nuts, that game can still be a blast (provided you find a machine able to run it)! I also couldn't see myself selling my copy of Supreme Commander.
If you don't want your players to buy their games used, give your gamers a reason NOT TO SELL THEM. Simple as that. You can only buy used what others offer you. Replay value is what you're looking for. Of course, if you offer games that can be done in less than 10 hours and give the player zero incentive to play it again (EA, I'm looking your way!), the temptation to dump the game back onto the market before it loses too much value is quite high. Hey, if I buy it offshore and get it past customs, I might even sell it without a loss!
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
There's been A LOT of negative stuff with regards to games--mostly on the PC site. DRM, DLC that's promised and never delivered, poor quality. You know something else? None of these seems to have any real effect on sales.
Spore still sold millions of copies. Mass Effect sold well. As much as people SAID "Oh, I'm not buying this DRM crap" or "I hate these buggy games", they are still selling by the millions. Could these titles have sold BETTER if they didn't have all these negative points? Maybe, maybe not.
As soon as you have a major title that comes out, that will have some code like this...people will still buy it. And if publishers can put these kind of restrictions on games, why shouldn't they do it? There's no downside.
As far as piracy, or even renting goes(and when did THAT become evil)..it's limited to people that never really planned on buying it anyways. Those aren't lost sales despite what their studies say. The vast majority of people still still just go to a store and buy it. Good games still sell well. A cry of "OMG PIRACY KILLED OUR SALES" from a publisher is just trying to defend a bad title. Maybe Crysis would have sold better if it actually ran on more than 10% of the PCs sold at the time.
Expect these things to continue. Also expect them to be tolerated by the gaming public. All that crying about SecuROM is going to go away when Mirror's Edge comes out and you HAVE to play it. Having to have some code to get the last level of a game will be cried about on every forum--until Bioshock 2 has one. And it will sell millions of copies.
What can anyone do about it? Nothing. What COULD everyone do? Ignore the game. Don't pirate it. Don't purchase it. Don't talk about it on forums. But that won't happen. Most will happily take whatever the game publisher does to them just so they can have that shiny new version of their favorite game.
People and companies are getting more money greedy by the year! I mean come on, this is highway robbery for god sake! Its like the government charging us to breath air!
I wish these marketing people could see where all this is heading. There is an eventual outcome to all this greed... Eventually when you buy a game, you get one player model, one gun, one song that loops forever one map, one stance on one license. You want to go to the next level? Gotta pay. Wish that hill had some trees on it? It will if you pay. Notice that the buildings in this post-apocalyptic world look like something from super mario world? Pay and they might change the scenery models to something more realistic. Want that gun to get a targeting reticle? $20 please. There are several RTS and FPS games that follow this model and they have been and shall remain garage games specifically for this reason. Nobody will pay to unlock parts of a game they paid for. As if $60 and $80 games arent enough, now you cant even play the complete game without a $20 monthly subscription (even if it is an FPS with offline bots) and hoping to god your computer doesnt die or require a new video card, changing your hardware setup and voiding your license? Its greed in one of its purest forms. Game companies need to get a grip and realize they cant turn into the RIAA just to make their fiscal sales goals and expect everyone to wet themselves whenever they release another EULA contract disguised as a game. Ill be using Epic's game disks as coasters from here on out thanks.
This is nothing new. Nintendo was very anti-used market back in the 90's and maybe even earlier.
The music industry has tried to fight the used market too.
What is next? Movie studios will try to come up with a system where if you have friends over to watch movies, you must charge them each $2 for watching!
"Doctrine of first sale still applies to other properties that can be purchased and re-sold, despite the fact that authors make no money off sales of used books, nor Ford off sales of used cars and trucks."
It's a little like a bubble sort were the money moves one way and the goods moves the other way.
Shai Schticks:"You don't make peace with friends, you make peace with enemies"
I don't know, if you were in the middle of sex and suddenly she stops and refuses to continue unless you pay the "climax fee" of $20, in the heat of the moment you probably would pay.
We only sold 5.3 million copies of Gears of War. At $60 a piece, that's a mere $300 million, give or take, in gross receipts. Our top executives can barely afford the maintenance costs on their exotic Italian sports cars. Please, think of the execs!
Regards,
Greedy Assholes
There are 0x40000000 types of people: those who understand 32-bit IEEE 754 floating point, and those who don't.
Feel free to continue shitting on your customers. The rest of us that you drop a load on will just go to a competitor and download the full game.
Kid "Mom, I need your credit card to pay Blizzard $20 so I can defeat the final level boss Cement Head in Worlds of Warcraft Junior: Adolescence Rage"
Mom "What? You need my credit card for what? A video game?"
Kid "I also need $15 more to buy a magic sword +5 against cement."
Mom "But that's extortion, who does Blizzard think they are to charge money to get to the final level and buy a weapon to help you defeat a boss, and what kind of name is Cement Head anyway?"
Kid "But moooooooom, all the kids in Junior High are playing it, and if I don't beat Cement Head, I'll be laughed at lunch by all of my friends because my family is too poor or too stingy to pay for unlocking those parts of the game."
Mom "Well if they laugh at you dear, then they aren't your friends. I am not paying $35 for you to finish some stupid video game."
