Owyn_Merrilin said:
I say videogames are a comparable product to books, music, and movies because all four products are physical products, that contain intellectual property, which is sold with a set of limited rights, none of which happen to be copyright. Your argument is like saying that a new flavor of coke isn't a drink because selling it carries a higher risk than just selling a jug of milk.
Dude, are you just playing devil's advocate? Or did you really not read his post?
Ok, let's go through this systematically.
First, lets take PC games out of the equation. With the amount of DRM and serial registration they have to go through, most recent releases on PC can be said to have a resale value just north of $dick, if they can be resold at all!
Secondly, risk to cost is probably the most irrelevant part that you took out of the argument. I agree that for the most part, games cost WAY too fucking much. Especially here in Australia. It is indeed within the customers rights to seek the best available deal. Cost to the customer as a monetary value is kind of supernumary to the argument in this case, since what the issue is dealing with is WHERE the money is going, rather than HOW.
To drastically simplify matters. Producers really only have two viewpoints on who gets money for their product. Them, and everybody else.
Now let's go through all three of the media examples you state are the same as games. Like a huge freaking number of the rest of you, I busted my hump in the retail sector for years before finding a 'real' job. And like many of you, I picked up a few things while I was there. So let's break it down.
Books: As I posted before, books are sold wholesale by the publisher to the retailer. Which means as far as the
owner of the IP is concerned, there is
no such thing as a 'lost' sale. The closest equivilant is in instances of vast undersale, the retailer can return the titles for a credit against future purchases. This is rare, however, and usually only applies to issues where a smaller retailer has vastly overestimated demand. This in and of itself is enough to render the resale value of a book completely moot in the eyes of the IP holder. Books are also a limited count resource. Only so many copies are produced, and a reprint is only done when demand is sufficient.
Music: Closer. Physical CDs do hold some limited resale value, insofar as they can be directly returned to live stock, assuming that there is no damage to the item. Unfortunately there's a big fucking crack in the bridge comparing them to games in this aspect. Retailers, unless something has VASTLY changed in the last month since I last bought a CD, do not encourage the resale of a CD. Returns where the item is not faulty is a relatively rare occurance, and it is SOP for a retailer NEVER to accept a return or exchange without valid proof of purchase.
Movies. Again, close, but no cigar. Again the resale value of the item is mitigated by the retailers refusal to accept a return without proof of purchase. The Retailer may
accept the return, but does not
encourage the customer to return the item.
Comparatively to say that retailers encourage returns on console games is to drastically understate the issue. "TRADE IN 5 GAMES TO GET 'FINAL GEARS OF MASS OPS OF THE DEAD' FOR ONLY $10!" brightly coloured banners cry. "DON'T PAY WITH MONEY, PAY WITH YOUR OLD GAMES!" vibrant signs on the shelves entreat. And oh, boy do they make it easy for you to do so. I could break into your house, steal your entire game library and trade it in with often barely a photo ID required.
Console games are different to other forms of media, for all of the reasons outlined in previous posts, but for the sake of this argument, primarily
because retailers treat them differently. Resale is in
direct competition with new sales, and as stated before, a resold game does in fact constitute a direct 1:1 lost sale to the publisher. No ambiguity, no extrapolation by loaded statistics as so often ridiculed in arguments against file sharing.
Resale hurts the game industry for exactly the same reasons ascribed to piracy. I can understand producers trying to circumvent resale, and I do believe that in this instance, EA is most definately in the right. From a developer and producer's perspective, a resold game is just as damaging as a bootleg copy, perhaps moreso, because the resale is being legally and actively marketed as a cheaper alternative to the legitimate copy.