What Happens To Your Used Games?
silentbrad writes "GameStop's bosses are obviously tired of hearing about how used games are killing gaming, about how unfair they are on the producers of the games who get nothing from their resale. One astonishing stat is repeated by three different managers during presentations. 70 percent of income consumers make from trading games goes straight back into buying brand new games. GameStop argues that used games are an essential currency in supporting the games business. The normal behavior is for guys to come into stores with their plastic bags full of old games, and trade them so that they can buy the new Call of Duty, Madden, Gears of War. GameStop says 17 percent of its sales are paid in trade credits. The implication is clear — if the games industry lost 17 percent of its sales tomorrow, that would be a bad day for the publishers and developers.'"
to stupid people that ask dumb questions
Just as used car sales are bad for auto manufacturers, and home resales are bad for builders, and garage sales are bad for retailers, ... and ..., ... and ...
I'm tired of hearing it as well - because other businesses with narrower margins have survived some form of First Sale Doctrine for literally centuries at this point.
When people buy stuff, sometimes they sell it. You don't get that money, because you already sold the product. Suck it the hell up.
Gamestop does not make 100% of game sales, so losing that would in no way be NEAR 17% of all sales in the gaming industry.
Mod Parent Up. Simple as that.
The price point for games are simply too high that it cuts out a large proportion of people from buying brand new games often.
If they were to simply pull up numbers of used games to new games sales, you'd see how large the problem was.
Used games are sold and resold over again.
They weren't kidding when they said wider. It seriously is wider. They never used numbers for a reason.
Only on a blue moon does this event happen that is talked about in the summary.
Don't all these Games players have infinity deep pockets and can all afford to buy new and just throw away?
... bears really do shite in the woods.
I love stacking my barbecues in the shed at the end of summer - you can't beat a bit of grill on grill action.
No stats on guys about to buy a new game, and ultimately deciding to buy plastic bags full of old games instead.
Artists and companies both share a toddler's idea of ownership: "if I thought about it, it's mine."
The syllogism goes something like:
1. Someone, somewhere, is making money from something I am tangentially involved in.
2. Therefore, THEY STOLE IT FROM ME!!!!!!
The economic notion that you can't capture all the value you create if you want to maximise your take appears a bit complicated for them.
http://rocknerd.co.uk
70% of nothing is still nothing. The complaint is that Gamestop is making fat wads off of used games by paying out nothing and selling them for only slightly less than the new price, while pushing used games sales instead of new ones. No one cares what Joe Gamer does with the pittance that he makes.
Of course, while Gamestop's behavior here is contemptible, leveraging its monopoly to undercut the very industry that supports it, there's nothing whatsoever wrong with used game sales in general. No more so than used books or other media. The real shame is that this is the direction that the big publishers are trying to push the debate into - blaming used game sales for their declining profits, to justify more and more DRM.
...with this "logic" - otherwise the producers will go bonkers!
Nice Share
Just as used car sales are bad for auto manufacturers, and home resales are bad for builders, and garage sales are bad for retailers, ... and ..., ... and ...
This is a fairly poor analogy in the same way that calling file sharing "theft" is a poor label. The value of the game isn't the physical cartridge or disc on which the game comes -- sure, the manual and external artwork to the packaging may have some value to you and especially to collectors. But the real value of a game is that copyrighted information and artwork and writing stored in a digital manner on whatever medium.
I still think you should be able to sell secondhand copyrighted information, I really do. But I also think it's a poor comparison when the value of the car isn't so much the intellectual property but more so it's got X lbs of steel and other materials specially arranged to get you from point A to point B. Games are artwork, not vehicles.
Better comparisons are books and DVDs. Of course, I'm sure those industries want secondhand sales abolished as well to keep their sales up and I totally disagree with that considering how much I shell out for said objects.
Me, personally, I've learned my lesson. I sold my Ocarina of Time collectors games a while ago and now truly regret it (I had thought that one day N64 cartridges would be as unplayable as NES cartridges but they appear to work for much longer). So I maintain a library next to my books and movies. Sure you might think it looks "tacky" but I think that attitude will change in the near future. I played my dad's pong game, my kids will probably play my Zelda games.
My work here is dung.
A used games market allows effective price discrimination, because some people couldn't justify buying a new game unless they knew they could recoup some of the costs after using it.