Kid "But Mom, G4 'Cheat' gave it five out of five stars, the highest rating they can give it."
Mom "I don't care who gave it five stars, I am not giving you my credit card and that is final!"
Remember, Slashdot does not have a -1 disagree moderation, and no, troll, flamebait, and overrated are not substitutes.
If I remember correctly, you didn't need to go out and buy the game. In fact, if you didn't buy it at launch, there was little reason to pick it up. Most likely one of your friends had finished it that first evening. It wasn't that they were so into the game, it was just way too short. Why the hell would I buy the game for 50 to 60 bucks when I could just borrow it for a few hours for free. I generally don't sell my games, but I also don't buy games that are going to last me only a few hours with no replay value. Sure, Portal takes a few hours at most to beat, but those few hours were some of the best I've ever had. It was such a fun time, I don't mind experiencing it again.
If they try to pull this unlock code shit, I doubt I will buy anything from them again. It is getting kind of sad because I am quickly running out of game studios that actually make games I enjoy. I don't care how many realistic shades of brown were used. Marketing, hype, and graphics don't make a good game. Sure, they may make a game that sells a lot of copies at launch, but not a good game. Good games require a little bit more effort than that.
I want a GAME that I can ENJOY. You know, with gameplay. That stuff that makes games games and not interactive movies.
"BAWWW we want more money for the same product BAWWW you can't transfer that license even if you no longer retain the software BAWWW let's rob value from our products while making it so after purchasing all the DLC the full game costs more than standard shelf price, that'll show those dirty consumers!"
Let's get this out in the open right here, folks:
I WILL NOT PAY FOR A DEMO.
When will these faggots learn that their products aren't really worth that much, are presently -overvalued- in spite of rising development costs, and that there's a big difference between Oblivion horse armor and a crucial part of the game? This DLC garbage is going too far. I'll pay for an expansion pack that adds to an -already complete game-, I'll pay for little trinkets and other additions if they're worth it, but I will not purchase an incomplete game and then pay extra for the ending. That's like paying extra for the last five chapters of a book or the last half hour of a movie, it doesn't fucking work like that.
Cocksuckers that come up with ideas like this are pathetic businessmen grasping for straws. What developers and publishers are doing when they consider selling whole games as piecemeal is subtracting value from each portion and expecting the consumer to pay more for the whole. A good businessperson adds value to a product before asking the customer to ante up instead of taking it away.
If I have to pay to fight a boss or if I cannot buy a game used then oh well.. I will not buy games. How much more will they make then?? ha!
Some games I've bought used and then liked them so much I bought the sequel new. Elder Scrolls III --> Oblivion for one. So that will not happen in the future.
I am not going to reward this business model. I'll vote against it by never buying games that use this model. I'll play games made by companies that like their customers.
I'm glad these guys aren't in the business of selling books, imagine how ape shit they would go if they learned about these places called libraries, that buy the book once, then lend it out free to whoever wants to read it? Hundreds, even thousands of people getting enjoyment from 1 sale, we better make laws against it fast, or book publishing will be doomed for sure!
Despite all their commercial success, Epic (especially cliffyb) seems determined to find excuses why their games aren't the highest selling entertainment product of all time. The PC version of Gears of War stunk, it had framerate and screen tearing issues, lots of bugs, and little to no effort put into adapting it to PC controls. When the sales stunk, they blamed piracy on the PC. Im sure when GoW 2 comes out, and doesn't outsell Halo, GTA , and Madden combined in the first week, he will blame modchips or paid off/bribed reviewers from Sony or whatever other thing he can come up with to massage his own ego. They owe a lot of their success to Id, who basically created the mold for their early games, but if you listen to them talk you'd think they are god's gift to gamers, bringing them ideas so innovative only truly inspired artists could come up with them, like a first person shooter where you fight aliens with guns, and chainsaws, and chain-saw guns.
Geez, get over it already. You cannot possible get everyone to pay every time they play a game. Being nickel and dimed to death has put several companies for other products on the do not buy list. Epic's thinking is a slippery slope to no sales at all.
As much as I dislike advertising or product placement in games, it is less distasteful than the proposed idea. Why not look at magazines? Magazines get passed around to people other than the subscriber and they LIKE it because it increases the number of people viewing ads, raising ad prices. Heaven forbid, maybe game developers could profit without bending players over! Or maybe they're just floating this nonsense idea so they can "backpedal" to increasing advertising in games, their real goal in the first place?
I'd just tell her I was going to a gay bar instead.
Apparently Ford cant make money off the FIRST sale of cars and trucks.
This issue is a bit more complicated than you think.
... reporter Mike Jones at ACME Construction headquarters where they have just filed an injunction against the National Association of Realtors, ordering them to sell only new homes. John Tightwad, company spokesman had this to say, "The secondary market is a destructive, criminally un-American, invention of the realtors with the sole purpose of eliminating hardworking construction jobs! Every time someone in America buys a used home, they're stealing someone's livelihood!"
Four people owned my house before I bought it.
I got my car used.
I buy used books.
I buy used CDs.
I buy used video games.
Your little company doesn't get a free pass from economics just because you feel special, Capps.
