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Member
(08-07-2012, 06:34 AM)
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#51
O L Time to go back to school, buddy, you got some learnin to do. |
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Member
(08-07-2012, 06:37 AM)
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#52
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Member
(08-07-2012, 07:03 AM)
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#53
But who and how many people actually trade in games?
It's rich (relatively) people that are just looking to clear out their shelves and get newer games. People that are poor (relatively) and thus more likely to buy used games, don't trade in their games cause they don't wanna get ripped off. Publishers want to get rid of the second hand market to force the 'poor' people to buy new instead of used. 'Rich' people will buy new regardless. |
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Member
(08-07-2012, 07:11 AM)
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#54
Gamestop is not some evil monster, just a middle man in used game sales. They make it easy to sell used games, some people still use craigslist and ebay which publishers/developers would also like to stop with online passes, etc. |
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Member
(08-07-2012, 07:19 AM)
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#55
so, the question really becomes, do trade-ins account for more money paid to publishers/devs than the amount of money that they (publishers/devs) lose to used game sales at gamestop? the obvious answer is 'no' because gamestop would be losing money if that were the case. |
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Member
(08-07-2012, 07:29 AM)
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#56
Last edited by sixghost; 08-07-2012 at 07:34 AM.
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Member
(08-07-2012, 07:29 AM)
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#57
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(08-07-2012, 07:30 AM)
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#58
It's the same backwards logic where devs keep prices too high and spend money to combat piracy when reducing price would be the best tactic. Devs see used game sales as 1:1 losses and don't realize WHY people buy used games. Without being able to trade in games or buy used, people will just buy fewer games.
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My Contribution
(08-07-2012, 08:02 AM)
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#60
as if fair trade doctrine wasnt enough reason: this is why we gotta get away from this scapegoat.
a broken business model does not improve by pointing at one if its single largest sources of revenue doing what it does every time shareholders want to know why the next AAA title tanked. ps you know what DD future will fix? the fact that earlier this year when i finally cottoned to handheld gaming, i had to search all over town to catch up on all 4 phoenix wrights & dozens of other titles no one wants my money for as a new product. |
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(08-07-2012, 08:17 AM)
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#61
Last edited by RagnarokX; 08-07-2012 at 08:23 AM.
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Member
(08-07-2012, 08:23 AM)
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#62
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Member
(08-07-2012, 08:28 AM)
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#64
And a lot of people buy used for their kids who are too young to know how to look after discs properly. Low risk, low loss if they damage it. That end of the market helps fund the day one buyers who like to trade in their old games towards new releases, by providing the market that gives you $X for your trade ins. |
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Member
(08-07-2012, 08:31 AM)
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#66
As long as there is money to be made, the low overhead to offer something digitally makes the scenario you laid out less likely than the very real scenario of over-inflated used prices due to limited edition prints of games. So yeah... there's that. As for Gamestop, all its going to take is some startup doing a gamer online swap-meet... THING to shut Gamestop out of the equation by offering used games at a fairer market value and taking a small overhead on all P2P sales to cover costs.
Last edited by Terrell; 08-07-2012 at 08:36 AM.
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Banned
(08-07-2012, 08:35 AM)
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#67
Maybe it's just a case of "fairness" in the eyes of the developers/publishers.
Maybe it doesn't matter how many new copies are bought due to used trades or whatever...they feel that, arguably, they deserve more of the money that their games generate no matter what. For example physical copy# 15 of Call of Duty 4 is bought new for $60, then traded to GS and bought again, used, for $55, then sold back to GS and bought again for $55, then sold back to GS and bought again for $40, then again for $35, $20, and $10 through subsequent years of that copy of the game's life. That single copy of COD4 has generated $275 worth of revenue, and the people who actually brought the game to life received maybe $45 of that, when GameStop purchased the copy from them initially. Meanwhile GameStop has received nearly 5x that amount simply by taking advantage of lazy and/or stupid gamers who are willing to trade in a game for 50% less than they bought it for a week before. Surely there can be a way to increase publisher/dev revenue without screwing the consumers by getting rid of used games? Maybe all the publishers start adding a caveat to retailers that they are entitled to 50% of all secondary profits for the life of the game, or something. If every time you bought a used game, you knew that 50% of that was going straight to the developers, wouldn't you feel a little better buying used? |
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Member
(08-07-2012, 08:43 AM)
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#68
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Member
(08-07-2012, 08:48 AM)
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#69
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Member
(08-07-2012, 08:51 AM)
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#70
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Member
(08-07-2012, 08:53 AM)
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#71
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Lab Zero Games
(08-07-2012, 08:56 AM)
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#72
The trade-in rate isn't the only reason publishers don't like used game sales - it's the cost of retail.
