Game Designer Makes Case For Used Games
We've recently had a couple of discussions about the plans of various game developers to fight used game sales — in particular, the idea of a free, one-time download that may be bonus content or may be a vital part of the game. Now, Soren Johnson, a game designer who has worked on Civilization 3, Civilization 4 and Spore, has written an article defending certain aspects of the used game market. Quoting:
"By opening up retail sales to a larger segment of the market, used game sales mean that more people are playing our games than would be in a world without them. Beyond the obvious advantages of bigger community sizes and word-of-mouth sales, a larger player base can benefit game developers who are ready to earn secondary income from their games. In-game ads are one source of this additional revenue, but the best scenario is downloadable content. A used copy of Rock Band may go through several owners, but each one of them may give Harmonix money for their own personal rights to 'Baba O'Riley' or 'I Fought the Law.'"
Personally I have never bought a computer game in my life (I've only ever copied, without paying the asked for fee, about 4 times). So this isn't coming from my experience. (I have had games bought for me, and I have downloaded and played freeware games.)
Anyway, why is the used market so good? For people who don't have any money, the used market allows them to get good games cheaply. (I've never had much money either for that matter, but the main reason I don't buy games now is that I don't run MS Windows.)
They get hooked on the game, on the company, on the designer, and then, when they have money (after (if) they get a job), they can go and buy the games for the full price.
Used games are advertising for the company. Take Civilisation, I would happily buy Civilisation Four (or whatever number it is up to now), because I really enjoyed Civilisation Two (I don't, because I don't run MS Windows, and I don't like Digital Restrictions Management). Or Sim City or Command and Conquer, or a number of similar games, I have an older game, and would like to play the newer game.
That's what the used market can do.
I wank in the shower.
Maybe the used game markey exists because a lot of older games are still fun, despite being old? Age has nothing to do with enjoyability -- just because it doesn't look like a nature park and cost three hundred dollars doesn't mean it can't do that.
"Bookstores ban used books to encourage new-book sales and interest"
"Toyota combats used car market to promote new 2009 line of vehicles"
"Microsoft restricts sale of XP to encourage Vista sales"
Well, okay, you can't win 'em all.
He's talking about getting benefits from more people having the base game and relates that to second hand market.
However, in that marketing structure, second hand market is worse than simply free distribution of the base game. The money for the extra copies isn't going to the creators and the distribution is much lower.
It's sad to see someone watching so intently at the future and yet not seeing it.
As gamers age, they begin to seek out copies of games they played as kids. I know I have and I promise I'm not alone.
If you want to make more money, fighting the used game market isn't the way to go. Release a system for $100, make the games $10, and then we'll talk.
Maybe paying $50-$100 for a single game tends to turn some people off.
Here's a case for used games: We don't hate your company for trying to railroad us into a new copy. These companies are pissed that Gamestop makes money doing something they don't. If they are so jealous of Gamestop, why not sell used copies from their own website? Instead of modifying their business strategy to meet market demand (or better yet, ignoring it altogether since the industry continues to grow in spite of used game sales being around since inception), they would rather try to alter the market itself by brute force. Nice.
They are welcome to do as they please, just as we are welcome to play other games. There's a chance it will work exactly like they want it to, I guess. Time will tell. One thing is for sure: It adds no value to the customer, and in fact *removes* value since they no longer have the option to sell or trade their own stuff.
I'd like to see a car company try something like this.
That's the question that comes to me ... I mean, they sell me a copy of the game, right? Since when do they have a legal right to prohibit me from reselling it? I can't think of another type of product where this can be done legally ...
---
"The chances of a demonic possession spreading are remote -- relax."
Are game developers developing a distinctly MAFIAA type whiff about them?
Quidquid latine dictum sit, altum sonatur.
Isn't one of the most obvious arguments, that being able to sell your games frees up money to spend on new games?
I know in the UK parents would make their kid sell games they are no longer playing in order pay for the latest must have game (The parents then pay for any shortfall).
I would say this whole anti-secondary sale issue is another example of the blind greed that is currently taring down the banks.
I also have a case for my used games. I made it in woodwork class in ninth grade. In the case I keep my "Monkey Island 2" and "Police Quest 3". I didn't need a fancy "Game Designer" title to be able to make the case, that's how good I am.
If I sell my games, I have money to buy more games!
I can't buy games with money I don't have.
----------------------------------- My Other Sig Is Hilarious -----------------------------------
I've been in the process of trying to open a game store in Portugal, after several contacts with major labels, i've decided that IO do not want to be a sony employee, the margins are to low, game selling legislation i Portugal is ridiculous, the used game market could be a way out of it , but sony kills the market with their platinum series, what you thought the platinum was there so you could play cheap ? no its there to kill the used game market.