Dewey, what part of this looks like authorities should be involved?
This is Slashdot. We need car analogies, not library analogies.
It's as though you bought a used car from your neighbor, but had to buy new ignition keys from the car manufacturer.
They are so close to the real answer yet so far. The answer is that the copies that get rented out from blockbuster and such should lack some final content. The retail version should have that content. If you rent the game, then decide you like it enough to buy it. your save game should transfer over to your retail copy. Lastly if someone bought the game second hand they really don't care if your company makes more money or not, but to me it says that they didn't like your game enough to keep it and you're doing something wrong or they got the wrong impression when they bought their copy. Screw the rentals not purchases no matter if they are original sales or secondary sales. I know they look the same to your bottom line but there is a difference between logic and evil.
I bought my wife a diamond ring, doesn't that count?
The movie studies have a very useful business model for their rental partners that could be instructive here. Hollywood studios don't sell their DVDs to rental retailers like blockbuster, instead, they have an arrangement whereby they provide the discs and get a cut of the renter's revenues. Blockbuster wins because their inventory management is much simpler. Hollywood wins because they don't have to worry about vastly undercharging on the most frequently-rented discs. The consumer wins because we don't have to listen to movie studios whine about how renters are destroying the music industry. This is actually one thing the RIAA got right, and it's a classic common action problem that huge industry conglomerates are well-equipped to resolve.
As for buying and selling used games, well, who do the publishers think the credit I get from trading in all my games at the local EB is spent on, anyway? A secondary market exists for almost all retail goods, and somehow the market for these goods survives. The reason is that a good's value on the secondary market is priced into it's initial retail price (eg Automobiles with a reputation for low depreciation can sustain a higher retail price). Hopefully there's at least one MBA working for these publishers who can explain this very simple concept to the idiots who seem to think that each transaction on the secondary market represents a lost sale. That said, I'm pessimistic and I do believe that the games industry will move in a more restrictive direction: MBAs can be remarkably stupid, and even if they do grasp this concept, there's a prisoner's dilemma involved - "If only _my_ titles were constrained by DLC/resale lockout mechanisms, then consumers could still trade in my competitors' products in order to buy my product at full retail. On the other hand, if DLC/resale lockout mechanisms become the industry standard, I must implement them to keep up." Once again, a massive industry conglomerate that's on top of its game would actually be useful here, to resolve this common action problem.
Games that have replay value have just that. They have reason for me to keep the game after I've played through it once. Taking action to prevent me from giving away or selling a game after I've played it is wrong.
Make a game that I don't want to give away.
(games I've dusted off in the last 2 years:
Diablo 2, Baldur's Gate 2, Mario Kart 64, Marvel Vs. Capcom 2, FF7, and doom 3)
1) Games that cost $50 ~ $100 million to make*
2) Games that cost pocket money
3) Games that only charge you once
And gamers may have any two of these.
* Gears of War was actually fairly cheap, clocking in at a mere twenty million!
Help poke pirates in the eyepatch, arr.
Take a look at the sales charts. Here's 2007:
World of Warcraft: Burning Crusade (Blizzard Entertainment) - 2.25 million
World of Warcraft (Blizzard Entertainment) - 914,000
The Sims 2 Seasons Expansion Pack (EA Maxis) - 433,000
Call of Duty 4: Modern Warfare (Infinity Ward) 383,000
Command & Conquer 3: Tiberium Wars (EA Los Angeles) - 343,000
Sim City 4 Deluxe (Maxis) - 284,000
The Sims 2 (Maxis) - 281,000
The Sims 2 Bon Voyage Expansion Pack (Maxis) - 271,000
Age of Empires III (Ensemble Studios) - 259,000
The Sims 2 Pets Expansion Pack (Maxis) - 236,000
Let's see. Either we can be WoW and monetize through recurring billing, which we get 96 cents out of every dollar (as opposed to 25 cents from selling boxes). Or we could crank out casual-friendly $20 expansion packs to sell at WalMart for development budgets in the 6 figures.
Or we could try selling boxes of AAA games. The vast majority of these will fail to hit the megasuccess they need to to recoup our investments as game budgets are getting close to the 9 figures mark. Meanwhile our audience is being corrupted by the expectations set by games like WoW or consoles who can afford budgets of Ungodly Amounts Of Money because their monetization strategy can easily recoup them.
The renters, pirates, and used-game buyers will complain that we charge too much if we sell AAA games, though... On second thought... screw 'em. We sell data, not boxes, and we will control the data.
Slashdot will be pissed off. Screw 'em. They don't pay us anyhow.
Help poke pirates in the eyepatch, arr.
Go into any game shop which sells PC games. Ask them how to pay for a WoW subscription with cash.
"Buy a WoW card."
Now do it in Asia, which is just America plus 3 years:
"Buy a prepaid virtual currency card which you can use with all your favorite [Steam, etc]-enabled games. Or, alternatively, you can load money onto the pre-paid Visa we sell for just a buck."
Help poke pirates in the eyepatch, arr.
