SimuLord said:
Remember kids, when you spend $60 on a new game, the publisher and your beloved developer get most of the revenue. When you spend $45 on a used game, all the money goes to Gamestop. You might as well just pirate the fucking thing and go whole hog.
Also, you want to save money? Become a PC gamer and learn to love Steam.
Forgetting the complexity of the flow of money in retail and assuming someone pays EA to get those boxed discs, development studios are not paid as I direct cut of that.
The publishers pay the developers a SALARY to make the game, they may even buy the studio and keep them employed but the game belongs to the publisher largely and they get have the rights to sell it to retailers or to distribute on Xbox Live or PSN, or even commission a third party studio to port it to PC or Wii then sell it to Steam to distribute.
Very rarely are the actual developers directly rewarded for sales and usually it is not so much a percentage, more an agreed fixed bonus as stipulated in their employment contract, like: "If your game sells over 1 million copies we will award you and extra pay package".
I HAET Pachter for doing dumb ass pie-charts of "where your $60 goes" as it is no where near that simple, as the relative percentage each gets would very depending on how many copies are actually sold.
Developers must get paid even if their games is a complete flop, they did do the work. But their studio may get liquidated, they get fired and may never be able to find another job for the poor reputation for their botched game. They have an incentive to do good games to get paid more to do newer games.
How the publishers actually sell the games to the DISTRIBUTORS is complicated.
The publisher may PAY a disc printing company to print to game code onto discs, package in boxes with manuals and all that to make a PRODUCT that the Publisher owns. You could consider the disc-printing company as part of the development team, paid to do a job, to make a product (but they are just doing the simple, non-artistic final manufacturing stage).
Now what does the publisher do with these boxes and boxes of games, well the business of that is usually quite secret, as it is best not to play a card game where everyone can see your hand/ They may be sold to a middle man who sells them to dozens of smaller stores. The publisher may sell them directly to the retailers like Amazon or Best Buy. There can be so many complicated deals, based on how many copies are wanted when, where and at what price.
Here is the big financial "conflict": the Publishers on one side that may have spent a LOT of money making this product that THEY OWN... yet the discs are cheap and quite quick to print...
On the other side, the retailers, and that is EVERYONE who sells games from Valve's Steam to Amazon, to Wal-mart. They are trying to sell the games at high enough margins, and minimise risks of buying a load of expensive games that they aren't able to sell or are forced to mark down price to sell at a loss. See games VALUE depreciates incredibly fast as a newer and more desirable game can often be only weeks away.
Intensive efforts in re-sale of used games throws a spanner in the works as it ACCELERATES the depreciation process as more games are sold, more are available for resale, this can leave the publishers high and dry as they want to keep selling more box-loads of "Call of Halo-Zone XII" but the retailers can be satisfied earlier thanks to resale.
Consumers (usually being not very business savvy) sell their used games for far less than they are actually worth, probably perceiving that they "got their dollars worth" out of the game or are bored of it and it becomes worthless TO THEM. Millions fail to consider what it is worth TO THE MARKET, but it's standard practice now. Anybody trading in and demanding more will just be ignored or buttered up with some gimmick.