Why do Devs believe they deserve second hand sales? (srs)

The person who sold it, already had that experience. It would be the equivalent of buying a movie ticket for 10 dollars at let's call it "moviestop", then after you watched the movie sell it "moviestop" for 2 bucks, then "Moviestop" sells the ticket to another person at 8 dollars.

The person that bough the ticket new and the person that bough it used, got the same experience. The movie creator only got his share for one ticket, while Moviestop got the profit from two.

And what a ridiculous situation that would b
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lol.

This is post is too perfect. Man.
 
This has always been my stance on used games. If a copy of a game sells once, they should not be paid for every time someone else sells that same copy again after buying it. Nothing else works that way, and neither should games. If such were the case with everything else, we would never really be allowed to ever own anything. It's nonsense, plain and simple.

A lot of entertainment works this way, it's called royalties. Every time a song is played on the radio they pay the band. Every time a TV show is shown in reruns the actors get paid again. I'm still getting paid for music I wrote 4 years ago because the shows keep getting broadcast or that piece of music got licensed for another show. This is what software is, you may own the disk but you don't own the content, it's licensed to you.
 
A lot of entertainment works this way, it's called royalties. Every time a song is played on the radio they pay the band. Every time a TV show is shown in reruns the actors get paid again. I'm still getting paid for music I wrote 4 years ago because the shows keep getting broadcast or that piece of music got licensed for another show. This is what software is, you may own the disk but you don't own the content, it's licensed to you.
Games have royalties too.
 
Because they're greedy as fuck and try to paint their products as something completely new that defies the conventional right of first sale because of fairy dust and rainbows.

They try to take advantage of a lack of trade regulations in this area, and a severe lack of spine in their customer base. They're afraid of raising prices outright so they implement all these schemes and scams to milk customers even more: Season Passes, online passes, special editions and retailer exclusive content...

To me it's pretty simple:
Devs and pubs have zero right to any profit made in the second hand market. They forfeited all sale rights to the copy the moment it was purchased from them. Unless you believe in fairies and unicorns, there is no argument to be made that games are somehow different and should be treated as leased goods, instead of purchases.
I base my argument on the right of first sale and the recent EU verdict that publishers and developers have no rights to keep someone from reselling his digital content or to demand profit from it.
 
The issue with used games isn't a publisher issue, necessarily - it's that the experience of flipping used games basically means a retailer will profit considerably more than the sale price of the cost of the unit purchased. It's basically like offering a rental service with a $50 deposit... they can't lose. Specifically, imagine a game is traded at a rate of x times - the retail firstly discourages users from buying new by pushing pre-owned (or selling pre-owned as new!) and then encourages you to come back in shortly after purchase and sell it back for a massive margin. There's nearly no other markets that work like this in my mind, and I can see why I'd be concerned about it if I was a developer seeing my peers lose their jobs at astonishing rates.

The problem is the end user is the one that tends to get burned by a war between manufacturer and retailer. This is the same situation as most other schemes aimed at walling in profit [e.g. DRM aiming to curb piracy].

I think MS, if they were smart, would turn this into a massive win by basically forcing the used market onto Live. Let people buy and sell used games digitally in an eBay type universe (factoring in a 'selling fee' split to both them and the publisher) so the only person that really loses is your brick and mortar retailer. Imagine unpopular games tanking in price because of a lack of demand, and imagine great games staying expensive because no one wants to part with their copy. It would make users, MS and pubs happy. Imagine being able to instantly grab a second hand copy of anything you want for the cheapest price from your couch and play it instantly. I would love this system.
 
My point being that PS4 and Xbox One having x86 won't magically make it cheaper to make games.

As far as the chasing AAA, sadly mid-tier studios have to chase it as the consumer demands it. As I said in previous posts, I'd love to make more cost effective games, but if a game doesn't have the graphics or features of a AAA game, it is viewed as a budget title right or wrong.
Nothing much to be done, but it's still riding a wave.

The music industry crashed and it still hasn't recovered, so there you go.
 
Really interested to see what their 'game trading' policy is. If it's tied to a single retailer like Gamestop that'll be completely fucked. Will see come E3 I guess.
 
A lot of entertainment works this way, it's called royalties. Every time a song is played on the radio they pay the band. Every time a TV show is shown in reruns the actors get paid again. I'm still getting paid for music I wrote 4 years ago because the shows keep getting broadcast or that piece of music got licensed for another show. This is what software is, you may own the disk but you don't own the content, it's licensed to you.

