| disolitude said:
But they are tied to one another...
AAA devs are making repetitive similar games over and ove because they want massive day 1 sales.
They want those day 1 sales because they figure you will resell your game after a week and those used copies will cut in to future profits
They tack on DLC, season pass, and episodic content so you don't trade your games...not because the game needs or calls for it.
And I agree, indie scene is where its at, but would be nice to see some high budget titles take risks too.
|
The focus on day one sales isn't purely about used games. They also want to sell the majority of their units at full price. Otherwise you could have a situation like Mirror's Edge where it sells 2 million copies, but is a commercial failure because most of those sales came later when it was $20 or less (granted it was that price after about two weeks).
I'm not sure where you get this impression that publishers will give up revenue streams or take more risks if they get rid of used games. First of all, just how much additional revenue do you think publishers will get from getting rid of or taking a cut out of used games? EA alone had revenues 71% higher than Gamestop's preowned revenues. That isn't just games, that includes consoles and accessories as well. Let's be generous and say 20% of Gamestop's preowned revenue is from EA games. Even if EA managed to capture 100% of that, it would be less than a 12% revenue increase. Do you really think EA will ditch all their DLC and tacked on multiplayer to start making risky games? That's even ignoring the role Gamestop plays in the industry. I'd imagine a good chunk of those day 1 sales come from their stores. Without used games they would certainly trim their number of locations if they could even stay afloat at all.
You said earlier that a price increase wouldn't solve anything, just postpone it. How is the used game issue any different? So they manage to raise revenues by 12%. What happens when costs go up 20%? What will be to blame then?
The indie scene can take risks because they have less to lose, and have to take risks because they don't have $100 million in marketing to get people interested in their games. They are also usually the product of a handful of people who probably don't have publishers breathing down their necks about focus tests.