In this market, price discrimination is a good thing. It allows publishers to still sell copies (and thus get something) to those who can't afford to buy a game at full price. They could have cut Gamestop out of the loop by doing this themselves, but that would demand realistic discounts on older/less popular games, something the publishers appear unwilling to do.
xkcd is not in the sudoers file. This incident will be reported.
I am a hoarder. I would never trade in my games. I would never sell them on. I also buy games infrequently.
The people that I know who buy games a lot, always trade in their old games. They wouldn't be able to afford as many games otherwise.
It is nice to think that you have have people who buy lots of games and hoard them forever. Maybe if we gave those gamers free money then it could happen.
In 2010, the video gaming industry made 66 BILLION. Saganesque billions and billions and they can't turn a healthy enough profit?
The business model for gaming has failed. The answer isn't digital either. Digital distribution only makes it easier to fail in the market place and do it faster too.
The problem is management. Management is failing in a big way. Even with Valve, Sony, Microsoft, Nintendo, Google and Apple's pound of flesh, there's no way in hell margins so thin that used game sales threaten it can be considered "healthy." Even in volume. Maybe especially considering the volume that some games sell at.
Where the fuck is all that money going? Is it a matter of creative Hollywood accounting or is there bigger costs involved with pushing pixels through silicon?
Non impediti ratione cogitationus.
No, see? If used games were not resellable, those 17% would be paid in extra money that all gamers have an infinite amount of. It couldn't possibly result in a loss in sales due to reduced disposable income.
I'm tired of hearing it as well - because other businesses with narrower margins have survived some form of First Sale Doctrine for literally centuries at this point.
Of course, some of them have not. And, crucially, that's a good thing, too.
If they get rid of the used games market, they better be prepared to charge less money for games. Right now Batman Arkham City is thirty bucks on PSN. The game of the year edition is the same price on Amazon (which I think has all the DLC included). Amazon is also offering 15 dollars to buy the used version back.
If they're going to sell a less complete version of the game that can't be resold or brought over a friend's house, takes up a ton of hard drive space and doesn't have to be manufactured and shipped, I should think they could pass at least some of the savings on to me.
...we cannot have people reading copyrighted material for free!
Seriously where is this sort of BS going to stop?
Well, the counter argument to this is that the, let's call them 'informational', goods don't depreciate with use like a tangible product does. A (pressed) game disk will be just as functional in 5 years, though your, say, lawn mower will probably be all gunked up with grass, rusting a bit and have some wear on the engine.
Of course, we all know this is pretty bunk. Game disks get scratched fairly easily, or the booklets/cases get lost and there are plenty of physical goods that keep their value as. Computer are such a thing: aside from a possible aging hard disk, they pretty much run just as well as when they were new. Still, there's only very limited used computer market. Why? Simple: New computers offer something more than used computers; usually they're faster and/or draw less power. Intel spends their time making better chips and exploring new markets, rather than complaining about how unfair it is that people trade used computers or don't every one released. Game companies should do the same. Offer something worth buying and people will buy it. Don't shovel out a new revision of the same old crap and complain when people are content to swap the old version and skip the new one.
Well, the counter argument to this is that the, let's call them 'informational', goods don't depreciate with use like a tangible product does. A (pressed) game disk will be just as functional in 5 years
And so will a book. In fact, a book will easily outlast CDs and DVDs. That doesn't mean that if I sell a book I have read, I steal from the author (or his publisher's grandchildren, more likely).
First sale. It's not just a good idea, it's the law.
Last time I moved, I gave most of my games to a friend, except those that I plan to play again when I have the time and inspiration (namely Thief 2 and Civ 3).
And my old Civilization, original box, 4 3.5" dd floppies and a manual, I'm not giving up on that. Ever! Got that sometime in the early 90s and even this year I have played a couple of games, it's still that awesome.
No-resale, DRM, always-on etc. is fine by me. I license something, I don't buy it. I don't expect to be able to transfer my license to anyone and I don't even expect to be able to play the game myself in a few years. So a game for me is 1-2 years of entertainment, without resale. If the price of a game feels to steep for what I'll get, I'll just NOT buy it. If it turns out I can resale in a few years from now, or that the game will be open sourced or DRM/always-on removed, then that is a BONUS, and something I didn't expect when I bought it.
As long as the seller is upfront with what I'm paying for, I can choose to not buy it. The unforgivable failures on game producers behalf is when they have DRM servers not working, or *hidden* caveats such as no-resale licenses, always-on requirements and so on. As long as I can make an informed decision I'm happy.
