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Epic’s Michael Capps: "Make game endings DLC!"

bachikarn said:
People actually are against used games? wtf

Well, I'm not against used games at all. I just think devs should get a little bit of credit for providing the stuff that keeps the used sales market going. I certainly don't want shit codes and dlshit.
 
ultim8p00 said:
Well, without the product, there wouldn't be a used game business. Imagine that you write a book, and instead of 10 people buying that book, 1 person buys it and shares it with 10 people. You gotta at least agree that it kinda sucks. I mean, 10-20% isn't THAT much, they still get to keep what, 80%? They take an $59.99 game and sell it for $54.99. That's ridiculous! They are making a huge profit off the dev's hardwork. I mean imagine if you sell your book for $10 and someone buys it and sells it for $9.50 and calls it used? They are making a 95% profit ON YOUR OWN WORK, and they didn't do shit! I see something really wrong with that. When the game hits about $30 to $35 they can start keeping the whole thing. That's still like 50%.

But that person wouldn't be making a 95% profit, because they'd have to get the book first somehow. If they paid full price, they're losing money. If they bought the book off of someone else, and can then sell it for a greater price, that's a discrepancy they're taking advantage of that shouldn't exist with perfect information. But there's not really much you can do about that.

I can see the appeal of the idea initially exposed in this thread, and it's easy to see why publishers would want to encourage new sales, or profit from used sales in some way. But after they've sold their product to someone, it belongs to that person, and any other interpretation of that transaction is a dangerous one. If people don't own the physical goods they have purchased, then what have they spent their money on?

I tend to avoid buying used if I can help it, because I want to support the developers whose games I buy. And I don't shy away from digital distribution. But removing the intuitive definition of what it means to own a physical product is a good way to alienate your consumers and piss people off.
 
PataHikari said:
Nah the music industry is the same and sales have been doing down for ages.


Eh? Music industry is a lot better in this regard than the propositions and current plans of the video game industry... What oppressive actions are they doing exactly?
 
Fortunately Nintendo has a sound business model won't ever try squeeze me for an additional 20 bucks just to fight Ganon or Bowser, because they won't make a mess of things and ask the consumer to take it up the ass to make it "better".

Publishers and developers, Nintebdo systems are your only future if value your relevancy and profitable sustainablity in the near future.

And try to create a game without a single gun or sword... just try it once.
 
ultim8p00 said:
Instead of screwing the consumers, how about companies just require Gamestop to give 10% to 20% of what it sells in used copies to the devs if the used price is higher than 40% the retail price? I mean, it's either that or kill the used-games business altogether, so I'm sure they'll ultimately give in.

80% of $50 is still quite a lot no?

What do you guys think?
You can't demand to be paid for something you don't own. Publishers do not own the used games. They SOLD those games to other people. In doing so, they gave up the ability to sell it again.
 
MiiMarioMii said:
Fortunately Nintendo has no clue how the Intertubes work, so they can't try to squeeze me for an additional 20 bucks just to fight Ganon or Bowser, because they would probably make a mess of things and wind up losing the rights to Mario in the process.

:lol
 
sonicmj1 said:
But that person wouldn't be making a 95% profit, because they'd have to get the book first somehow. If they paid full price, they're losing money. If they bought the book off of someone else, and can then sell it for a greater price, that's a discrepancy they're taking advantage of that shouldn't exist with perfect information. But there's not really much you can do about that.

I can see the appeal of the idea initially exposed in this thread, and it's easy to see why publishers would want to encourage new sales, or profit from used sales in some way. But after they've sold their product to someone, it belongs to that person, and any other interpretation of that transaction is a dangerous one. If people don't own the physical goods they have purchased, then what have they spent their money on?

I tend to avoid buying used if I can help it, because I want to support the developers whose games I buy. And I don't shy away from digital distribution. But removing the intuitive definition of what it means to own a physical product is a good way to alienate your consumers and piss people off.

Actually, in the case of the books, they'd be loosing about 5% if you don't count the enjoyment from reading the book as anything. But in the case of GS like you said, it's the fact that they sell the used games at a greater price. I mean, this really is a hard situation as on one hand you are messing with people's right to buy and sell a product, but on the other hand you are kind of riding of the dev's backs. I guess I wouldn't care if every game sold millions like Gears 2 or Halo 3, but I just don't want stuff like No More Heroes or some other indie-spirit game to get screwed like that.
 
