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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.'"

37 of 209 comments (clear)

  1. Teenagers, poor people and used games. by apathy+maybe · · Score: 2, Interesting

    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.
    1. Re:Teenagers, poor people and used games. by asuzuki · · Score: 3, Insightful

      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.)

      Used games are not only good for people who don't have money, but also for the ones who buy a lot of games (usually on the release date), play through them, and then never touch them again. This is of course highly dependent on the game. Some games just lose their appeal once you've defeated the final stage (or whatever). It happens to me a lot, so I decided to sell them again, preferring a couple of bucks in my hand (to buy beer, for instance) instead of a gazillion of games gathering dust somewhere in a drawer.

    2. Re:Teenagers, poor people and used games. by Sobrique · · Score: 2, Insightful
      Quite a lot of the RPGs out there are good to play through a couple of times to 'get' the story, but don't have much replayability beyond that.

      Thus selling them on is the way to go I feel.

    3. Re:Teenagers, poor people and used games. by jbeaupre · · Score: 2, Insightful

      Since you know you can sell your old games, you don't mind paying a few bucks more with the knowledge you'll get some money back. Since you'll pay a few bucks more, the publisher can get a few extra bucks, indirectly, from the used game buyer.

      You know, this is sounding like market segmentation. Marketing companies pay millions to figure out how to sell the same product at different price points to different people, extracting the max cash each segment is willing to pay. And here the used game market is doing that for software publishers. Publishers would be silly to try to outright kill the used market.

      --
      The world is made by those who show up for the job.
    4. Re:Teenagers, poor people and used games. by Walpurgiss · · Score: 2, Interesting

      Problem with that though, is that while the used game market allows the game to be sold at a lower price point some guy is willing to pay, the game publisher gets only a 0% cut of that sale, having gotten their only cut from the new retail purchase.

      That is their problem with used game sales. If the publishers had their own channel to sell the games used, where they got the profit from the used sale, I'm sure they would be exploiting it directly.

  2. It's Absurd! by Anonymous Coward · · Score: 2, Insightful

    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.

    1. Re:It's Absurd! by wild_quinine · · Score: 2, Insightful

      By what methods are they trying to fight used sales? Whatever happened to the doctrine of first sale?

      It's not a product, it's a license. That is, until you need to take advantage of one of the legal benefits of being a licensee... then it's product.

    2. Re:It's Absurd! by Nursie · · Score: 4, Insightful

      It's definitely absurd, it's absurd that they don't feel absolutely disgusted with themselves for trying to fight people's right to re-sell content.

      And FUCK YOU with your downloadable content. If I've bought that then I should have the right to sell it alongside the game, no?

      Downloadable content and in box "bonuses" are a horrible way to squeeze customers ever more. The bonus should just be part of the game, not a one-time thing. And so should most downloadable content. A hell of a lot of it is just a trasnparent attempt to part people from even more cash to get the game they wanted.

      As for in-game advertising being a continuing source of revenue from the used game market.... so... angry... hard... to... speak... must... kill...

      It's my RIGHT to buy and sell used games. It's not your right to continue to make a profit for a single copy of a game, or a single license or whatever the hell it is after you've already sold it to me.

      Die in a fire.

    3. Re:It's Absurd! by Nursie · · Score: 3, Interesting

      "When did it become the gamestore's right to profit more than the developer?"

      Where does the gamestore come into this? I'm talking about my rights as an individual to resell what I have bought.

      "If used is virtually equal in value to new, and used is slightly cheaper - then many people will choose used"

      Absolutely they will, like people do with all sorts of other things in life.

      "The problem is that of the £50, probably most of that goes back to the game industry that creates these games.
      Of the £45, probably £10-15 goes to the game store, and £30 or so goes back to the consumer (and often a lot more unfair ratio than that) but £0 goes to the game industry."

