Congratulations, you are the first person to think of this argument.shpankey said:I don't understand this idea at all. What next, our cars? Chevrolet doesn't make money on used car sales do they?
Congratulations, you are the first person to think of this argument.shpankey said:I don't understand this idea at all. What next, our cars? Chevrolet doesn't make money on used car sales do they?
People saying this need to realize that even the most loyal of audiences has their breaking point.Dina said:People wanting to raise their flags and 'get it together' versus these evil DLC-based game companies don't realise the majority of the gamers won't 'get it together' and will still pay for these practices.
There is a reason gamerpictures and themes sell. There is a reason why a closed beta of an anticipated, upcoming game sells. There is also a reason why this will sell, and they are linked.
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.
What do you guys think?
the ironic part is why would they see THEIR sales drop? People buying the game new off of store shelves don't see any change. The only change would be renters and used buyers who, the entire point is, don't contribute to the sales numbers you are talking about.VictimOfGrief said:Epic... STFU and get to work on the Gears 2 PC port you knobs. DLC endings? Watch the sales of your games AND your DLC ridden games drop in sales.
sp0rsk said:I said this before in another thread, but going after consumers like this may be the dumbest thing you can do.
Seriously shame on anyone who embraces tactics like this. I will never buy a game that has this kind of shit in it. Never. I'd go as so far as to not buy anything from the companies library until they get rid of it.
This gen devs and pubs just keep taking it further and further, one day the levi's gonna break and they will be out on their asses.
Absolutely sickening.
Segata Sanshiro said:People saying this need to realize that even the most loyal of audiences has their breaking point.
I'll admit, few industries are as diligently dedicated to finding their audience's breaking point as the games industry though. How are those arcades doing again, games industry?
You're acting like the used market exists in a completely separate bubble from the new market, though. People sell their games, on eBay, or at GS/EB, and do what with the money? Buy more games. If you snuff out that aspect of the games industry, I guarantee the results would not be pretty.borghe said:the ironic part is why would they see THEIR sales drop? People buying the game new off of store shelves don't see any change. The only change would be renters and used buyers who, the entire point is, don't contribute to the sales numbers you are talking about.
Not saying this is a great idea (although it is definitely interesting), but I think a lot of people in this thread fail to realize that this change would only affect a very specific set of users, none of which are in the sales demographic of people buying the game new. if those people opted to just not buy the game at all, the game company wouldn't suffer in the slightest. whereas if even one of those ended up buying the game new instead, the game company benefits. And there is no reason to assume anyone already buying the game new would stop out of protest.. it's not like they are being affected even in the tiniest bit.
bcn-ron said:I really don't understand why Gamestop could grow into such a huge business. Why buy a used copy for such a miniscule discount, or why even buy a gutted "new" copy at Gamestop? Why don't people just buy their stuff new, sealed, for the same price, anywhere else? Boggles the mind.
haowan said:The problem as has been pointed out several times is that within weeks or even days of a game's release the retailers are pushing used copies at nearly full retail price instead of the new product.
sp0rsk said:said this before in another thread, but going after consumers like this may be the dumbest thing you can do.
Seriously shame on anyone who embraces tactics like this. I will never buy a game that has this kind of shit in it. Never. I'd go as so far as to not buy anything from the companies library until they get rid of it.
This gen devs and pubs just keep taking it further and further, one day the levi's gonna break and they will be out on their asses.
Absolutely sickening.
Dina said:If these practises fly, the games will not be the same anymore. Your retail copy will not have the same content out of the box as your second hand copy.
but that model would still be there, just with a lower margin than currently exists..Segata Sanshiro said:You're acting like the used market exists in a completely separate bubble from the new market, though. People sell their games, on eBay, or at GS/EB, and do what with the money? Buy more games. If you snuff out that aspect of the games industry, I guarantee the results would not be pretty.
borghe said:edit - and as well it doesn't even KILL the used market.. it just changes the concept of it. if they sell, say, the final boss for $20, and Gamestop prices current recent used games at $55, it just means that gamestop has to start selling the games at $35 instead. Of course that means trade ins now are only going to be worth $15 or so instead of $25, but really it's not killing the market.. just realigning it.
I really don't see this as a bad thing. It kills rentals, realigns the used market, and doesn't affect the new market. People are against it in principal because it shakes things up and has an adverse affect on two markets, but the second hand market will still be fine, and the rental market is frankly just one step above piracy (And in many cases is directly used for piracy).
Points 1 and 2 are in disagreement. The lay customer doesn't care for things like autographed art and whatnot.Kintaro said:[Point 1] Because people and gamers don't care as much as you think they do or should. Video games still do not mean that much to the vast, vast majority of people who buy them. If people are taking such little trade in value, buying games used a week after they come out and so forth, what does that tell you? It certainly tells me that gamers don't give as much of a shit as this forum thinks they do.
