Anger With Game Content Lock Spurs Reaction From Studio Head Curt Shilling
MojoKid writes "Studios and publishers are fighting back hard against the used game market, with the upcoming title Kingdoms of Amular the latest to declare it will use a content lock. In this case, KoA ups the ante by locking out part of the game that's normally available in single-player mode. Gamers exploded, with many angry that game content that had shipped on the physical disc was locked away and missing, as well as being angry at the fact that content was withheld from used game players. One forum thread asking if the studio fought back against allowing EA to lock the content went on for 49 pages before Curt Shilling, the head of 38 Studios, took to the forums himself. His commentary on the situation is blunt and to the point. 'This is not 38 trying to take more of your money, or EA in this case, this is us rewarding people for helping us! If you disagree due to methodology, ok, but that is our intent... companies are still trying to figure out how to receive dollars spent on games they make, when they are bought. Is that wrong? if so please tell me how.'"
From what Curt Shilling has said, the content is not on the game disc and was intended to be released as (day-one) DLC, but instead, those who buy the game get it for free. I really don't see the problem, myself.
I had a sig once. It was lost in the great storm of '09.
Is that wrong? if so please tell me how
There's nothing wrong with wanting to make a profit. There's everything wrong about withholding product and lying about it.
Twitter supports and protects racists - by smearing their critics with the "Hate Speech" label.
First sale doctrine. QED.
They are preventing someone from having anything of value to sell after they are done with it. Perhaps if the game didn't cost so much in the first place it would have less value used and more would buy it new - what a concept. I don't buy too many games these days but I play many older ones and some online games. It's stunts like this that would prevent me from buying this game new OR used. $50 and $60 dollars per game is crazy and has greatly curtailed my desire to buy. Between crappy DRM that makes my life hell and is now starting to limit even hardware changes to publishers pulling crap like this to ensure I cannot resell any game I buy I simply have no stomach to purchase their crap. Let them go bankrupt and someone who values their customers more take their place so far as I'm concerned....
Build it, Drive it, Improve it! Hybridz.org
companies are still trying to figure out how to receive dollars spent on games they make, when they are bought. Is that wrong? if so please tell me how.
In my case they need to figure out a better way to receive my dollars. There's absolutely nothing wrong with what they are doing. It simply means that I will refuse to support their business by purchasing their products. If enough people feel the same way, then they will either find a way to stop treating people like shit and make money or go out of business.
Make games I don't want to sell 2 weeks after I buy them?
I still got my original copies of Chrono Cross & Star Ocean 2 from launch day. Just sayin'...
Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
... this is us rewarding people for helping us!
Where did this jackass study economics? This ain't the way it works: I give you money, you give me something of equal value in return, period. His former dean and professors should fail him retroactively.
What a spin doctor.
Game with resale value > Game without resale value. If you make a game that's as good as another game, and I can sell that other game for more, I am more likely to buy that if I have any interest in possibly selling or even giving away that other game.
By blocking content to secondary users, you have lowered the value of your game. If you don't lower the price in a corresponding fashion, you will have fewer sales.
So I buy a used ford and I no longer get to use the radio without paying an activation fee? Same concept, a stupid, naive, greedy one. I have only bought a few games at gamestop as I know their markup practices, but I don't disagree with a used game market. I use Steam almost exclusively as I can get most games at incredible savings, then I don't feel the need to sell them to recoup on a crappy game. If game makers are so concerned about this, maybe they should actually make games worth playing for any length of time. Like Skyrim. Then this wouldn't be an issue to the degree it seems to be to the publishers. People play their copy longer, won't put it on the used market for a while, probably sometime after the initial profitable margin of the games release, then used games are available for those that can't afford the ridiculous price of todays games. Seems pretty simple to me.
"We're not trying to take more of your money, we're rewarding you! By generously allowing you to access content that you've already bought from us and that already belongs to you. But we don't allow you to resell that content that you bought, even though you're legally entitled to. We don't want to reward you as much as that."
"I'm too busy to research this and form an educated opinion, but I do have time to tell everyone my uninformed opinion."
[rant]Game companies are already forking us over on DLC. When you buy a game, figure on 2x the list price in order to get a *complete* game.[/rant]
I never buy new games anymore. I wait until you can buy the game, all the expansions, and all the DLC on Steam for $20 before I buy it.
