So why does piracy and used games NOT hurt devs?

Piracy:

How to counteract used games sales: make a game worth keeping, encourage to buy new
[LIST]
[*]Make games replayable, so that people want to keep them

[*]Include enough content that people don't sell their game right after beating it
[*]Design nice cases, artbooks, etc that makes people want to buy a new copy
[*]Drop prices regularly so that used games are not so much cheaper
[/LIST]

Publishers don't want this unless they can sell regular DLC. The want you to buy new games, just not sell your old ones.
 
You realize right that "xbox on demand" was always restricted by retail prices? You can't just price stuff whatever you want in this industry.

That's been the argument for many years now for the reason digital prices are as high or higher than retail. It's bull. The funny thing is, people actually believe it.

If retail disappeared tomorrow, those prices wouldn't drop. That's the reality people don't want to believe.
 
Because I can see why it sucks for them. When a used game is sold that customer was almost a guaranteed buyer for the new version of the game. The usually miniscule difference in cost wouldn't be enough to dissuade that customer from making the purchase. When I go to gamestop and pick up a new game someone at gamestop always tries to sell me a used version for $5 cheaper. You save $5 dollars and developer losses all the money for the game. Honestly, without used games consoles would have far better sales. You would be able to enjoy steam quality sales since developers would be more secure about their profits. DRM hasn't hurt PC gaming. It helped it thrive.

This is a crazy line of thought to me. Why are developers suddenly exempt from consumer rights? Why should we change this entire thing for devs? Why are they making huge games with insane budgets and not making profits despite selling games in the millions? Why are you guys not asking this first rather than "oh man those poor devs we all love videogames lets help them out guys"?
 
So then you agree that if we get rid of used games it can really benefit developers?

What do you value more? The financial well-being of developers, or the rights of consumers to own the things that they purchase? Because the two are becoming increasingly at odds.
 
Could someone explain why piracy and used games do no hurt devs? When people can continuously get games without paying devs, how does that not hurt devs?

If it's a Free to Play game and you're just spreading the client around, you're giving the dev free publicity. Free to play was started in Asia where no one can make money selling software unless they have enough die hard fans willing to pay.
 
So then you agree that if we get rid of used games it can really benefit developers?

Why would anyone believe that? Less liquidity on the consumer side with less disposable income wouldn't equate to more money to the publishers/developers. The market will probably contract heavily and quickly if they get rid of used games, the industry already is feeling a contraction.
 
This is a crazy line of thought to me. Why are developers suddenly exempt from consumer rights? Why should we change this entire thing for devs? Why are they making huge games with insane budgets and not making profits despite selling games in the millions? Why are you guys not asking this first rather than "oh man those poor devs we all love videogames lets help them out guys"?

Well that is the entire issue. Video games are not cheap to make at all. People demand incredible performance with great graphics and power and all that has a cost running in the millions of dollars. If everyone is cheaping out the business model isn't very sustainable resulting in yearly franchise factories like call of duty to help guarantee profit. Honestly, why should gamers be allowed to be self entitled and not publishers? If a company like Microsoft wants to block used games on their system you have the choice not to buy the system if you don't like it. Thing is though, there are many active business models currently functioning in the world that do not offer resale rights and many are doing fantastic. I know I sound like a corporate shill, but I think that the game industry would be better off if it wasn't such a hostile cut throat place for developers.
 
This is a crazy line of thought to me. Why are developers suddenly exempt from consumer rights? Why should we change this entire thing for devs? Why are they making huge games with insane budgets and not making profits despite selling games in the millions? Why are you guys not asking this first rather than "oh man those poor devs we all love videogames lets help them out guys"?

Who are the "they" you mention? (The ones not making profits despite selling millions.) Every developer? 1/3rd of them? 1/10th of them?

There's not even a link in your argument to the used game process - none of those people have claimed to have gone under due to "used games". Why the change of argument? Why do gamers cherry pick things like this to get actively upset at developers in order to justify why they deserve not making a penny on the "art" they made while GameStop, who contributed nothing, is making $55 on new AAA games?
 