Just put all your games in some download service while you are at it. Just make sure that your customers don't ever actually own the copies they buy. People do such awful things with the stuff they own.
 
ultim8p00 said:
Well, without the product, there wouldn't be a used game business. Imagine that you write a book, and instead of 10 people buying that book, 1 person buys it and shares it with 10 people. You gotta at least agree that it kinda sucks. I mean, 10-20% isn't THAT much, they still get to keep what, 80%? They take an $59.99 game and sell it for $54.99. That's ridiculous! They are making a huge profit off the dev's hardwork. I mean imagine if you sell your book for $10 and someone buys it and sells it for $9.50 and calls it used? They are making a 95% profit ON YOUR OWN WORK, and they didn't do shit! I see something really wrong with that. When the game hits about $30 to $35 they can start keeping the whole thing. That's still like 50%.

I think you need some basic math. If I buy a book for $10 and sell it for $9.50, I'm not making any profit at all. I'm in the red 50 cents.

Now, if I buy a book for $10 and sell it for $3, and then that guy sells it for $9.50, he makes $6.50, and I'm out $7. At no point does this chain of sales ever get to a net profit, except the first sale, the one the publisher profited from. So where's the money? Why should the publisher be mad? I'm the one who should be mad, because apparently I could've lost 50 cents instead of $7.00.

Also, the book scenario you described, where 10 people read one purchased book, has a name. It's called a library.
 
MiiMarioMii said:
:lol :lol :lol
Strangely perfect tag for this thread

I got it in here, from a mod who can't admit they jumped in on something they didn't read and/or didn't understand, just to grind an axe about THEIR RIGHT AS A CONSUMER, when my point had little to do with that.

It's pretty sad that the only site who seems to have actually read the interview before running a "CAPPS SAID" headline is Kotaku - they actually got the story right. The ***stiq site got it so wrong they claimed the source was Game INFORMER...they must not have heard of industry.biz.
 
ultim8p00 said:
Actually, in the case of the books, they'd be loosing about 5% if you don't count the enjoyment from reading the book as anything. But in the case of GS like you said, it's the fact that they sell the used games at a greater price. I mean, this really is a hard situation as on one hand you are messing with people's right to buy and sell a product, but on the other hand you are kind of riding of the dev's backs. I guess I wouldn't care if every game sold millions like Gears 2 or Halo 3, but I just don't want stuff like No More Heroes or some other indie-spirit game to get screwed like that.

Greater price than what? Greater than the new price? I don't follow what you mean here. And games like No More Heroes aren't getting screwed because of used game sales btw. It's called low consumer interest.

The way to maximize new game sales isn't going to be through alienating the consumer. It's going to have to be through a deal with GS and the other major retailers of used games. Either a small cut of the sales of used game sales goes to the publisher, or have a no used copies sold within the first 2 weeks of a new release type clause.
 
Chrange said:
I got it in here, from a mod who can't admit they jumped in on something they didn't read and/or didn't understand, just to grind an axe about THEIR RIGHT AS A CONSUMER, when my point had little to do with that.

It's pretty sad that the only site who seems to have actually read the interview before running a "CAPPS SAID" headline is Kotaku - they actually got the story right. The ***stiq site got it so wrong they claimed the source was Game INFORMER...they must not have heard of industry.biz.

:lol

I got my tag--the original "whining loser" part of it--because I used that term while trying to drive a trolling mod out of a Metroid Prime thread.

Darn mods. ;-p
 
Dragona Akehi said:
Nothing about saving money, it's all about my rights as a consumer. Stop infringing them.

And if it is infringing on my rights, you won't have a customer (and many more like me) anymore.

Bullshit. Highlighted as above: just because you (and publishers) say so doesn't make it true. My money, my purchase, my rights. And apparently the law agrees with me.

You keep using that word...
 
:lol This thread is one funny mess.
I say let the publishers do that if they see fit, Gamestop will carry on, and the end consumers will see if this satisfies them. But I won't be a part of DLC endings or the games that have them.
 