Sheesh, evil *and* a jerk. -- Jade
How clueless can you get. This guy clearly didn't bother to read any of the comments or he wouldn't have made such an ignorant statement that completely ignores his customers. How's that shoe leather tasting, Mr Shilling?
make imaginary.friends COUNT=100 VISIBLE=false
Game companies, like more and more content and service providers, seem to be contesting the concept of ownership. They want to charge just as much (or more) for their products as they've done in the past but with fewer associated rights. Or they want you to pay perpetual subscription and licensing fees. Secondary markets for games (and books, music, clothes, cars, etc.) aren't some new phenomenon created by interweb hackers and sexting teenagers. Its been a fact of life for commerce for quite a long time. Why suddenly begin treating it like a threat to your business now?
I've bought more legitimate games for my PS3 than any other system. Want to know the secret? I pay $25.00-$50 per game. They ship from the UK, from OZGameShop.com There's no DRM, there's no bullshit. I put them in my PS3, they install, and they play. I don't have to be online to use them. I own 26 Playstation 3 games, I even preordered 2 of them and paid full price $70-100. That's more than every other console I own combined. If you try to force me to pay $60-120/game. I will stop buying games again. You will have priced me out of the market. I will prefer to spend my $500 on PC hardware, and crack your software. Because I can't justify YOUR prices. There's a point where buying a game is a good honest deal and I will buy many games. But then there's the point where you're ripping me off blind, and I will stop buying your products. It's your choice really. I pay well above average for the humble bundles as well. My first payment was $35 because I saw the value of what they wanted to sell. I wouldn't own any PS3 games or even a PS3 if I couldn't get the games I want for $25 each. You wouldn't have 29 sales of games, hardware, and controllers without that available. That's about $1200 Sony and it's publishers would be missing. Don't screw over gamers, and we won't screw you over. Stop acting like entitled children. You don't own our money and we don't owe you anything.
As with music and everything else, the big USED product market didn't prevent various massive industries from being born... which are now using their power to warp reality and politics.
Infinite stock price growth is what fuels this war with their customers. Share holders are all that matters today nobody thinks of customers. The past is not enough, they must wring every cent from you in every way conceivable or the board picks a new CEO. Many newspapers that died were still profitable but not as high as desired (or they were just less profitable but still profitable) so they were gutted and the owners made away on the entrails.
Democracy Now! - uncensored, anti-establishment news
Curt
I can see that you might struggle to understand why you shouldn't get a cut every time something you once produced is re-sold. After all, when you buy a used book you send some money to the original publisher right?. And every time you sell your used car, you are happy to make sure a percentage makes its way to the original manufacturer don't you?.
Just think, that beautiful antique Ming vase you brought, the original effort and creativity that went into the painting. It's unique, some Chinese artisan spent months, or even years, of their life making it. They would never do that if they didn't know that hundreds of years later when you bought it at an auction in New York, they were not going to get a cut of that.
Yes, I see your problem. Your problem is that an item's value consists of it's useful value (the value of actually using it), plus the residual value. The residual value is the amount the owner can get by selling the item once they have no further use for it. You are attempting to reduce the residual value artificially. Your problem is that reduces the actual value of the game over all. So guess what? people won't pay you as much for it.
Your other problem is that you really don't understand the above.
It seems developers can't win with day-1 DLC. If they release it normally, it's content that should've been released on the disc (even if it was gold or content locked before the DLC was finished). In this case, they're including a one-time-use code to get the DLC for free; isn't that better than asking ALL players to buy the DLC?
I don't see how this is worse than the other "project 10-dollar" schemes of having players of used games pay for a DLC that unlocks multiplayer or something, especially if the content isn't already on the disc (as the game developers claim).
Perhaps if they provided an online code generator that anyone could use to redeem for a free copy of the DLC, that'd suffice? It's worth noting that the PC version comes with this DLC already included, no code required, although there isn't much market for used PC games.
Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
They are doing their best in a very tough industry.
It's very easy to work really hard, put your heart into a project, and then have it die with NOTHING to show for it.
Even the guy flipping burgers knows he's going to get paid even though not very much. These game devs will sometimes work on projects for years spending profits from old projects or savings on the hope that the new project will be worth the effort.
Great game studios go out of business all the time for lack of sales, poor marketing, or just bad luck.