None of my used games will run on Windows7. They sit in a closet, unused. Half of them were unplayed to start.
Bought a PS2 many yrs ago and got games every Xmas and birthday. Only the most popular games, in hopes of enjoying them. The only games that I got enough enjoyment from were:
* Grand Turismo
* SOCOM
* Ace Combat
I own multiple versions and played them all to completion on the mid and hardest levels. I earned an O2. Never used a cheat guide. Visiting my teenage nephews and kicking their butts in 1 game was enjoyable.
Also have GTA and MGS - these games weren't for me. I plaged GTA:Miami about 20 hrs, not really knowing what I was doing. It was fun for about 3 of those hours. Tried the orginal and didn't like it at all.
MGS was cheesy to me. Did a few missions and stopped. Thankfully, it was a gift (I asked for it), so it wasn't my money.
When the X-box and 360 and PS3 came out, I thought long and hard, but decided against the purchase. I have 10 PC games that I've never played, but own. My friends would come over and we'd have a lan party playing Real-War and Command-n-Conquer and that deathmatch game. Probably had a party every month for 2 yrs, but never played any games outside that time. Not much entertainment value to me.
I have never traded in a game. Never. Gave away DDR after trying it a few times. Felt like exercise.
When the TV in the game room died in 2007, we never fixed it. It never seemed important. Guess we aren't the target audience for gaming?
More to the point, anyone trying to claim a portion of the proceeds from every resale is just engaging in rent-seeking. You sold it, it's not yours anymore, and you should have no say in what they do with it after.
I am officially gone from
Instead of concentrating on the used game market how about solving the problem of a games retail price reducing to half in 6 months. Why is the game worth more when it first releases than 6 months later? If you sell it to me at the 6 months price, maybe I won't buy it used because the value will be so low anyways, why not buy new.
All my games sit around for about four years, until my dad finally upgrades to the previous generation console. Seriously, he finally bought himself a PS2 about three years ago, so he got all my old games, but really all he'll play is Tetris, MLB Baseball, and a couple other randoms.
Suck it the hell up.
That is indeed a question of principle. Lots of consumer regulation are not (should not be) thought with the business in mind, but with the customer in mind. You cannot sell dangerous product, make false advertisement, lie in the ingredient list, and ... you cannot profit from your product resale. There is no point arguing if this is good for business or not, that is beside the point.
Of course, we may open the discussion if first sale doctrine is still actually relevant, but the profit margin of game studio and there relatively insignificant impact on economy compared to cars and house market and nobody seem to complain about those ones.
GameStop says 17 percent of its sales are paid in trade credits. The implication is clear — if the games industry lost 17 percent of its sales tomorrow, that would be a bad day for the publishers and developers.
Is GameStop now the only place that sells games in the world? Losing 17% of GameStop sales is not equal to losing 17% of overall sales. Also, GameStop has this nasty habit(which I have seen countless times myself) of taking pristine used games and selling them as new. They often only cut ~$1 to $5 off a recent used game's price, which is ridiculous for a $60 game. If someone already had that game, and used the crap out of it, it is no longer worth $58. They already paid the premium to the distributor and the developer, so that becomes pure profit that goes right into their corporate pockets.
There's also the issues of $60 for a disc-only game without manual or proper case, and totally chewed discs that they won't accept returns on, but will instead try to make you pay the difference for a new copy. They are slimy as hell, regardless of why people don't like them.
If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
They know damn well that trade ins fund new games. What they really want is a cut. Well, guess what. Gamestop makes money off used games so that's a huge "NO" from them and if they pursue legal means, well, that's a dead end. Autodesk (makers of AutoCAD) attempted to stop everyone from reselling their software after its initial purchase and completely and utterly lost that court case. They must have thought they were some sort of magical exemption from a free market economy.
Most people who buy new cars do so when trading in their old one.
Imagine if people couldn't trade in their old car and had to keep it forever or have it scrapped/recycled?
Or, imagine that if they sold the car, half the features on the car stopped working.. say, because the radio required a non-transferable licence key which expired when sold, so requiring the new owner to buy their own.
Depreciation of used cars would be even worse than it is now, and the reduced sale price of used cars would fall and people would be hold onto them longer. New car sales would also fall significantly in response, and either manufacturers or dealers would reduce their prices to try and boost sales, or simply that there would be a big shake-down and manufacturers and dealers would go out of business to allow the survivors to maintain volume and margins.
