Selective criticisms and hasty generalizations are such wonderful tools...like trying to untangle a ball of yarn with a spoon and a fire ax.Ghostwise said:Lol.....
Gamestop isn't to blame. It's called greed,corporate America, and the almighty dollar.
The fact is that we are not yet at the point where the publishers can survive without retail. We're getting there, but we're a generation or two away from it being possible. High speed, high data cap internet connections are still relatively uncommon in many parts of the world. So both of those points are simply unworkable. Even knowing that there are still many people who won't/can't buy digital, Gamestop knows that it is a losing plan to sell a game for $60 in their store while digital platforms are selling the same game for 1/2 to 2/3 of that. The same gamers who buy used to save $5 will make the jump to digital games to save $20 and never look back. So retail stores will actually refuse to sell the physical games if the digital store is undercutting them. Going back to my first sentence, we're not at the point where gaming can go digital only, so publishers are over a barrel. They can't tell Gamestop to sod off, so they make do and bide their time. However, do not mistake that for being in any way happy to do business with them. Given the choice, I'm sure that they'd be overjoyed to go entirely digital and shut out the retail stores and used game markets entirely. From both an infrastructure and consumer standpoint, though, we're just not there yet. And Gamestop remains a necessary evil.MeChaNiZ3D said:2. instead of developing online distribution services with lower prices than retailers and/or not doing business with them, publishers continuously support retailers, and 3. Publishers have had opportunities to lower prices before and they haven't. Even in digital distribution, where as far as I know there is no way to resell your games.
Sure. Back around mid 2000s when the ps3 and the Xbox 360 were still fairly new, publishers were releasing a large number of games that were designed to appeal to what was supposed to be an ever increasing audience pool. The problem was that while they made the games more accessible they also became a whole lot easier to play through. Furthermore, a good portion of the supposed target audience the games were supposed to attract ended up either not having significant interest in the games or flat out disliked them, so they ended up returning the games to the stores for trade in credit to reduce the financial blow.Lovely Mixture said:Could you explain your points with a little more depth? I think I understand, but I just want to make sure I'm not missing anything.Colt47 said:If anything the used game market is more of a reaction to publishers trying to expand the audience for game titles to people who have little to no interest in certain genres of games. The only thing GameStop is guilty of is exacerbating the issue via blind faith pre-sales in order to expand their profit margins (and with the X-box One, attempting to kill off E-bay and Amazon used game sales by forcing a bar code scanner scheme to detach titles from peoples Xbone accounts.)
Money from game sales goes back into funding new games. If a game sells well, it may be the catalyst for a publisher to make 1-3 more games. If a game does not, it tends to kill development. More sales that go back to the publishers means a more diverse and robust game market. Less game sales goes to less diverse and more of a play it safe game market.Savagezion said:Honestly, Gamestop has no reason to snub your game either way. They really are no different and actually stand to lose money if they don't do it moreso than say Best Buy. Gamestop being a game specialty store benefits from trying to make EVERY game look like a good investment as that is the only thing they sell. They can't make it up by selling car stereos or refrigerators. It just means they sell less copies thus losing out on that $5 per copy for themselves. I doubt their business model favors avoiding $5 a copy to be vindictive for not getting pre-order DLC on a game. Sometimes people forget that business is business, it isn't personal. We hold personal stake in it because for us it tends to be more personal transaction as we a single entity buying a product but Gamestop and publishers are businesses that must look at the big picture over individual sales. Many people out there try to paint Gamestop as some evil entity out to suck the blood from the industry but all arguments can be deconstructed logically and even more easily when you look at Gamestops sales data and learn that they make more net profit every year off of new merchandise than used merchandise or at worst break even. Last time I checked it was around 30% more a couple years ago during the whole "used games are killing the industry" debacle. So of every 10m they made back then, about 6-7m of it was off of new merchandise. This was when people were crying for Gamestops head on a stick and vowing to boycott. You can look at the used market as a safety net for them that the publishers want to remove and take for themselves, but should not have the right to do so. I don't have a problem with them doing it TOO. As in, competition, but they aren't doing that. They are trying to figure out wa way to control the entire market. They are the ones after the monopoly. By controlling both the new and used market, publishers would dictate the market to consumers - not the other way around.nevarran said:Well, I'm not so sure it's fair. Most of the shops would do this without payment. Selling your product is their business after all.Savagezion said:Well, that would mean that publishers should in fact be eager to sell these pre-order bonuses. As it would mean free advertisement on top of it; meaning they are actually getting more in trade for this content than they are actually selling it for. Paying me to advertise MY product in exchange for a dinky exclusive side mission/skin I can later sell as DLC? SOLD! Where is the downside exactly? The 20 hours or so it takes for my devs to whip something up?