      So fucking what? The games industry does not have a right to profit. I have a right to resell things I have paid for. End of story.
      If you want to talk about lacklustre video or GAME or anyone else gouging kids on the used market and making obscene markups then I'm with you all the way.

      "So the industry gets fucked"

      No, it doesn't. It gets to sell games, people buy them, sell them, rent them, whatever. Just like every other type of product out there. The industry makes massive profits and is supposed to overtake Hollywood in terms of revenue pretty soon. That's not "fucked".

      "the industry has to make up for it by making no-risk factory produced crap."

      That's what sells. You can't blame the second hand market for the industry producing endless repeats of lowest common denominator bullcrap. What, you think if they got a new sale for each of the used ones they'd roll over and say "We've made enough money this year, lets not put out FIFA 2025:Drunk Edition after all". LOL.

      No, they put out that crap because it's profitable. And they won't stop. And if they can squeeze more profit out by selling crippled games with "downloadable extras" or in-game advertising for perpetual revenue, they will, regardless of second hand sales.

      Repeat after me - the games industry's interest in profit does not trump my right to resell what I own. And that includes downloadable extras in my opinion.

      If you want to do poor wittle old EA a favour and not buy used or resell yours to protect their profits, then go ahead. I'll be sat over here in consumer rights corner.

    4. Re:It's Absurd! by wisty · · Score: 3, Insightful

      The game industry should definitely take a look at the music industry. The music industry pimps music videos, radio spots, live performances and other loss leaders, just to push more CDs. Does the game industry bother? I mean, they hardly release demos, because people might steal some fun, or something.

    5. Re:It's Absurd! by SlashBugs · · Score: 2, Insightful

      Show me where it's written on the side of the game box that I'm buying a non-transferrsble license, not a copy of the game.

      IANAL but I'd bet good money that I can't be held to the terms of a license that wasn't even mentioned to me until after I'd handed over my cash.

    6. Re:It's Absurd! by Just+Some+Guy · · Score: 2, Insightful

      "When did it become the car lot's right to profit more than the manufacturer?"

      "If used is virtually equal in value to new, and used is slightly cheaper - then many people will choose used - particularly if it is pushed strongly by the seller right alongside the new product"

      My car and my house are both second-hand. I don't feel the least bit of remorse for either's builders who failed to earn a penny on the second transaction. They made their profit on the first sale, so why should they continue to get money down the line?

      --
      Dewey, what part of this looks like authorities should be involved?
    7. Re:It's Absurd! by mrchaotica · · Score: 2, Insightful

      They can claim that (and idiots might believe them), but that doesn't make it true!

      --

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

    8. Re:It's Absurd! by mrchaotica · · Score: 2, Insightful

      but the aspect of how software sales fall into the category of first sale doctrine is still fuzzy

      No it's not! Software is exactly like every other form of artistic work sold in a fixed medium! Books are subject to the first sale doctrine. Music is subject to the first sale doctrine. Movies are subject to the first sale doctrine. Software is no different!

      --

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

    9. Re:It's Absurd! by Tronster · · Score: 2, Interesting

      I agree that once a game (or music, or video) leaves it's initial purchasing channel there should not be a required tax or fee that goes back to the originating party.

      I don't agree that extras companies invest in providing (e.g., downloadable content) should transfer as well. It seems a fair balance, and don't feel my "rights" are being violated. I have a choice:
            1. Buy new, pay retail, and get additional content
            2. Buy used, pay less, receive no frills.

      The companies aren't taking away my choice, and based on the quality of the downloadable content is how I choose to exercise it.