That's true for how software tends to work legally, but it's also insane that it is accepted. We don't buy software for the purposes of mass distribution through broadcast, which is what licensing is intended for.

To put it another way, if I buy your CD that does not give me the right to play your songs on television because I bought a recorded copy of your songs and not the rights associated to the content. I can sell MY copy of your CD on amazon without having to give you a cut because I paid for my copy of those songs. That CD is MY COPY and would not belong to you. If I bought your CD and you didn't like that, you would not be allowed to knock on my door and demand I return your property to you.
 
It's the retailer that is the "problem".

When you walk into GameStop and go to buy a new game, the cashier will say:

"We have one of those pre-owned for $3 less, would you like that instead?"

There's no other industry that has this problem, no other industry has their main route to the consumer actively competing with them for sales. GameStop would like to think they are a friend of the industry, but really, they're the number one competitor.

Publishers don't really care that a user wants to sell their game, if it was just trading between friends or selling on ebay, there would be no issue. It's the way that GameStop and GAME have set up their entire business around sniping sales from the publishers/developers that is the issue.

We don't know how the "Xbox One console" trade-ins will work yet, but I imagine it will be a very similar experience for the consumer. You trade in your game and GameStop give you a pittance for it, which you put towards something else. They then resell it for $20 more than they offered you. But now, instead of them getting that $20 they'll have to buy a new license key from Microsoft (probably for about $15).

For the consumer the experience is the same, MS and the publisher win because they get money. The only loser is the retailer, and they're a pack a scumbags anyway, so who cares?

EDIT: And one thing that infuriates me about pre-owned, at least in the UK, is that you don't pay any sales tax/VAT on the used games. So when you take the tax into account, you're actually paying more to GAME for a pre-owned copy than you are for a new one in pretty much 100% of cases.
 
Really interested to see what their 'game trading' policy is. If it's tied to a single retailer like Gamestop that'll be completely fucked. Will see come E3 I guess.

Trade ins for used games wont be activated until at least a month after being onsale so that new games don't have to compete with used sales and the sales are higher for full price.
 
It's the retailer that is the "problem".

When you walk into GameStop and go to buy a new game, the cashier will say:

"We have one of those pre-owned for $3 less, would you like that instead?"

There's no other industry that has this problem, no other industry has their main route to the consumer actively competing with them for sales.

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That's true for how software tends to work legally, but it's also insane that it is accepted. We don't buy software for the purposes of mass distribution through broadcast, which is what licensing is intended for.

To put it another way, if I buy your CD that does not give me the right to play your songs on television because I bought a recorded copy of your songs and not the rights associated to the content. I can sell MY copy of your CD on amazon without having to give you a cut because I paid for my copy of those songs. That CD is MY COPY and would not belong to you. If I bought your CD and you didn't like that, you would not be allowed to knock on my door and demand I return your property to you.

Which is why I am against Let's Plays, but for used games.

It's the retailer that is the "problem".

When you walk into GameStop and go to buy a new game, the cashier will say:

"We have one of those pre-owned for $3 less, would you like that instead?"

There's no other industry that has this problem, no other industry has their main route to the consumer actively competing with them for sales. GameStop would like to think they are a friend of the industry, but really, they're the number one competitor.

Then publishers should stop offering DLC and other pre-order bonuses through that retailer and supporting them. Oh, that'd have the opposite effect.
 
Games have royalties too.
royalties vs residual. movies and tv have residual, meaning everytime something is viewed/aired/sold people will get a cut. There are common jokes of actors getting $2 checks for a movie they did 10 years ago because it aired on some cable channel. it doesn't matter how well the movie does, these profits are done via contracts, guilds, and unions that each person belongs too, thought the percentages might change.

Royalties are typical based on the performance of a project and hitting specific targets.

The music industry crashed and it still hasn't recovered, so there you go.
It hasn't recovered, but it is gaining for the first time since 1999.
 
Which is why I am against Let's Plays, but for used games.

It's a grey area, but Let's Plays don't function in that way because games are generally bought to be played which a LP does not allow a viewer to accomplish.

Just watching someone progress through the narrative without any meaningful interactivity accomplishes very little of what a game is.
Unless the game in question is Heavy Rain. Or Bioshock Infinite. Or Spec Ops The Line. Or... you know, you might have a point.
 