[Point 2] Build an online storefront that offers points for buying your game with cool rewards like autographed art, soundtracks and so forth. You can do this with new retail copies of games as well. Put a one time use token in each new game that is entered into the rewards site (where the customer then signs up). You can have some interesting events to drive sales. Double points weeks, etc etc.
Hell, you can go ahead and sell those things too for some extra money. Put the soundtrack on iTunes, offer different pieces of signed artwork, so forth and so such. If your game is good, this things should be able to supplement it quite well and build a good relationship with your customers. Especially if you promote the fuck out of it.
Just one of many different ways to offer more to people for buying new. I mean, you're never going to be rid of the second hand market and putting in any measures (or even talking about it) that can be seen as punishment will just set people off. So, you may as well suck it up, accept it like you should have 20 years ago and think of a better way.
Unless you want to play PS3 games.tahrikmili said:Stop pretending that the DLC will not be included in the inevitable mandatory pirate copy that can be downloaded easier than unlocking a stupind game ending code.
Tntnnbltn said:Points 1 and 2 are in disagreement. The lay customer doesn't care for things like autographed art and whatnot.
Thank god that's not a problem for most people.Tntnnbltn said:Unless you want to play PS3 games.
Tntnnbltn said:Unless you want to play PS3 games.
yes, this is exactly what I was responding to. There wouldn't be a complete loss of that source of money. Worst case scenario based on typical margins would be a 25-33% reduction if the end boss/level is $20. That's what I meant when I said the used market would realign. It would still exist and still be viable, just not as high of margins for Gamestop or the customer as they currently have.Vagabundo said:A lot of new game sales are fuelled by money gained from sales of second hand games, watch as that loss impacts the market. And I'm betting it is a long way from being insignificant.
What if your console isn't online? No ending for you?borghe said:yes, this is exactly what I was responding to. There wouldn't be a complete loss of that source of money. Worst case scenario based on typical margins would be a 25-33% reduction if the end boss/level is $20. That's what I meant when I said the used market would realign. It would still exist and still be viable, just not as high of margins for Gamestop as they currently have.
borghe said:If anything, this would kill the rental market which IMHO is a great thing. From an economic standpoint the rental industry is hurting these guys even more than piracy. One rental copy probably sees in it's first month as many as 10+ plays on it. a single store has 3 copies and you are looking at 30 potential sales from a single store. and this is legitimate plays, so we could easily count how many theoretical sales are lost per copy sitting on Blockbuster's shelves.
borghe said:yes, this is exactly what I was responding to. There wouldn't be a complete loss of that source of money. Worst case scenario based on typical margins would be a 25-33% reduction if the end boss/level is $20. That's what I meant when I said the used market would realign. It would still exist and still be viable, just not as high of margins for Gamestop or the customer as they currently have.
Segata Sanshiro said:How about instead of sticking it to the consumer to save their shitty failing business model, they try to figure out why they're fucking up so hard that they have to stand here, hat in hand, begging their customers to think of their well-being like some common panhandlers? Why don't they stop spending tens of millions of dollars worth of budget on extended ego trips? Why don't they stop shipping unfinished games, relying on the assumption that everyone is online and can download a patch? Why don't they stop releasing sub-par products that leave the customer feeling burned? Why don't they stop deliberately interfering with the preview and review process, trying to hide the faults (that they are fully aware of) in their finished products from consumers?
haowan said:The developers are the ones losing out, and the answer to all your questions in that paragraph is "publishers". The whole publishing model is broken all the way from developer advances down to the price of retail games.
Leondexter said:The various relationships between publishers and developers is an entirely different topic, not relevant to the used games business. Publishers sell to Gamestop, not developers.
Campster said:Well I hate to keep harping on about it, but the used games issue wouldn't be an issue if our business model was better, and that includes our publisher/developer relationships.
The problem isn't "Used games are basically piracy," the problem isn't "GameStop is evil," the problem is "We have an unsustainable method of generating income with rising costs, a relatively stagnant audience, and a leech of a retail sector that makes these problems several times worse." The good side of this, if there is one, is that it highlights how fundamentally fragile our current setup is - all it takes is a retailer to start pushing used product and we're scrambling to come up with ways to prevent it.
The emphasis shouldn't be "OMG CONSUMER RIGHTS" or "EPIC SUX" but rather "How did it get to this point, and what alternatives are there? How can we make used games impact overall profits less? Isn't this just a band-aid on a much bigger problem?"
a leech of a retail sector that makes these problems several times worse
Is it that bad?:lolSpirit of Jazz said:Could I have the final boss/ending taken out of my Gears 2 for a $20 refund?
