Then why are the major publishers the ones using online passes.Berenzen said:Say a game costs 60 million dollars to make, not an unreasonable amount in this day and age, some can get up past 100 million.
Selling at an EB Games/Gamestop/other retailer selling at $60, publisher's make about $27 profit per game. That means that they need to sell 1.83 million copies, not hard for a major AAA, but what about the smaller games developed by these publishers- like L.A. Noire, or Psychonauts. Even at a 20 million dollar budget, you still need to sell over half a million copies. Every used copy is a lost sale, meaning that they have to sell one MORE game in order to succeed. And that's only to recoup the game, if they're owned by a publisher like EA or Activision, and they need to make a large profit in order to not be shut down.
With digital distribution, it's a 70/30 split, %70 going to the publisher, or about 42 dollars a game. That's why they prefer digital distribution. Furthermore, the reason they can't drop the game price in the digital store to about $38- the point at which they'd be making 27 dollars per sale- is because the physical retailers would be able to drop the price as well, costing the developers money per sale there. This is not what they want to happen, as I'm pretty sure more people purchase from a store like Gamestop/EB Games than from Steam, the purchases that they would get in the digital distribution would probably not outweigh the losses that they would attain from the sales made in the physical stores, a mere 17.1 dollars per sell.
So every used sale means a lost sale, which can be detrimental to smaller developers that need to make a big selling game in order to survive, yet aren't well known, and if they don't, they go the way of Team Bondi.
To my knowledge the only game ot hit 100 Million to produce, distribute, market etc etc, was Grand Theft Auto IV.Berenzen said:Say a game costs 60 million dollars to make, not an unreasonable amount in this day and age, some can get up past 100 million.
Selling at an EB Games/Gamestop/other retailer selling at $60, publisher's make about $27 profit per game. That means that they need to sell 1.83 million copies, not hard for a major AAA, but what about the smaller games developed by these publishers- like L.A. Noire, or Psychonauts. Even at a 20 million dollar budget, you still need to sell over half a million copies. Every used copy is a lost sale, meaning that they have to sell one MORE game in order to succeed. And that's only to recoup the game, if they're owned by a publisher like EA or Activision, and they need to make a large profit in order to not be shut down.
With digital distribution, it's a 70/30 split, %70 going to the publisher, or about 42 dollars a game. That's why they prefer digital distribution. Furthermore, the reason they can't drop the game price in the digital store to about $38- the point at which they'd be making 27 dollars per sale- is because the physical retailers would be able to drop the price as well, costing the developers money per sale there. This is not what they want to happen, as I'm pretty sure more people purchase from a store like Gamestop/EB Games than from Steam, the purchases that they would get in the digital distribution would probably not outweigh the losses that they would attain from the sales made in the physical stores, a mere 17.1 dollars per sell.
So every used sale means a lost sale, which can be detrimental to smaller developers that need to make a big selling game in order to survive, yet aren't well known, and if they don't, they go the way of Team Bondi.
One more thing, during Desert Bus, James Portnow stated that there was a study that showed that people are conditioned to believe that $60 means quality, and there was less trust placed in the $40 game. Sadly, when I asked if he could share the data, he was unable to give me the survey, due to it being now unavailable. However, I am inclined to trust his word.
They're trying to make money off of a lost profit. They're a business first and foremost. If they could I'm pretty sure that the Auto industry would try to make a profit off of their used vehicles, same with the literature industry and the movie industry- though they already make money off of both theatres and home releases. The video game industry is really the only one that can do so however due to the nature of the product.Joby Baumann said:then why are the major publishers the only ones working against used games (I'm talking to you ea)
Then why are the major publishers the ones using online passes.
this is the kind of sage like wisdom that will go a long way in doing thatidarkphoenixi said:How about you do what Skyrim did and make a game you don't want to give away?
I will tell you the problem I have with the current used game market that Gamestop has. RELEASE DAY used for 5 dollars cheaper. Is there time for someone to be able to buy the game try it and then return it just in time for the store to open up at 10 AM? I really don't think so and I have seen this multiple times at the Gamestops near me.CaptOfSerenity said:The used game market has recently become a pariah for developers and publishers alike to blame for reduced gains or increased losses to their sales. Many equate used games to piracy, and find no value in its existence.
And they're full of shit.
Used games are nothing like piracy: a used game is only one game. It can only be given or sold to one person and played by one (or two if there's split-screen) person at a time. The person who owns the copy of the game can do what they want with it. It is THEIRS. Piracy, is very different. It is the unauthorized use or REPRODUCTION of copyrighted material, meaning that this copy was stolen online, then the pirate made copies of it and distributed it to thousands. How are these concepts similar? They're not.
Why are developers and publishers pissing and moaning about used games? Simple. They want more money/ If I buy a used game, then the publisher sees none of that money. But, if I want to sell a game to a friend for cheaper than retail, then why can't I? It's my game, I'll do with it what I wish. Killing the used game market also kills some of our rights as consumers to do with our games what we wish. It's asinine.
Publishers have taken EA's "Project Ten Dollars" and applied it to their games, meaning you buy a game new, and you get a code to access a part of the game that would otherwise be locked if you bought new. This isn't perfect, but it does encourage people to buy new. The annoyance is the constant menus. I can't just start a fucking game anymore; I have to go through mountains of menus to get to it. Or I have to download a damn patch. Game consoles are becoming more like PCs.
It seems like you kind of proved the opposite point right here.CaptOfSerenity said:Why are developers and publishers pissing and moaning about used games? Simple. They want more money/ If I buy a used game, then the publisher sees none of that money.
Maybe the other members of your household should just man up and spend the ten bucks, which is still way less than the cost of buying the whole game.loch belthadd said:Which is fine for DLC, but unless they have their own servers (instead of Microsoft or Sony) they shouldn't be charging for multiplayer. And they shouldn't take chunks out of the main game and try to sell it back to me (multiple times) just because other members of my household want to play the same game.everythingbeeps said:And that shit's changing thanks to the cheapskates.loch belthadd said:Having multiple people on one console who want to play the same game shouldn't require each person to pay extra. When you buy a disk it is bought, not licensed, no matter how much the publisher whines.everythingbeeps said:I think the fact that you need to be able to access a game on multiple accounts is kind of your problem, not the publishers'.
Now, you're effectively buying the single-player game on the disc and licensing the online material and DLC. They're basically different products now.
Did someone say it was?An Idiot said:Buying Used isn't Piracy
Well said Boshi. That's pretty much how I feel about the matter as well. I don't condemn the developers/publishers for trying to improve profits, but I do feel that my role as a consumer is being taken for granted with things like "Project $10".burningdragoon said:I said this last (and recent) Used game thread, but how but in brief list form this time?
No, Used game is not the same thing as piracy. Anyone who says so is dumb
Yes, people should be able to buy/sell their used games as they want
Yes, used games are a cause for concern for developers/publishers
Gamestop gets to sell games for decent profit several times over due to generally little decrease in value per trade in, something most used markets have differently
Yes, they care about money. That's how business works. They should want to make money by making quality products though, not by ransoming content.
There, that sums up my feelings on this debate. I'd like to think that's a pretty solid stance.