They certainly don't directly profit from used game sales, but the studios do benefit from a used game market. Think about it for a minute. People who really leverage the used game market to get what they want a lot of times can't afford too buy new games at $60 a pop. (Like myself, employed and college student.) I may only speak for myself, but I am not a lost sale. If there was no used game market I just wouldn't game, period. I like it but not that much. Thus we "used market gamers" create a way for "new market gamers" to unload their old titles and free up some cash to chase more new titles they otherwise wouldn't have had money for. Just like umm, lemme think here, oh ya, a used market for any other product.
Failure formatting five FAQs of financial facts.
...except here Epic is fucking you.
Read Pynchon.
In 15 years we'll have have two or three more console generations. Microsoft will stop supporting logins for the Xbox 360. Why wouldn't they? It makes them no real new income, it costs them money. They're killing "PlaysForSure" (although it has a temporary reprieve).
So, it's 15 years from now and you want to play Gears of Band IV, and the last 10% of the game is only available as DLC. You have you Xbox Live login information, you backed up the DLC, and you still have the game. Your Xbox 360 died, so you bought a new one. And... you're fucked. You can't authenticate to use use the DLC. Part of gaming history has been lit on fire.
Okay, maybe you don't want to play 15 year old games. That's fine. You probably don't want 60 year old movies either. But people interested in making the great games of the future damn well better be able to replay the old games if you want to move forward. DRM (and DLC is essentially DRM) will destroy our past culture in the name of short term greed. It's pathetic.
Search 2010 Gen Con events
I don't want to hurt customers who are just trying to play our game [so we are including a tube o' lube in each new box copy.]
TFA missed that part.
so many acronyms you won't know WTF anyone is talking about even when you RTFA.
Seriously, since when has "DLC" been code for anything? This is almost as annoying as the "SKU" fad which was around for a while.
Memo nerds: we don't all work in the wholesale side of the games retailing industry, nor do we want to learn your 133t industry speak.
Read Pynchon.
You are in business selling Commodity X at the market-clearing price of $55. You can buy it from Supplier A or Supplier B. Supplier A charges $30. Supplier B will accept $5 in store credit. Choose wisely.
The reason every PC game company is abandoning retail:
You are in business selling Commodity X at the market-clearing price of $55. You can sell it through Channel A, where you keep $53 of every sale, or Channel B, where you keep $30 of every sale. Channel B's primary business line is in undercutting you in providing Commodity X. Choose wisely.
The reason every PC gamer could care less:
You must consume Commodity X. Your demand is inelastic with respect to price, because your need for X is great and your disposable income is many, many times the cost of X. The only time you care what the price of X is is when you justify pirating X because it is too expensive.
The reason every PC gamer should care more:
Within 5 years, you will not be able to buy X. You will rent access to X, or you will buy exposures to X, but both of these will be controlled by servers with access controls which will be transparent to you and almost foolproof at avoiding circumvention. (c.f. WoW) You will wistfully long for days when you could actually purchase X. The companies will laugh in your face and refuse to sell you X. You will rent X anyway, and whine about it.
Help poke pirates in the eyepatch, arr.
Why don't you print enough copies for people to actually buy new?
A lot of people would love to support a game maker and buy only new games, but for some games out there, unless you grabbed it up right after it came out, you can only buy it used.
Maybe what you should be considering is additional prints of games or a downloadable version of a full game for those who do want to purchase it new, but it isn't available anymore. DLC is supposed to be added content, not important parts of the games. I'd have no issues with an additional ending being DLC, but not vital content.
And now I'm remembering why I hate online gaming with a passion.
In holland there is a 2nd hand bookstore chain "De Sleghte" which has stores in all the major towns. Does the book industry complain about them not making any money from there sales? Well, they might, but nobody cares. 2nd hand books are normal.
Pawn brokers make a living selling 2nd hand goods, any decent sized town in holland got some kind of 2nd hand store for household goods.
What student doesn't get their household goods second hand from family? Does Philips complain that they don't get any money from people using their vacuum cleaners 2nd hand? Well, perhaps they do, but who cares. 2nd hand goods are normal.
How many first time car buyers buy a new car? Or even a 2nd hand car? 3rd and even 4th hand are common. Does anybody care if the car makers complain about this? Of course not, the 2nd hand car industry is triving and a big part of the economy and the only way most of us can afford a car.
Who of you lives in a new house? A 2nd hand house? I have lived in places (actually lived in a castle once) that were hundreds of years old. 30th hand perhaps? Nobody would take an constructor serious who wants a piece of sale price every time a house changes hands again.
So why is the game industry different?
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
Man, that says a lot. The top selling PC game sold 2.25 million in all of 2007 (burning crusade came out jan 2007).
Meanwhile, Gears of War 2 sold 2.1 million on launch day.
you're still going to get 99% of the game for the $50-$60 you just paid... just that 1% that costs another $40 will be stuff for hardcore serious gamers.. you know..things like menu screens and that little bit of code that says send everything to the primary video device..
The future of video games is going to go the way of downloads and shed physical media entirely. Take the Wii for example. Virtual Console games and Wii Ware are downloaded straight to the Wii console and are digitally locked to that particular physical console. You cannot second hand sell your gaming purchase unless you sell your entire console. This effectively prevents a used-games market for any of the downloadable games.
