| 20happyballs said: I'm tired of everyone getting all worked up about Microsoft's used game policy. It's for the developers. It's not like it's greedy for developers to ask of this. Developers are not selling discs, they are selling entertainment experiences. It's only right that they be able to charge per experience given, not the physical discs sold. No one seems to have a problem with app store games not being sharable. In all actuality, an anti-used game policy is what is needed to keep the gaming industry alive. We all know that with improved graphic fidelity, the cost to develop a game will also increase. Consequently, game developers will need to find a way to be able to continue making a profit. The most obvious way to address this increase in development costs would be to increase the selling price of games. However, many of us would respond badly, myself included. Sure people will still buy games brand new when they are first released, but it is likely that more and more people will start to wait for these games to become cheaper and buy it used. Which means that any increase in revenue brought on by the increased sales price would be offset by gamers waiting to buy games used. In the end, it is not only the developers who are going to lose out, but also gamers. The increased difficulty for a developer to turn a profit will means less AAA quality games, less new IPs, and developers taking less risks overall. We're already seeing the affects of increased development costs in the current generation. Why do you think so many developers are making first person shooters? Why do you think that many developers are making sequels instead of new IPs?
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You know, the funniest thing about you saying Microsoft is doing it "for the developers", is that Microsoft apparently has the least developer friendly digitial service out there right now. They don't even allow for self publishing, something even NINTENDO allows now. Microsoft isn't doing this for the developers, it's doing it for the PUBLISHERS. More importantly, they are doing it for the big multi-billion dollar publishers, not some "little guy" who's struggling to make it.
You're right. Publishers ARE becoming more risk averse. But this has little to do with the used game idustry, and EVERYTHING to do with the increased costs associated with bigger, more graphically advanced games. THAT'S the problem. That was the problem LAST generation. Hell, everything remaining the same, publisher profits would drop ten percent in the absense of a used game market:
http://www.destructoid.com/using-science-to-learn-the-effects-of-killing-used-games-254913.phtml
It is simple economics. A higher price tag means fewer people will buy. The used game market provides a WIDE variety of advantages to gamers, including offering a lower threshold for people to get into gaming, providing competition with new games to encourage publishers to eventually lower their prices, providing gamers a way of playing out of print releases, and giving gamers a way to recoup some of the money spent on one game to put towards another.
Killing this advantage won't "save" the industry, it would only make the situation worse. What publishers need to do is solve the BUDGET problem, not the imagined used game problem. No matter how dead used games are, publishers aren't going to suddenly become less risk averse with their $20 million games. Not making their money back on that would still hurt a LOT. They are still going to be very risk averse, and if they don't significantly lower the price for consumers, they will become more risk averse to, because if they buy a game they don't like...well, tough. Something you really need to realize is that there is more to a game's value then the initial $60 spent and the subsequent experience: there is also the potential resale value should a gamer decide to trade it in or sell it, which can be anywhere between $10-$30 dependng on what the gamer decides to do.
I, as well as every person I know, buy games with this in mind. I LOVE buyig my games digitally. I think being able to purchase a full retail game off the internet and have it download straight to my console where I will be able to access it conveniently forever is a great thing. I accept that there is no way to resell because it's a digital game, and in most cases I've also bought it for a reduced price. But when it comes to a game I am unsure of, an experience that I'd like to try but not one I'd necessarily want to be stuck with forever, I'll buy it physically because I know I can resell it or trade it later. All of my money is not lost. I recently bought a completely new IP with a female protagonist that has been averaging in the 6's, "Remember Me", BECAUSE I know I can resell it later. It has made me less risk averse, and more willing to buy something I would have NEVER bought digitally. My friends rely heavily on game trade ins to buy new games, games they never could have afforded otherwise. In the current game environment, the used game market is NECESSARY.
If publishers want to save the industry, if WE want this industry to do better, publishers need to lower the barrier of entry, not raise it. Game budgets need to be drastically lowered, either by making smaller games, releasing game episodically, not focusing SO MUCH on improved graphics, developing tools to make game development cheaper, etc. There IS no silver bullet solution, especially not killing usedgames, and I will not pretend that I have one. But it is game budgets that are the problem, and game budgets that need to come down.
Thankfully, it sounds like MS isn't really killing used games, but its restrictive solutions aren't much better. The great thing about most digital services is that they sell their games for a reduced price or offer some kind of incentive, something even Nintendo does on Wii U with their deluxe program. If MS doesn't come up with similar pricing for physical games...they are boned.














