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Forums - Gaming - Why is buying used games such a big deal nowadays?

What has changed from before? Gamestop.

People always compare video games to other products like cars, houses, etc to point out why used games are not a problem. There are two differences between games and other items though.

a) Games do not depreciate. Assuming it is still readable, a used copy of Super Mario Galaxy and a new copy are exactly the same in terms of the content they provide.

b) The largest retailer of new games (by FAR) is also the largest retailer of used games and they are VERY aggressive about selling used games as opposed to new.

Whenever you try to buy a game that is more than a month old at Gamestop, they will offer you a practically identical product that is less expensive. This is a problematic business model. The impact of Gamestop's insane market share over the industry and their pushing of used games is a bad thing.

Basically the problem is not person to person sales that are the norm in any industry. The problem is when that person to person selling becomes replaced by a massive company that forms a near monopoly over the second hand market and aggressively pushes second hand over new. This isn't a particularly healthy business model.

The problem with the XBox One is that Microsoft is making customers pay for what Gamestop is doing. I think that overall it is a good thing for the industry if publishers made an arrangement with Gamestop to receive a portion of revenues generated by used games. Taking away consumer rights to accomplish this end is a bad thing.



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As a collector I buy alot of used games (most of the old titles) but its a ratio of 50/50 as I also buy my share of new titles also.



 

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As I see it:

* Game publishers have pushed development costs through the roof, in order to out production value rival companies and games, to build franchises.  This means very thin margins.

* The like of Gamestop have decided to push used content at the expense of new content.  The profit margins are much larger on used games.  I believe the retailers makes like $5 profit max per game, with possible deluxe editions selling for more.

These factors have made there a desire to, once they killed off piracy for all practical purposes, to go after used content.  Look for the next step to be buying games period and wanting people to actually rent content for awhile, and having to keep paying to play.  



VGKing said:
Jay520 said:

You can do whatever you want with the game you bought. You can play it, sell it, lend it to a friend, etc. Nothing has changed. It's just that the machine your purchasing lacks the feature to play used games, but that's not a right. Microsoft's product doesn't have to be compatible with any discs they don't want it to be compatible with.

You'r wrong. Xbox One doesn't allow for lending/trading/renting games. Physical copies of games are locked to 1 account. If you want to lend this game to a friend, they have to be on your friends list for 30 days, then when you give them the game, you revoke your rights to it and it becomes theirs. They can't lend it to anyone else or give it back to you.

The One is going to have a "family" list of 10 people where each person on your family list can check out games in your library.  But renting is pretty much toast, giving away is a one time deal, and trading in is done through authorized dealers.



tracyllrkn said:
Maybe if publishers come out and tells us the reasons why they want used games blocked, people would understand.I don't know if this is possible, but what about this? Each game has a unique code. When you put it in the console, the code goes into a server (whatever you would call it) and is stored there. When you trade it in to Gamestop, they can retrieve the code from the server, and it will treat the game as a new copy. You can still lend your games out without any restrictions. But once Gamestop retrieves the code, Publishers make money off of it when the used game is purchased.

What about when I sell a game on eBay? Publishers wouldn't get any portion of the sale, but then how many used games are sold online in comparision to used game sales to GameStop?

Juma009 said:
If I buy a game, and then I want to lend/sell it to my friend, why should he have to pay extra when The publisher already made their money, even if i go to gamestop and trade it in, that game is my property and I have every right to sell it.
If I buy a Ford Focus,drive it, decide to get a new car, I turn my Focus in get a Jetta, use my focus as payment, someone else buys my used Focus from that VW dealer, does Ford deserve money from that transaction?

I agree with your point, but your logic is a bit flawed. A used car, even with <100km on it, is much much cheaper then a new car for the simple fact that it's used. A used game is 90% the same price as a new game.

But I do agree with you, if Ford doesn't want you upgrading to a Jetta, they should have made a more reliable car, which you would have less reason to sell. This is why Toyota's depreciation is so low, people don't sell their Toyota's. If a publisher doesn't want people to sell their game, they should make better games, which people don't want to sell. This is why some JRPG's, and high volume games like Call of Duty, don't depreciate quickly.

the2real4mafol said:
Blame online passes and Microsoft. Also, i agree it's definitely greed

CDiablo said:
To answer the OP's question, I think it has become more of a big deal because once game companies got really big they got management that were business people. Back in the day game companies were run by a group of programmers and gamers that at many times were in it for the love of gaming as much as the money. Now that these corps are run by non gamers and shareholders the game industry has become about getting the most money out of gamers, regardless of whether it makes them happy or not.

I was just thinking about this now. If we look at the biggest game companies now, it's Microsoft, Nintendo, Sony, Activision, EA, and then I believe Ubisoft (in that order). If we look 20 years ago it was Nintendo, Sega, Squaresoft, and Capcom. Last I checked it was EA who made Online passes and Microsoft making consoles which prevent used game sales. I never heard of the Japanese studios complaining about "not making enough profit." They understand that with more competition, quality needs to be higher to survive.