Why would anyone believe that? Less liquidity on the consumer side with less disposable income wouldn't equate to more money to the publishers/developers. The market will probably contract heavily and quickly if they get rid of used games, the industry already is feeling a contraction.

There is no way the disposable income you get for selling games (which likely goes into some more used games, since why not?) makes up for all the lost sales developers suffer due to used games.
 
They do, the only question is how much, but they definitely do more harm than good. The elimination of the used game market with no cut going to developers and publishers is probably one of the best things that can happen to this industry right now. The argument that used games fuel new sales is flawed. It's true that every time you return a game to a retailer you gain some credit you can put toward purchases of new games (although not all of it ends up being spent that way since you can also purchase cheaper used games), but at the same time you create a new used game that someone will buy (otherwise the business model makes no sense for retailers), and the money they spent on something publishers and developers will never see a dime from would otherwise be put toward new game purchases. So it's impossible to say that people would be spending less money on new games if it were not for the used games market, there's no way to prove that whatsoever.

The market without used games of the sort we have at the moment (with no cut going back to publishers) would likely balance itself out, and it would be much more fair to people who actually bring all those games to market.

I looked at this guy's name to make sure I remember to never listen to anything he posts again. Lol...such a perfect name.
 
That's been the argument for many years now for the reason digital prices are as high or higher than retail. It's bull. The funny thing is, people actually believe it.

If retail disappeared tomorrow, those prices wouldn't drop. That's the reality people don't want to believe.

Exactly don't hear book dealers quit selling books because the E-version is cheaper same with movies and music. They are all cheaper digital but don't see retailers stop selling them. It is an excuse to keep prices high. That is what they want they want 59.99 dollar long term rentals plain and simple. People can deny it all they want but that is the truth. The big publishers are trying for a huge money grab by getting rid of the secondary game market. They are in effect trying to double the prices of games since there is no resale value. It won't work people will just purchase less games and casuals will just leave the market to another form of entertainment. Every issue is on the big publishes and not evolving to the new era of entertainment. Is gamestop a bit of an issue sure but be flexible in pricing. Very few games should be 59.99 that is why so many B titles don't sell well. They are to damn expensive. Why is there a such a big used market 59.99 is to much for 75% of games.
 
There is no way the disposable income you get for selling games (which likely goes into some more used games, since why not?) makes up for all the lost sales developers suffer due to used games.

Poor devs. Seriously, it is their problem, not mine. Should we start a " give your rights to them"- charity? Would they do the same?
 
Well that is the entire issue. Video games are not cheap to make at all. People demand incredible performance with great graphics and power and all that has a cost running in the millions of dollars. If everyone is cheaping out the business model isn't very sustainable resulting in yearly franchise factories like call of duty to help guarantee profit. Honestly, why should gamers be allowed to be self entitled and not publishers? If a company like Microsoft wants to block used games on their system you have the choice not to buy the system if you don't like it. Thing is though, there are many active business models currently functioning in the world that do not offer resale rights and many are doing fantastic. I know I sound like a corporate shill, but I think that the game industry would be better off if it wasn't such a hostile cut throat place for developers.

No they dont, they demand quality, as evidence by cut rope, angry birds, minecraft, terraria, braid, Star Craft 2, Dioblo 3, Deus Ex, Civ 5, and ect. Then you have the kickstarters showing true market demand for similar titles, followed by casual consumers gladly participating in iOS/Android and handheld games. That "demand" for 100 million dollar budgets is because of publicly traded companies. Their ability to convince devs that this is all consumers mainly want is their way to artificially pump up their stock value and at the same time keep the great developers under their control.
 
There is no way the disposable income you get for selling games (which likely goes into some more used games, since why not?) makes up for all the lost sales developers suffer due to used games.

Show me the lost sales from used games. Give me numbers that prove or even hint that used games are forgone growth.
 
look at that massive assumption

I think it's an equally large assumption that most people who pirate games would buy them otherwise.

No doubt, the existence of piracy has some kind of effect on sales, but I genuinely think it's vastly overstated. I think most people who pirate games, pirate lots of them, and if it weren't possible for them to do so they'd buy very few of those.