In the meantime, "piracy" would increase as people found work-arounds to renable or retrofit features to their cars to add and restore features "stolen" by official dealer network. There would be a boost in jobs for people to repair or maintain older cars, and cost of spares would rise, and thus growth in third party components, and a backlash from manufacturers trying to copyright, patent or trademark spares to prevent that loss of revenue to unauthorised parts manufacturers.
Game publishers price in a way that pretty much demands a secondary market. The path to make used sales irrelevant is easy: lower prices so there isn't appreciable profit to be had by trying to facilitate a used market. People don't wan't to pay $60 on a game they'll, on average, maybe play for a week before being done with it. This is the most effective strategy that can possible be done.
On gamestop's end, the delta between the money they give for someone trading in and the price they put on it is huge. That delta is likely the bit that the game industry finds problematic. Percentage wise, it's far more severe than other used markets get away with (a used car sees maybe 15-40% markup between trade-in and resale, gamestop is more on the order of 100-300% from what I understand).
If publishers decreased their price just enough and not too much, they'll be able to get as much, if not more, overall revenue in the gaming industry without leaving room for a secondary market. If revenue is flat compared to the current circumstances, at least Gamestop's markup would be going to publishers/developers instead of Gamestop.
Incidently, if they *did* succeed in eliminating the secondary market without taking steps to adjust pricing, revenue would take a potentially sharp dip. It might be tempting to think the money spent would be constant, that people would just buy one new $60 game instead of 3 used $20 games. However, people tend to get more careless with their spending when spending in small chunks, so they may be more rulectant to even buy one $60 title than five $20 titles spread out over a bit of time.
XML is like violence. If it doesn't solve the problem, use more.
Every single industry that sells tangible products
- yeah, but in some cases it's not the industry that prevents tangible products from being resold. How is that secondary market for used condoms doing?
You can't handle the truth.
Soon, all of your game purchases will be downloads instead of physical media. Dispose of the distribution companies and game stores, and the industry will profit, even at a lower price per game.
Unless the product has the technological capability to force you to agree that you didn't actually buy it before you can use it.
The other side of the story is that these used games are then bought by other gamers. This "deprives" the industry of cash that gamers would have otherwise paid for full-price products. Unlike other products such as used cars, used games are perfectly fine as they do not degrade (ignoring dogeared manuals, missing maps, DLC, and scratched DVDs for now). Not trying to defend a greedy industry, just presenting the other half of the argument that the self-serving retailer seems to have left out.
Shutting down free speech with violence isn't fighting fascism. It IS fascism!
They will just blame piracy 117% more for their problems.
It's worked so far.
The problem is the time it takes for people to think about selling their games. Each new generation of games might be 'better' (yes I know only the graphics improve with most other things getting worse and worse), but a new game from a series will be released once a year at best, while the customer will be thinking about selling the old game in a couple of weeks.
Game maker should be thinking about ways to keep players playing the games they buy, rather then preventing them from selling them.
There are lots of ways to think about this - but the bottom line is that the community of gamers have a fixed amount of income to spend on games. No matter how games are bought and sold, 100% of that money ends up in the pockets of either the publishers/developers or GameStop and their ilk. Selling used games shifts some of that fixed amount of money from the manufacturers and towards GameStop.
Gamers (if they are thinking rationally) should prefer to have that money end up in the hands of the manufacturer because that way more of the gamers' money goes into new game development and less on high street stores.
Of course this presumes that the profit margins for both the publisher/developer and GameStop would remain the same no matter what. That might actually be true - but it's obviously not a certainty.
What's different about games (compared to previous analogies such as cars and houses) is that a game can more or less be played forever. A used game doesn't need to have it's engine replaced after 120,000 miles or it's roof re-shingled after 15 years. It's more or less everlasting. The only reason that used games have a lower price than new ones is because the technology is advancing and "new" games are generally better than "old" ones...hence there is a certain depreciation for that reason. But it's not directly comparable to any other kind of thing you buy in stores...so these analogies are flimsy at best.
One I discovered with very old games: max rotation speed.
If the game is *really* old, it may be on a CD that was designed to spin at maybe 8x speed. No prizes for guess what happens when that gets spun up to 48x, but it's very spectacular and the shrapnel most likely nukes the optics in the drive.
Hmm, that's a game in itself :).
Next up: recycling game CDs by using them as clay pigeons..
