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.
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.
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.
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.
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
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.
so, basically, your not part of the demographic discussed in this article and so irrelevant, other than having spent a small amount on some games.
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.
When something is 'new' the publishers spend a lot of money advertising it, so more people want it, so they charge more. Once they stop advertising, noone wants it so it gets a lot cheaper. This is the way these weird content markets work (music, film, games, books). Due to the advertising, and people's 'shiny shiny' mentality, some people are willing to pay more for something when it is new. I don't understand it myself, and only buy old things, recycled things, and 'used' content. The content industries try to argue that if I wasn't allowed to buy used things I would buy more new ones, but this is just not true.
Korma: Good
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.
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.
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.
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?
Your argument is that it's more ethical to sell a used Ford than a used Honda, because the Ford will fall apart first and then you have to buy another one?
Or did you perhaps not think that one through?
If you were blocking sigs, you wouldn't have to read this.
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.
Cool story bro.
I got this gym pass for like $40 a month*. Except I don't like to go to the gym, but I said what the heck... I'll try it anyways. So I never ended up using it, but I can still arm wrestle the best and win. Like this one time I tied with my ex-Army friend. He's one tough sonofa...
Also I ride a bike sometimes, it's fun. I might get my own when I move, not sure yet. Anyways so getting back to it I guess I wasn't the target audience for the gym**?
* I didn't really get a pass.
** What does this have to do with anything?
It started back in Team Fortress Classic
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.
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.
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.
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.
"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."
Do yourself a favor and image those floppies (dd, Winimage, whatever) so when they fail you can easily write a new set.
"This post is an artistic work of fiction and falsehood. Only a fool would take anything posted here as fact."
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.
You better hope so, otherwise all those games will cease to function should Valve go out of business.
Long life GOG.com.
Most people on Slashdot are fucking idiots.
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."
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.
Uhhh.....never heard of TPB? Or Gamecopyworld? they have Steam cracks ya know, no different than cracks for any other retail games. I've never understood this argument as it wouldn't take me one minute more to crack any Steam game i have than it would any retail game except i wouldn't also be cleaning out a Starfuck or SecuROM infection along with it
While GOG is fine if all you want is old (the vast majority of their catalog is over a decade old, hence the old in good old games) there are plenty of us that like to play much newer games, like Deus Ex HR, Batman AC, Saints Row The Third, etc and with Steam we can get those games cheaply and without hassle and often without Starfucking.
So I don't see what the problem with Steam is. if Ubisoft pulls the plug you'll need to crack, same with EA, same with Steam, same with every major publisher. A crack is a crack is a crack friend.
ACs don't waste your time replying, your posts are never seen by me.
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.
Should I really be required to go to the trouble of cracking games I bought legitimately in order to play them should Steam disappear? Are you 100% certain that every single game, no matter how obscure, has a crack? Are you certain cracks exist for the latest version of a game available on Steam and not some older version that no longer exists? Are you certain cracks will exist for games should Steam on Linux become a success?
As for old games, old seems to be a dirty word for some reason. Stick to GOG for example and you've have way more games than time available, just like Steam. If you've having fun either way, so what? New doesn't automatically equal better. Maybe I just got jaded with modern developers/publishers, but it makes things easier for me I guess.
Most people on Slashdot are fucking idiots.
I hate to break the news to ya sparky, but if you are on modern equipment that runs X86 and buy some game off Amazon from 2005 in a box you damned well better be ready to crack, as the older Starfuck will try to jam 32bit kernel hooks into a 64bit OS and royally fuck your system up. And the uninstaller on their site DOES NOT WORK ON X64 when it comes to older versions so you are fucked.
As for if there is a crack? yep, not a problem. Go to Gamecopyworld and see for yourself, cracks up the ass, even for the betas. Cracks upon cracks upon cracks, and any they get a C&D for they just link to megagame which is in .ru so they can host what GCW can't no problemo.
Finally most old games? they suuuuuck big sweaty chocolate balls. The graphics are ass, sound weak, AI crud, for every decent game on GOG there are 20 that suck big piles of shit. and old games that sucked in 2003? Suck in 2012.
ACs don't waste your time replying, your posts are never seen by me.
Then I don't buy games with Starforce, easy. We have a glutton of PC gamers out there that one CAN be fussy about sifting through the DRM bullshit in a legal fashion and still have fun with more games than they'll ever have time to play/finish. As for the older games, graphics don't make the game and you know this surely. If it did, no-one would play classics like the original Deus Ex or even Unreal Tournament 2004 in this day and age. Graphics can help a game yes, but they aren't enough to detract if the game is still great fun.
I thought you were smarter than this. I like you hairyfeet because you do seem to post genuinely insightful posts at time, but you seem to be going out of your way to denigrate anyone who chooses not to deal with DRM and who refuses to join the circlejerk that is Valve and Steam.
Most people on Slashdot are fucking idiots.
Dude i buy from GOG okay? But lets not kid ourselves, they have MAYBE 20% good games and the rest? Deep fried tampons. Yes graphics don't make the game, got the original Deus Ex along with the sequels and all the DLC for $15 on the Steam sale so i know its good.
But you could buy every decent game GOG has and still have change left of $1k dude. Just because something is old don't make it good, a shitty game is a shitty game. And whether you want to accept it or not games have gotten a LOT better since Deus Ex and if you refuse to buy anything but DRM free frankly you might as well stick with Plants VS Zombies and other "casual" games because all the good shit? you ain't getting it. Bioshock? Excellent (GFWL), HL series? Excellent (Steam), Saints Row series? Incredibly fun (Steam), Just Cause II one of the best sandboxes EVAR, FEAR 1&2 (the third is gears of Fear wallkisser edition but since I paid $8 on steam who cares) the Max Paynes...
Hell I could go on all day, but why bother. If you want to be a zealot about something? Be a zealot, knock yourself out dude. You're not hurting me, who has more games than I could ever play and can jump into a game with my kids just by popping up a Steam chat, you're sure as hell aren't hurting the game publishers a damned bit, who are counting their ever larger piles of money, and old Gabe at Valve isn't gonna shed any tears if you don't want to play anything but a handful of good games and a bunch of old crap.
Hell if it makes you feel better, why not look at it as a fucking rental, huh? At the insanely dirt cheap prices you get on Steam frankly you couldn't rent the games on the X360 and you can play them as long as you want. I have not paid more than $20 for a game in the 4 years I've been on Steam, AAMOF the most I paid for a single game was $12 for Just Cause II and that was only because it came with all the DLC. At those prices if Valve goes tits up (highly unlikely) I think I can afford the 20 minutes it'd take to download the fricking cracks, don't you?
And until the day that doom scenario that will never happen happens i get games cheaper than Amazon, bundles, free chat and matchmaking, no MP bullshit, i can gift a prezzie to my kids in less than 5 minutes, I'm getting a hell of a lot more from Valve than what Valve is taking from me, by a pretty large amount.
If you want to deny yourself fine dude, me i got a kick ass lotsa meat pizza, some ice cold tea to wash it down with, and over a dozen games i paid less than $30 for on the Steam sale i haven't even gotten around to playing yet and since I'm taking the day off tomorrow I'm gonna get some shuteye and spend Thursday racking me up some kills. Hell I may even fire up some TF Classic or TF2 and see if my youngest, who won $50 in a TF2 competition BTW, hell of a sniper, can teach this old dog some new tricks...peace.
ACs don't waste your time replying, your posts are never seen by me.