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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.'"

13 of 209 comments (clear)

  1. 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.

  2. 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 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.

  3. 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.

  4. 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."
  5. 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?

  6. 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.
  7. 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.

  8. 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.

  9. 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.

  10. 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 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.