I'm not commenting on this specific technology they're trying here... I'm just saying... give them a break. They're trying really hard to stay in a business they love and we the gamers enjoy.
One thing which I wish the game companies would try more of is serialized game development. There have been some experiments with this but I really feel this is the solution to a lot of problems. Rather then making the game all in one shot, focus on sorting out the engine, netcode, etc out and then release the game in little packets good for an hour or so of gameplay.
Then the investment isn't as large. If people aren't buying the game then stop development after a couple episodes rather then completing a full season which should be roughly equivalent to a large full release game.
Further, if the game is a success and sales are good you can just keep releasing episodes ultimately making a much larger game then you'd otherwise release. And the game dev gets rewarded for making larger games.
Right now in the current game market you can charge maybe 50-60 dollars for a AAA game title. If you release a game that is twice as big as most games on the market you can't charge 120 dollars even if its' well worth it. Gamers just won't pay it.
However, if you packaged the game into episodes then you could charge 2-5 dollars per episode, release a new episode every month or so, and then keep making them for as long as people bought them.
That gives you all the long lasting profits of an MMO with all the great single player goodness we've been missing from MMO titles.
My only experience with this model so far has been the games from TellTale Games. I preordered the whole Monkey's Island series and was very happy with the process. I think I paid 40 dollars or something for the whole series and they released a new title every two months over the course of a year. I can't speak for everyone but I was very happy with the arrangement and if anything would have been very happy to buy a second season.
In any case... that's my suggestion. Break the games up into bits small enough that you can afford to fail and expandable enough that if you have a hit you can milk it for all it's worth. That's why some TV shows only have two episodes and others go on for 10 years. If it's a flop you're out the cost of a pilot. If people like it you can just keep making them until people get tired of them or you decide to retire you private island.
I've decided to stop wasting my time responding to AC trolls/sockpuppets... so if you want a response from me... login.
Under the old model I could buy the game for $59 and sell it for $19. Net cost is $40. Also, I could share the game on all the consoles or PC's in my household (Family plan). Now the game is $59 and the family plan is over $118 or higher. Now add the inconvenience of the DRM and the effective playability (i.e. value has been decreased). Take all this together and ask: Is this game still worth buying? Some people will still buy at this "higher price" some won't. If they made the right choice they will have higher profits, if the didn't the result will be lower profits. Getting all upset because they "screwed up" the product is like getting all pissed off because the new Ford Mustang only has a 100HP engine and they are charging the same price for it. You probably won't like it, won't buy it, and Ford will have lower earnings.
Car companies should limit features in their cars when sold as used. Say GM can disable the GPS or in-dash entertainment when their car is on-sold to someone else and then offers an upgrade to the new owner, all because the new owner isn't rewarding the thousands of engineers and designers who put so much work into that car.
No, bullshit and that reasoning would not be accepted by consumers in any other industry. So why do publishers constantly treat their customers like a piece of shit and why does the average consumer accept it?
I see their point however the methods are still misplaced. If I buy a used car, It's not like I can't use Gears 4 and up.
Maybe you can't if you don't renew your OnStar service. Did you read your contract?
Curt Schilling, the CEO, is an ex-Major League Baseball pitcher who is likely headed for the Hall of Fame (he lead three different teams to 4 World Series). He turned his video game hobby, marketable name and tens of millions in the bank into a post-baseball career as game studio head. In parallel, he has flirted with the idea of entering politics as a conservative Tea Party-type candidate, and wrote occasional political as well as baseball commentary on his 38 pitches blog.
To nobody's surprise, 38 Studios (38 was Schilling's uniform number with the Red Sox) soon fell well behind schedule on their AAA game, and was hemorrhaging cash. They tried to get Massachusetts (their original home base) to guarantee a loan, but Mass said no. However, a business development board for Rhode Island (a notoriously poorly run state with a longtime corruption problem) agreed to co-sign a $75 million (!) loan, on the conditions that 1) 38 Studios relocate to RI; 2) RI gets a substantial equity stake in the company; and 3) 38 Studios agrees to meet an aggressive schedule of hiring hundreds of RI citizens to good-paying staff positions. The board is hoping that Schilling's company will help spark the emergence of a tech industry in RI. That's a big reason why they have so many employees, and why they have little or no wiggle room in cutting consumers a break. They need the revenues, now!
