KylieDog said:
I did not read the WALL OF TEXT but I read the very start and already can see where it it is flawed.
"The game that is bought used was obviously not good enough to keep for the gamer that bought it new. So why should developers get money for games that failed to provide us the consumers with what we wanted?"
WRONG! Every single game suffers from used sales, quality of the game has nothing to do with it. I agree with Barozi, if you buy a game that you do not like it is YOUR fault, you have access to demos, rentals (which give 7 days of online play which is more than enough to know if you like), gameplay videos, plenty of opinions out there reviews and otherwise. Don't blame the devs for not wanting to lose a sale because of your own mistake.
Private sales aren't the majority of used sales, places like Gamestop are and savings are onyly $5 or so. Why even buy used at that price? If you're gaming on a budget then then wait for sales on games and get access to all the features.
As to the 1 copy = 1 person forever playing the game at a time so it doesn't matter if it gets resold. Wrong. Games have expected lifetimes, multiplayer included. They may think there is 100 hours worth of online content for example before the average consumer gets bored and stops playing, but if 2 people use that copy it is now 200 hours and so forth.
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It's a matter of server stress, not of time played. They received money for one more player on the servers for an indeterminate amount of time, and that's all we should be obliged to give them, because that's all they needed in the past.
And i might add that the fee would *only* be applicable for games that have their own servers in the first place, given that Xbox gamers at least already pay for the privelege to play online, and they should be even more livid about this, because publishers are double-dipping their online fees