Insert
Individual companies perhaps but not an entire business (as in "market") as a whole. If there is sufficient demand, there is a viable business model.
It might not be the business model that some companies want, but that just means they misjudge reality.
Even buggy-whips are still being made.
Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
I don't think used games are killing the market. I think they're helping it. I'm sure I'm not the only one on the planet that has paid $ 60 or more for a game only to find out it's absolute crap. If it wasn't for used games or Gamefly I wouldn't buy any games at all.
The gaming industry doesn't care if YOU sell or trade in your used game. That's First Doctrine and that is correct. Yard sale, eBay, Craig's list, it's yours, do with it what you want. But Gamestop isn't just selling it's used games, it's making money as a middleman and that is what bothers the industry, their entire business model is making tons of money off of selling used games FOR A PROFIT. When you sell your used game, you are almost always selling it for less than you paid for it, but when Gamestop sells a game they are selling it for more than they paid for it. That's the problem. Gamestop is MAKING money, not losing money like you and I do when we sell a used game. The industry feels Gamestop is getting rich off of their hard work. Which they are. So they have a point.
Game Depreciation: graphics, AI, usability (drivers, OS, hardware reqruiements), ease of use features not implemented that now taken for granted.
The guy who said the election was rigged won the presidency with the second-most votes.
Various evil-doers trot out the argument that every dollar spent on used games/DVDs/you-name-it is a dollar ripped out of their pockets. ie. if I wasn't buying used stuff, I would be buying their new stuff.
That's totally bogus. When I buy a new DVD, I don't get value for my money so I don't buy new DVDs. On the other hand, I buy about two used DVDs per week. It's cheaper than renting. It gives me the value for money proposition* that I am willing to agree to.
Lots of people, like me, have thrift in their genes (Scottish DNA is very strong) but lots of people don't have the money to buy new stuff. Bottom line: Many people won't buy new. By buying people's used things they increase the amount of money those other people have to buy new stuff.
*It's complicated, I buy used computers (and run Linux) but buy new cars and keep them a long time. I wouldn't think of buying used underwear but do have a couple of very nice shirts that I got at the Salvation Army thrift store. The value proposition is very personal.
What is stopping game publishers from buying back and reselling the second hand games themselves?
Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
I still have every game I've ever purchased. The first one from 1978.
Anonymous Cowards suck.
If people would rather pay $50 for Final Ghost Warfare Ball 2011 than $60 for Final Ghost Warfare Ball 2012, then maybe you should write some original games once in a while instead of serving up re-heated leftovers as haute cuisine.
If you were blocking sigs, you wouldn't have to read this.
I'm tired of hearing it as well - because other businesses with narrower margins have survived some form of First Sale Doctrine for literally centuries at this point.
When people buy stuff, sometimes they sell it. You don't get that money, because you already sold the product. Suck it the hell up.
Thank you for posting that so I didn't have to. I too am tired of hearing about how some company could be making more money if so-and-so weren't doing what he's doing, so let's make illegal what so-and-so is doing. It really illustrates how these guys think they are entitled to profit.
Most used games end up in landfills, polluting our water supply and threatening our air quality. But a disconcertingly large portion of them are shipped to low wage countries like India, China or Phillipines. There rag pickers with no protective equipment, no purify, no bounds checker, not even a basic UMR checker pick them apart and make piles and piles of code. Toxic code, with no input validation, teeming with buffer over runs, wild pointers, Freed Memory Reads/Writes, spaghetti code, with tons and tons of long jumps and GOTO calls, at some instances code with even COME FROM calls are being pulled and recycled. Please take care of your used games and recycle them properly paying some attention to Mother Earth.
sed -e 's/Chuck Norris/Rajnikant/g' joke > fact
Games,movies,music,etc are not sold, they are licensed, and only to the original purchaser. So it would make sense for the license to not include resale rights, or to require that each subsequent purchaser also license the content from the producer of said content.
Perhaps we are seeing a change in the business model towards pre-purchasing that open the field with a lot of possibilities and enhancements. The traditional market won't dissapear but the cheese has moved and it hurts to some companies and distributors.
Thus, projects that in the past would never see the light (like DayOne) now can get a niche of followers and collaborators.
Do I think you should have the legal right to resell games?, of course, but the only thing they are pulling off here is flimflam. They say that trading in a game to get 5$ off, and then have that game resell for 5$ off is necessary. They basically lose $10-15 on a $60 item. Oh, how frightening, you are basically getting $45 for free.