You may have noticed that they missed the 2011 Christmas season (as well as 2010, etc). Lots of Democrats pointed out that by accepting the government-guaranteed loan, Schilling violated all the "small government, free market" principles he'd been espousing in his blog. I've noticed that since the move, Schilling hasn't blogged about politics, and was amusingly silent when Boston Bruins goaltender Tim Thomas refused to join his teammates for the Stanley Cup victory dinner at Obama's White House (just the kind of news item Schilling used to delight in blogging about).
Good luck, Curt.
It all depends on how much you're paying for the game and how important the DLC is. Also, day 1 DLC just really really sounds like something they stripped out of the game to resell separately to make an extra buck.
The problem with most blockbuster video games these days is that they're overproduced and then overpriced as a result. You don't have to spend hundreds of millions, or tens of millions, or even millions of dollars to create a game that will generate revenues of those same amounts. But they do it any way, thus putting themselves in a position where they have to sell millions of copies at $60-100 just to break even. Then they try to make it sound like it's the fault of gamers when they go bankrupt.
There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
This isn't about games being picked out of bargain bin for $5 two or three years after release.
It's about the practice of game stores selling new $60 games, then a couple weeks later buying them back for $8 (or more typically store credit) and re-selling them for $55. It's a practice that sees almost as much money leave consumer pockets but half as much reach the people who actually made the games and is very wide spread. The stores deliberately under-stock new games in order to push people towards the used copies. It's typical to go in a week after release and be told they don't have any new copies, but there are a half dozen used for a couple dollars off.
It's a practice that's bad for the developers, the publishers and fairly bad for the consumers as a whole. Basically bad for everyone but the pawn shops in the middle. It siphons enormous amounts of money out of the industry and is one of the reasons that basically every studio smaller than EA or Ubisoft is forced to sell out or close, regardless of how well liked their games are.
Yes, measures taken to combat this have some nasty collateral damage. No such thing as perfect system in real life.
At a time when all of the content producers are crying foul about piracy, they are plundering the pocketbooks of their customers! They want to have their cake and eat it too, eliminate piracy and prevent their customers from seeking value from a disused game.
The used game market allows people who are bored with a game to see value and allow people who want to sample a game they aren't familiar with. This completely ignores the people who are took friggin' poor to pay $60 for a first release title and instead pickup 3 games for the price of 2 at a GameStop sale -- not to mention that the 3rd game they got for 'free' was a turd!
What a great way to encourage repeat customers or to gain a first person sale, knife them in the back!
EA had it right with the "Veteran" guns in Battlefield, but wrong when they required a VIP code to get 6 of the 10 maps (or whatever)! Like I want to pay $18 for a demo of a game and get nickled and dimed to death for the full game!
If they want to sustain this business model, then everyone has to be on a level playing field. The game disc is $5 and is a boostrap playable demo, then you pay $15 to get the full game. Give the disc to another, they pay $15 to get the full game. You can't have your cake and eat it too!
Because it diminishes the value of the product to the original buyer. I don't buy many secondhand games and never sell them back, so I'll use an example for something I would buy: a decent mac laptop. They're not exactly cheap compared to the Wintel ones, but they have great resale value. I may not want to spend $1k on a laptop, but if I can buy it use it for a year and sell it for $800+, I'm no longer asking myself "Do you want to spend $1k?" It's become "Do you want to spend $200 to have this for a year?" The fact that I can sell the thing easily makes me a willing primary buyer.
ObCarAnalogy: It's as if when you buy the car, you can never sell it. You can blow it up, you can park it in your garage, you can cut the top off and plant plants in it, but you can never sell it. Suddenly cars have become very, very expensive for people who only keep them for a year or two. Those people will start buying fewer cars.
Instead of bitching about how the makers of the game are screwing the user over, why not opt to NOT BUY ANYTHING FROM SAID COMPANY AT ALL . The only way they'll listen is if they either lose money, or barely break even instead of making a profit. It's that goddamn simple. Crying to them about "fairness" accomplishes nothing. Hitting them with lack of funds to develop the game says a lot more.
Everything looks shitty compared to having the same thing for free.
When Argumentum ad Hominem falls short, try Argumentum ad Matrem
Curt Shilling I think you have a poor business model or your being greedy If you need to be paid every time your product changes hands. Yes I know Bill Gates used to have fits because it felt that people were stealing his basic code but that was then now is now. Dare I say it but when you sell your product its is out their in the market place and I have the physical product that I have paid money for why cant I trade it in so I can get another game? The only reason there is such a large used games market is that the games are too expensive and the only way I can get new games is to trade the old ones in.
