meganmeave said:
The used book business. I was a manager for a used books store for three years. We sold new books as well as used books.
Thanks for the detailed response!
The problem with the current video game industry is that most games suffer from a very short half-life of profitability. Unlike a good book, which can be reprinted and resold indefinitely; going back and playing older games, while well worth it for those dedicated enough to do so, doesn't help those making a living off of creating games as much as it probably should.
One of the main reasons for this is technology upgrades making old games "ugly" or incompatible to newer operating systems - While Quake or X-Com may be great games (and boy have I played me some X-Com), have fun setting up Dosbox and making them playable. While the wonderful people behind Steam have started to bring some abandonware back, it's still a rare exception, and even rarer where the original "Authors" of the games see any residual from such efforts.
Then there's the price curve in general. A solid fantasy novel 10-15 years ago will still sell right alongside new books for almost the same price. A used book in high demand will be reprinted indefinitely as old copies fall apart and new copies become rare. A used game will be played and returned repeatedly for very little loss, and likely copied for free much more often then a book is scanned and reprinted for free (different issue, but all related to the same core problem for developers).
A "new" used game will still take support staff and equipment/bandwidth if it has any online component, which most these days do. Or any other types of support relating to other issues (rarer, but still a concern for those that need it). This all costs money, which comes from sales of the game. It's an issue that just doesn't come up for book publishing.
The creative force behind a book is typically a single person, with one or several editors. A person who is in an industry which is fairly notorious for not being highly paying even for that individual (unless they can turn it into other forms of non book merchandising - See: Harry Potter). The creative force behind a game sold in stores is usually several programmers (likely with a separate designer), several artists (and for games in stores, this means dedicated artists for graphics, animation, modeling, and audio at the very least), bug testers and other quality assurance (sometimes one person, usually many more), usually one or more writers, and someone to manage all these people. You may have only a few people in each of these categories in a small studio, typically the teams working on a published game number in the dozens.
Devs love that people enjoy their games, just like an author loves anyone who appreciates their prose. But the cost of entry to make a high quality game (and by cost of entry, I mean being able to convince someone else with money to take a chance on you, or already have a profitable game under your belt to have money to make more) is such that the impact of lost sales in the first few months of a game is severe and has resulted in many people without jobs who would otherwise be entertaining us with whatever other ideas they had in the works.
Or, they go on to make cheaper games with less staff and less production, and most of all, less physical copies. Which has worked out fine for many people. But the reasons for them making the cheaper games aren't because that's what they enjoyed, it's because they can't make a living working on the cool stuff. It also means that many, many people will never see their games without searching for them online. Not being able to afford the prestige or publishing agreements to put your game in a store means a lot of people miss out on great experiences.
Short version: Good books hold up better after 10 years then almost any game (See: The Bible), and have ways of making money for the duration. (non-subscription) boxed games make money for a few years at best, and then aren't much more then a portfolio item to get people to check out the new game being worked on by the same people.
DaOysterboy said:
This is just my OCD flaring up I'm sure, but "vaporware" is stuff that never gets released (i.e. Duke Nukem Forever). Stuff that gets released but nobody cares? I dunno, I've heard some people call it "crapware" but I don't know if that's the most common term.
Woops, wrong term. I meant Abandonware.
DaOysterboy said:
This bit of the argument I raise an eyebrow at. They would have to do all of these things for the original owner. When the original owner sells it though, he is no longer consuming their resources for multiplayer, tech support, etc. He no longer uses those resources and the individual he sold them to is now utilizing them. They are still only supporting one copy of the game. It's identical to the support required for a guy who buys the game, never sells it, and plays it until he can't afford the electrical bill anymore. The whole "ongoing costs" argument is rather unconvincing.
Hmm, fair point. I may have been recycling the piracy argument there accidentally. In terms of piracy it's much more appropriate. Thanks for pointing it out!