Here's an economic argument for the used game market that demonstrates an advantage for publishers.These kinds of arguments "Thing you don't like is actually good for you" are always weak. It just assumes the other person is stupid and can't figure out their own best interests. Often times, people value control and autonomy as much as they value money, even for profit companies. Maybe they think the extra control will make them more money. THQ could setup their own monopoly 'used' game market and not only reap the supposed 'benefit' but also take a cut on each transfer.
Secondary sales function as a kind of delayed rebate that is free to the publisher, which allows the publisher to increase the original price and thus recover some of the revenue lost to the secondary market.
Traditionally, the threat of mass uproar and the problem that games which operate on a subscription basis tend to do much more poorly unless they become massive successes.This is another example of choosing control over money. It might actually cost users less to pay $5/mo over a year then $50 all at once. After they get tired of the game, they stop paying. But. They'll worry that if they stop paying, they'll lose their position (or whatever).
The problem with telling your customers that "buying used games is the same as getting them from the Pirate Bay" is that they'll probably come to the same conclusion the minute you fill your games with anti-consumer bullshit. Only this time, they'll have a serious motivation to produce and use a free version of the server.Do you really think people are going to come up with a free version of teh WWF Wrestling server? Maybe if this was Starcraft or some major release like (I guess) Modern Warfare.
This kind of makes the whole dedicated server thing a moot point as Sony and Microsoft aren't into that kind of thing.I haddn't thought about that, but Microsoft/Sony are working with the publishers to screw over users. The fact that "microsoft wouldn't like it" if users could run their own servers for certian games is kind of moot. Presumably a company could get away if they really pushed, especially smoeone like Blizzard (so for example, allowing console players to play against PC players)
It's never really been about peoples right to buy and sell their property, the issue is the way Gamestop has industrialised second hand sales in the video game market to an unprecedented and unsustainable level.Larger then the video rental market in the 90s? I kind of doubt that. I'm sure the used car industry does more then $2 billion.
Buying a used game IS no better than piracy. It's just that piracy isn't really all that bad.A single used game sale isn't any better then a single act of piracy. The problem is that one person can pirate distribute a game an infinite number of times, while they can only sell the game once.
It turns out that used games are a tremendously controversial issue. Part of the reason response to the comic and post has been so massive is that (aside from our inflammatory presentation) this conversation has been a long time coming. The thing for the commentariat to do about this issue typically is to carve out as populist a stance as possible, to cluck and tut tut about it so as to ingratiate themselves to you as much as possible, and then follow up by posting a picture of a belt buckle. That strikes me as a bit precious.
Because this is the Internet, every argument was spun in a centrifuge instantly and reduced down into two wholly enraged, radically incompatible contingents, as opposed to the natural gradient which human beings actually occupy.
People who buy used games are not pirates, by definition. Used games (used everything, really) are and will continue to be a legal and protected form of commerce. Other industries have done what they can to co-opt, destroy, or harvest those markets, but their existence is settled law. What I have said is that the end result of that purchase from a developer perspective must be indistinguishable. Isn't it? That is the question I couldn't answer. I still can't answer it. And because I couldn't, I had to change the way I invested my leisure dollar.
People want to talk about used cars, or libraries, or any other thing really, but I'm not talking about the universe in general - I'm talking about the tiny part of it I have any control over. That bit up there is the part I can't resolve: the moral dimension contained within the purchase. Yes, I'm giving somebody money when I buy used. Is that sufficient? What is the end result, and what systems am I sustaining by doing so?
I'd rather not think about things like this, believe me. I'd rather be Mr. Perpetual Good Times, but I'm not built that way. On the whole, I'd say thinking has been a tremendous inconvenience.
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I don't mind them doing this, really, but saying it's for rewarding the gamer in any fashion is just spin.
posted by scrutiny at 9:35 AM on August 26, 2010 [3 favorites]