Do we know anything about the average demos of pirates? Don't they tend to be kids? How much spending power do those kids really have for games? They pirate due to a combination of lack of maturity/scruples and lack of cash.
 
well its true for music, movies and shows.
Did you know, music pirates are bigger consumers of music than non pirates?

Music industry sales were $38 billion at its peak in the 90s. In 2012, they were $16.5 billion.[1]

1. http://www.nytimes.com/2013/02/27/t...s-first-revenue-increase-since-1999.html?_r=0

to be fair, that doesnt by itself prove hes wrong, but is a circumstantial proof we can use to argue the bigger picture


I think it's an equally large assumption that most people who pirate games would buy them otherwise.

No doubt, the existence of piracy has some kind of effect on sales, but I genuinely think it's vastly overstated. I think most people who pirate games, pirate lots of them, and if it weren't possible for them to do so they'd buy very few of those.

Do we know anything about the average demos of pirates? Don't they tend to be kids? How much spending power do those kids really have for games? They pirate due to a combination of lack or maturity/scruples and lack of cash.

The nearly categorical nature of the statement is what makes it a large assumption. My rejection of "most pirates wouldnt buy anyway" does not mean that I think "most pirates would buy" - merely that it is enough that if a reasonable amount of pirates would have bought the content, then the act of piracy by itself is a pure loss for the content creator.
 
Developer profit is the core reason why we have copyright. And in that sense, yes, both used games and piracy do hurt developers. And if developer profit didn't matter at all, we could simply abolish copyright entirely. But we'd probably have a much less interesting gaming market.

So developer profit matters. But it's not the only thing that matters. The purpose of copyright is to promote the creation of intellectual works for the benefit of broader society. The balancing act is to make artistic development financially rewarding enough that people will actually do it, but cheap enough that it is available to as many people as possible.

Used games under the current system are considered acceptable to resell without the original creator getting a cut. That's the first sale doctrine. There's multiple reasons for this, but at it's core it's one piece of a (supposedly) pragmatic approach to balancing the rewards for industry, and the costs to consumers.

Quite frankly, I think that modern technology has broken many of the assumptions that those boundaries were based upon. The first sale doctrine worked best in a world where intellectual property was tied to physical goods that weathered and wore, and which took time to transport. But digital goods remain pristine forever, and can be transferred instantly. That changes the dynamic of the used market, and shifts the balance towards consumers.

That's not to say that we should give copyright holders more powers, though. We shouldn't. Almost every law on copyright reform has shifted the balance further in their favour. They have too much power already.

As the world changes, we should be reconsidering precisely where the lines are drawn. The ideal framework for "[promoting] the Progress of Science and useful Arts" will change over time. Sadly, I don't think consumers have any chance of getting a fair deal out of copyright reform in the current climate. Even many consumers see copyright not as a way to benefit society as a whole, but solely as a way of ensuring content creators turn a big profit.
 
Poor devs. Seriously, it is their problem, not mine. Should we start a " give your rights to them"- charity? Would they do the same?

When were used games actually a right? Games are not the only non-resale products in existence. What do you mean when you say you surrender your rights? If you don't like a system that doesn't support used games, don't buy it.
 
No they dont, they demand quality, as evidence by cut rope, angry birds, minecraft, terraria, braid, Star Craft 2, Dioblo 3, Deus Ex, Civ 5, and ect. Then you have the kickstarters showing true market demand for similar titles, followed by casual consumers gladly participating in iOS/Android and handheld games. That "demand" for 100 million dollar budgets is because of publicly traded companies. Their ability to convince devs that this is all consumers mainly want is their way to artificially pump up their stock value and at the same time keep the great developers under their control.

Starcraft 2 and diablo 3 are 100 million dollar games. I can only imagine their price with top end graphics.
 
When were used games actually a right? Games are not the only non-resale products in existence. What do you mean when you say you surrender your rights? If you don't like a system that doesn't support used games, don't buy it.

Reselling the things you own, is a right, atleast in europe. I guess you are american?
 
Who are the "they" you mention? (The ones not making profits despite selling millions.) Every developer? 1/3rd of them? 1/10th of them?