The wholesale cost of a $60 game is around $40 for Gamestop, and $7+ dollars of that goes to manufacturing the game, and then money has to be spent paying Best Buy for shelf space, etc. If they made all games digital, they could reduce the cost to the consumer and keep a greater percentage of the money. |
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Member
(08-07-2012, 09:02 AM)
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#74
I don't have a whole lot of love for Gamestop but I understand how important they are to have around. Before this gen I thought Gamestop was the bad guy. However after all the shit publishers put us through with online passes, bullshit multi-retailer pre-order exclusive DLC, entire characters and levels locked on your disc until you input the code that is inserted into every new copy of the game, etc the publishers can go fuck themselves.
Aside from that there are always going to be way more consumers purchasing retail than digital. I don't foresee this changing for a few generations (people generations, not video game system generations).
Last edited by Hero; 08-07-2012 at 09:05 AM.
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Member
(08-07-2012, 09:02 AM)
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#75
You could argue, I suppose, that someone buying a used game would otherwise buy some new game if used wasn't an option, even if it wasn't the same one. I'm not sure though that even that's always the case. I believe there is a segment of people who would stop buying games (whether that means turning to piracy or just not gaming anymore) if the option for used games was taken away. |
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Banned
(08-07-2012, 09:03 AM)
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#76
Last edited by OnceLostHorizon; 08-07-2012 at 09:06 AM.
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A little fluff between the ears never did any harm...
(08-07-2012, 09:07 AM)
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#77
Also in an alternately real ideal situation I don't have to search craigslist for a game I want, send payment, wait for shipment, hope I really get a working game, or a game at all, and not a box full of pubic hair. Gamestop sells convenience to both the person getting rid of used games, and the one looking for them. |
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Member
(08-07-2012, 09:12 AM)
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#78
Parasitic entity defending its behavior, to be expected. Is this twice in two days he's being out there making comments? Sounds worried.
I think with the digital download future, publishers could be thinking to take back the license for a game you want to 'trade in' - then give you credit towards or money off a new game. Cuts out the middle man, everyone happy - apart from Gamestop/GAME. |
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Member
(08-07-2012, 09:14 AM)
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#79
Quote:
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Member
(08-07-2012, 09:15 AM)
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#80
Not sure if anyone's mentioned it yet, but I could have sworn that one of the reasons devs hate GameStop was because the used market inadvertently killed creativity. You have a very short window that only lasts 2 - 4 weeks (depending on the dev) for when people will buy your game new. Otherwise, it ends up getting bought used and traded in, and then bought used yet again, leading to tons of cult titles (Madworld and No More Heroes, for instance) but because the devs aren't getting the money from these used sales the publisher has less incentive to green-light their games.
So the model is to create a clone of a popular title. Today it's Call of Duty. Every game is trying to play like and look like Call of Duty. Why? Because it's safe. The audience is large enough. RAMBLE RAMBLE RAMBLE TL;DR: Used games market > cult status > shit sales > no monies Used games market> Cawadooty > hhnnnngg sales > dosh |
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My Contribution
(08-07-2012, 09:19 AM)
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#81
but looking at GOG, steam etc show me most companies want my money, and are down to offer their catalogs for a reasonable price, versus getting nothing. you honestly think capcom wouldn't have the whole saga up? they love this kinda thing. |
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Member
(08-07-2012, 09:25 AM)
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#82
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Member
(08-07-2012, 09:51 AM)
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#83
You want the brand new game all your friends are playing? Pony up 60 bucks. You want to wait for a price drop or buy used? Fine, fuck you and buy an online pass for 15 bucks before we let you on the server. You waited too long? You missed out on pre-order DLC. This harkens back to Nintendo since they create valuable software and why their games take forever to drop in price. Also Nintendo even spoke about this a few years ago how the industry needs to stop training consumers into waiting 1-3 months and having the same game be at half price or worse since it'll be bad for everyone. To note I haven't bought a single used game this generation but I still support Gamestop and other retailers that do trade in programs. I won't support any game hardware that doesn't allow used games to be played on it. |
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MrArseFace
(08-07-2012, 11:17 AM)
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#84
Maybe a compromise would be to agree not to sell used titles within a certain period of the game going on sale. So eg the first two weeks are new sales only. |
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Member
(08-07-2012, 11:18 AM)
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#85
I've never really had problems with GameStop. They get a lot of shit, mostly because of minimum wage employees, but I still buy all new games from there. I'm past the point in my life where I need to trade old games in, but I don't go to Best Buy or Walmart to buy new games.
