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Hephaestos said:
#5 what's the difference for the game developper or publisher between used games sales and piracy?
-> the general public has access to used games just by going to a shop AND are obviously willing to pay for them (meaning someone does a profit on their back too). => real loss of revenues.

Okay. I create a widget and start selling it for $1000 apiece. Only, my widget is just about as good as Company B's wiget. Company B is selling their widgets for $500 apiece. Before we know it, the few people who bought my $1000 widgets are turning around and reselling them used for, say, $450 apiece. Before we know it, people are buying the $450 used ones instead of my $1000 new ones.

Now, I may be losing money to the secondary market, but that's not "real loss of revenues" in any sense of the word. It's me pricing my product at too high of a price point, and the secondary market compensating to make sales competitive.

The only reason why a game developer/publisher would ever lose money on used game sales is if they're pricing their games too high in the first place.



"'Casual games' are something the 'Game Industry' invented to explain away the Wii success instead of actually listening or looking at what Nintendo did. There is no 'casual strategy' from Nintendo. 'Accessible strategy', yes, but ‘casual gamers’ is just the 'Game Industry''s polite way of saying what they feel: 'retarded gamers'."

 -Sean Malstrom