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Garcian Smith said:
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.

I would also mention that other markets has customers selling their products used.  Why should the gaming industry think they are special.  Yes, it is a loss of revenue, but it is also a user's right to do so.

That is one reason why I hate DRM.  Takes our right away to sell used product.