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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.'"

59 of 276 comments (clear)

  1. i sell them for profit by Anonymous Coward · · Score: 2, Funny

    to stupid people that ask dumb questions

  2. Absolutely! Down with 'used' products! by Anonymous Coward · · Score: 5, Interesting

    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 ...

    1. Re:Absolutely! Down with 'used' products! by David+Gerard · · Score: 4, Funny

      Watching Nyan Cat on YouTube is S*T*E*A*L*I*N*G from the band of live musicians you should be paying money to perform every time you play a video.

      --
      http://rocknerd.co.uk
    2. Re:Absolutely! Down with 'used' products! by arth1 · · Score: 5, Insightful

      Cars and houses are a little different though. The extremely high cost means that the market wouldn't be viable without reselling.

      Just like with games, then.

      What, you don't think $70 for renting a game that's simple enough for your grandmother to play (although she might not like chain mail bikinis) is extremely high cost?

      In the past, the pewter figurine, book, packet of pocket fluff, cards and and a cloth map made you feel you got some value. Now you pay four times as much for way less content. Sure, you feel entitled to spread the pain of the high price around by re-selling it after the four hours it took to get tired of it.

    3. Re:Absolutely! Down with 'used' products! by jank1887 · · Score: 5, Insightful

      "But it's irrelevant."

      how on earth is it irrelevant? It doesn't matter if I'm buying a $10 watch at Walmart. If it has resale _value_, that is something that will and should affect the initial 'price that the market will bear' for the good.

      Things have value. Houses have value in the fact that they are still good for their intended purpose after many years of use. When you move, you sell them instead of abandoning them because they still have value, and you can trade on that value. The 'price the market will bear' for your house is based on it's value to the market.

      A used car has value in proportion to its features and how much useful life it still has. It wears down over the years, and by the time mileage reaches 100k it has significantly less value than it did at 20k. But value has not reached zero, hence I can find someone to buy it for a few thousand dollars because to them, it has value worth paying for.

      If publishers are insisting that people throw away the value left in the good that they would normally resell, then the prices better come down to reflect that loss of value in the product.

      Cars and houses have high prices because of the value present in the resale market. The fact that there is Value left in the items is the cause, the prices are not. The used game market being what it is shows that there is still value in used games, just as there is in used books, electronics, cars, houses, etc.

    4. Re:Absolutely! Down with 'used' products! by PopeRatzo · · Score: 4, Funny

      Cars and houses are a little different though. The extremely high cost means that the market wouldn't be viable without reselling.

      Have you bought a game recently?

      --
      You are welcome on my lawn.
    5. Re:Absolutely! Down with 'used' products! by mwvdlee · · Score: 4, Insightful

      But if the trade-in of cars and houses was banned, the prices of cars and houses would go down to make it a viable market.
      Surely the value of a product which cannot be traded in would be percieved as less than a product which can be traded in?

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    6. Re:Absolutely! Down with 'used' products! by evilRhino · · Score: 4, Insightful

      I think reducing the supply of an item (the used car market in this example) actually leads to increased cost.

    7. Re:Absolutely! Down with 'used' products! by jythie · · Score: 2

      Actually, that is exactly how the game industry is set up. In public they might complain about how used sales are stealing their profits and fantasize about, how if used sales went away, they could charge the same price and no one would notice... but when you actually talk to marketing or other stakeholders in setting prices they are quite aware of the used market and price accordingly. Any publisher that doesn't take into account how used sales will effect how many units they ship vs cost to produce is pretty amateur and will learn a harsh lesson pretty quickly.

      So in a very real way it is already working and has been for quite some time. But just like movie studios, record labels, and book publishers, they still like throwing a public hissy fit and trying to stamp out something they see as profiting off them.... but behind closed doors cooler heads usually prevail, esp when you bring in executives who actually look at the full economic ecosystem of their industry.

      I think one of the problems here is the industry insiders we generally here ranting about this are generally not the ones who have much of a background in business but have been promoted (self or not) into a position where they have to address such issues, but have not adjusted their worldview to take into account things that are not immediately on their ledger.

