Acullis said:
So, here's a serious question I have for you and for anyone else who's upset about this:
Should developers encourage people to buy their game first hand? Should it be something they want?
I think the obvious only answer to this question is yes. So is it greedy to want people to buy your product first hand?
If it's a tiny nod to those who have indeed bought the game first hand (maybe a small in game perk or bonus, nothing that would directly change gameplay) then why is that ridiculed?
I understand and would be upset myself if it was a massive exclusion/inclusion or something that directly changed gameplay, but small things don't bug me, and I don't see a logical reason they should bug anyone.
the game industry managed to survive and thrive for 30 years despite a used game industry, maybe in part to that industry.
No game designer worth their job title should be actively encouraging practices that cause less people to consume their work.
Back when this generation first started, games were 60 dollars and you got the whole package, with nominal DLC and t-shirts as pre-order bonuses.
These days you pay the same 60 dollars and get less of the game, map packs and DLC that splits communities, and actual game content as pre-order bonuses that makes anyone who buys the game day 2 immediately have their game be devalued.
I attribute this to the game industry having no concept of how much is too much. Back in the beginning they justified the 60 by making games that has obviously cutting edge graphics, and new stuff only the brand new console could produce.
These days, those things don't sell. The original idea that a game being in HD was the sole selling point of the extra 10$ is long gone. But game designers and publishers are still holding onto this idea that 60 dollars is a value. If so many people buy games used that it's a major new problem for the bottom line, it obviously means that 60 dollars isn't a value anymore.
But they've got themselves so trapped in this idea that every single game needs to have multi-million dollar budgets and has to sell 4 million copies, when that's just not sustainable. Why do we actively support and industry where one wrong design choice can cost hundreds of jobs and destroy a company? Imagine any other industry that puts out one mediocre (not even that BAD) project and the company goes under immediately following modest sales (like Homefront). That's not a healthy industry. That's an industry teetering on the edge of a crash, and policies like this that devalue a product perceived value are driving it closer and closer to major problems.