A. The Project Ten Dollar punishes Gamestop, albeit in a roundabout, delayed fashion. By removing value from used games, publishers/developers can succeed (in the long run) in lowering gamers perceived value of used games, which will lower the price point that the market will bear for used games. Long-term, if it is widely enough accepted, and consistently enforced, they'll succeed in reducing Gamestop et al.'s margins on used games, while extracting at least a
portion of that money for themselves (obviously not everyone still buying used will be interested in paying for whatever lost functionality there may be). I think the biggest loser in the Project Ten Dollar scheme is the renter (or the library loaner); they're already interested in the lowest investment way to enjoy a game, and having to pay 10 dollars to get to the full thing (which is typically a far larger investment than the rental itself) just means they're likely to be completely locked out of that content.
B. While games don't have the up-front low-cost one-time option like movies, I feel like they DO have price reductions over time. There are exceptions, like Modern Warfare, but they are exceptions. Most other games, 1-2 years later, while still incredibly relevant and enjoyable gaming experiences, tend to be 50-75% cheaper (new) than they were at release. $20 is the sweet spot, as far as I'm concerned, and I don't buy used. While it's worth arguing that the individual exceptions would be better off if they followed a faster discount model, and that the market as a whole could do with accelerating their discounting given the relatively short hype window and lack of secondary release window (like movies do with "Now available on DVD" ads), the idea that the games industry does NOT engage in this kind of practice is blatantly false. And, as many people have pointed out, the PC market for digital distribution has been engaged in an accelerated form of this practice for quite some time (and my Steam library is chock full because of it).
Wakefield said:
I've raged about game prices too, Why can I still find Halo 3 for 50 bucks? The game is 3 years old. I'll repeat this for emphasis THREE years old.
Ummm... I can also find just about every game ever, still being sold for its MSRP, by shady dealers on Amazon. But the highest asking price for a product is not reflective of the market. Halo 3 is $30 or less, on average, and if you had access to the right Target, $7.48. [a href=www.cheapassgamer.com]Cheapassgamer.com ftw[/a].
C. Just have to throw in that I find Gamestop's argument for how used game sales actually
help absolutely hilarious. They say that people trade in old games to purchase new games, and therefore the used games sales boosts new games sales. This argument is so incredibly myopic (by viewing that sale of used games TO gamestop and the subsequent new game purchase independently from the cashflow represented by the sale by gamestop of the used game TO other gamers), I can't help but laugh.
spencer91 said:
Damn straight. I hated being guilted by developers just for being a smart shopper. I'm not pirating the damn game. I'm still putting good money down to play it. Gamestop is, meanwhile, making a killing, and you're blaming the people who would pay your price if you just made it a few dollars cheaper?
Somehow I find it hard to believe that, if the release price were the same as the current used game price, you would be perfectly happy to buy the game new. You
obviously wouldn't find the exact same discount equally worthwhile in purchasing the used copy, at the newly discounted price off of the lower retail price. I.E. $60 new, $50 used "Oh, heavens, if only the new copy were $50, I would buy it instead!". Bam. $50 new, $42 used. You're telling me you wouldn't still buy used? Moving the price point down increases the market size (by making the cheapest point of entry even cheaper), but it doesn't change the value proposition of new vs. used, and it doesn't change Gamestop's business model.