    8. Re:Absolutely! Down with 'used' products! by nedlohs · · Score: 5, Insightful

      Banning used car sales sets the supply of used cars to 0, at which point supply and demand are irrelevant as there is no market, assuming we are ignoring illegal markets. If we aren't ignoring illegal markets, then it would depend on the details of the law and whether selling or buying was "worse"

      It would not affect the supply for new cars. It would affect the demand for new cars though. For many people if they can't sell their old car they won't be buying a new car as often, so the demand for new cars will go down. So the price of new cars will fall, or the supply will then fall (or both of course - which or the relative amounts will depend on how much profit magin and cost cutting potential there is).

    9. Re:Absolutely! Down with 'used' products! by VortexCortex · · Score: 4, Insightful

      If publishers are insisting that people throw away the value left in the good that they would normally resell, then the prices better come down to reflect that loss of value in the product.

      I agree. The other thing is -- When you build a car, you do work, and the worker gets paid for that work once. Publishers do not need to exist. The game makers that work at the studios get paid once for the work they do, just like any other worker. Once their work is done the configuration of bits is literally in near infinite supply thanks to how little it costs to replicate digital information. Basic economics 101: Price tends to Zero as Supply approaches infinity, regardless of Demand or Cost to create.

      Imagine a world without Publishers, where the folks working at the studio still get paid for the work they do -- Like a Homebuilder gets a contract to build a house. The builder doesn't get money each time someone moves into the house, she's done her work, she's got other houses to build. So, the game developer gets his paycheck and contracts to make more games. The current publisher model relies on enforcing artificial scarcity because the publisher needs to add cost to distribution to support their very existence, but they don't actually need to exist!

      All Software, Art, Games, etc. can be given away for next to nothing after they are created if we pay the creators enough to create them (we'd have already paid for them to do the work). I find it odd when people spread FUD about systems like Kickstarter -- These systems are merely allowing the game creators and artists to get paid up front for their work, a sane business model not based on artificial scarcity -- What's scarce is the ability to configure the bits, not the bits. There will necessarily be a transitionary period while we bootstrap ourselves into the new publishing model. However, right now some developers and artists are actually able to stop emulating Publishers. They can stop extorting their customers via artificial scarcity, by asking for enough money up front to cover the cost their development costs (accounting for profit -- like the way a mechanic factors profit into her prices).

      Essentially, my point is that the current game economy is RIDICULOUS. Paying trumped up fees for 1's and 0's in order for publishers to get paid multiple times for doing little or nothing isn't economically tenable, it doesn't make any sense. The price of games CAN be reduced to what it costs to make them simply by circumventing the extortionist & middlemen: Publishers.

    10. Re:Absolutely! Down with 'used' products! by Cute+Fuzzy+Bunny · · Score: 3, Insightful

      As for value for money - that's something you consider before you make the purchase, surely.

      The game developers are double whammy-ing the value proposition. I used to feel okay about paying $50 for a new game if I knew I could sell it some day for $20 as a pristine used title. But with attempts to kill the used game market and the more recent one-time use DLC that costs $10 to buy if you purchase the game used, I can't be sure to get that $20. I'm also not going to pay $20 for a used game if I have to buy $10 worth of DLC for it or the licensing is a problem.

      I'm sure the game developers figured they found a way to make a free $10 off of the used gamer. Way I look at it is they reduced the reasonable new cost by $10.

      Here's how that plays out at my house. Usually I buy 3-4 used games every month or two, and sell two old ones. Three or four times a year I'll buy a new major title release. Often I buy a used title from a series and then buy the rest of the series new if the price is right. But I got stung a few times by the $10 DLC needed to play the whole game. That's resulted in buying no games at all for a while until I sorted out that pretty much everything new has that problem.

      So I'll start buying games again around the holiday season. Used. Old enough that they don't have the DLC problem. No new releases or other games of any kind that require a DLC purchase.

      Once again a business decides that they'd rather have no money on their own terms, instead of making some money on the customers terms. Good luck with that guys!

    11. Re:Absolutely! Down with 'used' products! by Cute+Fuzzy+Bunny · · Score: 5, Informative

      And the point OP was making is that used goods are bad for manufacturers in any market. And it still stands. So...congratulations on your pedantry?

      The funny part is, this is completely wrong. A used market serves the customers who can't afford new, and is an entry point for a customer to become a new product purchaser. It very rarely harms the manufacturer as the used market 'customer' would rarely be a new product customer due to the price points. In fact, the manufacturer often benefits from the used market in terms of spare parts, add-ons and so forth.