There's not even a link in your argument to the used game process - none of those people have claimed to have gone under due to "used games". Why the change of argument? Why do gamers cherry pick things like this to get actively upset at developers in order to justify why they deserve not making a penny on the "art" they made while GameStop, who contributed nothing, is making $55 on new AAA games?

Developers of AAA games that sell seemingly huge numbers but still are not profitable. Tomb Raider is a recent release, that game sold millions but Square still said they didnt make a profit. What differentiates videogames from other forms of media?

We can resell everything else at a lower price and other companies can operate. Why can't video game developers? If you feel used games and piracy are truly the only source of all these fiscal woes for these companies I'd need to read something linking loss of sales from used games. Is it shitty that Gamestop is a middleman for games? I don't think so when we are being charged $60 for new games. Can the market not adapt to its consumers? Why are we forced to adapt to their new methods when they are so blatantly in the way of our consumer rights? The onus is on these companies to provide the incentive for the people to stick with their products. If they can implement cheaper games then I am all for it, but I don't feel the onus is on us.
 
Starcraft 2 and diablo 3 are 100 million dollar games. I can only imagine their price with top end graphics.

I didn't put all of those up their simply for cost, but also to show that it isnt graphics that sell(as proven that a lot of the time the weaker console wins the sales race). The fact that you think picking out 1 example to prove your point, only goes to show how little you have to go on for the opinion that you have.

Your mentality is essentially saying all movies must cost what Avatar cost.
 

Reading that, second hand sales are an exception in the rights of the copyright holder. I don't see anywhere where it says that you have the RIGHT to used game sales. If you had the RIGHT to them, companies could not legally block it. In this situation, they are only preventing the exception from occurring and since you don't actually have the RIGHT to that exception, they can do this.
 
Piracy affects sales. That's just a fact. Back before I knew how to pirate music *looks around nervously for the internet-cops* I bought way more music. Now I rarely do unless I really like a band or can't find a certain album online.
 
Reading that, second hand sales are an exception in the rights of the copyright holder. I don't see anywhere where it says that you have the RIGHT to used game sales. If you had the RIGHT to them, companies could not legally block it. In this situation, they are only preventing the exception from occurring and since you don't actually have the RIGHT to that exception, they can do this.

That alone should let you know that the added liquidity and disposable income afforded to consumers through the 2nd hand market, was enough to keep the more economically aware industries from doing something stupid.
 
I didn't put all of those up their simply for cost, but also to show that it isnt graphics that sell(as proven that a lot of the time the weaker console wins the sales race). The fact that you think picking out 1 example to prove your point, only goes to show how little you have to go on for the opinion that you have.

Your mentality is essentially saying all movies must cost what Avatar cost.

I look at my collection and I don't see a single game that was made cheaply... Indie games maybe, but 3rd party budgets this generation are going to be anything BUT cheap. Anytime a game looks substandard you see people trashing it for looking bad all the time. You are highly undervaluing the importance of graphics.
 
Is Steam illegal in Europe? Are blizzard games legal in Europe? And no I live in Canada.

Funny enough a German consumer group is suing Valve to allow the resale of Steam games. The European Union Court of Justice ruled that the trading of used software licenses was legal in 2010.
 
Who's to say those pirates and people who buy used games, would have ever bought the game at full price, or at all anyway?
The EU did a study on this earlier in the year on music piracy and decided exactly what you you said. People who pirate do it cause they want it for free IMO, people who buy used want it cheap - neither are likely to buy it at full price.
 
Great counter-argument. I know which one of you two I was more swayed by.

Like all of the arguments haven't already been made. I just thought it was funny that something about his post out of the many rubbed me the wrong way enough for me to want to remember his name and sure as shit "remember" was part of his name.

I don't care what you do, a console that wants a fee for me to sell a used game won't have a place under the Christmas tree for my kids.
 
So then you agree that if we get rid of used games it can really benefit developers?
No. I guess I should clarify that they and them are Publishers and Console Makers.