Has anybody thought that this could actually hurt some 1st sales? I have bought some titles at prices i figured were too high thinking that when i was done i could recoup some of the initial outlay by reselling the game when i was done. If there is no secondary market, i can't resell. So, i might not buy the game in the first place.
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I blame a culture that demands economic growth. It isn't enough in any industry just to make a profit. You have to continuously make MORE profit. Sustaining equilibrium is not good enough even if it means making a ton of profit. From the article: "but the only way I'm going to double my sales is by expanding my reach - I can't sell two copies to each person who bought Gears 1". Gears 1 did great. Selling Gears 2 1-1 with Gears 1 would be extremely profitable. But that isn't good enough, because increased profit is the only thing that makes your stock go up. This attitude has brought our entire economy to the edge of collapse.
Well the pirates won't go away anyway they will still pirate the game, the whole game that is because all it takes is 1 person downloading that final content and putting it on the pirate bay.
What such a stance will do is eventually alienate the regular buyers because they would feel they have b een cheated on the content so they will go to the piratebay to get it for free and worse, once you piss them off enough they will just switch to downloading the entire game off the pirate bay and then you have lost a paying customer.
I imagine those are NPD numbers, so it only says a lot about North America. Other parts of the world do exist, and the numbers very well could be a lot different. Also, keep in mind that NPD numbers rarely, if ever, include digital sales. They only include retail sales.
Fuck, at those prices, they should be given a good excuse (We have to give 20% to the developer, or they start killing our business.)
How about... no? They sell those games are those prices because that's what the market supports. It also helps create their profit margins. If developers want people to buy new, give less incentives for people to stop trading in their games... such a s fucking better product overall. No, it won't exactly stop the market, but a good game is something people will hold onto far longer.
It seems Epic refuses to realize this, but as of lately those goons have been full of epic fail in the whole "thinking department".
Game buyers aren't stupid, and neither are game resellers. Games that have codes will be worth less when bought used, perhaps significantly less. Any game that institutes a 20 dollar fee to play the last level will be close to worthless as a used game sale. Clearly that is the idea the games publishers are going for. However gamers generally don't have unlimited budgets for gaming. And if I am a gamer that PLANS on selling or trading my game when I buy it to get more value from my purchase, I will definitely take that into account when I am at the checkout stand, and have a choice of games.
Let's look at winners and losers here, that 20 bucks for the code just transferred from me the original purchaser to the publisher. (Since any used buyer will want to deduct the code fee from how much they are paying me.) So I, the original purchaser am the one that will pay the price for the lack of a used market for the game I bought. And if I am a big time trader/seller, which going by the size of the used game market there are alot of us, then that is going to affect how many games I can buy new.
Bottom line I can't see how anyone other than a game publisher is happy with this new idea, not only are original game purchasers losing monetary value, but they are also getting a huge hassle to register codes and download content for something they paid full retail for.
As a side note this must have gamefly quaking in their boots.
I played Gears Of War, and I didn't pay money to Epic for it. Instead, I put my brother's DVD in my 360. If Epic seriously thinks they're going to persuade us that a fee per Live userid is reasonable, I foresee disappointment.
Not that I'd have made it to this hypothetical final boss anyway; the tedious stop and start reload-heavy gameplay irritated me so much I gave up after the second level and played something better. But that doesn't really affect the argument here.
"I Know You Are But What Am I?"
...is not a problem if you pirate it first. Buy only after you are sure the game isn't crippled.
As for consoles, this is just another reason that they should never have had Internet access added.
Happens a lot.
The stores that sell used copies are usually the most expensive place to buy new and the prices they charge for used copies tend to be more than the places that don't sell used. At least this is true in the UK. I do not know why people buy at theses places. And this is not even mentioning online new pricing, though if you know where to go you can usually get as cheap as online in a store.
I have even seen these places that sell used copies have an offer on a new game (obviously the suppliers offer not theirs) and that priced the new copies much cheaper than the used in the same store.
As such I concluded the used market is a complete rip off around here, with the one exception being if you want to pick up a fairly old game and that is just because they are scared it will never move.
+----------------- | What is the question!
IANAL
Sounds to me like that violates (totally bends it over the table and rapes it) the doctrine of first sale.
My understanding of Doctrine of First Sale is simply: you sell it, the buyer owns it and can do what he wants with it, including reselling it, and there isn't jack you can do about it.
it's not that i don't earn enough to afford those games. some games just don't have a high enough fun-$$$-ratio if bought at full retail price. and certainly not at what retailers charge for games in europe. average xbox or ps3 pricing is 60euro-70euro for a new game. budget titles are 30euro that would be 75-87$ for a new game and 40$ for a budget title. only very few titles have the right to claim that kind of money. one of the was GTA4. but most games would be utterly dissappointing and i would ask myself why i paid that sum for a game that managed entertain me for 2 hours at most.
Tell you what, why don't you sell me a key online and let me worry about distribution of the game itself?
I really don't care to drive to Best Buy or pay for shipping when I already have the game ISO from bittorrent.
Just sell me a key. Please... I'll even pay full retail, though you should seriously consider offering a discount for keys only.
In Belgium, rental stories for movies are allowed to rent out (old) games until the end of this year (2009). After that, no (second hand) games may be SOLD NOR RENTED any longer, since, apparently, only in Belgium, do they hurt regular sales.
