Garcian Smith said:
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.