As for the copy protection mechanisms I see on PCs, they are plainly ridiculous, boycot all games that are drmed .
Jorge
So the guy thinks that selling add-on content that is not tied to the game but the user of the game is a great way to make money? Nice bloke, that. Now, head to abandonia.com & gog.com and bask in their glory. North and South, Master of Orion and Syndicate for free? Fallout for $5? You will find it there.
Someone needs to kill these stupid fuckers like *right now*. I'm Serious.
Advertising ruins everything. I don't want to immerse myself in a game and have to put up with some bullshit about what drink is better, and that I need to buy this widget cuz the cool kids got it.
There is a cold war going on right now with advertisers and consumers and advertisers love using stupid bullshit arguments with ignorant judges like, "Not watching commercials is just like stealing content". That's why TIVO is going to cave soon under enormous pressure to thwart people from bypassing advertising and why the old company that made that DVR with the automatic commercial skip got sued into oblivion. They resurrected themselves as ReplayTV, but sans commercial skip.
We fight it everywhere in our lives right now. From blocking pop-ups, pixels, Ad Block Plus, the 30-second skip button on the DVR, etc.
How the fuck can you advertise a contemporary product for today's culture in a game like NeverWinter nights anyways? I would love to go down the local tavern to find my +5 Broadsword only to be faced with a "Do the Dew" logo on the front of it. Sheesh.
We all have to put our foot down now and REFUSE to participate in this else the games will be ruined. If you think I'm going overboard here, then present me a situation in which an advertisement actually adds real entertainment value?
Crash and die --- somewhere else....
Here's my case for used game sales.
By making it so I can't resell the entirety of my game by giving me a nontransferable license for a portion of the game's content, the publisher is stealing from me. Specifically, they're taking away the resale value of the goods I purchased from them by attempting to treat them as a privileged service instead. This emerging trend of nontransferable content licensing as rights management represents a profoundly backward view of commerce that attempts to justify undermining competition from resale companies by attacking the customer.
Everyone knows that this has nothing to do with eBay or old fashioned brick and mortar video stores. It has everything to do with Gamestop and the like. Publishers realize that when many gamers purchase a game they don't hold onto it long, and the major chain resellers can buy it back and put it on the market again for a profit, theoretically causing the publisher to lose sales.
Well, guess what? That's life. That's how virtually every good in the history of man has been treated. We buy something, we retain it while it has value to us, and we either dispose of it or give it away when we're done. It's not the resale company's fault that your products aren't valuable enough for the customer to want to keep them even though most major resale companies rip them off for a fraction of what the customer paid you for the game, and just because you brats think you're entitled to those sales doesn't mean you can take away one of my basic rights to product ownership. Maybe you should have capitalized on the booming resale market while you had the chance instead of complaining that Gamestop has its fork on your already overloaded plate.
This isn't just about maintaining robust game communities (which aren't profitable) or watering down Gamestop's bread and butter. This is my yard sale. This is eBay. This is my right to resale. Nontransferable content licensing as rights management is nothing but anti-competition against resellers and renters, and a scary and completely unnecessary trend that attacks consumer rights in order to cause the market to function in a way that unfairly favors the publisher. It should be considered criminal.
Maybe before people like Mike Capps and the bigwigs at Nintendo start considering making boneheaded moves like this, they should bone up on economics! Oh, what's that? Marketplace dynamics don't apply to software because it's not a tangible good? Baloney!
http://en.wikipedia.org/wiki/Market_saturation
Used Game Market Helps Keep Landfills From Filling Up With Plastic
I have a game I don't play anymore, what sounds better? "Trade it to a store for $10" or "Toss it into the garbage where it will break down in 1000 years"?
As a parent of three boys, I only buy used. I'm not fuc#en rich, and games are absurdly priced. I have other bills to take care of first, like mortgage, car, gas, food, etc. If they stop selling used older games, I'll stop buying. End of story.
Logic is the beginning of reason, not the end of it.
In the old days, many games had replayability because that was all they had space for. Early Atari, NES titles were almost universally replayable because they were designed that way.
These days, game companies seem to think that "replayability" is a buzzword, just like they think that padding "Hours of gameplay" with pointless and boring stuff (think the stupid "sail the world and haul shit up from the ocean for 100 hours" bit before you get to the end of Celda:The Wind Breaker, thank god nintendo finally learned their lesson for Twilight Princess). Or, they make a game that's short, and only kind of fun, but with a number of "unlockable" characters to play through each of which has more absurd unlock requirements tied to the previous (Viewtiful Joe, Devil May Cry, I'm looking at you).