This effects gamers trying to sell their old games to other gamers - not sure why that part was left out of the storyline.
Too damn bad. If a used car dealer buys three month old Honda's for cheap and resells them for 95% of the original asking price, it's really none of Honda's business.
When a company sells you a game, there has to be some sort of means of guaranteeing that you can continue to play it in the future. I buy PC games because of two main reasons. PCs never become obsolete, you can always get a new an better PC. It's not like a console where you find yourself screwed into buying a new obsolete console when your old one dies to play old games. I recently played Falcon 2.0 from Spectrum Holobyte for a retro feel... I admit, I didn't have a 5.25" floppy drive anymore, but I did have the 5.25" diskette itself. So I downloaded a pirated copy of the game to play it. But I could play it after all this time. So my second reason is, I want to know, even if the company who makes the game goes out of business, I can still play it.
So, this type of DRM is a great reason not to buy the game since I won't be able to play it later. It has a limited life span.
I buy games. After awhile they get boring, so I sell them. They have more value to someone else at that point than they do to me.
I don't care if I'm selling media and CD-key or an online DRM'ed license; I should always be able to sell my license to someone else, without interference from the game publisher. I bought the right to play the game; why shouldn't I be able to sell it when I no longer want it? It's not like the publisher suddenly has the burden of supporting a user that they didn't before.
If the publisher can't compete with used copies, their product is overpriced.
Dear Curt Shilling,
Nothing wrong with companies trying to make money.
I'd just rather you compete for my money by making the best product at the best price, rather than focusing your resources on making the best scheme to extract money from people who have already paid for the product.
Kind regards,
One Potential Customer
Please correct me if I got my facts wrong.
Actually, it's not clear what the law regarding resale of software. There's caselaw that supports both arguments: one that digital content is licensed, and one that digital content is purchased. You would think it's obvious that you can resell anything you've purchased, but it's not that simple.
Look, my family actually farms amongst other things and so I know of what I speak here.
You don't know what you're talking about and I really don't have the patience to give you an education in... everything.
No offense... if you want to have a different opinion... whatever. That isn't how the world works and I have first hand experience with things you were probably fed and don't properly understand. I find that I'm explaining these things people three times a day... it's just too much.
I'm sorry.
Have a good life and try to be a bit more humble in your positions until you actually know what you're talking about. Truly... best of luck.
I've decided to stop wasting my time responding to AC trolls/sockpuppets... so if you want a response from me... login.
Actually, that's not entirely true. Pirating games looks shitty compared to Steam in my opinion.
* No need to find new crack every time the game updates (or even check for new version.. it auto-updates)
* In-game chat system, with one-click multiplayer join function (for those games that support it)
* Savegames are stored on Steam's servers and synced between machines (for those games that support it)
* Consistent screenshot / gallery system across games, with upload support to Steam servers.
* Game statistics and achievements, displayed online on your profile.
* Direct access to high-speed download of games, no virus risk, minimal game install process.
* No need to search around, try different downloads, find one that downloads fast, then find out if it has virus, then find out if it works... Just click-click-click-click-click, and it downloads, full speed.
Yes.. Steam can fail (server down, can not start single player game), and it's offline modus can really do with some improvement (you have to be online to play offline? What?), but overall it does give some value over pirating games.
It's The Golden Rule: "He who has the gold makes the rules."
See, that's not true, Steam is a perfect example of why it isn't.
Valve has managed to create a DRM system that actually adds value to the game for the majority of users. Every single Valve game is just as easy to pirate as games from other publishers, yet they lose very little sales to piracy. Why do you think that is? It is because Valve makes buying from steam more attractive than piracy.
RUGBYRUGBYRUGBY
Dear Curt,
There is not a damn thing wrong with making money. There is something wrong with the way you intend to make it though.
I know coding is long hard work and bringing a game to fruition must be like having a cow.
However, you may've noticed that I.P. is a hot topic nowadays. Turns out that sitting on ideas and intangibles for years and years is an unworkable bad thing that threatens worldwide prosperity and innovation. That brings us to you.