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Member
(08-07-2012, 11:25 AM)
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#86
The point is that alot of people who buy new games may not be able to buy as many as they did without the discounts their used games provide. The way you look at it assumes everybody who trades in their games already have the funds and are willing to buy new with cash only but choose not to. One can't simply assume that's the case. Used games have created a mini-economy which some would argue is helping the gaming industry.
Publishers are so consumed with the possibility that someone is trading in their game to buy another one (by a rival publisher) new, that they ignore the fact that at the same time someone is probably trading in another used game to buy their game new. |
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Member
(08-07-2012, 12:16 PM)
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#87
Example A is $75 consumer dollars spent with only $60 going to the games industry. Example B is $60 consumer dollars spent with only $60 going to the games industry. So how exactly does plan A negatively impact the video game industry, unless they can somehow assure themselves that the $15 dollars left over in Example B will be saved up and spent on a future game purchase? I mean, if you take all the running expenses of the average gamer and broke them down into percentages I'd bet that video games run well south of 10% of annual expenses. So even then you're talking about maybe $1.50 or so of quantifiable "loss" on the industry's part. Gamestop's used games model works because consumers prefer it over having to do the leg work of craigslist, ebay, etc. themselves. When consumers trade in to Gamestop they are implicitly stating that they would rather get a little less money back for greater convenience. The mark ups are entirely on the consumer side, and it isn't any business of the games industry how consumers spend money. In any realistic economic model the games industry bitching about used games sales is comparable to them bitching about movies, music, and any other media they might compete with for consumer dollars. The only difference is that the used games industry 1. increases consumer awareness about game brands and 2. helps drive a large portion of it's revenue into new games sales which do directly benefit the games industry. Bitching about used games is a straw man that the games industry beats up on as an excuse for why their game didn't sell and why they need day one DLC, online passes, season passes, etc.. Its exactly the same as PC devs bitching about piracy crippling their sales and forcing them to use heavily anti-consumer DRM, yet there isn't much of a DRM defense force around here. Why is there such a strong anti-used games movement? |
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Wildcard berths that can't beat teams without a winning record should have homefield advantage
(08-07-2012, 12:24 PM)
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#89
I think in this case where there is smoke, there is fire. |
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The Mayuh of f'n Bawston
(08-07-2012, 02:48 PM)
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#90
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coaches in the WNBA
(08-07-2012, 02:50 PM)
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#91
Yeah, as someone who's worked there, and obviously YMMV, but the kind of people who buy used games don't pre-order things.
The kind of people who pre-order things trade in games with no stickers(IE, they preordered those games too. Or bought them new). And it's not like Gamestop doesn't encourage buying new. Most of their specials are bonus trade ins for buying a new game. It's two seperate markets. |
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Member
(08-07-2012, 04:29 PM)
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#95
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United under V.A.G.I.N.A.
(08-07-2012, 04:42 PM)
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#96
If this were a truly symbiotic business relationship then I could see publishers, developers, and retailers working through this issue like business partners because it benefits all parties involved proportionately. |
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Member
(08-07-2012, 04:53 PM)
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#97
I've been trying to to explain this to people for years. Developers and publishers don't want to listen to the cold hard truth that gaming exploded around the time Gamestop started taking trade-ins... which in turn boosted new games sales.
Take 'em away and you sell even less new games. |
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The Mayuh of f'n Bawston
(08-07-2012, 05:02 PM)
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#98
I think publishers and developers just like bitching and moaning about used game sales because it's an easy bugaboo that they can blame for their games not doing well, instead of taking a good hard look at why so many consumers trade in their games instead of holding on to them. |