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Jay520 said:
Michael-5 said:

Games are also in general selling better then they used to. Before the PS2 era it was unheard of to see a 3rd party game break 10 million units sold, now games like CoD sell 20 million annually.

I don't necessarily disagree with your point, but this post bugs me. 

The big change with this generation is sales required to make a profit. It's a lot higher than it was in the past, where most big games could sell a few hundred-thousand units and make profit. Now we are starting to see studios cancelling IPs or shutting down because of 1m, 2m and even 3m selling games not making enough profit.

Yes, gaming is getting bigger, which means the biggest games today will be bigger than the biggest games of yesterday. However, that's only beneficial for the big AAA games. The small-medium sized games that sell 1-3 million units are important too, and these are the very type of games who are susceptible to little to no profit as a result of rising development costs.

I agree that banning used games is not the ideal solution to the problem of rising costs. Heck, I would even concede that the problem may be solved in the near future with digital distribution, easier development kits, etc. (maybe it will, maybe it won't. I don't know). However, do not say that the problem is solved by a bigger gaming market, since that's not true.

I agree with you, games need to sell more to make a profit, but that's also the problem. Why is it that Platinum Studios can make a profit selling a few hundred thousand copies of Bayonetta, or Atlus can make a profit selling a few hundred thousand copies of Catherine (both excellent games), but THQ goes out of buisness since they can't sell 3 million units of Saints Row?

Some studios just aren't efficient. While Saints Row, and DMC (Ninja Theory) are great games, they needlessly expensive to produce. The people developing the games just aren't as talented as the people behind Vanquish or Tales of ___.

I think banning used games is wrong, in the example of cars, do we ban trading in Cryslers just because reliability is crap and people don't want to hold onto them? No, we let them phase out. Sad to say, THQ, and Ninja Theory should phase out because they can't make great games on a budget.

I'd rather have a game culture where we saw less console games, but they were all excellent, then a culture where are more games, but half of them are only mediocre. The former would increase sales for games which are actually great (since there are less studios and thus less games to compete with), and it would push smaller developers to work on smaller projects, maybe for handheld games, and reduce the size of their company (which would make them more efficient).

It's not nice to say that I'd rather have crap studios disband, but this is the way the world is. If you want your product to sell, you have to make a great game which either has a large market (Just Dance), or make a great game which has low development costs (Vanquish).



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Michael-5 said:
tracyllrkn said:

Becuase games are becoming more expensive to make. Who knows how much games will cost to make this gen.

Games are also in general selling better then they used to. Before the PS2 era it was unheard of to see a 3rd party game break 10 million units sold, now games like CoD sell 20 million annually.

Also the jump to next gen isn't that big, it's a 9x jump where the jump between 6th and 7th gen was 25x, and before that, even larger. Next gen games are still largely based on the same engines current gen games are based on, so there is a lot more recycling with code.

Games are more expensive, they cost millions to make and require hundreds-thousands of people to develop now. Before games didn't cost more than 50 thousand  and required small teams(12-50 people).



JWeinCom said:
What has changed from before? Gamestop.

People always compare video games to other products like cars, houses, etc to point out why used games are not a problem. There are two differences between games and other items though.

a) Games do not depreciate. Assuming it is still readable, a used copy of Super Mario Galaxy and a new copy are exactly the same in terms of the content they provide.

b) The largest retailer of new games (by FAR) is also the largest retailer of used games and they are VERY aggressive about selling used games as opposed to new.

Whenever you try to buy a game that is more than a month old at Gamestop, they will offer you a practically identical product that is less expensive. This is a problematic business model. The impact of Gamestop's insane market share over the industry and their pushing of used games is a bad thing.

Basically the problem is not person to person sales that are the norm in any industry. The problem is when that person to person selling becomes replaced by a massive company that forms a near monopoly over the second hand market and aggressively pushes second hand over new. This isn't a particularly healthy business model.

The problem with the XBox One is that Microsoft is making customers pay for what Gamestop is doing. I think that overall it is a good thing for the industry if publishers made an arrangement with Gamestop to receive a portion of revenues generated by used games. Taking away consumer rights to accomplish this end is a bad thing.

a) Games do depreciate, look up the price of GT3. However I get what you mean, a used copy of a game is nearly the same value as the price when new (in most cases)

b) Here's how you fix the problem, make games so good people don't sell them. . I would never sell my copy of Mario Party 2 because I love it, and still play it regularly. Same with Lost Odyssey, it took a long time to beat, and not only was the resale value low by the time I beat it, the game was so good, I wanted to keep it.

Japan has a much larger used game market then the rest of the world, if you see game sales there, there is a HUGE spike week 1, and then a steep crash. Yet Japanese studios don't complain about a loss of profits, they got more efficient. Platinum Studios can make 9/10 games, which make a profit, even with <1 million copies sold, no problem. Namco has no issues with Tales of Vesperia, even though most games sell <1 million. Yet EA is complaining when Need for Speed, an average franchise, doesn't return a profit? All this means is that EA should stop making Need for Speed, not that there is a problem with the market.