I applaud your post, but you're not going to win any friends or influence any people. Used games are the devil to the industry and to many people here on GAF. No amount of logic will every break them of their ignorant opinions of their affect on the industry.Leondexter said:Costs are 100% up to the publisher/developer. Cost are not "rising", they're being raised by choice. If you want to make a low-cost game, there's nothing stopping you, and there are several platforms to choose from where a low-cost game won't appear inferior. Nintendo is the obvious prime example of a company that decided not to pursue a high-cost model, and it's paid off in spades. They also don't seem to worry about several of these other problems. Ask yourself why that is.
And this is patently untrue. The retail sector of the videogame market works on the lowest possible margin, making small-scale business impossible to sustain. Gamestop found a way around this, and their solution includes driving new game sales harder than any other retailer. Publishers refuse to admit how much good Gamestop does them, while crying about the used game business "stealing" from them. If their used game business goes away, so does their new game business (which is what happened to all of their competitors). You can't have it both ways--do you want Gamestop's sales, or not?
Campster said:Well I hate to keep harping on about it, but the used games issue wouldn't be an issue if our business model was better, and that includes our publisher/developer relationships.
Leondexter said:And this is patently untrue. The retail sector of the videogame market works on the lowest possible margin, making small-scale business impossible to sustain. Gamestop found a way around this, and their solution includes driving new game sales harder than any other retailer.
Leondexter said:Costs are 100% up to the publisher/developer. Cost are not "rising", they're being raised by choice. If you want to make a low-cost game, there's nothing stopping you, and there are several platforms to choose from where a low-cost game won't appear inferior. Nintendo is the obvious prime example of a company that decided not to pursue a high-cost model, and it's paid off in spades. They also don't seem to worry about several of these other problems. Ask yourself why that is.
Leondexter said:Costs are 100% up to the publisher/developer. Cost are not "rising", they're being raised by choice. If you want to make a low-cost game, there's nothing stopping you, and there are several platforms to choose from where a low-cost game won't appear inferior. Nintendo is the obvious prime example of a company that decided not to pursue a high-cost model, and it's paid off in spades. They also don't seem to worry about several of these other problems. Ask yourself why that is.
And this is patently untrue. The retail sector of the videogame market works on the lowest possible margin, making small-scale business impossible to sustain. Gamestop found a way around this, and their solution includes driving new game sales harder than any other retailer. Publishers refuse to admit how much good Gamestop does them, while crying about the used game business "stealing" from them. If their used game business goes away, so does their new game business (which is what happened to all of their competitors). You can't have it both ways--do you want Gamestop's sales, or not?
charlequin said:Now, Gamestop is a sleazy-ass company and have plenty of their own anti-consumer policies that I'm happy to call out as well, but the reason that there's no competing chain that doesn't engage in this kind of used-game swappage is because it's not financially viable to do so.
Campster said:With regards to your first paragraph: I don't disagree at all; lowering development costs is absolutely one way to change the industry for the better. Shorter or lo-fi games would be a godsend, and I do applaud Nintendo from slowing down the technological arms race. When I say that costs are rising, I'm referring almost exclusively to mainstream titles on the PS3, 360, and occasionally PC. But despite the emergence of smaller games like Portal or Team Fortress 2, or downloadable games like Braid, most of the money made in this industry is through mega-hit blockbusters. As a result, that's where most of the resources and money go - trying to create the next Grand Theft Auto or Guitar Hero.
And yes, this is the result of publishers "deciding" to follow this route, but they these are massive publicly traded companies. They don't exactly have free will. If I'm a CEO for an Activision or EA and I'm not pumping millions into making the next mega-blockbuster franchise that can be milked across every platform once a year, for hundreds of millions of dollars in revenue, I'm going to be fired. Explaining to the board how it makes more sense for a smaller ROI with risk distributed over many more titles isn't going to go over well. In short, I agree, but it's not as simple as flipping the "let's make cheaper games" switch.
With regards to your second paragraph: There's no denying that a retail store for games alone can't survive without used games. That's a gimme. Again, we have a horrible way of making money - our product is basically designed to be sold in big box retailers with low margins and high volume, but a very significant portion of our sales go through specialty retailers like GameStop. It's an inherently tricky problem, and I don't really have any great solutions for it. But at the same time, I think it's possible to hold both the idea that used games undeniably hurt the games industry and the idea that specialty game retailers absolutely need used games sales in your head at once.
Bingo. Microsoft is still backpedaling just as fast as they can from their unbelievably boneheaded decision to sell 360s sans hard drives. Hopefully devs will take the lessons of history to heart and laugh off this DLC endings idea before it sees the light of day.Tom Penny said:Great idea. It's all about choice.
Dragona Akehi said:THQ should be making better games and managing their budget better. I feel very bad for the individuals who lost their jobs, but no sympathy whatsoever for the company.
