Not sure what the point is in continuing long past the point of anyone else caring, but -
Cynical skeptic said:
pneuma08 said:
Sir, that is your entire argument. "Used games is okay because publishers/developers saw revenue for one of the ten times a copy was sold."
I don't recall making an argument about used sales, I've just been picking apart yours. (The "conveniently..." quote of mine was on the topic of preorders and their impact upon new sales.) My main argument is, "your perceptions about the market are flawed and inaccurate."
Also, your anecdote is meaningless. Since there is no way to get two sales from "two guys who can't afford to spend more than [half the retail price of game]," that one sale can't be viewed as anything other than "one sale." It isn't a net of zero (one up, one down), it isn't a lost sale, its simply one sale.
This argument is a fallacy because you are assuming that they did so because they couldn't afford to. What if they did so simply to save money?
Also trading games between friends are not lost sales, because they also never would have been sales.
Also a fallacy for the same reasons (incorrect assumptions). As a specific example, I personally did not purchase Alpha Protocol - even though I had every intention of doing so - because a friend purchased it first. He actually talked me out of it, and to this day I still have his copy sitting on my coffee table.
Which also applies to every single pirated game.
Also an assumption, but not as easily refutable and probably true (although "every single" makes it
incredibly unlikely, even if it's not far from the truth).
Semantic arguments supporting used games also support piracy. Period.
I still haven't seen you address squid's argument of, "selling a game you own is okay, giving out games you don't own is not okay". I'm not sure how the former supports piracy, considering the key word of "ownership".
There is simply no way around it, as the core issues behind both are utterly identical. "Leeching revenue."
Besides the notions of copyright, intellectual property, and personal ownership. I think the problem is that "leeching revenue" is only a problem for the bottom line of one of the parties involved in this scenario. Should the law protect the big business or should it protect the right of the individual, and should the right of an individual extend to a company? - those are the concerns. All of these concerns are separate from piracy because pirates have no legal claim to ownership at all, and are clearly acting in an illegal manner.
The problem is no one can prove pirated copies are actual lost sales, while used sales require demand for new copies to move at all. Thus, every single used sale is a lost sale of a new copy.
Also incorrect. I've met people who absolutely refuse to buy new, and the "buy threshold" for people can vary to the extent that it simply isn't cost-effective to produce a new copy for people to buy a new copy. As an example, sitting next to me is a copy of
Bully for the PC. It is used, and I paid $2 for it. I would not have bought it if it was not $2. There is no way to print a disc, packaging, mold a case and ship this one copy at a retail price of $2 such that profit is made. How on earth is my purchase a lost sale to the likes of Rockstar?
Also, your numbers continue to have no grounding in reality. That is, according to the Wall Street Journal [http://online.wsj.com/article/SB123249378212700025.html], Gamestop's 2008 numbers say that used games account for only only 23% of Gamestop's revenue, which makes you wonder what the other 77% is, especially considering they make (again from the article) 2.5 to roughly 7 times as much profit from them. This means that if used games were outselling new at a rate of 9:1, then that would imply that Gamestop made ~75% of its revenue from selling consoles, accessories, magazines, and strategy guides, which is absolutely absurd.
What if it were the other way around, what if Gamestop sells 9 new games for every 1 used game? Going even further, what if its mere existence
generated 2 new game sales for every 1 used game sale (because of its awareness, marketing, and sales) - a net gain for the publishers? Would this justify its existence in your eyes, or would they still be merely a parasite on the market? Of course all of this is hypothetical, but is there any proof this isn't the case?
Finally, quit using absolutes, they make your argument absurd from any realistic point of view.