      Publishers and studios are doing what they can to monetize their games. The games industry as a whole is pretty chaotic. EA is the juggernaut (ranked #1 again this year by Game Developer Magazine) but even EA has had to sack groups of employees and various studios:
      e.g., http://www.gamasutra.com/php-bin/news_index.php?story=11289

      The smaller studios, owned by publishers or independent, are also not as sustainable as many people believe. For every game that makes it out of the gate and is considered a "hit" there are multiple studios who must sack employees or completely close their doors:
      http://www.gamasutra.com/php-bin/news_index.php?story=21113
      http://www.gamasutra.com/php-bin/news_index.php?story=20929
      http://www.gamasutra.com/php-bin/news_index.php?story=17661
      http://www.gamasutra.com/php-bin/news_index.php?story=15486
      http://www.gamasutra.com/php-bin/news_index.php?story=13759

      Making money by offering product value to those who buy a game new is devoid of encroaching on one's liberities. Without doing so more studios would fail.

    10. Re:It's Absurd! by vux984 · · Score: 2, Interesting

      The trick to Steam as near as I can tell is to simply purchase each game on its own account.

      With each game in its own account, you give away or sell a title you don't want. Simply hand over the account information for the account for that game.

      Plus if you get married or have kids you and your wife and/or kids can simultaneously play the different games that you own online. (With all your games on one steam account, only one person can play any of them online at a time.)

      What if any, are the advantages of having all your games on one account? You don't have to re-login when you switch from title to title? Anything else? Is it worth having all your games forever tied to one concurrent user for that small bit of convenience?

  3. Authors Make Case for Used Books by Rie+Beam · · Score: 4, Insightful

    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.

    1. Re:Authors Make Case for Used Books by EdIII · · Score: 2, Interesting

      Maybe paying $50-$100 for a single game tends to turn some people off.

      It's worse than that. Parents are under so much pressure from their kids to get them these games constantly. Either the parents finally cave and find a "friend of a friend" that can hook them with a modded XBOX preloaded with a 1TB HD full of games, or the kids themselves are forced to find out how to do it themselves and start torrenting the games directly. To parents that are already under enormous stresses these days, a quiet and happy (even if it is just distracted) child is worth quite a bit. It is no surprise they take the financial path of least resistance when found.

      You have a huge demand at unreasonable prices and whether or not is immoral and unethical you will see piracy rates climb though the roof.

      Then we get to your point about gamers buying the games they loved as kids later on in life. You ARE NOT ALONE. I did the exact same thing. Some of those games I purchased 10 years after I had pirated them before.

  4. Who cares about the customer? by J-1000 · · Score: 5, Interesting

    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.

    1. Re:Who cares about the customer? by wild_berry · · Score: 2, Insightful

      If they are so jealous of Gamestop, why not sell used copies from their own website?

      And offer a discount on upcoming titles, entry into beta testing rounds or early access to the full game. It's a business no-brainer but is hamstrung by the industry habit splitting production from distribution.

    2. Re:Who cares about the customer? by Prehensile+Interacti · · Score: 2, Insightful

      These companies are pissed that Gamestop makes money doing something they don't.

      Close. The publishing companies are pissed at how Gamestop prioritizes new vs. second hand games in the stores. More shelf space is devoted to second hand games, rather than new games. Additionally sales assistants are trained to offer up the second-hand version if the consumer takes a new version to the counter, as there is more mark-up for Gamestop on the second-hand title.

      I'm not going to comment on who is right or wrong here, but I am going to note that pusblishers do not like it. Once Gamestop / EB were their presence on the high street, now their exclusivity has gone, they feel their sales are being diluted. Both companies need business models that work for them, and this is what we are witnessing; the tuning of the parameters to maximize returns. The ones that work out will stay.

    3. Re:Who cares about the customer? by Anonymous Coward · · Score: 5, Informative

      OK, as an actual employee of Gamestop I feel like I've got to say something on this whole subject.

      I'm not the hugest fan of my company, and we do a LOT of stupid things. However, there's a reason for the high margins, and that's the customers.

