Mario said:
- I believe commercial used game sales (especially the aggressive Gamestop/EB approach) are having a negative impact on the publisher/developer side of the business. This is one issue amongst a range of issues that make me believe the traditional retail model of game development and distribution is fundamentally broken.
I agree with this, regarding Gamestop. The biggest issue I have with Gamestop is that they actively sell used against new at the same point of sale. Cars are often brought in to the discussion when this comes up. Yes, most dealerships sell new and used cars. However, the used sales office, while on the same physical lot, is generally separate from the new car sales office. The salesman does not get a customer revved up for a car then tell them to buy the used one.
Of course the analogy is not perfect as a car's value and usefulness diminishes, physically, over time whereas a game does not (unless scratched or so on).
You don't typically hear a game publisher going after eBay to stop people from reselling games because it is a reasonable outlet for First Sale and all of that.
The big issue is that Gamestop is the largest games only company here in the States and they are ACTIVELY selling product against the manufacturers they distribute for.
- I do not think the answer to this issue for publishers/developers is in trying to impact the tradein or used game sale practise, or trying to change laws or consumer/business rights. In order to resolve this issue and the others impacting the publisher/developer side of the industry, publishers/developers need to fundamentally change their business models.
Completely agree. This is not a consumer issue and consumers should always be seeking the best deal possible for their dollar. Seeking is the operative word and is coupled with value and/or worth. Gamestop actively competes with the manufacturers that they distribute. If there was a separation of the product, say a "Gamestop Value" store and Gamestop "proper", the issue would not be as strong. So many other companies have outlet versions of their stores, why not Gamestop?
- DD distribution and pricing is currently hampered by the existance and leverage of retailers. This will continue until DD overwhelms retail in new unit sales and revenues.
Don't agree. The things that continue to hamper DD are perceived value, accessibility and permanence. People expect the pricing online to be different, you may not have consistent access to the content you want (iPhone game too large across 3G? I may not download it when I get home because the impulse has passed.), and permanence. If Sony stopped making PS3 tomorrow, I can still play every single physical copy of a game I have purchased until my PS3 finally gives up the ghost. If I had to reformat the drive in the same unit and went to download the digital apps I have purchased, I am out of luck. See PKollar's experience in trying to go back and play DD3 on XBox 360.
Fundamentally. digital copies are always viewed differently than physical copies. This will, however, change over time as our kids grow up in an increasingly digital and connected world.
- In a DD only (or mostly) dominated marketplace where retailers have little leverage, average prices are likely to decrease due to a massively increased, always available catalogue of content, plus a large number of publishers/developers each offering their own portfolio.
Not entirely true. The prices decline based on the expectation of the consumer in a competitive market. As more content floods into the market, competition forces pricing down and sets an expectation for the consumer. I think this is, actually, a dangerous environment for content creators. When is costs $100K to make a game that retails for .99 on iPhone, what happens when the cost of development goes up 3,4,5x? Will people be willing to spend more? Nope.
As well, when games are so cheap, at .99, they, by and large, become throwaway or commodity. I have tried a ton of .99 games on the iPhone and have only ever gone back to handful of them. Yea for consumers (me)! Bad for business trying to compete in that landscape.
EDIT: Another interesting expectation that has been set for the consumer is that all updates to the .99 game they purchased are free. At what point does a developer cut that tie and release a new game based on the same property. The intertubes seemed to go bat-shit crazy when Valve announced L4D2 as a new product instead of an upgrade or add-on pack for L4D1.
- the best example for the above currently is the iPhone marketplace as it currently has no retail presence. There is a wide range of content available, with generally low prices, and the number of quality apps increasing over time.
That can only sustain itself for so long. Masses of content, making relatively little money in an increasingly competitive marketplace. As a consumer, that is not my issue. As a developer, it is troubling.
HOWEVER, if there is one constant, it is change. Developers who can effectively manage the change will rise in the storm. Valve seems to have found an amazingly good balance between physical and digital distribution.
So, back to the original discussion. The real issue is not that Gamestop sells used games, it is precisely in the manner in which they do so. Again, eBay does not come under fire for the resale of used games, even though they make money on each transaction.