ElFly said:
What about lowering game prices and / or allowing retailers to get a bigger margin out of new games.

Lowering game prices is out the window - we recently had to increase them by $10 just to keep pace with the cost of making the things.

As a result, allowing retailers to get a bigger cut would mean increasing the cost to the consumer again, and I'm not sure people would react well to $65-$70 games. And even with a $10 increase in the retailer's favor, they would still make more money from a used copy when 80% of the sale is their profit instead of 20%.
 
kpop100 said:
Either a small cut of the sales of used game sales goes to the publisher

Out of the question. And it would set a very dangerous precedent if it did happen.

kpop100 said:
or have a no used copies sold within the first 2 weeks of a new release type clause.

This might be workable, and I suggested it earlier in the thread. But Gamestop has no reason to do this now. They're completely in the right. So they need some incentive. I suggested the publisher give them a margin that scales upwards as they sell more new copies. They're already doing publishers a favor by pushing pre-orders (often paid for with trade-ins), which helps them gauge demand and recover their costs quickly. That's not why Gamestop does it, of course, but nevertheless it's beneficial to the publisher.
Gamestop also hypes new games very effectively. They're really the publishers' best friend at the same time they're undercutting them with used game sales, and you can't separate the two.

I've still seen no one in this thread acknowledge the impossibility of running a profitable videogame specialty store with only new games. Walk a mile in those shoes and see how sorry you feel for the poor publishers. You'll be setting up a trade-in program within a few weeks.
 
I haven't read the thread, so I don't know if it's been proposed here that the credits should be DLC instead, for that way I won't even know the names people who lose a sale when I buy a used game lol.
 
Leondexter said:
I've still seen no one in this thread acknowledge the impossibility of running a profitable videogame specialty store with only new games. Walk a mile in those shoes and see how sorry you feel for the poor publishers. You'll be setting up a trade-in program within a few weeks.


This...I've been wondering about this myself. There is something inherently wrong with the commercial supply chain when your retailer essentially promoting your industry cannot be viable on single sales of your own product. That's where the issue lies.
 
Campster said:
Lowering game prices is out the window - we recently had to increase them by $10 just to keep pace with the cost of making the things.

This is a lie you were spoonfed by PR.

R&D for games certainly raised, but it is a constant cost for any given game. The actual cost of making 1 copy of the game is minimal. Printing more discs simply didn't become $10 more expensive from last gen to the current one.

There is a market for cheaper HD games, which is trivially proven because there are so many people buying the goddamn used games in the first place. If games were cheaper, they'd be able to sell more of them new, and get more money at lower prices.

Campster said:
As a result, allowing retailers to get a bigger cut would mean increasing the cost to the consumer again, and I'm not sure people would react well to $65-$70 games. And even with a $10 increase in the retailer's favor, they would still make more money from a used copy when 80% of the sale is their profit instead of 20%.

Hopefully, there will always be an used games market. It is ridiculous that retailers can profit so much more from used games than from selling new ones. If a business can get ~10x more earnings from used games than from new games, you can't really fault them for trying to move the most used games than they can.

If Epic has so many problems with Gamestop, simply don't sell games to them, period.
 
Campster said:
Lowering game prices is out the window - we recently had to increase them by $10 just to keep pace with the cost of making the things.

Simply false...PC game have lower sales and scale farther than console games and yet they still cost $50. Developmental costs did not increase. Maybe licensing did (since console makers take losses from console sales and make it up from licensing)but definitely not the actual costs that go into game production.
 
ElFly said:
This is a lie you were spoonfed by PR.

R&D for games certainly raised, but it is a constant cost for any given game. The actual cost of making 1 copy of the game is minimal. Printing more discs simply didn't become $10 more expensive from last gen to the current one.

There is a market for cheaper HD games, which is trivially proven because there are so many people buying the goddamn used games in the first place. If games were cheaper, they'd be able to sell more of them new, and get more money at lower prices.



Hopefully, there will always be an used games market. It is ridiculous that retailers can profit so much more from used games than from selling new ones. If a business can get ~10x more earnings from used games than from new games, you can't really fault them for trying to move the most used games than they can.