      1, Those used games are warrantied for 30 days by default. If a customer buys a used copy of, say, Fallout 3, takes it home, and decides that shaking the 360 like an etch-a-sketch while the game's still running will make the graphics better, they can come back with their irreparably damaged game and give it to us for a replacement. And then rinse and repeat.
      2. Those used games are also warrantied for a full refund within 7 days. So, if someone can beat the game in under a week, they can simply return it without having paid a penny, making us a sort of rental station with a higher initial investment, but ultimately free. Also, if they manage to damage the game, we still have to completely refund within said 7 days. This goes for used consoles as well.
      3. We HAVE to buy your used games if they're in good enough condition and for a console we still sell. It's just that simple. This isn't e-bay, or a garage sale, or a swap meet, you're guaranteed a sale of every game you bring in. Hell, if it's a good enough or simply recent enough game, we'll take it back if the bottom's completely scratched. So we also pay for the shipping and repairs of consoles and games.

      Also, of course we dedicate more shelf space to used games. There are more used games! Believe it or not, EA doesn't keep producing copies of Madden 05, but we still have to take them in as trades. Almost every game stops production after a while, but there are still millions of copies in circulation. And with each subsequent release in a sports-based franchise, the previous iteration becomes instantly worthless to the customer and is thus sold to us, resulting in an ever-expanding spot in the racks occupied by the creatively titled (Sports Franchise) 03. Following that, few people buy those copies but rather wait for the new copies of the newest version to be traded in.

      Also, we actually offer a year warranty for our games. I don't know about you, but until I started working at Gamestop, I'd never heard of extended warranties for games. Given the average lifespan of the average used game in the hands of the average used game customer, those are fairly often returned. And should it be something like Electroplankton or Marvel vs Capcom 2, and we simply cannot secure another copy in the district, we pretty much have little recourse beyond a refund.

      Yeah, there's a large margin between sale price and buying price. It's a company, it has to make a profit. However, given the sheer volume of theft, incompetence, and simple loudness(it's amazing how often a customer will win not by being right, but by complaining to customer service until they get their way) from Gamestop's customers, there also has to be a buffer zone for all the things that will inevitably go wrong with sales.

    4. Re:Who cares about the customer? by Anonymous Coward · · Score: 2, Insightful

      If they are so jealous of Gamestop, why not sell used copies from their own website?

      Because they don't want anyone to sell used copies.

      Gaming is trying to move toward the model the RIAA has been working toward for a while now -- that they sell a disposable good. Electronic Arts would be just as happy if you broke the disc in half and threw it it the gutter as you were leaving Gamestop. They have your money and the transaction is done. If you want more entertainment, buy another new game.

      Think about it this way: the "old paradigm" was books. You bought a book, it was yours. Lend it out, give it away, borrow one from the library -- the publisher didn't really care because more people reading means more books sold, one way or another.

      The new paradigm is an amusement park. You can go and have fun, but once you leave, all you have is memories. You can tell someone else about how fun it was, but they'll have to pay for their own ticket to experience it themselves. You can't re-sell your old ticket to get in the park, and you can't go back in yourself with it. You have to pay all over again. That's what the entertainment industry wants because they decided it's just easier to get your money and be done with it.

  5. What right do they have to prohibit this? by YeeHaW_Jelte · · Score: 3, Insightful

    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."
  6. Re:Liquidity by wild_quinine · · Score: 4, Insightful

    I would say this whole anti-secondary sale issue is another example of the blind greed that is currently taring down the banks.

    The gaming industry is starting to eat itself.

    It's something else to watch these gigantic corporate entities try to turn sharing, borrowing, and reselling into the next big evil. You'd think they'd stand no chance of getting the popular vote on this, but everywhere now you start to see ordinary regular people asking the question: What can be done about the second hand market?

    The more pertinent question is: What the fuck? followed by You are kidding, right?

    No other industry enjoys this priviledge. Not even the RIAA is seriously trying to argue that you can't sell a used CD, and they've argued that ripping to MP3s is stealing, and that you need to buy a new copy every time you listen on a new device.