I see your point tho'. I just think Gamestop and all other retailers are the "third man", and not having them would be for the better.
As well, Steam is a 3rd party. They don't offer distribution for free and thus do take a part of the profits just as any other distribution chain. I personally like going into stores dedicated to gaming thus love brick and mortar stores. It's the same reason why I always find myself in the electronics department of a department store even if I only went there for dog food. I like being in stores that cater to my interests over stores that cater to my needs. Sure, I go grocery shopping but I don't care for it. My time spent in a brick and mortar game store is fun even if I can't buy anything. Even when I know more about the merchandise than the people who work there. There is something about stepping into a place with that many games. Browsing is much easier letting my eyes gaze over them without having to click through it. As well, you can find games you had totally forgot about. I can see more games with my eyes scanning a wall than I can clicking "next page" on steam.
Finally, the money isn't going to the developers, it is going to investors. Investors that don't give a crap about gaming, they care about money. They are looking for a place to put there money with a high chance of seeing big returns and EA wants this because it will secure some stock stability. Ridding the market of used games won't "help the industry" - a term many people think means "better games" - so much as it will "help publishers make more money" which isn't the same. Activision pulls in crazy amounts of money every year and they actually openly stated they aren't interested in making games that they can't milk with tons of sequels. Publishers getting more money doesn't mean anything. The market losing used games means losing a large part of ownership of your games you buy. Killing Gamestop doesn't help development studios, it helps some guy out there who has stock in EA, Activision, 2k, etc.
Well, publishers started paying to market games to a broader audience, resulting in people who really had no interest in the games being advertised buying them due to hype, while developers tried expanding niche titles to appeal to a general audience and made the games too easy or too short.PoisonTaco said:Whatever happened to buying games and keeping them?
Check out the relevant part to that response. CoD MW2 had earned $1 billion in sales in two months and every release of CoD after that has earned them $1 billion in one month or less. Black Ops 2 earned them $1 billion in 15 days. Ghosts could easily earn them $1 billion in a week's time. So, I ask you where are my "risky" Activision games? Pokemon-esque Skylanders? The movie based games? Where is the risky stuff? Hell, they dropped Brutal Legend and Ghostbusters because they were "too risky".*** Actually they dropped them because:Baldr said:Money from game sales goes back into funding new games. If a game sells well, it may be the catalyst for a publisher to make 1-3 more games. If a game does not, it tends to kill development. More sales that go back to the publishers means a more diverse and robust game market. Less game sales goes to less diverse and more of a play it safe game market.Savagezion said:-Snip-nevarran said:Well, I'm not so sure it's fair. Most of the shops would do this without payment. Selling your product is their business after all.Savagezion said:Well, that would mean that publishers should in fact be eager to sell these pre-order bonuses. As it would mean free advertisement on top of it; meaning they are actually getting more in trade for this content than they are actually selling it for. Paying me to advertise MY product in exchange for a dinky exclusive side mission/skin I can later sell as DLC? SOLD! Where is the downside exactly? The 20 hours or so it takes for my devs to whip something up?
I see your point tho'. I just think Gamestop and all other retailers are the "third man", and not having them would be for the better.
Finally, the money isn't going to the developers, it is going to investors. Investors that don't give a crap about gaming, they care about money. They are looking for a place to put there money with a high chance of seeing big returns and EA wants this because it will secure some stock stability. Ridding the market of used games won't "help the industry" - a term many people think means "better games" - so much as it will "help publishers make more money" which isn't the same. Activision pulls in crazy amounts of money every year and they actually openly stated they aren't interested in making games that they can't milk with tons of sequels. Publishers getting more money doesn't mean anything. The market losing used games means losing a large part of ownership of your games you buy. Killing Gamestop doesn't help development studios, it helps some guy out there who has stock in EA, Activision, 2k, etc.
Activision is the most risk averse company out of all of the AAA developers and are putting a lot of their eggs now into building up the E-Sports business.Savagezion said:Check out the relevant part to that response. CoD MW2 had earned $1 billion in sales in two months and every release of CoD after that has earned them $1 billion in one month or less. Black Ops 2 earned them $1 billion in 15 days. Ghosts could easily earn them $1 billion in a week's time. So, I ask you where are my "risky" Activision games? Pokemon-esque Skylanders? The movie based games? Where is the risky stuff? Hell, they dropped Brutal Legend and Ghostbusters because they were "too risky". Actually they dropped them because:Baldr said:Money from game sales goes back into funding new games. If a game sells well, it may be the catalyst for a publisher to make 1-3 more games. If a game does not, it tends to kill development. More sales that go back to the publishers means a more diverse and robust game market. Less game sales goes to less diverse and more of a play it safe game market.Savagezion said:-Snip-nevarran said:Well, I'm not so sure it's fair. Most of the shops would do this without payment. Selling your product is their business after all.Savagezion said:Well, that would mean that publishers should in fact be eager to sell these pre-order bonuses. As it would mean free advertisement on top of it; meaning they are actually getting more in trade for this content than they are actually selling it for. Paying me to advertise MY product in exchange for a dinky exclusive side mission/skin I can later sell as DLC? SOLD! Where is the downside exactly? The 20 hours or so it takes for my devs to whip something up?
