I have to strongly agree with this article, and honestly, it's one of the better ideas I've seen to deal with the issue of the used game market. But then, I personally think a few more gamers like me would help balance out that world as well.
My mentality when it comes to game ownership is this; once I own it, I may loan it to a friend or bring it to someone's house to play or whatnot, but I will never, EVER sell it. It goes into the collection, into the collection it stays. Doesn't matter if it's an old copy of Legend of Zelda, a used copy of Okami, or even total crap-burgers like the YuYu Hakusho fighting game or Haze. Once I own it, guys like GameStop never see it again.
I know a lot of folks who support their gaming purely through trade-ins. One old college friend games at least as much as I do, and his actual permanent game library consists of three titles. He, ironically, is what folks like THQ and EA worry most about; the rapid cycling gamer who buys used, plays once, and sells used with strong turn-around.
Buying used can be a problem, if that becomes the pure mode of operation. After all, someone who gets into the used cycle, essentially paying for used games with used games, really is no longer a customer. They barely even count as part of the secondary market, since they're financing new gaming, chiefly, with the sale of other games and not with cash.
Now, what I find interesting is that I've yet to see a strategy, beyond DLCs of course, that is geared towards preventing that cycling behavior in the consumers. Which makes a certain level of perverse sense. After all, multiplayer relies on online servers which could be dropped at any time at the studio's whim or if the studio should collapse. Ergo, multiplayer games have less value now then they did in the LAN-party days, where the host server in effect was one of the gamers in question. This means games with a strong multiplayer side are, by their nature, purely transient games now. Look to Halo 2 for a clear example; how much did the cost of that game, new or used, drop to globally after its servers went down? The intrinsic value of keeping a game seems in decline; no wonder gamers gravitate towards the used side. For some, it's the only way to get anything back from many titles.
I know I'm a bit of a modern anomoly for actually keeping a probably-unhealthily large game library, but the fact is, those quotes about how one used game could result in ten or twenty or a hundred (cripes, would such a disc even be playable anymore?) gamers using it drops dead once the game comes to someone like me. Because good or bad, win, lose, or draw, those games don't re-enter the marketplace. Period. Maybe companies like THQ would do well to find ways to convince more gamers to keep older titles rather than reselling them, thus breaking the used game cycle they loathe and fear.
My mentality when it comes to game ownership is this; once I own it, I may loan it to a friend or bring it to someone's house to play or whatnot, but I will never, EVER sell it. It goes into the collection, into the collection it stays. Doesn't matter if it's an old copy of Legend of Zelda, a used copy of Okami, or even total crap-burgers like the YuYu Hakusho fighting game or Haze. Once I own it, guys like GameStop never see it again.
I know a lot of folks who support their gaming purely through trade-ins. One old college friend games at least as much as I do, and his actual permanent game library consists of three titles. He, ironically, is what folks like THQ and EA worry most about; the rapid cycling gamer who buys used, plays once, and sells used with strong turn-around.
Buying used can be a problem, if that becomes the pure mode of operation. After all, someone who gets into the used cycle, essentially paying for used games with used games, really is no longer a customer. They barely even count as part of the secondary market, since they're financing new gaming, chiefly, with the sale of other games and not with cash.
Now, what I find interesting is that I've yet to see a strategy, beyond DLCs of course, that is geared towards preventing that cycling behavior in the consumers. Which makes a certain level of perverse sense. After all, multiplayer relies on online servers which could be dropped at any time at the studio's whim or if the studio should collapse. Ergo, multiplayer games have less value now then they did in the LAN-party days, where the host server in effect was one of the gamers in question. This means games with a strong multiplayer side are, by their nature, purely transient games now. Look to Halo 2 for a clear example; how much did the cost of that game, new or used, drop to globally after its servers went down? The intrinsic value of keeping a game seems in decline; no wonder gamers gravitate towards the used side. For some, it's the only way to get anything back from many titles.
I know I'm a bit of a modern anomoly for actually keeping a probably-unhealthily large game library, but the fact is, those quotes about how one used game could result in ten or twenty or a hundred (cripes, would such a disc even be playable anymore?) gamers using it drops dead once the game comes to someone like me. Because good or bad, win, lose, or draw, those games don't re-enter the marketplace. Period. Maybe companies like THQ would do well to find ways to convince more gamers to keep older titles rather than reselling them, thus breaking the used game cycle they loathe and fear.