Exactly...Zachary Amaranth said:That's a good justification for bad consumerism.oplinger said:...It's just 10 dollars.
Exactly...Zachary Amaranth said:That's a good justification for bad consumerism.oplinger said:...It's just 10 dollars.
What the company is trying to do, is make money off of their IP in an area that holds a larger market share. You're assuming they're driven by money, let's not assume they're out to get you.stinkychops said:Nope. Them doing this reduces the value of your game.oplinger said:Owyn_Merrilin said:Does it matter? You've already called it an insignificant amount of money. XDoplinger said:Will I get access to your multiplayer? Or various other features?stinkychops said:Mind sending me ten dollars? It'd help me out a lot. It's just ten dollars!oplinger said:...It's just 10 dollars. Also that's really really old, project 10 dollar has been around for what? a year now?
Seriously ...it's 10 dollars. ....Who cares? I mean yeah feel free to argue that you could use 10 dollars for lots of things like...toothpaste, or gum balls. But at the end of the day, they didn't surprise you with it. >.> You don't need games. You don't need to spend the extra 10 dollars..Flawed arguments on both ends.stinkychops said:You'll get exactly the same thing you would have without sending me ten dollars.oplinger said:Will I get access to your multiplayer? Or various other features?stinkychops said:Mind sending me ten dollars? It'd help me out a lot. It's just ten dollars!oplinger said:...It's just 10 dollars. Also that's really really old, project 10 dollar has been around for what? a year now?
Seriously ...it's 10 dollars. ....Who cares? I mean yeah feel free to argue that you could use 10 dollars for lots of things like...toothpaste, or gum balls. But at the end of the day, they didn't surprise you with it. >.> You don't need games. You don't need to spend the extra 10 dollars..
(The same as if they'd never invented this whole online code).
1. Yes, 10 dollars is not a lot, not even close to a lot, it's pretty insignificant. For what they're asking. He's asking me to give him money for absolutely nothing. Which then makes the value of my 10 dollars worth more to me, as I could use it to say...buy features in a game I like, or give it to him, or a hobo, or some Santa Claus with a bell... For absolutely nothing but maybe saving face with my creator.
2. It's not exactly the same thing, as if I didn't send you the 10 dollars, in the deal I'd technically have gotten a net loss of 0, rather than 10. And if they never did the online code, they wouldn't get 10 dollars. The major difference is they're giving me something for my 10, you're not. The only thing that's the same is I have the option to tell both of you no, I'll keep my 10 dollars.
You, the consumer, lose out - because they remove how much value you can reclaim from your game by reselling it. Selling your games after purchase is a perfectly legal thing to do, what the company is doing - is trying to take money from your pocket without giving you anything new.
Sure when you buy the game you get exactly the same as it would have made, but if you want to sell it on the company double dips and removes money from you again.
Okay, I've really been trying to let this one go, but that point is just asinine, who else's expenses would it be at for -whatever- they did? If they made better games, they use more money to make it, so it must sell more, or they have to jack up the price. If it doesn't sell more, they aren't going to do that next time, and we get inferior games. If we pay more, they make more money and do what they want anyway. Games are taking more and more money to make. This was bound to happen, I'd like to think we saw it coming.stinkychops said:Except here they're doing it at the expense of their customers. They're selling you an inferior product, customers should be expected to be annoyed.
Sadly no, you're implying value is an exact standard we all go by, not an arbitrary word.No shit, I'm clearly already saying this.
You get what you pay for I guess, eh?Relative to the person buying YOUR used game, its now worth less - because they have to pay more to get the full game. So effectively, the consumer is going to expect to have used games significantly cheaper. If businesses don't lower the price I'd be very surprised if demand didn't drop.
I don't really know what Gamestop is like where you are, but a brand new game usually nets me about 10-15 dollars in store credit. If they're feeling nice. Trading it in isn't worth it anyway. Unless you're just aiming to get rid of it.So allow me to explain how this works.
You purchase a game for the price of 80 dollars brand new. The game has a "ten dollar bonus" which is really stuff you expect to get anyway.
You finish the game and decide you didn't enjoy the multiplayer - and go to trade it in.
You used to get say - 40 dollars trade in if you did it fairly quickly. Now if a customer buys a second hand game, he's going to have to pay an additional ten dollars. Making the idea of a trade in less desirable. Because there is now less demand for it, the price of the traded in game will have to drop. However, gamestop decides they don't want to suddenly start losing money, so they simply start paying less for used games.
Now who loses out here?
The publisher gets an additional ten dollars from a market base he previously had nothing to do with. The game retailer earns around the same money, perhaps a slight loss or game depending how they handle it (probably loss). The guy buying the game will probably pay the same amount, the market already decided what these games are worth, after all.