It's a grey area, but Let's Plays don't function in that way because games are generally bought to be played which a LP does not allow a viewer to accomplish.

Just watching someone progress through the narrative without any meaningful interactivity accomplishes very little of what a game is.
Unless the game in question is Heavy Rain. Or Bioshock Infinite. Or Spec Ops The Line. Or... you know, you might have a point.
I'm curious how the growth of the Let's Play phenomenon will affect strong single player titles. The fact that someone can 'watch' an entire game without having to pay for it does open up a lot of curious doors. At GDC Twitch said that they are quickly becoming the strongest purchase influencer, with direct friend word of mouth being #1. So watching games have become more important than reviews.
 
Then publishers should stop offering DLC and other pre-order bonuses through that retailer and supporting them. Oh, that'd have the opposite effect.

Well those things encourage people to buy a new game over a pre-owned one, or buy it on day one when there are no pre-owned available.

Also the retailer doesn't get those things for free.
 
Good thread.

So I was thinking about this on the way to work. I came to a couple of conclusions.

1. Developers and publishers need to stop whining and suck it up. The used market exists and gets their product into more people's hands than it would have done without used games. That gives them the opportunity to sell DLC and online passes to them creating a revenue stream from nothing.

2. Online passes. Don't have a problem with them, it costs money to keep servers running and used gaming increases server utilisation and their running costs. Sure, people will say that the revenue for the game has already been taken, but really the cost curve for servers will be changed by used gaming and online passes will help address that.

3. Publishers need to start looking at non-traditional methods of distribution including f2p and microtransactions which will essentially devalue the game disc. I wouldn't mind the microtransaction model if publishers sold the games for £15 and put a microtransaction cap of £30 on their games to unlock all of the content.
 
Why is this even a thing now?

MS got away with paid online multiplayer and people happily supported that. Sure, throughout the year thats a few cents per day, but still. The same thing will happen to the XBone and nobody will give a fuck about it in two or three years. No effin' way that it will "tank".
 
Well those things encourage people to buy a new game over a pre-owned one, or buy it on day one when there are no pre-owned available.

Also the retailer doesn't get those things for free.

What if instead of 'encouraging' people to buy new with bullshit day-one DLC publishers just released good, non-disposable games with post-release support? That way nobody would want to sell their games in the first place and there wouldn't be as many used copies on the shelves!
 
What if instead of 'encouraging' people to buy new with bullshit day-one DLC publishers just released good, non-disposable games with post-release support? That way nobody would want to sell their games in the first place and there wouldn't be as many used copies on the shelves!

Cd project did that with The Wither 2 if im not mistaken and good timed discounts..
 
The speed and amount of used games of certain titles let's me know how good a game is. If I see a lot and quickly it's either not that good or niche and hyped.
 
Good thread.

So I was thinking about this on the way to work. I came to a couple of conclusions.

1. Developers and publishers need to stop whining and suck it up. The used market exists and gets their product into more people's hands than it would have done without used games. That gives them the opportunity to sell DLC and online passes to them creating a revenue stream from nothing.

2. Online passes. Don't have a problem with them, it costs money to keep servers running and used gaming increases server utilisation and their running costs. Sure, people will say that the revenue for the game has already been taken, but really the cost curve for servers will be changed by used gaming and online passes will help address that.

3. Publishers need to start looking at non-traditional methods of distribution including f2p and microtransactions which will essentially devalue the game disc. I wouldn't mind the microtransaction model if publishers sold the games for £15 and put a microtransaction cap of £30 on their games to unlock all of the content.

Monetizing used game buyers creates a lot of other problems, such as games being sold essentially incomplete to incentivize DLC purchases, and the rise of exploitative f2p models. And also the decline of game designs that aren't as suitable for DLC/f2p/multiplayer/etc.

I think that the majority of customers, who don't buy games used or trade them in, will have better games (and a greater variety of games) for a better price if used games go away and they don't have to subsidize used game buyers.
 
A lot of entertainment works this way, it's called royalties. Every time a song is played on the radio they pay the band. Every time a TV show is shown in reruns the actors get paid again. I'm still getting paid for music I wrote 4 years ago because the shows keep getting broadcast or that piece of music got licensed for another show. This is what software is, you may own the disk but you don't own the content, it's licensed to you.

You understand why you get royalties for that don't you?