    12. Re:Absolutely! Down with 'used' products! by hairyfeet · · Score: 4, Insightful

      Oh please! The dirty ugly truth is that YOU sir or madam are an elitist. Why can I say that? because i will bet my last nickel you have never been poor and what you and the industry don't want to wrap your snooty little noses around is that poor people game too in fact its pretty God damned obvious that a hell of a lot of them game, or else gamestop wouldn't have a market.

      Tell me, when is the last time you sold a game? have you EVER sold a game? While I haven't I've known plenty that have and it was because they couldn't afford a new game otherwise which is exactly what they are pointing out in TFA. To YOU sir $70 may not be much, but to others its quite a lot. I always keep a couple of sub $100 P4 towers in my shop, do I LIKE the P4? fuck no, i hate the damned thing, don't like the XP that is on 'em either but the simple fact is there are people that can't afford better and unlike an elitist I serve everybody, rich and poor alike.

      So maybe you and the games industry should get your nose out of the air and smell reality a little. look around, see that suffering? its called a Global recession Chuck, and games aren't required like food and rent. i may have money but since ditching the consoles i haven't spent a dime over $25 for any single game thanks to Steam and i don't care if your game is the second coming of Christ me and my family never will. We have better things to spend our money on that give greedy publishers $60+ (more like $130 by the time they gouge us for all the "DLC" they cut out) and you and the industry might want to think about that.

      But no, the short sighted retarded as fuck "damn all but the quarterly reports" attitude of Wall street that is killing this country infects the gaming industry like ass cancer so they'll happily slit their own throats and be shocked! Shocked I tell you! When they kill gamestop and their sales go DOWN and not up. Faced with being gouged and no way to offset the costs many will just wash their hands. Don't worry though, HTPCs that can game are cheaper than ever and I'll be happy to take that business as will Valve.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    13. Re:Absolutely! Down with 'used' products! by SurfaceMount · · Score: 2

      "Imagine a world without Publishers, where the folks working at the studio still get paid for the work they do"

      Someone has to put down the money upfront.
      There may be two years worth of development before the game goes to market, thats two years of wages, rent, PC's, electricity, insurance. Then you have to put down more money for the production of physical media, even at $2 per DVD+Case+Manual its big money to lay down. There is also the legal minefield with various game mechanics patented, hand over more cash for legal experts to evaluate. Then pay for your game to be classified in a bunch of countries, who all want you to pay their fee before being allowed to distribute within the country.
      Marketing makes a big difference, stands at E3 aren't free, many publications will only run your "sneak peaks" for payment, games shops will only display your posters and give the premium shelf space for payment.

      All that has be paid for before you start seeing any return, where does that money come from? Dont expect a bank to just swing your game studio a few million worth of loans.
      Return on investment is not a guaranteed thing, plenty of games fail to break even.

      Its often the publishers paying all these upfront costs with advances to the games studio.

    14. Re:Absolutely! Down with 'used' products! by 91degrees · · Score: 2

      They have. Gamestop is the equivalent to the Used Car Dealer.

      The numbers are so different as to make this very much not true.

      I sell my old car for say $4000. The dealer sells it for $5000. That $5000 goes to buying a new car. While that used car technically competes with the new cars, the manufacturer knows that he gets 80% of that in new car sales. But the manufacturer knows that most people who want a new car aren't going to be satisfied with a used car, and the used car buyer isn't going to go for a new car if the one they want used isn't available.

      Gamestop pays $20 for a used game. Sells it for $50. That competes directly with a new game at $70. A gamer is going to be just as happy with the used game. The publisher gets just 40% of that resale price.

      So I'll rephrase my point as a question. Do you think there's any reasonable possibility, that what works in one of these situations will not work in the other?

  3. Every single industry that sells tangible products by Anonymous Coward · · Score: 5, Insightful

    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.

  4. 17%? by Anonymous Coward · · Score: 2, Interesting

    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.

    1. Re:17%? by Goaway · · Score: 2

      And of course, some part of that 17% is used sales, where the money goes straight into Gamestop's own pockets.

    2. Re:17%? by DMorritt · · Score: 2

      If you're the sort of person that has a game you want to trade in, and trade it in for another used game, then I guess, in a few weeks or months you'll be trading that one in for another? How is this not helping the industry? Everyone needs to make money somehow, if Gamestop are getting a slice of the new and used games I don't see a problem with that, they have supply, there is a demand (for cheaper used games as well as the latest ones). Not everyone wants to buy the latest blockbuster.