The person who loses out is the guy who paid full price and now wants to trade in his game.
You're being sold inferior products.
It was to point out the relative nature of it. They're buying the game for cheap, but the guy who buys it new is supporting the developer, and the publisher who gave the developer money. And they got all the full features. So why does a guy who doesn't support the industry get all the benefits of the industry?Why would you condemn people for buying a product? They didn't force the retailers to lower the price - the value of the game dropped as the market decided it should - and the people paid the CORRECT amount of money for it.
For someone talking about relativism you don't seem to care for it.
The point is, those used games are now going to be worth LESS!
It's value has not gone down to me. It's only gone down to others. I don't have to trade in or sell my game if I don't find the price worth the enjoyment I get out of it. You apparently only see value in one way. However the value of a product is a tango between the buyer and the seller. Either one of them may choose not to buy/sell. The resale value is also variable, or rather, subjective from seller to seller. What do people do when the game is too expensive? They wait till the price drops, or the buyer comes to a compromise and makes a deal. You're being kind of silly about it, and you're confusing value to a consumer, to a bottom line.Nope, your game has gone down in value. You still get the same amount of enjoyment out of it, but its resale value has suffered. How can you not see this?
EA actually operates at a loss, they're in debt right now, and were a year or two ago (only even more so) they are slowly digging themselves out of that hole....know why? Charging people a tiny fee for things they want. Video games are profitable, but we kick and scream any time a business wants to make a profit, we'd rather them operate at a huge loss and never go under. Sadly that's not how it works.No. See. They don't.
If videogames were a non-profitable business they wouldn't exist.
All other forms of media and market accept resale losses (when the thing isn;t a license).
Music doesn;t charge people buying used to listen to the bonus tracks. Car manufacturers don't take part of the sale. The publishers are screwing over the consumers. If the consumers decide they don't care, then I guess it's fine.
Any yet nobody gives a damn when its music, books, or movies... But somehow its ok for game companies to be this greedy?Timmibal said:Secondly. From the developers perspective, Penny Arcade was right. There is no difference between someone who buys a bootleg and someone who buys a resale. Not because they are both fueled by satan or other such moralistic trash, but because both methods deny income to the owner of the IP.
I'm sorry. What? Nobody gives a damn when it's music, books, or movies?Continuity said:Any yet nobody gives a damn when its music, books, or movies... But somehow its ok for game companies to be this greedy?Timmibal said:Secondly. From the developers perspective, Penny Arcade was right. There is no difference between someone who buys a bootleg and someone who buys a resale. Not because they are both fueled by satan or other such moralistic trash, but because both methods deny income to the owner of the IP.
I know there are some differences in the economics of supply here but I really don't see why that has a material bearing.
That is all. Good day. Thank you for understanding.stinkychops said:If companies are operating at a loss than they have to work to turn that around.
NO, i'm sorry. PIRACY DOES NOT EQUATE TO THE SECOND HAND SALES MARKET. I'm sorry for the caps but as I just yelled at my monitor I think its appropriate to impress upon you the strength of my response.oplinger said:I'm sorry. What? Nobody gives a damn when it's music, books, or movies?Continuity said:Any yet nobody gives a damn when its music, books, or movies... But somehow its ok for game companies to be this greedy?Timmibal said:Secondly. From the developers perspective, Penny Arcade was right. There is no difference between someone who buys a bootleg and someone who buys a resale. Not because they are both fueled by satan or other such moralistic trash, but because both methods deny income to the owner of the IP.
I know there are some differences in the economics of supply here but I really don't see why that has a material bearing.
Remember Napster? That was a whole lot of giving a damn. Hell movies give a damn, they're really strict with the distribution to theaters. They both even tried their own DRM. But they have ways of earning the money back, fall back plans. Them giving a damn is what made them figure that out. It's just normal to them now, and they've compensated for projected losses.
Game companies don't have much of a fall back plan. It's a much bigger deal to them.
As stated above, to a developer. Yes it does. You may be morally excused yes, that's the only difference.Continuity said:NO, i'm sorry. PIRACY DOES NOT EQUATE TO THE SECOND HAND SALES MARKET. I'm sorry for the caps but as I just yelled at my monitor I think its appropriate to impress upon you the strength of my response.oplinger said:I'm sorry. What? Nobody gives a damn when it's music, books, or movies?Continuity said:Any yet nobody gives a damn when its music, books, or movies... But somehow its ok for game companies to be this greedy?Timmibal said:Secondly. From the developers perspective, Penny Arcade was right. There is no difference between someone who buys a bootleg and someone who buys a resale. Not because they are both fueled by satan or other such moralistic trash, but because both methods deny income to the owner of the IP.