You're not getting royalties for your music; your getting royalties for the public broadcast and licensing of your music.
 
What if instead of 'encouraging' people to buy new with bullshit day-one DLC publishers just released good, non-disposable games with post-release support? That way nobody would want to sell their games in the first place and there wouldn't be as many used copies on the shelves!

That is some crazy, blue sky thinking you've got there, son.
 
A lot of entertainment works this way, it's called royalties. Every time a song is played on the radio they pay the band. Every time a TV show is shown in reruns the actors get paid again. I'm still getting paid for music I wrote 4 years ago because the shows keep getting broadcast or that piece of music got licensed for another show. This is what software is, you may own the disk but you don't own the content, it's licensed to you.

And the actually relevant example: when I sell a used media containing your work to someone, you get nothing.
 
Monetizing used game buyers creates a lot of other problems, such as games being sold essentially incomplete to incentivize DLC purchases, and the rise of exploitative f2p models. And also the decline of game designs that aren't as suitable for DLC/f2p/multiplayer/etc.

I think that the majority of customers, who don't buy games used or trade them in, will have better games (and a greater variety of games) for a better price if used games go away and they don't have to subsidize used game buyers.

As long as they cut the cost of new games to reflect "additional content" then it's not a big deal. It would also make the base game more accessible to people.
 
There's no other industry that has this problem, no other industry has their main route to the consumer actively competing with them for sales. GameStop would like to think they are a friend of the industry, but really, they're the number one competitor.

Amazon sells everything in this manner and I haven't seen anyone but game publishers whine about it. I'm sorry but your whole argument is based on a false premise.
 
It's funny how many of the "you didn't build that" types are fine with GameStop profiting on the backs of the people who contributed a far greater amount to their business - the game creators - than government ever did. I mean, at least GameStop pays taxes to the government. The people who made their most profitable product get nothing.

Amazing how fast they are willing to abandon their support of "the workers" in favor of an exploitative corporation when it means a few more bucks in their own pocket.
 
Stolin said:
I think it's the rise of conflict of sales in recent years with the success of Gamestop. Before it was institutionalized, you would trade your game with your friends, lend it to your brother or cousin, lend it to the neighbor, bring it to the flea market or have a yard sale, etc.. no on generated extra profit off the good or was very limited and rarely conflicted with new sales.

Once Gamestop starting to mix & confuse sales of new & used, then it started to turn into a battle with publishers. There are many stories on here about Gamestop's business practices.. and that's the real problem where they are the ones solely benefiting. Sure players have some benefit but they would be just as happy simply to just exchange a game for another.

This is exactly what I and plenty of other people in the development community have a massive problem with. Its also why most of us are extremely wary of what MS are considering.

Private sales between gamers should *NEVER* be prohibited, because that's not the problem. The specific problem is the prominent placing of used titles in retail establishments so as to directly compete against new titles.

We're not stupid and not so disconnected from the real world to fail to understand the need for consumers to seek out the best value for their gaming dollar. We are consumers too.

That said, placing big, used, titles at discount in direct competition with all new product is obviously unwelcome competition, not to mention unfair as there's no way we can compete when the retailer controls both the procurement and sales price. However low we go price-wise, they can always undercut us.

This is a problem for games in particular as they have a relatively short shelf-life in the first place, and this sort of predatory competitive practice further curtails the ability for the product to make sufficient return on investment to justify the risk.

This in turn disincentivizes publishers from green-lighting any product that isn't super mainstream, with the end result that creativity and quantity of titles produced suffers.
 
It's funny how many of the "you didn't build that" types are fine with GameStop profiting on the backs of the people who contributed a far greater amount to their business - the game creators - than government ever did. I mean, at least GameStop pays taxes to the government. The people who made their most profitable product get nothing.

Amazing how fast they are willing to abandon their support of "the workers" in favor of an exploitative corporation when it means a few more bucks in their own pocket.

Wow, you have run off the rails now man. You do know that retail stores employ people to, right?
 
It doesn't matter. You want an economy to work one way, but it doesn't work that way.

I'm satirizing the hypocritical Marxists here. GameStop controls the means of production (well, as it applies to used games, anyway) and exploits game creators! You didn't build that, GameStop!

Of course it doesn't work that way. GameStop, consumers who buy used games, etc. are simply responding to economic incentives. It's just a matter of changing the business model to change those incentives.
 