You know that fancy refurbishment facility?, you wouldn't need it if you only took games without any serious injuries, and trained your in-store staff in the basic of wiping harddrives. What's that?, you don't trust your staff with a basic compentancy many 10-year-old develop? What's what?, you complain that you can't compete with online sellers?, despite the fact that like every other big box retailer you have infrastructure that Amazon dreams about?, and you just can't pull off a competent back-end to bring it together?
Oh, and being nice to people who tour your facility doesn't make you any less of an evil corporation, especially considering they probably paid for it.
This reminds me of what's going on in packaged food nowadays: everyone is trying to make their food SEEM healthy, without, you know, actually trying to make it any healthier.
I don't know about most people here, but to me and my dozen or so gamer friends trade ins are important. Don't get me wrong, I'd still play games and buy new games if it weren't possible to get trade in value for my old games. But it would be a whole lot less. Without trade ins I would probably only buy the few games a year that I actually want. I like games like Skyrim (which you could easily play for 2 years alone) or RPGs that take hundreds of hours. To me, those are worth 60-70 bucks because I get so much time out of them. What I wouldn't do, is get games that I don't particularly care about just to play with my friends. For example. I've already pre-ordered and paid off Border Lands 2. I wasn't a big fan of the first game, but my friends were and I like playing with them. So since I can trade in a few games and it only cost me around 30-35 out of pocket I don't mind spending that to play with them. However, if I had to buy it fully out of pocket, I wouldn't. I used to horde my games and never trade them in. Then I moved, and realized I had several dozen PS2 games (and no working PS2). Traded them in for more than 300 bucks in store credit at gamestop. I used all of that for new 360 games. I know it isn't the same as me buying it out of pocket, but game stop still had to buy that new copy to be able to sell it to me, so it basically is. The studio got paid either way. Yea, gamestop probably sold those for well more than twice that, which is what the studios are really mad about. But the fact remains that they wouldn't get nearly as many sales without trade ins.
I see a lot of comments here comparing the profits of video games to cars or TVs or other physical utilitarian devices.
The main difference, in my opinion, is that in the first year of owning a car or TV, only the first owner (or first owner's family) can get value from it. In the first year of life of a game disc, 12 people can get value from that one disc. And the value of the game disc is the same and never degrades or needs maintenance.
I don't think you'll see Bungie, Epic, or Infinity Ward complaining about this. They've figured it out... you sell people the game and give them a great multiplayer mode (or some other reason) to hang onto it, and they will. Used copies will be few and far between.
The people who are really suffering are those that make truly fantastic single player games. Prince of Persia comes to mind... it was great, I thoroughly enjoyed it. All 20 hours of it... and on my schedule, that's 5 days of having the game to do 100% of everything there is to do. So I rent it. I actually rent all games that have no multiplayer aspect. The only games I purchase are the ones I can see myself playing online still, 6 months down the line. You might say make the games longer, which is an option, but I personally don't WANT to invest more than 20 hours into any single player experience, and to be honest, when it is longer, like 100+ hours for a Final Fantasy game, you spend most of that time not having fun, just trying to level up to do everything.
This applies to DVDs and to a lesser extend music as well. One DVD can easily fully serve a group of 20 people in one week if they pass it around and watch it in groups.
I'll leave you with this... I think more than the disc, game companies, movie companies, etc are selling you the experience. The experience of playing through the game or the experience of watching the movie. And I believe they should be compensated for each experience they provide. I do think that $60 is a bit much for a video game, but I think it's to compensate for rentals and used game sales. Once everything goes digital, we will see a shift. Let's say that for every 1 copy of a new game that is bought, 2 people probably play that disc, on average, could be more or less, not sure. So $60 provides 2 play experiences. The publisher sees approx $30 per experience in this model, but assuming the first copy was $60 and the used copy was $55. That's $115 spent, and Gamestop probably paid the original owner about $25 for it, so they paid $35 for the experience. If the second owner sells it back very quickly for $25, then he would have paid only $30, bringing this in line with the above of $30 per experience. So $65 spent total for two plays, or $32.5 per experience. If the publishers had complete control over this, the players could have each spent less money for the same amount of, or more (because they get to keep the game), game.
However, it may be be a utopian thought to think the publishers would pass these savings onto us completely, I like to dream.