Thanks for this to IFPI, aka the European version of RIAA and MPAA.
With great power comes great electricity bills.
That some people don't connect their consoles to the internet? If those people were to buy the game, they would be screwed. They BOUGHT the game, but will never be able to play it as advertised. These games would quickly by law be required to carry a warning label on them, which would more then likely turn customers away.
Sorry, but as much as I like certain games, I just do not find $60 U.S. worth of enjoyment in the games. Half that price is fine. I don't pirate nor play bootleg anything. I'm willing to legitimately pay for the games, but if I can wait 6 months to play a game, I'll find more value in it with a lower price tag than I can when it comes out. Even buying new the prices drop after a little while. $60 or even $50 is too high under most circumstances. I find my normal buy price is $20-$30 for a game: new preferred, but used is OK too.
The most obvious way for the game makers to get rid of the used sales market is to make downloadable versions of their games affordable (or just make them available at all!). If I had the choice of buying a new boxed game for $60 or a downloadable one for $30 I'd easily buy the downloadable one, even if I knew it wouldn't be resellable. This plays into "The right cost" thing that many other people here mentioned as the reason they resell their games. $60 is just too high for a (probable) one time playthrough of a game so they resell it to recoup some of the cost of the next game. Why does it seem though that the many people that do sell downloadable games price them the same as the boxed version though? Absolutely stupid and dissuades me from buying that version. Obviously the cost for distribution is nearly zilch, plus no media, instructions, whatever....
Webmaster of the webcomic 'Stupid and Insane Defenders Against Chaos' at http://www.onezumi.com
That's not true at all. A second hand game does not have full value.
The original Halo was $60, and Halo 3 is a far better game than Halo, so if that were true then Halo 3 should sell for way more than the original Halo. Yet Halo 3 does not sell for $200. Halo is no longer worth $60, because the original Halo has graphics and multiplayer gameplay that look pretty dated compared to the state of the art.
Games cost too much to make and too much to buy new. The solution is to stop making games like Gears and make games like MM9 and sell all games with a decent amount of content for sub $20.
Wait I'm talking out of my a*s, Gears made killer profits, nope it is just the devs and publishers being greedy and wanting more.
There's something I dont get: - A 2nd hand sold game shouldnt be able be played till the end (or whatever), so... - The key must be only used one time to prevent this, so... - What if I want to play the game again? Should I pay for the DLC? Should I take the trouble to contact the EA to prove I am the "first only original 110% legitimate buyer" of their game? This is simply ridiculous!!
They've identified a problem with their business model, and instead of legislating to protect their business model (like the recording industry), they've found a solution. What's the problem?
So they decided to screw the second-hand buyers of the games instead of legislating. Hmm that's less bad, I guess that makes it okay!
This is not a problem with their business model. The original seller does not make money when their product is re-sold by one of their customers. It's a fact of life. They should fucking deal with it.
"When information is power, privacy is freedom" - Jah-Wren Ryel
This guy's job is to try and make more money. He's doing his job if he can ram a scheme like this down people's throats and still sell his games. The ultimate question is whether it destroys the industry in 10 years. That's the problem with business today, what they consider to be "long term" vision doesn't extend beyond the tip of their nose.
All this guy is ultimately going to achieve is helping put rental shops out of business, especially if other companies take notice and start using the same ideas.
Fact of the matter is that even rental shops buy new copies of a game, otherwise they don't have it to play when it comes out. If you make it so that it doesn't pay to rent the games anymore, then people will just download the hacks that let you break the content and the rental stores will no longer buy even the smaller amount of your games that they already did.
This definitely goes for PC games, but certainly consoles can be affected by it too.
I'm hoping that this will be filed under "lame brained scheme" and forgotten.
There are just some games I have no interest in buying for $50 or even $20, but I may rent it for $5. While it is true that software can be copied easily and cheaply, its not like even a download is painless. If 15 people like me rented their game, its a good bet that the rental store ended up buying a copy of the game that would never have been sold at all.
There is already plenty of money to be made, they need to realize, however, that they only wrote the title once. There's no inherent right for them to make every copy ever generated of that software make money for them.
Authors of books have similar issues, but I've never heard them clamoring to make money off of every reader who checks their book out of a library or who lets their friend borrow it. They know that you make money on the initial amount of books sold and then you make more money when people see what a good writer you are and want your next book when it first comes out, instead of waiting for someone else to let them borrow it.
That explains why Mario 64, Mario Kart, Metroid Prime: Hunters and Pokemon Diamond/Pearl are always priced as if there are people lined up outside the door with pre-order tickets for them.
I picked up Diamond used for $6 less than retail though. Eat that Nintendo!
Yeah I hate Nintendo now, the DS is the last system I happily bought from them.
"When information is power, privacy is freedom" - Jah-Wren Ryel
Sure you do. That copy of the game came from somewhere. You want to sell games in boxes like physical goods, you should be ready to have them treated like physical goods. Toro doesn't make any money off the sale of a used lawn mower, either. That's not something that needs fixing.
Go tell Activision there's no PC market.