Remember, while Gamestop makes all the revenue sold by used games, BlockBuster used to make all the revenue produced by rental games. BlockBuster also had a monopoly.

binary solo said:
It's a manufactured crisis. If a game needs to sell 2 million to be profitable then it needs to be an good quality game with reasonably wide gamer appeal. The existence of a used game market doesn't have a big effect.

There was a suggestion that publisher revenue would go up by 18% if there were no used games. Think about that. How many studios that went out of business did so because they were only 18% away from viability? I would suggest none. If a game needs to sell 2 million to be acceptably profitable then with used games that 18% figure means to only need to convince about 2.35 million people to want to play it. But if only 1 million people want to play it eliminating used game sales isn't going to help you.

Also used game sales puts a game into more people's hands. If you're looking to establish a franchise then having a substantial number of people buy the first game used improves the chances of the second game in the franchise achieving sales growth, both in terms of launch window sales and lifetime sales.

I bet used game sales of Uncharted:DF helped to make Uncharted 2 a great success.

Do you think Insomniac would not be failing hard with Fuse if there was no used games? Fuse is going to be a money loser for Insomniac and EA because it's not a very good game and it only has limited appeal. It's failure can't be blamed on used games.

Can any game's failure to be profitable really be blamed on used games? I read David Cage say that Heavy Rain was less successful because of used game sales, but he didn't say it was a commercial failure, it wasn't.

If you consistently make good games you will profit year after year even with a thriving used game market.

If you are inconsistent in the quality of games you make you will have profitable years and unprofitable years even if there's no used game market.

I lose my faith in humanity when I see so many people swallowing the bullshit put put out by publishers and developers about how evil the used game market is. As if the trading in used goods is somehow unique to video games, and that the video game industry should somehow have special rights to prevent used product trading. It's bullshit.

I agree with you, back in the day, a game selling 2 million units was a huge success, why are devs designing games which require high sales to generate profit?

As a great example, Platinum Studios can make a profit with games that sell <1 million. Why does InSomniac need more then 1 million? I think in terms of Quality, Vanquish is >>>> Fuse, so if a game like Fuse is selling badly, then good. InSomniac should learn from their mistakes, and listen to critisism about Fuse and make a better, or more appealing games, next time.

The comment I'm read multiple times basically blaimes greed. EA makes a lot of money off a lot of its franchises, yet they still complain when some of their weaker franchises don't sell as well as they hoped. The simple thing is, everyone makes a bad game now and then, and they learn from it. If that dev/publisher can't learn from their mistakes making multiple games which make little profit, then they should stop making games.

Squaresoft leart their lesson in the late 80's with Final Fantasy. They kept making average games which didn't make as much profit as they wanted to and eventually pooled all their money into one final project and called it "Final Fantasy." This later became one of the best quality and most respected franchises in gaming. I like the surviving Square Enix, I wouldn't have liked the old pre-FF Square soft....



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Birimbau said:
Michael-5 said:
Games are also in general selling better then they used to. Before the PS2 era it was unheard of to see a 3rd party game break 10 million units sold, now games like CoD sell 20 million annually.

Also the jump to next gen isn't that big, it's a 9x jump where the jump between 6th and 7th gen was 25x, and before that, even larger. Next gen games are still largely based on the same engines current gen games are based on, so there is a lot more recycling with code.

Games are more expensive, they cost millions to make and require hundreds-thousands of people to develop now. Before games didn't cost more than 50 thousand  and required small teams(12-50 people).

To an extent, that's true, but small studios with a little over 100 people can still produce excellent games. e.g. Polyphony Digital with Gran Turismo, and Platinum Studios with Vanquish.

However there were also less games on the market before, with less studios producing games, which sold less copies on average.

I don't think the problem is that studio's need x sales to make a profit. I think the problem is, we have too many studios which produce sub-par games. Yes the quality of the average video game has gone up, but that's what happens with more competition. Studios shouldn't be complaining that the competition is too much. Like an athlete, they should either work harder/more efficiently to achieve better results (better games), or give up, and try something else.



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richardhutnik said:
VGKing said:
Jay520 said:

You can do whatever you want with the game you bought. You can play it, sell it, lend it to a friend, etc. Nothing has changed. It's just that the machine your purchasing lacks the feature to play used games, but that's not a right. Microsoft's product doesn't have to be compatible with any discs they don't want it to be compatible with.

You'r wrong. Xbox One doesn't allow for lending/trading/renting games. Physical copies of games are locked to 1 account. If you want to lend this game to a friend, they have to be on your friends list for 30 days, then when you give them the game, you revoke your rights to it and it becomes theirs. They can't lend it to anyone else or give it back to you.

The One is going to have a "family" list of 10 people where each person on your family list can check out games in your library.  But renting is pretty much toast, giving away is a one time deal, and trading in is done through authorized dealers.

Not the same and how exactly that works keeps changing every day apparently.