I know there are some differences in the economics of supply here but I really don't see why that has a material bearing.
Remember Napster? That was a whole lot of giving a damn. Hell movies give a damn, they're really strict with the distribution to theaters. They both even tried their own DRM. But they have ways of earning the money back, fall back plans. Them giving a damn is what made them figure that out. It's just normal to them now, and they've compensated for projected losses.
Game companies don't have much of a fall back plan. It's a much bigger deal to them.
Oh no I read the whole post. It's just that part of it kills the whole thing anyway. EA is operating at a loss, this is how they are working to turn that around. You saying that's what they should do ruins your argument. Especially since that's been my initial point. I'm sorry you took all the effort to type all of that out, but shot yourself in the foot. I really am. ...What can you do though?stinkychops said:Good job ignoring my post. I offered the reason why you're wrong, despite the fact they're justified, if you'd care to read it.oplinger said:That is all. Good day. Thank you for understanding.stinkychops said:If companies are operating at a loss than they have to work to turn that around.
Then lucky you, here in Ireland buying a solid copy usually saves me 20%, if not more. Always struck me as odd that. Still I'm getting PC games for ?40 or less.Slavik_91 said:Steam solves this problem me thinks, its usually cheaper than boxes too.
There is a big difference between piracy and the second hand market, and it is simply that the impact of second hand sales is very limited.oplinger said:As stated above, to a developer. Yes it does. You may be morally excused yes, that's the only difference.
And my examples work for both second hand sales and piracy. Music and movies are padded markets. Games are not.
Who said it didn't? ...Really? Where in that post did I say a resale has no value? Or in any post?stinkychops said:Why do you completely fail to understand that being able to resell something means it still has value?oplinger said:As stated above, to a developer. Yes it does. You may be morally excused yes, that's the only difference.Continuity said:NO, i'm sorry. PIRACY DOES NOT EQUATE TO THE SECOND HAND SALES MARKET. I'm sorry for the caps but as I just yelled at my monitor I think its appropriate to impress upon you the strength of my response.oplinger said:I'm sorry. What? Nobody gives a damn when it's music, books, or movies?Continuity said:Any yet nobody gives a damn when its music, books, or movies... But somehow its ok for game companies to be this greedy?Timmibal said:Secondly. From the developers perspective, Penny Arcade was right. There is no difference between someone who buys a bootleg and someone who buys a resale. Not because they are both fueled by satan or other such moralistic trash, but because both methods deny income to the owner of the IP.
I know there are some differences in the economics of supply here but I really don't see why that has a material bearing.
Remember Napster? That was a whole lot of giving a damn. Hell movies give a damn, they're really strict with the distribution to theaters. They both even tried their own DRM. But they have ways of earning the money back, fall back plans. Them giving a damn is what made them figure that out. It's just normal to them now, and they've compensated for projected losses.
Game companies don't have much of a fall back plan. It's a much bigger deal to them.
And my examples work for both second hand sales and piracy. Music and movies are padded markets. Games are not.
No no no, You're right but you're not looking from the right perspective, and skipping over a fact when comparing it to other industries. For piracy and for second hand sales, no matter how many there are, it's income the dev is not getting. To the developer, a second hand sale, and a pirated copy, are the same for their income. It doesn't matter how many there are.Continuity said:There is a big difference between piracy and the second hand market, and it is simply that the impact of second hand sales is very limited.oplinger said:As stated above, to a developer. Yes it does. You may be morally excused yes, that's the only difference.
And my examples work for both second hand sales and piracy. Music and movies are padded markets. Games are not.
A person buys a game then sells it second hand - That potentially one lost sale for the developer, I say potentially because a lot of people buy more second hand than they would be able to afford to new, its not 1:1 math.
A person buys a game then posts a copy on bit torrent - That is potentially a limitless loss of sales for the developer, it could be one lost sale, it could be 100,000 lost sales.
Big difference. Yes the second hand market has some impact on new sales, it always has does for books and DVDs and CD's too. Yet you don't see these other entertainment industries trying to cash in on the second hand market. To be frank what right to they have to do that anyway? The game was bought - they get their cut, the fact that that one copy may be played by more than one person is just par for the course, i.e. its an accepted aspect of the market for any goods, from TVs to cars to computer games.