If Epic has so many problems with Gamestop, simply don't sell games to them, period.


Oh, there's no denying there's a market for lower-priced HD games; but the cost of something like Gears of War is astronomically higher than the cost of something like Unreal Tournament 2004. And the sales simply haven't improved in line with the development costs. Our audience is bigger, yes, but not ~$5 million development cost -> ~$20 Million development cost bigger. The number of people buying hardcore games, the games that cost the most to make, absolutely has not grown in line with the cost to make them. It isn't a PR trick to get us to hand over more money; it's a sign of our ailing industry.

Again, we can either pretend like nothing is wrong when we're increasing product prices just to fund the next wave of sequels that will immediately be sold back to retailers as used product for people to bitch about on internet forums, or we can as an industry start looking for substantive ways to improve our business practices.
 
Campster said:
Lowering game prices is out the window - we recently had to increase them by $10 just to keep pace with the cost of making the things.

That's not entirely true. There are tons of games on the market that would easily turn a profit while being sold for a lot less than $60. The biggest blockbuster games this gen could've cleared profitability in the first week, even at $40 or less.

And there are other options. You can't tell me Nintendo is hurting on the developmental cost side. Brain Training probably cost 1000 yen and a pack of cookies.

I think publishers need to re-examine last gen. It had the most fair pricing this industry has ever seen--with new console games ranging from $50 all the way down to $20 or less and an excellent Greatest Hits model--and yet it was also the most profitable gen for publishers and developers across the board.

There is way more flexibility in videogame prices than you'll ever see admitted. Most new games don't need to be $60 if they can sell reasonably well. They are $60 because they're afraid they won't sell well, or because they think a lower price won't help sales much. And you can't tell me publishers are in a worse scenario now than when they were paying to put games on cartridges. Cheap media is still more than making up for the increase in development costs. And if it isn't in your specific case, then maybe you need to get your budget under control. Not every game has to cost tens of millions of dollars to create. If you want to play at the high stakes table, then be prepared to lose big if you lose.
 
Campster said:
Oh, there's no denying there's a market for lower-priced HD games; but the cost of something like Gears of War is astronomically higher than the cost of something like Unreal Tournament 2004. And the sales simply haven't improved in line with the development costs. Our audience is bigger, yes, but not ~$5 million development cost -> ~$20 Million development cost bigger. The number of people buying hardcore games, the games that cost the most to make, absolutely has not grown in line with the cost to make them. It isn't a PR trick to get us to hand over more money; it's a sign of our ailing industry.

Again, we can either pretend like nothing is wrong when we're increasing product prices just to fund the next wave of sequels that will immediately be sold back to retailers as used product for people to bitch about on internet forums, or we can as an industry start looking for substantive ways to improve our business practices.

Wait, no. You can't have it both ways.

If the used games are being sold and resold tens of times, that means that there is a big group of people that want to buy quality, HD games at a lower price than $60, that publishers simply aren't reaching, just because they don't want to.
 
That's just really indicative of consumers always wanting to pay less. Piracy, or trading was still a problem when games were $49.99. I do think that raising it above 59.99 will without a doubt start really impacting the industry.

ElFly said:
This is a lie you were spoonfed by PR.

R&D for games certainly raised, but it is a constant cost for any given game. The actual cost of making 1 copy of the game is minimal. Printing more discs simply didn't become $10 more expensive from last gen to the current one.

There is a market for cheaper HD games, which is trivially proven because there are so many people buying the goddamn used games in the first place. If games were cheaper, they'd be able to sell more of them new, and get more money at lower prices.

Developing the product is responsible for costs, not the disc printing. What really drives the costs are the wages of the employees and so does the time and manpower required to make a modern day A-AAA product, and don't forget the growing RnD costs to get the tech up to the level of the higher and higher specs. I mean that's one of the the reasons that EA has been having greater and greater troubles, their RnD has been killing them, and the bar for what a game has to sell to be profitable keeps getting higher and higher.

20 million dollars, if you're lucky.
 
This is a trend that needs to die. I quit PC gaming because of the hassle it became. Now I have to enter a damn code with half the console games I buy too.

Making gaming a hassle for legitimate consumers is the quickest way to kill the industry. Knock it off.
 