What happens to my used games? The ones that are any good get passed along to anybody that wants them if I'm not still playing them. The ones that are not so hot hit the dumpster.
Just how much value does trading used games at Gamestop have over other avenues? Gamestop's entire business model relies on the trade of used games at rock-bottom prices so that they can then sell them at about a 500% (or higher) profit. Of course they sit on old stock for a while, but even at their fire-sale pricing for really ancient stuff they'd typically be breaking even.
The biggest problem is not that Gamestop offers the ability to trade used games for (credit towards) new games; The problem is that Gamestop offers incentives to trade new releases back as soon as possible, and then - crucially - turns around and immediately offers them for sale while undercutting the new releases, which does indeed hurt developers. While Halo 3 did phenomenally well when it launched, I personally saw many used copies available at a local EB Games on the shelf right next to the new copies on launch day. This is like making a home release of a movie available while it's still in theatrical release - It undercuts profits at a critical time.
I've said it before, but what needs to happen is to regulate when used copies are available on store shelves. Used games in themselves aren't evil, nor is the ability to trade back to the store early on. However, the way Gamestop and similar companies operate by making used copies available for sale immediately and advertising them alongside new (especially considering that a used game is, in theory, no different than a new game at this early stage) is the major driving force behind anti-used game tactics that publishers and developers are beginning to make use of.
If Gamestop wants its business model to continue without alienating developers like it has been, and without having to fight anti-used tactics like have been deployed recently, they need to step up to the plate and offer some kind of compromise on street dates where the "premiere" of a game is off-limits for used sale. Otherwise, the push for single-use digital distribution and locked-down hard-copies will only continue at an ever-increasing pace.
Screw the rules, I have green hair!
Except with games, they are not selling the tangible product; they are selling a license to use the software, a copy of which just happens to be contained on a tangible product.
We buy the games and it's our right sell them. The game industry should quit being so damn greedy. If used game sales genuinely hurt them then they're living beyond their means. That's their problem not ours.
That only applies to companies that make/publish only 1 series. For the majority of game companies, which make/publish multiple series, it is in their best interest to get you playing another game in a couple of weeks rather than sticking with 1 game for a year until the sequel comes out.
Would you like to buy some used strawberries?
Game maker should be thinking about ways to keep players playing the games they buy, rather then preventing them from selling them.
That would also have the side effect of making games actually worth $60 or more. If I think I am going to get a lot of playtime out of a game, I am willing to pay proportionally more for it.
It's ridden with disease.
In the first place, Gamestop games are generally overpriced so I don't feel like they're doing anyone a favor with the in-store credit situation. Take, for instance, practically any new release; too often I can find a better deal on a brand new game just on eBay (especially if the title is super-eagerly anticipated). Second, my understanding (although I may need to be corrected here) is that game trade-ins are treated differently in terms of taxation than straightup purchases (as in not taxed at all). So, Gamestop can trade a game in over and over and over again at levels that are great for them but remarkably low for the consumer so that the consumer can buy games where I can get a better deal anywhere else. So, no I don't buy his reasoning. Digital distribution can't get hear fast enough as far as I'm concerned. Steam forever, Gamestop never.
And the counter argument to that is: so?
Industries exist to satisfy needs. They are means to an end, not ends by themselves. Trying to artificially drive up demand once natural demand has been satisfied is our goold old friend the Broken Window Fallacy.
You're making a mistake here. You're accepting the unstated assumption that game companies existing has positive value by itself, and are trying to figure out ways for them to continue doing so. It is important to reject this assumption, because if society survives the looming energy crisis the accelerating development of technology will make more and more products basically free - just remember the article about an automated 3D printer a few days back, and think what happens once we can print low-tolerance spare parts (or even effectively download a car, to paraphrase a tired cliche). We don't want post-scarcity held back by artificial scarcity, but there are plenty of people who do, so it's important to clarify these concepts - specifically that an industry collapsing because its product became worthless due to its abundance is a good thing.
Forget magic. Any technology distinguishable from divine power is insufficiently advanced.
If you read the sections of the US Code which contain the first sale doctrine, you'd notice that it was actually written precisely with this in mind. At least such is my interpretation of the sections.
http://www.law.cornell.edu/uscode/text/17/106
http://www.law.cornell.edu/uscode/text/17/109
I'd be curious to know if you can see the interpretation that I took from reading those sections. I'm not a lawyer, nor an American, but when I was looking to find what the American legal situation was like, that's what I found.
half.com
1) Buy used game at 50-75% of new price
2) resell them vastly cheaper than a new one.