Sure, piracy is a problem, but you can pirate console games too (http://thepiratebay.org/browse/404). The barrier to entry is slightly higher, but still pretty low. The problem for Epic -- and Crytek, since both companies basically make the same game -- is that the post-apocalyptic-13-year-old-wankfest shooter has been done to death on the PC already, and that's all they know how to do.
Besides, why buy an Epic shooter when you can buy a Valve shooter? They're doing fine in the PC market, too. Of course, part of that might have to do with them actually making good games instead of just tech demos for their engine (all Unreal games basically). Kudos on making a game with an actual story for once, but "humanity's home planet gets attacked by hostile aliens and an unlikely hero must shoot his way through all of them" was more fun when it was called Quake, Duke Nukem 3D, Half-Life, or even Halo.
Not really. Brick and mortar game stores are painful places to go nowadays. No, I don't want to preorder title-that-isn't-coming-out-for-6-months. Everybody I know buys everything they can through Steam, and preorders their console games and everything else they can from Amazon. I don't think I even know where the nearest Gamestop is anymore. Even if I did, if I really wanted to pick up a game in person, Wal-Mart or Best Buy usually have much more stock of any games I actually want.
This guy seems to have a good grasp of the sales figures. I'm sure Gamestop does a brisk business of grandmas going to the "game store" to pick up a present, and I know the console market in general is a lot bigger than the PC market. Still, I can't imagine this guy actually plays videogames. I get the complete opposite impression when I read interviews with, say, Gabe Newell or Mike Morhaime.
Game... blouses.
> Either we can be WoW and monetize through recurring billing, which we get 96 cents out of every dollar
Is that actually true? and if so where did you find that number?
If they want to drive second hand shops out of business and still make money off their product, they should just sell it for $60 or whatever initially. Once that initial wave of people buy the game, drop it to $40. Once the people who like that price point start to dwindle, drop it to 20 or 15. Why buy some used crap when you can buy it new. As long as you are getting more back than production and distribution costs, it is still profit. More so than you would get from the used stores.
And if you are really evil, once you have driven all the used shops out of business, then jack up the prices again and don't lower them until it becomes a problem again.
Support a great indie game: http://www.abaddon360.com
They're trying to keep their games out of the used market to begin with. This guy basically wants people to pay twice just because they didn't buy like the company wanted them to and it's obvious no one is going to go for that. The whole concept is ridiculous. People buy used because they don't want to pay full price. Why the hell would they pay extra after the fact?
If they actually go through with this, what will happen is these DLC games will become blacklisted on the used market just like MMOs and DRM-crazy games like Spore are now. The renter market doesn't matter because no retailers rent out PC games.
I really don't see this working for consoles either. Renting still wouldn't matter because most renters don't beat the game. And those that do are also probably zealous enough to boycott a company for intentionally locking a game and then trying to charge extra to unlock it. Not to mention whatever fees Sony or M$ would charge to use their services would either cancel out the DLC profit or put the price so high no one would buy it anyway.
If they really wanted DLC to fly they'd study the Korean's business model more. It makes much more sense to give out a basic game free and charge small fees for extra content, rather than what they're considering here.
Why not just make games worth keeping?
We're talking EA here... that's not gonna happen.
I'm getting tired of absurdly short single player releases. If I go buy Final Fantasy 12 at its original release price of $50 for the PS2, I can spend an easy 100 hours in the game, and I never feel ripped off in the slightest. If I buy Dead Space for $60 and it takes 12 hours and Mirror's Edge for $60 and it takes 6 hours, what am I supposed to think? People wonder why piracy is so common. Use simple logic. Most movies are not worth $9 to see in a theater. Most movies are not worth $30 for a bluray disk. Most DVDs are not worth $20 to watch one time. Most CDs are not worth $15 or more to get the one hit single and an album of filler. You know what is worth the money, though? Buying used games, renting from Blockbuster or Netflix, and downloading the one good song from iTunes. Make a product worth buying, sell it for what it's worth, and people will buy it. Fail to do so, and the money will go to someone else.
The publishers are being paid for second-hand sales, because the existence of a second-hand market allows them to charge more for a new product than they could otherwise.
This makes absolutely no sense. The game companies make $0 off of resale of used. So if they implement this and the people who bought used games don't buy the game, they haven't lost anything. Implementing this could actually gain them sales, if they implement it correctly, which would require lowering the price of a new game. Michael Capps says of all the people who played Gears, only way less than half bought it. Let's make up some numbers here. Let's say Gears sold 1 million copies at $60 each for a total of $60 million. Now let's say that 3 million people played the game (1 million bought used and the other 1 million rented).
Now let's say they implement vital parts of the game as DLC and give out free codes to people who buy the game new and charge $20 to everyone else. Then let's say they lower the sale price to $40 since they expect more people to buy the game new. If more than 1.5 million people buy the game new, they have now made more money than they would have previously.
So by killing off the used game market, they could actually sell the game at a lower price and end up with a larger profit which would be a win/win scenario for both gamers and game companies.
So, how about if a publisher would announce that their DLC was free based on when you bought the game.
Let's use Gears of War and Map packs for an Example. Every month they come out with different Multiplayer Map and charge (say $5/$10 per pack), But Every Update (including maps) GOING FORWARD with your retail copy is Free.