      The fact that someone can trade in a game, and use that as credit for the next game they want to play is a good thing, I know/knew people that buy/bought a moderate number of games and used this method, if they couldn't part fund next months new release with an old game they no longer play, they probably wouldn't have bought it at all (or waited till the price was cut to a reasonable level, after all games are quite expensive).

      Personally I think a thriving second hand industry is a good indication that the games industry as a whole is doing well, it's not the consumers fault that games are released with limited replay value, if they don't want people reselling games, give people a reason to want to keep them in the first place!

    3. Re:17%? by DarkOx · · Score: 3, Insightful

      Hardly.

      It goes to pay the guy behind the counter, it goes to the power company to keep the lights on. It goes to local sales and property taxes, it goes an insurance company who has the policy on the store, etc. Does Game Stop get lots on Contribution margin in this case sure, but they have lots of fixed cost overhead.

      They are preforming a service many find useful the offer a market place and facilitate it by functioning as a broker. If you want to keep more of the sale price for a game your selling there is ebay and Craig's list. Its going to be lots more work on your part though, and when the sale happens is when you find a buyer rather than anytime you are ready.

      --
      Repeal the 17th Amendment TODAY! Also Please Read http://www.gnu.org/philosophy/right-to-read.html
  5. But...but...but by Anonymous Coward · · Score: 5, Interesting

    Don't all these Games players have infinity deep pockets and can all afford to buy new and just throw away?

    1. Re:But...but...but by ZeroSumHappiness · · Score: 5, Interesting

      This needs some modding up. I would never have gotten into video games if I could only afford one once a quarter. Used games meant I could buy a game every month when I was a teenager. This broadened my experience and helped cement gaming into my life experience. I probably wouldn't be buying a couple games a month nowadays if I couldn't buy a game a month back then. Luckily, games commonly sell on sale for $5 or less nowadays so new gamers will still be able to experience a wide array of games if they so desire.

      The industry can't just assume that they'll be able to sell all of the AAA titles to all of the gamers every time one goes on sale.

    2. Re:But...but...but by Krishnoid · · Score: 2, Funny

      I would never have gotten into video games if I could only afford one once a quarter.

      Isn't that how all arcade games used to be priced?

  6. and in other news... by Zemran · · Score: 2, Funny

    ... 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.
  7. A 2yo's idea of copyright by David+Gerard · · Score: 5, Insightful

    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
  8. 70 percent of income consumers make by guises · · Score: 4, Insightful

    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.

    1. Re:70 percent of income consumers make by jbolden · · Score: 2

      Paying a low price and selling for a lot... i.e. a large spread indicates the market isn't very competitive or that Gamestop's service is considered extremely valuable by their customers relative to their competitors. I suspect the later. That people selling to Gamestop really like the brick and mortar vs. Ebay.

    2. Re:70 percent of income consumers make by Rogerborg · · Score: 3, Insightful

      selling [used games] for only slightly less than the new price, while pushing used games sales instead of new ones

      If Joe Gamer is choosing to spend $50 on Final Ghost Warfare Ball 2011 than $60 on Final Ghost Warfare Ball 2012, maybe the industry should consider writing an original game once in a while.

      Gamestop's behavior here is contemptible, leveraging its monopoly

      I agree, it was way harsh when they successfully put eBay, Amazon Marketplace, Craigslist and yard sales out of business.

      --
      If you were blocking sigs, you wouldn't have to read this.
    3. Re:70 percent of income consumers make by drinkypoo · · Score: 2

      Joe Gamer is buying "2012" for $55 used two weeks after "2012" came out.

      If "2012" only has two weeks' worth of gameplay in it and it costs more than $55 then the publisher is hereby cordially invited to go fuck themselves. Games should have replay value and if they don't then that's their own damned fault.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  9. Poor Analogy by eldavojohn · · Score: 4, Interesting

    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.
    1. Re:Poor Analogy by edwdig · · Score: 4, Informative

      NES games are still playable. The problem is the NES itself - the connector the cartridge slides into gets bent out of shape. It's easy to open the system up and swap the connector. The new part only costs a few dollars.

      Blowing on the cartridges never actually did anything to make them work. What did help was simply taking the cartridge out and putting it back in. It would sit differently, and eventually it would sit well enough to make a solid connection with the bent connector.

