eugene said: Publishers dont get royalties or anything from second hand sales. Are they hurting the business? Or are they helping it by holding onto hard to find games? |
No, and yes, respectively.
Second-hand sales do not hurt business because of the way economics works. As you know, people buy products based upon what price they are. You have the hard-core gamers who will purchase everything at full price, the budget-minded who will wait until everything drops to a budget price, and everyone in between. Now, imagine two scenarios:
1) The secondary market exists (otherwise known as the status quo). Publishers make oodles of cash off of successful retail releases for the first several months after a game's release, then the secondary market kicks in and starts to drive down prices. Say that Publisher A releases Game X which starts out at $50. It attracts a certain number of buyers initially. Retail stores initially stock it for $45 used; this attracts few people, as there's not many trading Game X in. Then it drops down to $40 used as more and more people trade it in; this attracts more buyers. Then it drops down to $30 used, which attracts even more. And so on. Eventually, a few years down the road, to keep up with demand, Publisher A releases a Greatest Hits version of Game X at $20, which spawns a whole new market for Game X, and drives used prices down to a point where there's again little benefit to buying Game X used. Finally, Publisher A abandons Game X in order to work on other products, since it's no longer profitable to keep producing it in line with falling secondary-market prices.
The benefits of this situation: The market works perfectly, benefitting everyone. Those who want the game right away can have it right away at a high price point, and everyone else benefits from the eventual price drops. In addition, the new customers attracted to retail stores by the lowered price point of Game X may become interested in Publisher A's next game, Game Y, as they look around the store. In fact, they may be so psyched about it that they decide to purchase it new; in essence, the low price of Game X acts as free advertising for Publisher A. Finally, in the majority of cases, if Game X happens to be bad, then its price will fall rapidly due to the ability of consumers to return a bad game; this creates an incentive for Publisher A to put more effort into developing Game Y, and creates a "failsafe" for consumers who buy a bad game to get part of their money back.
The drawbacks: Publisher A may not make quite as much money as they would have were they allowed to price-fix their games.
2) The secondary market does not exist. When Publisher A releases Game X, they fix its price at $50. After the initial rush of hard-core gamers buy it at $50, Game X stays at that price for a long time. More budget-minded consumers who hear about Game X are then forced to pay $50 for the privilege of playing it, or not at all. Over time, the price of Game X drops, but much slower than it would have if used prices had forced the price down more. As a result, Publisher A continues to profit heavily off of sales. This discourages Publisher A from putting money into publishing their next game, Game Y, for a while because doing so would be a financial risk and a discouragement from buying Game X - and why do that when you can just coast on sales of Game X?
The benefits: The publisher makes a bit more money.
The drawbacks: Market forces act slower than they normally would. As a result, most consumers are forced to pay a higher price for Game X than they normally would. This means that they have less money to spend on other games, which drives the quantity of games released down. Also, because there is no failsafe for consumers who buy a bad game, Developer A concentrates less on the quality of Game X; once someone purchases it, after all, they're stuck with it, and word of mouth isn't always a deterrent to bad game purchases. Finally, the increased profits from Game X discourages Publisher A from publishing other games so quickly after Game X's release, so the release of new games slows to a trickle. In other words, while Publisher A benefits, everyone else suffers.
This scenario illustrates why restrictions on the secondary market are almost never good for the free market - and why you should support even chain secondhand stores like EBGamestop with your patronage. The secondary market benefits gaming as a whole, and I'm wholly grateful that it's as developed and refined as it is.
"'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