ElFly said:
If Epic has so many problems with Gamestop, simply don't sell games to them, period.

They can't--Gamestop sells too many new copies of their games. Probably more than any other store, and a lot of those were bought with trade-in games. But nobody seems to want to hear that.
 
ElFly said:
Wait, no. You can't have it both ways.

If the used games are being sold and resold tens of times, that means that there is a big group of people that want to buy quality, HD games at a lower price than $60, that publishers simply aren't reaching, just because they don't want to.

Ah, the cold touch of logic. Very nicely done.
 
ElFly said:
Wait, no. You can't have it both ways.

If the used games are being sold and resold tens of times, that means that there is a big group of people that want to buy quality, HD games at a lower price than $60, that publishers simply aren't reaching, just because they don't want to.
It probably doesn't matter if they lowered the price considering the audience that buys the games is small and that they can only break even or make a profit if they sell 500k+ units at $60. I'd assume they would only lower the price themselves once they had atleast broken even or the game tanks at retail. Even if they did lower to say $30, Gamestop would go and sell used games back at $20. What also doesn't help is that a large portion of Gamestop customers who buy used consider a working game good enough criteria and saving money is more important that supporting the developers/artists. There is no depreciation of value of the game so a single copy of a new game can be sold countless times and this crowd tends to play the latest games rather than waiting for price drops.

Also, if prices were to drop.. it would have to be industry wide because there's also perceived value. People tend to wonder why a AAA will ship at a substantial lower cost than games it is competing against, look at Madden vs 2K Football when it dropped to $19.
 
Zen said:
That's just really indicative of consumers always wanting to pay less. Piracy, or trading was still a problem when games were $49.99. I do think that raising it above 59.99 will without a doubt start really impacting the industry.

Higher prices will always make a second hand market stronger.

Zen said:
Developing the product is responsible for costs, not the disc printing. What really drives the costs are the wages of the employees and so does the time and manpower required to make a modern day A-AAA product, and don't forget the growing RnD costs to get the tech up to the level of the higher and higher specs.

No, no, no, no. For example, a console has a price that's relative to the cost of making said console. You pay $500 for a PS3 because the processor/bluray drive/gpu/hard drive/motherboard are expensive.

For a game, you pay $60 because the publisher figured out that $60 X the amount of people who would buy the game, would be enough to recover costs and, hopefully, make a profit. Realize that a new game could be sold for $5 if they thought enough people would buy said game, because the total cost of disc+case+manual is around $1.

If publishers want to charge $60 for their games, they are in their right to do so. But don't come crying when the loads of people who were used to the $50 pricepoint last gen want to keep doing so via the used market.
 
anotheriori said:
It probably doesn't matter if they lowered the price considering the audience that buys the games is small and that they can only break even or make a profit if they sell 500k+ units at $60. I'd assume they would only lower the price themselves once they had atleast broken even or the game tanks at retail. Even if they did lower to say $30, Gamestop would go and sell used games back at $20. What also doesn't help is that a large portion of Gamestop customers who buy used consider a working game good enough criteria and saving money is more important that supporting the developers/artists. There is no depreciation of value of the game so a single copy of a new game can be sold countless times and this crowd tends to play the latest games rather than waiting for price drops.

Obviously you can't stop Gamestop (lulz) from always selling used games cheaper than new games.

But it is obvious too that if they do so, they'd get a lower profit from them.

The final obvious thing is that Gamestop has kept growing and growing this generation. The higher prices certainly helped them a lot.
 
Brashnir said:
This is a trend that needs to die. I quit PC gaming because of the hassle it became. Now I have to enter a damn code with half the console games I buy too.

Making gaming a hassle for legitimate consumers is the quickest way to kill the industry. Knock it off.

If you want to know where the console gaming industry is going, just look at what PC gaming is doing. FPS dominated marketplace, DLC/expansion packs, HDD installs, day 1 patching, and multiple SKU's (different hardware builds). If this trend continues, we're going to see MMORPG'S with subscription plans and microtransactions.
 
Campster said:
Lowering game prices is out the window - we recently had to increase them by $10 just to keep pace with the cost of making the things.

There's a solution here.