Why should we be sympathetic to companies who are actively attempting to take away our consumer rights, while screwing their own employees at the same time with horrible overworked hours, often without overtime pay, huge turnover and seasonal layoffs which are part of the "normal cycle" of game development?
scitek said:I've seen it mentioned before, but why do developers automatically assume that those used sales were potential new sales they missed out on? I've got news for them, if I buy it used, it's because I was never planning on buying it new to begin with. At $60, I rarely buy any games new -- the only time I do is when it's a more indie title and I want to support it (No More Heroes, de Blob, I'll be getting LittleBigPlanet shortly, etc., and I buy a lot of PSN and WiiWare) so until that price dropped to $30, they never even had a potential sale from me. I can't be the only one with this mindset.
Iain Howe said:It seems the biggest costs in Development are R&D to squeeze the most out of the new hardware and the sheer amount of art content that is needed (increased poly counts and texture resolution mean far more work).
So, if we're agreed that the biggest thing driving the second hand market is price, and that price needs to come down, either we need to find a way to reach a much bigger audience, or we need to reduce cost.
If we reduce cost it'll be by taking the Nintendo route. Are all the Gaffers here going to be happy waving goodbye to the cutting edge, AAA product that they're used to, in favor of more technologically pedestrian works?
Would you guys be happy if the new Gears looked like the old Gears?
Leondexter said:I can agree with most of this, but the bolded is, again, not proven at all. Take away Gamestop's trade-in business, and you remove them from the #1 new game retailer position, plain and simple. You'd need their data to quantify how much the trade-ins drive new sales, but I promise you it's substantial. Obviously there is some trade-off, and many people who buy a used game might have bought a new game instead--especially the newest ones, when GS is selling them at $5 off. But you can't make a blanket statement that "used games are bad". It's simply not true.
It reminds me of the movie industry's panic attack over home video sales, and how they would kill the theater business. That didn't happen, and in fact the home business is a huge sector now.
I'm not suggesting a parallel between home movie sales and used game sales, but the panic is similar--because in neither case is the secondary market necessarily harmful to the primary. Only in theory.
I still maintain that a window to allow maximum new game sales would be an acceptable compromise, since new game sales are extremely front-loaded, and not just at Gamestop. But they need incentive to do so, because right now they have every reason to want used game sales on a title to start as soon as possible, and little reason to want new game sales to go beyond first-day sales (ie. preorders).
That's aside from any changes in the cost structure, publisher-developer relationships, etc, of course. Those are neither consumers nor retailers concerns, and they aren't able to do anything about it in any case.
Iain Howe said:It seems the biggest costs in Development are R&D to squeeze the most out of the new hardware and the sheer amount of art content that is needed (increased poly counts and texture resolution mean far more work).
So, if we're agreed that the biggest thing driving the second hand market is price, and that price needs to come down, either we need to find a way to reach a much bigger audience, or we need to reduce cost.
If we reduce cost it'll be by taking the Nintendo route. Are all the Gaffers here going to be happy waving goodbye to the cutting edge, AAA product that they're used to, in favor of more technologically pedestrian works?
Would you guys be happy if the new Gears looked like the old Gears?
Leondexter said:Obviously the answer to that is no, but it's not up to us, it's up to the people funding these high-budget games. As a consumer, all you can do is buy them.
These big-budget games don't need to reach a bigger audience, not at all. Gears, GTA, Halo, Call of Duty, and so on have been wildly successful--and Gears and Halo 3 had a relatively small audience to sell to, being only on the 360.
It's the unsuccessful games that are in question. But that's no different than any other business. If you have a way to ensure your product is successful before you spend the money to get it to market, let me know. It's a gamble, but so is making any product for sale at all. Low-cost games are simply a smaller gamble.
RoH said:Is it really price thats driving the second hand market? Are people really dieing to basically save $5 in tax?
Opiate said:This misunderstands the market, I think. Absolutely, the above metnioned "big budget" games all made money, and just as you also mentioned, many other "big budget" ones lost money.
When analyzing an entire industry, the question isn't, "are there any products at all making money?" but rather, "is the industry as a whole making money?" This means you have to consider the flops and the hits.
Using your logic, we could say that everything is fine as long as one single game is clearly making money. Right now, we might be able to point to a dozen games that are unquestionably making money; that list has clearly narrowed even in the last 3 years. If, 10 years from now, the only clear earners in this "big budget" world are Grand Theft Auto and Halo, while everything else loses money, would we say that everything is fine? No, we wouldn't. And based off financial data, it's clear we're already reaching the point where the flops are frequent enough to syphon away almost all the money being made on the hits. Which means either costs need to decrease or revenue needs to increase -- we're either spending too much money or our audience isn't big enough.