If the problem is Gamestop, the publishers should go after them, not used games. This shouldn't affect gmaers that want to trade, sell or give away their discs to another gamer.
 
I'm satirizing the hypocritical Marxists here. GameStop controls the means of production (well, as it applies to used games, anyway) and exploits game creators! You didn't build that, GameStop!

Of course it doesn't work that way. GameStop, consumers who buy used games, etc. are simply responding to economic incentives. It's just a matter of changing the business model to change those incentives.

They could have done that by not providing GS with pre order exclusives :/ Then less people would buy a game from GS, providing less incentive to trade the game at GS, reducing the number of used games available at GS.
 
I'm not even sure this will work well here with EU laws. Basically they are getting money for the same product many times. I don't even know how people can see this as a good thing.
 
This is what 95% of NeoGAF doesn't understand:

I have a friend who works for Team 17 and he told me explicitly that within the RRP of a console game is the expectation that the game will be loaned to two other people, and sold pre-owned once.

So... devs already do get a cut of second hand sales - it's built into the original price!

I'm waiting to see if the games released for XBoned actually reflect this and are reduced appropriately. Unfortunately, I already know what the answer will be :-\
 
If the problem is Gamestop, the publishers should go after them, not used games. This shouldn't affect gmaers that want to trade, sell or give away their discs to another gamer.

The horse has left the barn door. GameStop has proven how profitable the model can be, and the bandwagon is in full swing. If you strike down GameStop, another will take its place.

I agree that small-time trading among individuals should be possible. But how do you make that possible without making it possible for someone to make a business out of it?
 
A guarantee it works? A lot of used sales are "as is".

Sure, GameStop provides some value by ensuring quality, providing the storefront, handling trade-ins, etc. But in most cases, it's a small fraction of the total value, which is why used games are such a huge money-maker for them.
 
It's the retailer that is the "problem".

When you walk into GameStop and go to buy a new game, the cashier will say:

"We have one of those pre-owned for $3 less, would you like that instead?"

There's no other industry that has this problem, no other industry has their main route to the consumer actively competing with them for sales. GameStop would like to think they are a friend of the industry, but really, they're the number one competitor.

You're conveniently leaving out the part where the Gamestop employee asks if there's any new game releases you'd like to preorder. It happens EVERY SINGLE TIME I go through a transaction with them, regardless of locaton. They constantly run trade in promos granting extra credit towards the purchase of NEW games. So in the end big deal that an employee mentioned about a used copy. They push new sales just as much, if not mre than used.


For the consumer the experience is the same, MS and the publisher win because they get money. The only loser is the retailer, and they're a pack a scumbags anyway, so who cares?

Wrong. The consumer is ALWAYS the loser. Retailers are the scumbags? No, they're the ones giving me great discounts on games, while Microsoft rarely gives anything worthwhile unless I'm a paying member of their online service crap.

Under this new trade in program consumers will only be able to trade games in to outlets that utilize Microsoft's trade in program. Now consumers will have fewer options to trade/sell games (goodbye ebay). Worse yet both the greedy publishers AND Microsoft will BOTH be taking a cut of your trade in credit, while the retailer will be unaffected. It's complete BS, and just another way or these greedy bastards to keep making money on a product after the initial sale. NO other industry does this but gaming, but stupid gamers care more about the publishers than themselves.
 
Of course they do, but they're not recouping royalties on used games.

I just don't think they have a RIGHT to if we are talking about a physical product. They obviously don't see it that way and the industry is moving toward renting a game but paying full price for it.

To me it is a little absurd that out of all the industries in the world that produce a physical product it is the gaming industry that feels it is above the "used" market that EVERY other physical product has. Even the crazy RIAA and MPAA didn't seriously try and kill used CD sales or used DVD sales.
 
Because people are paying to play their game but they don't receive a cent from it, while the player gets the full experience.

Right. That's how the used market works for almost every product out there. Steam works because you can amass a huge library through sales. Can't resell steam games, but who gives a shit? It was only $5-$15 dollars . Unless this decreases the price of retail games I will not be buying an Xbone .
 
If the problem is Gamestop, the publishers should go after them, not used games. This shouldn't affect gmaers that want to trade, sell or give away their discs to another gamer.

The publishers want their cake to. They can't go after gamestop cause gamestop actually does a lot of marketing and promotion for their games. So instead of trying to work something out with them they try and screw us over.
 
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