3).....
4) Profit
What's the missing step?
Pretty sure the GP meant businesses == companies. Other businesses have survived, some have not. hence, the buggy-whip market had to substantially adjust expectations when the automobile came around.
That figure for how many are paid with used game trade in. Imagine how much higher it would be if you got even half of what they charge for the used games as credit. Seriously I've seen gamestop offer people $5 for a hit title before, so seeing 17% at those ripoff rates is pretty damn high of a figure.
US has been experimenting with that for years. Soon the US will expand this to anyone who bothers to vote, no ID or citizenship required.
Through steam I can spend $2.50 for the blockbuster hits of yesteryear. At that price, I honestly don't care about the option to resell. Sure, I have to wait for the sales, and sure I don't get to play today's hot games, but so what? Yesteryear's hot hits are new to me today, and today's hot hits will be new to me in a couple of years when I buy them for $2.50.
Long live steam.
Umm, NO. Information goods do "depreciate" (and appreciate). The sequel to a game does impact the price people are willing to pay for the first one. Having played a game does reduce it's value to the individual. A crappy, buggy game really quickly reduces in value.
"Value" (and indirectly depreciation) is a concept which is agreed upon by the buyer and seller at a given point in time. This is a core fundamental of our civilization. It has NOTHING to do with production costs, affordability, or how long the product lasts. These may impact if there is a buyer and seller, but they do not impact the "value" of a good.
The old Russian Tractor joke. nuff said.
those guys trading in games to gamestop to get new games are imbeciles. they just get like 6 bucks and could make a much better deal selling and trading on craigslist or something.
Except that in the event of damage, you've got no chance of getting a free replacement disc containing the material that you supposedly already "licensed". You are expected to re-buy the disc, so you have, in fact, been sold a physical item.
This is where the argument falls down: the companies are trying to have their cake & eat it.
Except that's not true. The first-sale doctrine is the legal concept that says that the "just selling a license" claim is not actually legal.
This place is quickly becoming reddit and the like. full of unitelligent comments that are upvoted by similar unintelligent people. slashdot used to be a place for smart people to talk about nerdy things. very sad
Each one of those sales is a loss, just like with piracy.
That's what they want you to believe. Don't fall for that bullshit. You bought it. The only restriction you have is that you are not allowed to copy it for someone else. That's it. All this crap about not being able to reverse engineer, modify, transfer ownership, etc, is exactly that: crap.
Well, the counter argument to this is that the, let's call them 'informational', goods don't depreciate with use like a tangible product does.
Of course they do.
Have you ever followed the price of a new release game? They start at, say, $70, then drop to $50, then $30ish, then end up in a "value" version for $15-20, then the value version drops to as low as $10 or so. You can see this in both physical releases and electronically distributed versions.
They don't depreciate in the sense that a particular copy doesn't rust or get "mileage" like a car, but their value is linked almost entirely to their novelty, so they actually depreciate more predictably than a car.
Read Pynchon.
Unless the product has the technological capability to force you to agree that you didn't actually buy it before you can use it.
"By turning to page two you are under contratual obligation, per the terms of usage for this book which you've agreed to upon its purchase, to burn it upon completion. Failure to do so can result in prosecution under federal law and/or a fine up to $100,000. Any reselling, copying, summarization, or dissection of its contents without the express consent of Harper Collins is strictly prohibited. Please turn to page two to begin enjoying Tom Sawyer."
"From the depths of my skeptical and rationalist soul, I ask the Lord to protect me from California touchie-feeliedom."
So you really mean "I'm all right, Jack, screw you if you disagree" because when someone ANSWERS your question, you immediately go "well, you're a tiny ignorable minority".
You don't want to know what reason there is for this to be bad for gamers, you want people to do what you say.
Gamestop is the equivalent to the Used Car Dealer. How many Used Car Dealers put the New and the Used cars right next to each other with the used cars in the exact same minty perfect new condition with zero difference except a tiny reduction in price?
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
Well, in the case of Steam etc, there's value there that does contradict this. In fact, most people I know haven't bought a PC "disc" in a long time (consoles exempt).
No disc to lose or get scratched. No CD-key on the jewel-case/manual to misplace or wreck. Reinstall on any of your PC's anytime. The downside being you can only play one game (online) for a given account at a time.