See if I sold you a car, and you used it till you decided to sell it and upon selling the buyer discovered that the car wouldn't go into 5th gear or reverse, you'd have the damn thing back in your driveway unable to sell. The world is full of enough plastic crap that doesn't work and further when I buy something to take home, it is mine Mine MINE to do with as I please. If you license (rent) something to me, I know it isn't mine and I will return it in close the the same shape I got it in and pay the diff on repairs. This is the way the world works, sell it to me, it's mine so you just forget about what I do with it, rent it to me, then you have a say. There is NOTHING IN BETWEEN! Just because someone decides to have an ass backward business model that says" you buy it, we own it", doesn't mean the world will EVER have any intention of honoring it. It goes against hundreds of thousands of years of human evolution and development.
So you and the RIAA, MPAA, Apple, AT&T, the U.S. Senate and Congress and all the other silly corporations who think they can have riches in exchange for a handful of dust can just get with the program or eat feces. We're not gonna take it.
So you see, Curt, if you wanted to make a bunch of money you would work an MLM real hard. If you want to have a good time and do something rewarding
keep making games. If you want to be successful at it, remember when my money hits the counter, I OWN IT. If you want more for it, charge for it, but it's mine now and if I sell it, well you already got your money and I'm making some back, fuck off. Same goes for music, movies, software,computers,phones,cars and dog chow. If you don't like the business model, go somewhere else and do something else, reality doesn't change everytime someone has an idea. Some ideas are just bad, I bet you got some experience to resonate with that statement. Everyone does.
Just relax and take a reality pill. Sell games. Expect they are gonna get resold. Well... What have you done for us today? Got a new game, sell it, make money, repeat. Forget the old game. That was yesterday. Not enough money? Sorry man, you gotta choose between something you like and something that pays. Just because you think you need more money, doesn't entitle you to it. It's a hard lesson you and the rest of those fighting over UNWORKABLE IP MODELS will have to learn. Go ahead, you'll quit hitting your head on the wall when you're smart enough to figure out it hurts.
Love
Fly N. Eye
*Repent!Quit Your Job!Slack Off!The World Ends Tomorrow and You May Die!
Used media has always been a legitimate business as has used software. If there is really only one user with one installed copy, the gaming companies need to have a big mug of STFU. Games are crazy expensive anyway. It's a wonder that they sell any copies at the original MSRP.
Here's link to Garth Brooks and his anti-used CD crusade:
http://www.deseretnews.com/article/304702/GARTH-BROOKS-HASNT-THROWN-IN-THE-HAT-ON-USED-CD-CONTROVERSY.html
This is not 38 trying to take more of your money, or EA in this case, this is us rewarding people for helping us! If you disagree due to methodology, ok, but that is our intent... companies are still trying to figure out how to receive dollars spent on games they make, when they are bought. Is that wrong?
Since when, you idiot, is a game publisher a tax collector? Because what you intend to do is tax each and every sale of the game on the secondary market. It's not yours to figure out how to "receive" in the first place. You sell it once, get your money, and that's it.
A successful API design takes a mixture of software design and pedagogy.
"...companies are still trying to figure out how to receive dollars spent on games they make, when they are bought. Is that wrong? if so please tell me how."
Tell you how, Curt? Sure. Ever hear of used book stores? Music stores? Used DVDs? Pawn shops? Amazon.com? All of these sell used books, CDs, and DVDs/Blurays, and none of them turn a penny of that profit over to the original creators. Now do me a favor, Curt, and tell me why the game industry (not even the software industry as a whole) is special? Why should a consumer not feel like you're using DRM to squeeze as much profit out of your customers as possible, rather than to protect yourself from unethical behavior?
I own a PC, so, unfortunately, most of this argument is academic for me, now that digital distribution is the predominant model, and there's no drive on the part of distributors (Green Man Gaming notwithstanding) to develop a reselling mechanism. But for console owners, the whole "Gamestop and private resales are decimating the gaming industry" is the biggest pile I've ever heard.
This unbiased moderation brought to you by the Porcine Aviation Group!
The problem is greater than they imagine and you will start to see it every where.
Just google the word plutonomy for the big picture.
The dilemma has always been to provide a customer with a product for a price that works for all. The problem is the price no longer works for the producer so they want to jack it. The blow-back is that customers, who do not think themselves thieves, but savvy consumers are being told they are no longer viable and not wanted.