    2. Re:Poor Analogy by dywolf · · Score: 2

      The IP is not the source of value, or rather it is irrelevent to the value.

      The value for a game comes essentially from its usability. In this case, the gameplay, the enjoyment. You can load a game with tons of IP but that doesnt mean it has any value.

      Value is determined by the market.
      Market makes this determination according to demand.
      Demand for games is determined by enjoyability.

      And that is why highly enjoyable games are worth more on a trade in, while others are not.

      --
      The guy who said the election was rigged won the presidency with the second-most votes.
    3. Re:Poor Analogy by xouumalperxe · · Score: 2

      Well, you're still paying for the engineering that went into the car, which is also intellectual property.

  10. Price discrimination by Vintermann · · Score: 3, Insightful

    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.

    --
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  11. Failed business model. by RyuuzakiTetsuya · · Score: 5, Insightful

    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.
    1. Re:Failed business model. by Rogerborg · · Score: 4, Funny

      look at how much cash Avatar brought in, but then contrast that with John Carter

      But one of those had a script so insultingly trite, cliched, superficial and full of plot holes that it practically induced aneurysms in anyone with half a brain, and the other was John Carter.

      --
      If you were blocking sigs, you wouldn't have to read this.
    2. Re:Failed business model. by kyrio · · Score: 2

      Let's just say those 100 developers are making $20/hour (I don't know how much they really get paid), and they all work for 40 hours every week for two years.

      40*52*20*100*2=$8320000

      How much money does this game, that has 100 developers and takes two years to code, make? When this game sells a few million copies at $80, what kind of profit will it have made?

      Looks like developing a game is pretty inexpensive, after all.

  12. Corporate Math by Arancaytar · · Score: 2

    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.

  13. Re:Every single industry that sells tangible produ by wild_quinine · · Score: 5, Insightful

    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.

  14. Downloadable games should be cheaper by Anonymous Coward · · Score: 2, Insightful

    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.

    1. Re:Downloadable games should be cheaper by VGPowerlord · · Score: 2

      Would now be a bad time to point out that I got Arkham Asylum GOTY, Arkham City and all its DLC, and Gotham City Impostors and all its DLC all for $25 through Steam a few weeks ago?

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  15. Ban libraries.... by JaJ_D · · Score: 4, Insightful

    ...we cannot have people reading copyrighted material for free!

    Seriously where is this sort of BS going to stop?

    1. Re:Ban libraries.... by Anonymous Coward · · Score: 2, Interesting

      Ban libraries...we cannot have people reading copyrighted material for free!

      Libraries are not free. They are, at best, pre-paid by local taxes.

      Seriously where is this sort of BS going to stop?

      You could start by not saying that public libraries are free.

    2. Re:Ban libraries.... by speculatrix · · Score: 3, Insightful

      mod parent up!

      Actually, here in the UK it's been worked out that it would be cheaper to close all the libraries and give all active library users a bunch of amazon vouchers and a kindle.

  16. Re:Every single industry that sells tangible produ by Artraze · · Score: 3, Informative

    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.

  17. Re:Every single industry that sells tangible produ by arth1 · · Score: 5, Insightful

    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.

  18. Who is this a problem for? by Alkonaut · · Score: 2

    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.

  19. Re:Every single industry that sells tangible produ by dkleinsc · · Score: 3, Interesting

    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.

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  20. Re:Every single industry that sells tangible produ by gutnor · · Score: 2

    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.

  21. Wait, What? by MacGyver2210 · · Score: 2

    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.

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  22. precedent by slashmydots · · Score: 2

    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.

  23. a good car analogy by speculatrix · · Score: 2

    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.

  24. Everyone is a tad contemptible... by Junta · · Score: 2

    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.

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  25. Re:Every single industry that sells tangible produ by roman_mir · · Score: 2

    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?

  26. Re:Every single industry that sells tangible produ by TFAFalcon · · Score: 3, Insightful

    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.

  27. Dear Games Industry accountants by Rogerborg · · Score: 2

    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.

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  28. The graveyard of used games. by 140Mandak262Jamuna · · Score: 3, Insightful

    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.

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    sed -e 's/Chuck Norris/Rajnikant/g' joke > fact
  29. The cheese has moved by pac0rro · · Score: 2

    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.