I do not think that there is enough money that will come into the industry to replace the money that removing used game sales will remove from the industry. If used games generate $4 billion dollars (Gamestop generates about $2 billion from used games, doubled due to private sales and such, plus added for growth) money that is then spent on games, I don't think there is $5 billion that will leave another industry and enter the video game industry.
 
We can resell everything else at a lower price and other companies can operate. Why can't video game developers? If you feel used games and piracy are truly the only source of all these fiscal woes for these companies I'd need to read something linking loss of sales from used games. Is it shitty that Gamestop is a middleman for games? I don't think so when we are being charged $60 for new games. Can the market not adapt to its consumers? Why are we forced to adapt to their new methods when they are so blatantly in the way of our consumer rights? The onus is on these companies to provide the incentive for the people to stick with their products. If they can implement cheaper games then I am all for it, but I don't feel the onus is on us.

Can the "market" (developers/publishers) compete with GameStop? GameStop has $0 invested in the creation of the product. If the "market" sells new games for $50 (Steam pricing), GameStop sells it for $40-$45 without a loss. It is economically unfeasible for publishers to compete with someone who has no investment beyond the trade-in credit they offer their consumer (which is typically far below what they resell the game for).
 
No. I guess I should clarify that they and them are Publishers and Console Makers.

I do not think that there is enough money that will come into the industry to replace the money that removing used game sales will remove from the industry. If used games generate $4 billion dollars (Gamestop generates about $2 billion from used games, doubled due to private sales and such, plus added for growth) money that is then spent on games, I don't think there is $5 billion that will leave another industry and enter the video game industry.

$4 billion dollars spent on games and publisher's don't get a cent. I'm not surprised they want to take action.
 
Piracy affects sales. That's just a fact. Back before I knew how to pirate music *looks around nervously for the internet-cops* I bought way more music. Now I rarely do unless I really like a band or can't find a certain album online.


Nobody said it doesn't "effect" sales, just nobody knows how, because no industry puts the money into researching it enough, where they could get legitimate numbers to share with the public. I personally think piracy is theft, but just because I think it is morally wrong, I'm not going to start thinking it is effectual enough to spend time trying to kill it(which is never what DRM is really about anyways).
 
All the buzz about selling content, is when it comes to physical copys of games (xbone).

Selling digital content is in courts in germany being taken care of.
 
Can the "market" (developers/publishers) compete with GameStop? GameStop has $0 invested in the creation of the product. If the "market" sells new games for $50 (Steam pricing), GameStop sells it for $40-$45 without a blink. It is economically unfeasible for publishers to compete with someone who has no investment beyond the trade-in credit they offer their consumer (which is typically far below what they resell the game for).

Why does the market need to 'compete' with Gamestop? Set their own prices, Gamestop and any other reseller will set theirs, and the entire system goes on its merry way of some people buying used, some people buying new, and so on and on.
 
I look at my collection and I don't see a single game that was made cheaply... Indie games maybe, but 3rd party budgets this generation are going to be anything BUT cheap. Anytime a game looks substandard you see people trashing it for looking bad all the time. You are highly undervaluing the importance of graphics.

Red herring much? What you just said, with that anecdotal tidbit, has 0 applicability of what we are talking about.
 
There is no way the disposable income you get for selling games (which likely goes into some more used games, since why not?) makes up for all the lost sales developers suffer due to used games.
You do understand that for there to be a used game there has to have been a new game purchase somewhere along the line. Unless we are going with the logic that since buying used games is like theft, people who sell used games probably stole it.
 
You cant say piracy is lost revenue, because you never had that revenue in the first place.

For example, if I have straberry crops, and bugs destroy half the crops, I can say half the crops were destroyed, and therefore I lost revenue. I had inventory which was lost.

Piracy is an estimate of what people downloaded instead of buying, meaning they were pottential buyers.

From that number (x) you must take in consideration, how many did in fact buy the game after pirating it, how many just downloaded because they simply had acess to it, how many downloaded and didnt use it.

You cant go to a torrent website and see how many times it was downloaded, multiply by the retail price and say you lost it.

This is also impossible to determine because the industry has grown much much more by the years, therefore there was no real loss.
 
Top Bottom