Slash the budget of the games and stop making them so expensive to make, then you can lower the price, and still make even more profit then you did when they were 60!
 
No, no, no, no. For example, a console has a price that's relative to the cost of making said console. You pay $500 for a PS3 because the processor/bluray drive/gpu/hard drive/motherboard are expensive.

For a game, you pay $60 because the publisher figured out that $60 X the amount of people who would buy the game, would be enough to recover costs and, hopefully, make a profit. Realize that a new game could be sold for $5 if they thought enough people would buy said game, because the total cost of disc+case+manual is around $1.

If publishers want to charge $60 for their games, they are in their right to do so. But don't come crying when the loads of people who were used to the $50 pricepoint last gen want to keep doing so via the used market.

While everyone loves to blame Microsoft or Sony for higher next-gen prices, don't forget that EA was heavily lobbying for $60 games prior to next-gen's arrival. The whole 'premium games demand premium prices' mantra was repeated often by EA spokespeople, though their names escape me at the moment. Even Bleszinski came out against the idea of more expensive games

Microsoft's three launch titles were all $50, by the way. It was EA, Activision, and SEGA who put out multiple titles at $60. Then Riccitiello did an interview last year where he said we needed cheaper games?

Slash the budget of the games and stop making them so expensive to make, then you can lower the price, and still make even more profit then you did when they were 60!

Banjo Kazooie: Nuts and Bolts is announced at $40 and people say "What...isn't it worth $60?" Cheaper games don't look as good as the blockbusters, and don't get the attention or (in most cases) the sales. They battle the cheaper price tag, which is a mark of shame for some reason. OH NO - A BUDGET GAME!
 
Yeah, at launch, first party MS games were $50 only.

But by the time Halo 3 came, they realized that demand was good enough to charge $60.

Chrange said:
Banjo Kazooie: Nuts and Bolts is announced at $40 and people say "What...isn't it worth $60?" Cheaper games don't look as good as the blockbusters, and don't get the attention or (in most cases) the sales. They battle the cheaper price tag, which is a mark of shame for some reason. OH NO - A BUDGET GAME!

That was a good(?) move by the marketing dept.
 
Chrange said:
Banjo Kazooie: Nuts and Bolts is announced at $40 and people say "What...isn't it worth $60?" Cheaper games don't look as good as the blockbusters, and don't get the attention or (in most cases) the sales. They battle the cheaper price tag, which is a mark of shame for some reason. OH NO - A BUDGET GAME!

This is because most "hardcore gamers" are idiots.

The fact that people are seriously arguing against used games is a surefire sign of this.
 
If they really care so much about used games, I don't see why they don't bundle a one time activating code like you've seen on PC games. Once used it's tied to that individual's e-mail or online identity and is non-transferrable. Fallout 3 appears to have done it with my XBL account, for instance.

Don't see why they'd hold back from doing this on consoles.

Making only the end of the game or some milestone require activation or a DLC charge seems to beat around the bush of the core issue, which is to prevent renting and the used market altogether.

Edit: I know the argument against this is that Gamestop would go out of business, but most publishers would view that as a net win.
 
Leondexter said:
I think you need some basic math. If I buy a book for $10 and sell it for $9.50, I'm not making any profit at all. I'm in the red 50 cents.

Now, if I buy a book for $10 and sell it for $3, and then that guy sells it for $9.50, he makes $6.50, and I'm out $7. At no point does this chain of sales ever get to a net profit, except the first sale, the one the publisher profited from. So where's the money? Why should the publisher be mad? I'm the one who should be mad, because apparently I could've lost 50 cents instead of $7.00.

Also, the book scenario you described, where 10 people read one purchased book, has a name. It's called a library.

Dude chill out. Several people have said what you just said more effectively and they didn't have to be dicks. I'm not attacking you; I'm just trying to look at this issue from a dev's perspective. I may be wrong on this, but public libraries don't buy your book at $5 and sell it back to you at $15 to make profit. They make profit by charging subscription fees and making deals with publishers and other booksellers. Heck, in most cases, public libraries are heavily funded by the local government. The issue with GS, and really it is not an easy one as many factors are involved, is that they make significant profit of the devs, whereas a public library makes profit of its users. I'm not suggesting we OMG BAN GS AND BAN USED GAMES here. I'm just saying a small cut like 10% of what they make could go to the devs if the used price is still very close to the actual price.

kpop100 said:
Greater price than what? Greater than the new price? I don't follow what you mean here. And games like No More Heroes aren't getting screwed because of used game sales btw. It's called low consumer interest.