I see your point tho'. I just think Gamestop and all other retailers are the "third man", and not having them would be for the better.
Finally, the money isn't going to the developers, it is going to investors. Investors that don't give a crap about gaming, they care about money. They are looking for a place to put there money with a high chance of seeing big returns and EA wants this because it will secure some stock stability. Ridding the market of used games won't "help the industry" - a term many people think means "better games" - so much as it will "help publishers make more money" which isn't the same. Activision pulls in crazy amounts of money every year and they actually openly stated they aren't interested in making games that they can't milk with tons of sequels. Publishers getting more money doesn't mean anything. The market losing used games means losing a large part of ownership of your games you buy. Killing Gamestop doesn't help development studios, it helps some guy out there who has stock in EA, Activision, 2k, etc.
"[Those games] don't have the potential to be exploited every year on every platform with clear sequel potential and have the potential to become $100 million dollar franchises. ... I think, generally, our strategy has been to focus... on the products that have those attributes and characteristics, the products that we know [that] if we release them today, we'll be working on them 10 years from now." -Bobby Kotick in response to dropping Ghostbusters and Brutal Legend.
Words of arguably the most successful chair in the industry. He is playing the "money game". However, risk is - at its heart, a "passion project". The "money game" and "passion projects" don't coincide. You can have a lot of money to dump into a passion project, like Spore, but it is still a risk. A risk that people trying to make money don't like. They don't even want to risk putting a woman on the cover, and you think they want to risk the entire game's potential? I have to disagree with you.
Additionally, money from used games goes into buying new games. The argument you make means that perhaps publishers should start actually knowing something about games and perhaps using better test audiences or test audiences at all if they don't want to fiddle with it. Activision makes a ridiculous amount of money now and their library has gotten much less diverse and robust as their stock went up. Look at their library from the '90s and it was way more diverse.
I could also swap to EA doing similar stuff as their stock plummets. A safe bet is a safe bet, and publishers prefer safe over risk. Giving them more money won't change this. EA does it as they go broke, and Activision does it sitting at the top. They simply always will. I see no point in laying blame with a consumer (who must take risks on purchases) and taking away a part of the market that helps them cut their losses when buying games - so that the publishers can have less risk. They are the business, the risk does rest with them. It's how business works, and why not every business works.Colt47 said:Activision is the most risk averse company out of all of the AAA developers and are putting a lot of their eggs now into building up the E-Sports business.
Yes they do. They are physical property that can be bought or sold.mavkiel said:Now before people start throwing out comparisons of used book sales or cars.. They don't fit.
faceless007 said:Well, this is the disconnect I guess. You admit you only hold this view because of the detrimental effects (you think) are impacting the industry. You are asserting that a fundamental aspect of property rights and consumer rights as it has existed since the beginning of trade should be adjusted and recodified on a per-industry basis, not because it's inherently bad or unethical, but just because you think it's a threat to the industry's health. Which means you are essentially arguing for protectionism for corporations--consumers are free to exercise their consumer rights only up to a certain point, but if that free exercise is perceived to threaten the viability of the industry, then their rights must be limited in order to save the industry.
I don't think I can put into words my disgust at this demeaning display of groveling at the feet of your game developer overlords. Even a die-hard laissez-faire capitalist would not be so subservient, because even a capitalist would accept that sometimes industries die and that's the way the world works. As much as I enjoy games, there is no inherent good in this industry. The ends do not justify the means here; there is nothing that makes the gaming industry inherently worthy of preservation, not to the point that would justify carving out a special exemption for them where used games are somehow magically not OK when they are OK for every other packaged good on the planet. Just because your favored set of content producers couldn't properly adapt does not justify rewriting the rules of what "property ownership" means and fundamentally removing the ability to preserve, inherit, pass on, lend, and share its products.
The industry does not come first; consumers do. I have no sympathy for an industry that cannot properly stumble its way around a viable secondhand market like every other mature industry in the world. Sometimes your old product just isn't good enough, and the way you solve it is by making a better product, not by forcing consumers to adapt to your archaic and myopic business model with your dying breath. If this industry can't find a way to make money off the primary market -- even with DLC and exclusive pre-order content and HD re-releases and map packs and online passes and annualized sequels and "expanding the audience" and AAA advertising and forced multiplayer -- then, if I may be so blunt, fuck it. It doesn't deserve our money in the first place. If an entire industry has its head so far up its ass, is so focused on short-term gains, and has embraced such a catastrophically stupid blockbuster business model in the pursuit of a stagnant market of hardcore 18-34 dudebros that it thinks it has no choice but to take away our first-sale rights as its last chance of maybe, finally, creating a sustainable stream of profits, then it can go to hell. It doesn't need your protection, it needs to be taken out back and beaten until it remembers who its real masters are.