If you bought it at launch all the updates (including maps) are free but if you buy it After the first map pack is available, then Every update (except that one) is free and so on.
Some people do exactly what you suggest. I personally have gone from talking excitedly about a game to literally saying "I guess I'm not getting that, then" in a matter of seconds after finding out that it would install invasive copyright software on my machine. Never played it - plenty of other things to do. A guaranteed sale that was permanently lost for the sole reason of overly-burdensome security measures.
How many people do that? How many times has that happened? I don't know. It does happen, though, which means that it's a very real question whether onerous security measures will help or hurt sales.
Could game producers be putting this tripe out in the public eye just to see the public's reaction? Surely with all the intellectual 'talent' here we are providing real world feedback.
If I had a penny for the number of people that played the shareware version of doom then bought the game, then played the mods, then bought doom 2, then played the mods, then bought the commemorative version, then... I'd have a ton of cash and still wouldn't peel off 60 bucks to buy a shitty game released by epic.
Having to work for a living is the root of all evil.
"Welcome to the New Economy, pal! Didn't you hear? You no longer have to actually provide anything in order to make money!"
I don't quite understand what it is with media publishers these days. They seem to think that there's something fundamentally different about media that carries digital data aside from the obvious departure from analog format, and that owning a disc that contains software is somehow different from owning a book that contains words. Aside from the book being more difficult to copy (but far from impossible, especially since it's possible for software to transcribe scanned print now) you would think that the same principles apply. Evidently they don't.
What modern publishers of music, movies, and software are doing today is cheating. They're acting outside of the conventional norms of trade by selling licenses instead of actual products. When you purchase a book, you own that physical copy of the book and the information contained in that specific copy. You don't own the book's contents as a whole work (that is, you can't claim rights to it equal to the author or publisher, such as the right to publish or the right to alter it and then call it your own) and you can't legally copy the book's contents and redistribute that information independent of the physical copy you own, but if you wanted to lend or resell the book, you're free to because that copy is yours. When you do that, you're also probably not making any money yourself. If anything chances are you're actually losing money since the resale price of a given item is usually less than retail. However, if you buy a license to view or use a piece of media, the rules change. Not only that, the rules are set by the publisher.
According to publishers today, you might as well not even really own the discs the data is stored on, the copy of the documentation that came with it, or the packaging it came in. What you're actually buying is permission, and as part of the package a copy of their data is given to you for you to use within the guidelines set by their license. Violate those guidelines or fail to meet their expectations and your permission to use their product is revoked. Media publishers working in digital media no longer sell copies. They don't sell actual products. They sell licenses for media content that you then host for yourself.
So what do basic EULA legalities have to do with this? They've spawned a dangerous line of thinking among publishers that's causing a whole lot of trouble, especially for savvy users like us who are concerned about this sort of thing and don't enjoy being ripped off. Publishers and developers are now keenly aware that they don't really sell anything. They retain owner-like rights over the copies of their data sold to customers even though the physical copies of that data are transferred into the customer's care. That means they can effectively do whatever they want, and if the customer doesn't like it, they can forfeit their right to use the product they purchased. That line of thinking leads to bad moves like this that are sure to make a lot of more rational customers think twice about their purchases - or rather, experience some powerful buyer's remorse.
When the publisher cheats the game, everybody loses. Operating under the assumption that rentals and resales are costing them a large fraction of potential first-sales, they want to find ways to skirt the first sale doctrine and make sure that everyone who plays pays the price. These ideas may also originate from the theory that anyone who has used the product will retain the data licensed to them and use it in a way that's not legal under their license, and that a rental or a resale counts as another installation. In the case of software especially that may be true, but there are other, better ways of dealing with that problem than harming the customer's first sale privileges, harming the value of the product, and forcing legitimate customers to pay more for the same product.
As much as I'd like to give them the benefit of
however, games that sell for $20 or less and have demos you can check out before you buy are STILL pirated. visit any warez forum, they happily trade all the small/indie/downloadable/casual games and cheer about how much they enjoy these games they aren't paying for.
I've gotcher 'Women In Gaming' RIGHT HERE!
Then you kill the hooker and take your money back. Then curb stomp her.
All of these publishers are searching for alternative pricing schemes lately, trying to turn a greater profit. But the thing is, no amount of clever slicing and dicing of your content will change the fact that good games sell, and shitty games tank. That's it. That's the facts.
It's just like weight loss. Calories in, calories out, bam, end of story, no way to avoid this.
Good game == Good sales.
Shitty game == shitty sales.
Not very difficult (except for the coming up with a good game part).
A 2nd hand game is old, has been out for a while obvious, its manual will have been read, the disc will have some wear and tear. Go look at 2nd hand games, they don't have the newness of the new boxes.
Games themselves age, this clearly proven by the game industry as they discount older titles. In fact 2nd hand games got a very odd market as they must be sold quickly before the discount game itself becomes cheaper then the 2nd hand game.
The wear and tear is there, NOT in degredation of the actual product but in the time delay between release and you getting to play a 2nd hand game. Same as for books.
No, sorry, your argument doesn't hold much water. It doesn't work for the book and music industry, so the question remains, why does the game industry feel it can change the rules.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.