There are a few rather important things you're forgetting thereviranimus said:Unequivocally NO.Dastardly said:sNIP
You cant understand their desire to not want to have to compete with the used market because how many other commercial industries are there out there who even have the potential to bypass the second hand market?
Using your car analogy, What this is like is GM designing a car, someone selling it and GM withholding the right to remove the transmission if/each time the vehicle is sold so as they get a second round of profits for doing absolutely nothing.
A.) A used car is quite different from a new car (wear and tear, required repairs, lapsed warranty, need to safety, etc.) while a used game is exactly the same as a new one
B.) A used car actually costs a significant amount less than a new one, whereas a used game is often only a small fraction less than a new one meaning the two aren't really competing for the same consumer base. Generally, if you can pay $55 for a used copy you can also pay $60 for a new copy. With cars, however, the new one may cost $20000 while the used one costs $12000. It's very conceivable (in fact, it's almost always the case) that someone who is in the market for the $12000 car couldn't afford the $20000 one.
C.) With a used car, the maker of the vehicle is actually often taking a cut somewhere anyway whether it be through licensing paid by the used dealer and/or autoshop, after market warranties, parts costs, etc.
Also, the way the game industry works is different than pretty much every other entertainment medium out there in terms of where it's revenue is generated. You can't just say "But movies/music/books/etc. don't care much about used copies so games shouldn't either" because they really don't function the same way. Games, not counting the much reviled DLC (which actually costs extra time/money to make anyway), rely on a single revenue point in the form of a new copy sale. Everything else has multiple revenue points that essentially act to support and cross promote each other. Movies, for a quick example, have staggered theater releases often including extra 3D fees at some showings. Then, after the theatrical run, they have multiple home disc releases possibly staggered over months/years to encourage rebuying of the same product. There's also an entire world of tie in products, TV viewing licensing, and spin off deals for movies to cash in on that games don't have.
Once again, it's not that used = evil. It's that when you actually think about it logically, it's easy to see why game companies are quite eager to find ways around the rising used game market. There's a few different ways for them to do this, and certainly none they've tried so far have made everyone happy, but value adding DLC is far from the worst option. Look at the PC side of things where there's almost no used market and you often can't transfer used copies at all because so many things are paperweights after their single use activation code is entered the first time.