After finishing these games once, I'm done. I see no reason to "replay" them, and so I sell them off and get new games. If they had been made to be more fun and less aggravating, that wouldn't be the case.
Here's a hint: if you feel the need to pad your "gameplay hours" or stick extra nonsense-characters in for "replayability", you're doing something wrong and need to fix your game instead.
In the future many games will be distributed electronically on a pay-to-play service model requiring a unique serial number, verified online, that is valid for a limited period of time. Even if you make a copy, it'll be worthless after the serial number expires.
There won't be such a thing as a "used game." Or indeed a game that you "buy" at all.
I piss off bigots.
It seems to me that there is a simple enough solution available here.
If the games companies want to profit from a second hand games market (that they simply will not be able to shut down) they could actually get involved.
It has already been commented here that we sell our used titles to places like Gamestop for maybe $5 - $10, only to see staff tag it for $30 - $40 in some cases before we even walk out of the store.
Let the games publishers establish a game trading site where they can facilitate exchanges between gamers that benefits everyone; the original owner can get more than $10, the new owner can pay less than $40 and the games company can charge a few dollars per transaction.
Getting $3 per transaction on what could be hundreds of thousands or millions of transactions per year adds up to a whole lot more money than $0 of the same transactions; that's how math works, I just checked with a calculator.
Hell, they could even host one 20 second add while the transaction was completing, giving them add revenue as well. We can all survive a 20 second commercial if it's saving us a bunch on our next game, right?
Car dealerships do more trade in 2nd hand cars, than new. However if they are a dealership, then the car manufacturers do make money on the transaction. I believe they all have some sort of 'Approved Used' 2nd hand product, and these funnel money back to the original creator. This is why it costs you a lot more to buy the same 2nd hand car at the dealership, than from the classifieds.
I believe this does make the second hand trade in games unique, and does put the publisher in a uniquely bad position in the world of retail.
There is a place in the world for second-hand stuff, and that place is eBay. Curse however much you like about our economy, but it is built on rampant consumerism. If other industries start finding their new product in direct competition with 2nd hand on the high street, then they will collapse. Games is currently uniquely strong, as the average age keeps getting older each year as Gen X ages.
Of course the best way to tackle the 'issue' of 2nd hand gaming is to bring the price down of new games. If there are more customers (there are), then there is more room to bring the price down. I'm not holding my breath.
I recently graduated college and got a job. Now that I have a source of income, I started to look at getting a current-gen game system. But after doing the math ($250-$400 console + $50-60 x number of games) I decided that since I still have my GameCube, and there were plenty of games for it that I would like to play and didn't already own, I would fall into the used games market. So I have been playing lots more games lately, but the game industry hasn't seen a dime from me. And you know what? Tony Hawk 4 is just as fun now as it was then, and it cost less than 6 bucks including shipping (just as one example). By the way, don't shop for used games at GameStop, you can get them brand new online for cheaper.
And if I buy 'Baba O'Riley' or 'I Fought the Law,' then give it to whoever I sell Rock Band to?
With physical property, it is clear that as a consumer, I have the right to do with that physical property as I see fit, including transferring ownership in full to another individual. For example, if I buy a book, I can give the book to someone, I can sell it to them, etc.
I have yet to hear a compelling argument for why the same should not be true of electronic content. Certainly, if I buy a game I should not be able to give or sell someone else a copy of that game while retaining a copy for my own use. However, there should be no restriction on me giving it or selling it to another person, including any additional content I've purchased.
Book authors derive no revenue from the secondary market. Musicians derive no revenue from the secondary market (though there are multiple primary markets, including radio play, licensing songs for use in movies, games, etc.) Why do game designers feel they have the inalienable right to derive revenue from the secondary market?
First off let me say that absolutely despise them for trying to stop the used game market. On the other hand, I understand how that does eat into profit. I won't pretend like we all wouldn't mind some extra cash, deserved or not. So what's the answer? They've made a few suggestions that I'll address.
1) In game advertising - doesn't really bother me at all. I could really care less if I'm driving down the street in GTA and I pass a billboard for CocaCola, whoopdi-do. If done in that way then it's non-invasive. Now if you paused the game every 12 minutes to show me a 30 second ad like television you better believe your game is getting burned / hacked / whatever.