The way to maximize new game sales isn't going to be through alienating the consumer. It's going to have to be through a deal with GS and the other major retailers of used games. Either a small cut of the sales of used game sales goes to the publisher, or have a no used copies sold within the first 2 weeks of a new release type clause.

That's exactly what I'm suggesting. Read my first post if you care. And by greater price, I mean buying used games at a lower price and selling it at a higher price. And by getting screwed, I mean this: NMH comes out and someone buys it used and ends up liking it. The money for the second sale goes to GS, not Grasshoper. Now, it's cool that they bought it used, but what about Grasshoper? I mean, it's already kind of a niche game, so it wouldn't sell that well. I think Grasshoper should get a little bit for that second sale. Not much. I mean 10% x 100,000 adds up. In most cases, when a person sells a used game, they sell it at a loss (unless it's a Wii) and that means they invested at least a little bit into the game.
 
PataHikari said:
Because there would be a backlash like you wouldn't believe.

I'd believe it, but among the people who care (and would read into the implications of having to type in a code when buying a game), there isn't a larger group of prosumer sadists this side of Apple Inc.

If EA, Nintendo, MS, Sony, and Activision Blizzard all agreed to it overnight, everyone would suck down the Kool-Aid the next day after the 300000 page thread on GAF got locked and archived.
 
PataHikari said:
There's a solution here.

Slash the budget of the games and stop making them so expensive to make, then you can lower the price, and still make even more profit then you did when they were 60!

Yeah, but how will you justify to gamers that they should buy a say $400 console when the games don't even use its potential. People already complain that they are too short.
 
ultim8p00 said:
Dude chill out. Several people have said what you just said more effectively and they didn't have to be dicks. I'm not attacking you; I'm just trying to look at this issue from a dev's perspective. I may be wrong on this, but public libraries don't buy your book at $5 and sell it back to you at $15 to make profit. They make profit by charging subscription fees and making deals with publishers and other booksellers. Heck, in most cases, public libraries are heavily funded by the local government. The issue with GS, and really it is not an easy one as many factors are involved, is that they make significant profit of the devs, whereas a public library makes profit of its users.


Woah woah woah. Let's not start making up bullshit here.

How does GS make a profit "off the the devs". Do they charge electronics arts for every used game they give away to their customer?

Gamestop makes its profit from the users, just like the library. The users sell / buy their games to/from Gamestop as is their right in any free market. The developers/publishers don't have to pay Gamestop at any point.
 
Juice said:
I'd believe it, but among the people who care (and would read into the implications of having to type in a code when buying a game), there isn't a larger group of prosumer sadists this side of Apple Inc.

If EA, Nintendo, MS, Sony, and Activision Blizzard all agreed to it overnight, everyone would suck down the Kool-Aid the next day after the 300000 page thread on GAF got locked and archived.

Sad but true.
 
ultim8p00 said:
I'm just saying a small cut like 10% of what they make could go to the devs if the used price is still very close to the actual price.

This is self-defeating logic. First off, you're arguing that publishers have a right to profit off of a re-sale when they've already profited from the original sale. That's flat-out wrong. Secondly, you're then saying that only when the profit of the subsequent sale is high enough should this happen, which means you don't support your original argument except as a matter of degree, which is awkward at best. And lastly, you don't seem to realize that you're arguing against individual rights in favor of corporation rights, which is dangerous territory. The precedent of second-hand revenue going back to the manufacturer could have serious implications if it were to be applied elsewhere.

All this to stifle a legitimate business, a necessary one for the company in question, that is very beneficial to the original IP owner in any case.

I wasn't attacking you before, I was merely stating the truth. Your basic math was severely flawed, and so is your entire argument. Publishers present their side as a sympathy plow, and you fell for it. But it's motivated by greed, and it's a losing proposition all around. There are better solutions.
 
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