    The part I find the most ignorant and self-serving is the part where people talk about the damage it is doing to the industry. The industry is not an end in itself. It adapts to market pressures, or it doesn't. As an ordinary, rational consumer there's nothing that I need or want to do for the industry. They produce games at affordable prices, and just suck up the fact that I am not going to buy all of them as first sales, or they don't.

    Something everybody seems to forget in the talk about the evil of second hand sales, is that every one of them, no matter how dilute from reselling, must have been a first sale at some point.

    And for crying out loud - what happened to just being thrilled that someone wanted to play your shitty game at all?

  7. Ads? by EdIII · · Score: 3, Insightful

    In-game ads are one source of this additional revenue

    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?

    1. Re:Ads? by meringuoid · · Score: 4, Interesting
      How the fuck can you advertise a contemporary product for today's culture in a game like NeverWinter nights anyways?

      On the loading screens. As for which products, know your target market. Source books, dice, miniatures, XXXL T-shirts, pizza delivery, and fizzy drinks. And expansion modules for the game itself, of course.

      --
      Real Daleks don't climb stairs - they level the building.
  8. Cheating the Game by Anonymous Coward · · Score: 2, Insightful

    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

  9. How About Something Stupidly Obvoius? by AnswerIs42 · · Score: 2, Interesting

    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"?

  10. I only buy used... by bbroerman · · Score: 2, Insightful

    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.
  11. Non-replayability is amazing by Moryath · · Score: 3, Insightful

    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.

    1. Re:Non-replayability is amazing by Skreems · · Score: 2, Insightful

      My question is, would you be as likely to buy a game such as that if you knew it would be difficult to resell? I'm guessing that there's a decent portion of the customer base for "new games" whose habit is financed through reselling their old titles.

      --
      Slashdot needs a "-1, Wrong" moderation option.
      The Urban Hippie
    2. Re:Non-replayability is amazing by Moryath · · Score: 2, Insightful

      Those were just the three examples that came to mind most readily, but there are plenty of others industry-wide.

      Squaresoft and Nintendo alike are both big on "padding the gameplay hours" with meaningless/annoying crap. Activision's put out their fair share of "unlock, unlock, unlock" titles.

      It's an odd industry. We are burdened at once with the following problems:

      - Shovelware (crap games or, worse, crap games based on movie/tv licenses).
      - Endless reiterations of sports titles (Madden 2015, just an updated roster and now you can see the fibers in the shoelace, but the gameplay is still ass)
      - Endless games that run a formerly great series into the ground.
      - "Padded" games, where the gameplay is mostly solid but they skimped on making the world interesting/entertaining, and just put a bunch of "run from point A to point B, on foot" quests or "hey Link, go collect the 8 Pieces of Crap" quests into the game without much imagination.
      - "Fake Replayability" games featuring 18 zillion characters to unlock just to play the same levels over and over and over and over and over and over again.
      - The ultimate metagame, "how do I get around the DRM this time... and when will someone manage to patch the latest "update" version so that we can play in decent framerate without the drm infestation."

      And of course, you can't trust any of the "reviews" anymore, because the companies simply cut off their access if they ever write an honest review of any of these titles, and all the honest reviewers were fired long ago.

    3. Re:Non-replayability is amazing by LordVader717 · · Score: 3, Insightful

      The old games weren't any more replayable as new games, it's just that gamers attitudes and preferences have evolved with time.
      Gamers today would find it hard to understand how you could pay 60 dollars for Nintendo Tennis on the NES, and wouldn't be able to entertain themselves with it for longer than 5 minutes, never mind 20+ hours.
      By giving the games unlockables and slowly advancing to a climax, the games become more interesting.
      Gamers would be pretty angry if the developers were to go back to only making sports games, racing games, and short-lived games of skill.

  12. Game Industry's Worst Nightmare by Beyond+Opinion · · Score: 2, Insightful

    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.

  13. Electronic is special? by Galen+Wolffit · · Score: 2, Insightful

    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?

  14. Bringing in new people by VGPowerlord · · Score: 2, Interesting

    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