Well, you make good and valid points here that I hadn't really considered, but none the less billions of £ go into the computer games industry, the industry isn't poor. Sure games are expensive to make, but perhaps they just need to reduce costs then rather than try and extort more money out of their consumers.oplinger said:No no no, You're right but you're not looking from the right perspective, and skipping over a fact when comparing it to other industries. For piracy and for second hand sales, no matter how many there are, it's income the dev is not getting. To the developer, a second hand sale, and a pirated copy, are the same for their income. It doesn't matter how many there are.
Books don't really need to care much, books are different than games and movies, and even music. Not a fair comparison.
Movies and music are padded markets, like I mentioned. Concerts and movie theaters give them extra revenue, not to mention other forms of revenue, like tv/movie deals and band merchandise for music, or broadcast stations buying rights to publicly show movies. They all have a secondary (and tertiary) source of income that is pretty well know.
Games have....T-shirts? ...sometimes. It's not a padded market, or as well grounded as music or movies.
It's really not a fair comparison. If games had something for increased revenue, we wouldn't see things like this. What can games do though? ...Live LPs at your local concert hall? >_>
The industry isn't poor, no. Sometimes the -volume- gets to them. Mega-publishers like EA? They sprinkle the cash around, 40 million here....80 million there. So if they have a catalog of 14 games, all say (we'll go with the median) 60 million (granted, that's on the high end) and all but one flops, say they make, half that, they're out 400 million almost. Now EA publishes a lot more than 14 games, of varying budgets. Most of them probably don't break even.Continuity said:Well, you make good and valid points here that I hadn't really considered, but none the less billions of £ go into the computer games industry, the industry isn't poor. Sure games are expensive to make, but perhaps they just need to reduce costs then rather than try and extort more money out of their consumers.oplinger said:No no no, You're right but you're not looking from the right perspective, and skipping over a fact when comparing it to other industries. For piracy and for second hand sales, no matter how many there are, it's income the dev is not getting. To the developer, a second hand sale, and a pirated copy, are the same for their income. It doesn't matter how many there are.
Books don't really need to care much, books are different than games and movies, and even music. Not a fair comparison.
Movies and music are padded markets, like I mentioned. Concerts and movie theaters give them extra revenue, not to mention other forms of revenue, like tv/movie deals and band merchandise for music, or broadcast stations buying rights to publicly show movies. They all have a secondary (and tertiary) source of income that is pretty well know.
Games have....T-shirts? ...sometimes. It's not a padded market, or as well grounded as music or movies.
It's really not a fair comparison. If games had something for increased revenue, we wouldn't see things like this. What can games do though? ...Live LPs at your local concert hall? >_>
To be honest i'm against any method of milking consumers for more money after the sale. If I buy a game I don't want to have to then buy half the content as "DLC", nor to I want to have to pay for online services - they cant even justify that really, just build dedicated server potential into the game and the community will do the damn hosting - its all just profiteering.
We'd prefer dedicated servers, but as consumers we can't make devs to design games to our specifications. Maybe if we paid millions in advance and placed an order, but that's a fantasy.Continuity said:Well, you make good and valid points here that I hadn't really considered, but none the less billions of £ go into the computer games industry, the industry isn't poor. Sure games are expensive to make, but perhaps they just need to reduce costs then rather than try and extort more money out of their consumers.oplinger said:No no no, You're right but you're not looking from the right perspective, and skipping over a fact when comparing it to other industries. For piracy and for second hand sales, no matter how many there are, it's income the dev is not getting. To the developer, a second hand sale, and a pirated copy, are the same for their income. It doesn't matter how many there are.
Books don't really need to care much, books are different than games and movies, and even music. Not a fair comparison.
Movies and music are padded markets, like I mentioned. Concerts and movie theaters give them extra revenue, not to mention other forms of revenue, like tv/movie deals and band merchandise for music, or broadcast stations buying rights to publicly show movies. They all have a secondary (and tertiary) source of income that is pretty well know.
Games have....T-shirts? ...sometimes. It's not a padded market, or as well grounded as music or movies.
It's really not a fair comparison. If games had something for increased revenue, we wouldn't see things like this. What can games do though? ...Live LPs at your local concert hall? >_>
To be honest i'm against any method of milking consumers for more money after the sale. If I buy a game I don't want to have to then buy half the content as "DLC", nor to I want to have to pay for online services - they cant even justify that really, just build dedicated server potential into the game and the community will do the damn hosting - its all just profiteering.
Unlike making things such as cars or films, there are ongoing costs for games even after it's released. Someone has to pay for bandwidth and a dedicated server, and any patches that are released to add content or improve the game. If you make a car, the second it's shipped you stop paying costs for it. With a game, developers must continue to fund online support for it, even if it's passed on to someone else second-hand.Nieroshai said:My pass for DS2 was free, but yeah, why does this exist?