2) Downloadable content - again, this can be done tastefully or as an insult to your customer. Almost all games currently sell additional content on the Xbox 360 Marketplace and I've gotta say that I love that. New maps for Halo every 6 months? Sweet. A new 30 minute mission for Mass Effect to tide me over til the next part of the trilogy comes out? Sweet. On the other hand, if you remove crucial elements of the game and make me pay additional for those, then your game is not going to be bought by me.
A suggestion that I'd throw out there is making Gamestop, etc pay royalties for used game sales. I do think it is a RIPOFF that Gamestop gives me $12 for a used game, turns around and sells it for $40, and all they had to do was put a sticker on it. I mean, their used game sell for $5 less than their new games, how absurd. Obviously I'm still gonna pay it cause it's less than the new game and there's no risk for me cause I can return it if it doesn't work, but still, what a ripoff. Make Gamestop pay a couple of bucks from their profit to the game studio.
I very rarely (almost never) buy used games in a game store, because honestly I just don't think they offer a very good price on them. It'll be like new copy: $60, used copy: $55. Or if it's an older game it might be new copy: $30, used copy $25.
Now from a practical standpoint I don't care at all whether it's a new or used copy. There hasn't been a significant difference in quality in my experience. Plus I own a smallish house, I really can't take more accumulation of "stuff" - so in many cases I don't even keep things like the DVD case or manual. But if the price difference is so minor, it becomes a matter of principle: I don't want to pay new game prices for used games. The previous owner of the game got something out of the deal, the game store gets something out of the deal, I want something out of the deal, too. Like a real non-trivial savings.
Bow-ties are cool.
Piracy is taking over ships at sea, it is not sharing. Sharing what you own or create with others is both ethical and productive. Those who oppose sharing do so strictly out of a sense of greed. The public domain is where works of mind are inspired and needs to be replenished by the fruits of our thoughts. If we let the incompetent chain our creativity to their wagon, we'll simply keep pulling their load for them. We need to stop seeing exploitation as business and realize market corruption and creative theft are the real crimes going on here. Games and games would be much better served by affordable and wide-spread community development rather than the current platforms owned by monopolistic control minded multinational corporations.
Please, stop supporting evil by buying it's products.
When I see an ad for a product inside a game it becomes a marketing.
This whole subject is stupid. Stick to entertaining and keep the marketing out. If you (game designer) don't want to follow the suggestions of your customers, I hope the next time you make it with your partner, they have the words, "Condom Depot.com" tatooed across their chest. Just so you know what it tastes like to have advertising mixed in with your entertainment. Chump.
My personal issue with used games is that they cost only $5, at most $10, less than a new copy and what I'm getting out of the deal is questionable. Most of the time the instruction manual is missing, sometimes the package in damaged, and in some cases the CD has seen too much wear. And yet the condition of the package seems to have no bearing whatsoever on the cost of the game.
My thinking is, if the game isn't worth the money new then it's not worth buying period. Maybe I'll reconsider when the game is going for $20, which is an even better deal than getting one used. I've seen quite a few cases where discounted games were going for the same price or cheaper than used.
I've always felt that what retailers ask for used games is a blatant money grab, especially since they know that too many gamers lack the patience to wait for prices to drop.
That said, I have no problem whatsoever with the used game market. I can buy and sell used cars, furniture and electronics, why can't I do the same with games?
Judging from how my little brothers manage their game collection (Wii, DS, PSP) I am pretty convinced that the ability to sell their old games (to a game store) is what allows them to buy the newer ones, usually first-hand.
Otherwise they wouldn't have nearly enough pocket money to buy them.
Restrictions on the second-hand market are silly. It will just push more people on Piratebay, since that other silly restriction pushed by the industry, DRM, has also failed spectacularly.
Hello! I'm a disaster waiting to happen!
If it weren't for the used game business, my aunt and uncle, both retired, probably wouldn't play video games.
As it is, they now have 3 PS2s (2 for home, 1 for when they head to Florida for the winter) and 1 Gamecube (which I gave to them when I purchased a Wii).
They buy a lot of used games. My cousins buy them new games for various holidays and birthdays, but whenever they buy games for themselves, it's always used.
GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
My guess is that eliminating used games sales would only benefit companies that are producing games that already make gads of cash. Used game sales are much less prominent in the PC market, and we have popular systems like steam that prevent their sale. In more casual markets, besides providing marketing for low-income folks, the used game market allows the fixed price of games to become a variable price for consumers of new games. Judging by the scads of used console games available at Gamestop and Ebay, there are many people who purchase a new game for 60 dollars expecting
to be able to turn it around for 35 or 40 dollars when they've finished with it (or if they don't like it). Effectively, they've reduced the price of a poor purchase or finished experience from 60 dollars to 20, and my guess is that this factors in to a lot of players' decisions to buy new games.
its really, really simple. I don't know why nobody's thought of this before, its so brilliant. if developers want people to be forced to buy the game from them, they should simply make games that people want to keep! Make better games, and you'll sell more original copies! WOW!
