Kasz216 said:
That doesn't make any sense at all. Here is why. If I kept my copy of Halo 3. I'm playing Halo 3 online. If I sell my copy of Hao 3... someone else is playing Halo 3 online. In otherwords... the online costs for 1 person playing online at any time are ALREADY in the original purchase. A used sale effects that in no way. Now if PC games started selling for 40 and had a 10 dollar online pass to stop piracy... you'd have a point. Even then you'd need a system to allow trasfers of code if you sell your game. |
Part of what is factored by the company is that people will lose interest in the game as time goes on. They know that there will always be a few people who will play it to the end, but that number is significantly less than the number of players in its prime. What the resale market is doing, is creating more interest in playing online longer, on more copies than originally planned for. Lemme use some numbers:
Game X is expected to have 80% of its players online for the first year. Expected dropoff is 50% of the remaining userbase every year. This will give you the following pattern:
80 - 40 - 20 - 10 - 5
And this is the pattern they budget for. However, used game sales introduce the game to more people at later dates, without increased revenue from the new sales. So, in this example, I'll say that the trailoff is 25%, not 50%. That would give this number pattern:
80 - 60 - 45 - ~34 - ~25 (Tildes indicate rounded to the nearest whole number.)
Notice that in year 3, the load is more than double expected, and in year 5, when things should be winding down, the load is a whopping 5 times more than anticipated! This is where the loss comes from. Of course, these are just sample numbers, not indicative of actual game numbers, but the used games do keep more interest for online on more copies for longer.
-dunno001
-On a quest for the truly perfect game; I don't think it exists...