As the majority of Americans continue to make less while a small part of them continue to make more you will see more and more "big companies" have this same fight. They don't see that the problem isn't that fact that as time goes on only fewer folks will have the ability to afford their goods, they will instead see that they need to lash out against the "unworthy" customers who just don't want to shell out the cash they know in their hearts their product is worth.
One should remember that Price is one of the 4 P's of marketing. We tend to think that it means that charging 5 to 10 times the true value of Chanel No. 5 is all that it is about but it also works on the lower spectrum. If your target market is spending 0.025% of their monthly income to purchase your product you need to remember that has to scale. I don't buy my DVDs at best buy. I buy them low cost from the WalMart bin or secondhand in pawn shops. It's not that I don't want to buy DVDs but that source meets my budget.
By continuing to start a war of words and technologies against folks who perceive they are your customer to you are basically telling me I am not your customer. I am not worthy of your product. Fair enough. If they keep this up their customers will find new products to fill that same niche in their income bracket, as they should.
I don't dream of Lamborghini's or Chanel No. 5. My heart no longer goes pitter pat to see the latest Spielberg flick on the big screen at today's movie prices. Although game design studio's may think their products are gold, and they may very well be, they will find by shrinking their own market, rather than finding ways to price appropriately that they also will have no market.
Looks like they want to get to their destination fast rather than slow. Screw 'em. I like board and card games better. If I need story I will pick a good pick up a god book or short story they may or may not have paid the rights to themselves (actually I will lend it from the library cuzz I can't afford to buy it.)
This lesson was learned by me again just the other day. The local coffee roaster that I have loved for years and seen them grow decided that a free cup of coffee could no longer be given if you bought a half pound of whole bean coffee instead of a full pound. The owner actually got the employees together to "discuss this" and then expounded on his personal view that it was too expensive. They never thought to offer a cup of coffee for 50-75 cents with the purchase of the half pound, instead the owner basically made the moral judgement that folks who can only afford half a pound of coffee (6 bucks by the way) are no longer their customer. So I am no longer their customer.
"Don't fear death... fear not living..." -me
So what happens when Ford is "sick" of the used car industry? Will they put a retinal scan in their vehicles that only allow that person full functionality of the vehicle, but if they sell it to someone else they cannot drive above 25 miles per hour? Where does this end? It is ridiculous. The used games industry is a good thing. I for one, would never have bought the sequels to MOST of the games I have played if I hadn't bought a used copy of their previous game first. And how about those people that trade in their old games so that they can buy brand new ones? Does this not increase sales of the gaming company's most current game?
Why is Game Content a special class of merchandise that is seeking to be exempt from long standing practices of ownership and resale? Ever other form of property in the world allows purchase and resale by the purchaser with the exception of controlled or dangerous materials such as drugs or weaponry. Both EA and Shilling seem unreasonable on this issue.
This is quite simply about monopolization. Free market economic systems are purported to offer the lowest prices on goods and services, but the major flaw in free market economies is that they tend to form monopolies. When a monopoly forms, then the price is no longer "fair" because it can be raised and people will still buy it because there is nowhere else to get it.
This key concept of "you can't get this anywhere else" is what makes intellectual property tick. For example, if I sell a book and other publishers produce copies of that book, the price of the book will be very low on the street because competition between publishers will force it to be near the cost of production (which, for a book, is very little). Copyright comes along and says, hey, only one publisher is allowed to print this book; now that publisher can jack up the price because competition is eliminated, making the publishing business much more profitable. The free market comes up with all kinds of loopholes to resist this; for example people buy the book, read it, then sell it to someone else to try to regain some of the cost; people buy the book used and save some of the expense. Libraries buy books and lend them to people willing to wait. This effectively reduces demand for the production of the book and very (smartly) economically ensures the best use of the product with the fewest wasted resources.
Publishers, like in this case, are eyeing the used market covetously, because they only see "sales" out of context and think, "those sales must be mine." It's greed, pure and simple, and it hurts the economy/society, frankly. They want to make it so "you only buy this from me" so they can squeeze more money out of the economy. Granted, video games are not that important to society to worry if the market is being monopolized or not, but imagine if this happened with more important products? School textbook publishers try to accomplish this by frequently revising their texts and bribing schools/teachers to keep changing to the newest edition so that the older editions (used books) reduce their value or become worthless. You want to know who is worthless? Textbook publishers.