I especially have a hard time having any sympathy because so many of the industry's problems are of its own making. They chose to focus on shaderific HD graphics over long-lasting appeal and gameplay; they chose to focus on linear scripted cinematic B-movie imitations that were only good for one playthrough instead of replayability and open-ended design; they chose to pour so much money and marketing into military porn and fetishized violent shootbang Press A to Awesome titles, exactly the kinds of games that hardcore gamers, the most likely gamers to trade in games quickly were prone to buying and reselling; and perhaps most galling, they chose to give Gamestop loads of exclusive pre-order bonuses while they knew exactly what Gamestop would say to those customers once in the store. They kept making insanely lavish and nonsensical displays of spectacular whizz-bang, despite that being exactly the kind of game most susceptible to trading after one week because there was nothing left to do with it. And now they're discovering that putting so many insanely expensive eggs into one fragile and easily breakable basket is maybe not the most sustainable business model ever.
So forgive me if I find myself not caring one bit when the industry complains that it's just so hard to sell six million copies of Gears of Medal of Battle of Uncharted Angry Dudes VII in the first week and that's why they need to take away used sales for the entire platform. No, the problem isn't at this end.
For a recent game, yeah, but I guess that's also when the selling of used games "hurt" the publisher's sales. The savings are much better when you're looking for those "cult classic" games that have doubled or even tripled in value when you look on eBay or Amazon since most Gamestop games drop down to around a $19.99 area no matter what if it's a good game.StriderShinryu said:Yes, he's pretty much dead on. The issue is not used games, the issue is the parasitic GameStop model of selling used games.
Well, actually, he's wrong about one thing. He states that those who buy used at GameStop are getting said games for reasonably reduced sale prices. This, quite simply, is not the case at least at any GameStop/EB I've ever been to. The standard saving is only about $5. Sure it's a lower price than a new copy, but that's hardly major savings (and, frankly, if a $5 saving on a $60 item means that much to you, maybe you should consider that buying a game probably isn't in your best financial interests).
Kind of, but not the way he's selling it.mohit9206 said:Can you guys tell me what exactly this guy is trying to say ? Is he correct? Is Gamestop to blame for why MS(and possibly Sony) are implementing used games DRM in their next generation consoles ?
To be fair, the answer to your question could simply be "short-sightedness." There's plenty of that in the biz.GKDAIR said:TC, if gamestop was to blame for all of this, why are publishers so eager to have exclusive Gamestop DLC with them?
Gamestop has nothing to do with it, it's just greed.
mohit9206 said:Can you guys tell me what exactly this guy is trying to say ? Is he correct? Is Gamestop to blame for why MS(and possibly Sony) are implementing used games DRM in their next generation consoles ?
https://www.youtube.com/watch?v=zKQUBnqcFEM
I think this is worth emphasizing. Say a game sells 5 million copies new then in the next few months they sell 1 million new copies at a reduced price and 4 million people buy the game used. I'm not sure its fair to say that those all 4 million people that didn't buy the game did it solely to screw the developer out of their share of the pie. Simply put if there wasn't a used copy of the game, they probably would not have bought it.Forlong said:The is absolutely NO evidence that the used game market has a negative affect on new game sales. Microsoft just wants more money and doesn't care who they inconvenience to get it.
In contrast, look at Nintendo. They have never complained about used games, and they published the ten best selling games ever.
Oh, another guy who noticed that a customer is either going to buy a game new or not at all if there was no used game market.Comocat said:I think this is worth emphasizing. Say a game sells 5 million copies new then in the next few months they sell 1 million new copies at a reduced price and 4 million people buy the game used. I'm not sure its fair to say that those all 4 million people that didn't buy the game did it solely to screw the developer out of their share of the pie. Simply put if there wasn't a used copy of the game, they probably would not have bought it.Forlong said:The is absolutely NO evidence that the used game market has a negative affect on new game sales. Microsoft just wants more money and doesn't care who they inconvenience to get it.
In contrast, look at Nintendo. They have never complained about used games, and they published the ten best selling games ever.
Does it suck to have somebody use your work without paying for it? Definitely. Is it worth building your business model around screwing everyone because some people don't care about your product, probably not. Department stores lose tons of money everyday to people stealing stuff, they don't strip search every person coming in and out of their store. I think video game developers could take a few lessons from companies like that.