Would I have purchased fallout 3 at full price on the day of release had I not been able to download and play fallout 1 and 2?
In all honesty. no I wouldn't.
Fact is the, trade in used [games/anything] has never been shown to hurt any industry, there is no reasonable and pertinent argument in support of any such claim. At least not without seriously distorting the facts and figures to prove one's point.
It's disappointing that the games industry is anti-used sales. The music industry has been quietly shutting down used sales for a long time, doing the same thing using the piracy issue as a distraction also.
Used $ale != 1:1 Lost New $ale when you look at the industry holistically, and observing long term, it's rather the opposite.
The effect of used sales (which I contend is small if any in isolated cases) varies for some media more than others, for example: certainly not for literature, if we didn't have libraries, used books, borrowed and given, we wouldn't read books, wouldn't buy books. It's been well covered in other comments here, but a used game market is a good thing, if not an essiential thing. Especially where it gets people playing classic games that are no longer available new, it avoids a kind of event horizon that stuff disappears over.
Infact the inability to on sell, recycle or reuse something you buy actually puts people off making a purchase. I'll skip the obligatory car analogy here....
If you deny your consumers what there is a high demand for (and abuse their rights along the way) they will invariably take matters into their own hands. Some markets get it right some don't. I've long argued the obvious that the any industry reaches an equilibrium with it's co-dependant blackmarket, in this case the balance favours the piracy black economy depends on PC games sellable being produced, as does retail sales depending on the free promotion of the overall from piracy. Indeed piracy props up gaming hardware sales, and that hardware in turn creates sales and more piracy.
My concern about this kind of direction in economics is this kind of thing may slip through into legislation under the guise of recycling, which would go along the lines of: you have to hand your car back to the manufacturer when your done with it, for recycling purposes, it's too dangerous to the (now precious) environment and the (proven unstable) global economy to have it bouncing round the used market until it ends up rusting on a lawn somewhere. This puts total control back in the channels and shuts down any unauthorized trade. So suddenly there would be an immensely profitable black market...
After logging in slashdot still does not take you back to the page you were on. It's been that way for 20 years.
I expect more companies to make a steam (valve) type distribution for their games.
I'm fine with in game advertisements so long as it is done with taste. Swat 4 it was mostly signs or vending machines. I find that acceptable. Other games however are not as subtle.
As for used games my purchases (for consoles) tend to be the $20 or less selections. Older games that I would otherwise not own or play.
I have to say that the used game market probably helps the game studios, simple example, somebody once gave me a copy of Diablo, I had never played any Blizzard games before that and really did not intend to, not thinking their games sounding that interesting to me. After this guy gave me Diablo, and I actually played it, I ended up getting just about every other game that Blizzard makes! Which would not have happened had I not been given that first Diablo game. Although I did not pay for this game it did introduce me to a company's product line that resulted in me buying many more of their games.
These companies need to quit fighting off the free advertising and promotion they are getting from used games (and admitadly even some piracy) that only helps them. They need to start looking at the big picture.
If I CAN'T re-sell 110$ AUD games which I've purchased with my money, I won't be willing to continue to pay for them, so their market will go down overall.
Half the reason I got in to consoles was good re-sale value for games, plus the fact that unlike a PC game, I can buy a used copy of a console game and play online, due to lack of serial numbers etc.
Drop games to 40$ AUD a pop and sure I'll buy them without the ability to sell them but any higher and I expect more for my $
But what if you had to spend 50c a day to play? You'd never miss it, and it's a WAY better deal than the arcades.
I piss off bigots.
If you can't sell it, give it away, ect. Then you do not OWN it. They want to rent you a game for $60 a pop; not give you one to own. If you buy a house it's YOURS. It can be sold to anybody, any number of times. The builder doesn't get to charge the new owners a fee for using the damn driveway just, because they didn't make any money off the new sale. If they want to increase sales then they need to make games that are good enough that people do not want to get rid of them. So that new players HAVE to buy a new copy. Will that totally kill a used game market? No, but it will make it less available. btw - LOL @ not watching commercials is like stealing content.. 'Stealing digital content' is basically like Publix sending Wal-Mart a letter that they've stolen potential customers from them by being open, and so should send retribution. Cash please. k thanks Nothing material has been taken (so no money lost), but that was potential for them to make money from somebody that was not interested in buying their crap anyway.
http://analogjunkie.com