Issue 26 - A Marginal Business

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Original Comment by: Slartibartfast

Congrats on the linkage over at Ars Technica, that should garner some traffic.

http://arstechnica.com/journals/thumbs.ars/2006/1/4/2322

 

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Original Comment by: Craig

I agree though that a retailer policy of really pushing a used game before the new version of that same game is really wrong.

How is buying a used game any different than pirating? The publisher makes no money and some people sell pirated songs for straight profit.

What most people don't consider in the used games debate is that video games are a content based software product. It's a lot different than physical products like cars and computers and houses. Books are content as well but are a little different though because there isn't really a corporate brick and mortar borders that sells a new version of say a John Grisham's new book as well as a used version in the way that Gamestop does with it's used games, in which they try to persuade them to buy the used one.

Let me illustrate why Gamestop's used game policy is bad.

When you buy a video game you don't pay for the physcial cd really you pay for 40 hours of gameplay or whatever. You can replay it as many times as you want yourself, just like you can with an mp3 you bought of itunes. You can let your friends borrow it and come over and play it. But say you bought that game for $50 ($50 profit for EA or whatever) If you sell it Joe for $45 (based off Gamestop's price of a used $50 game) you only paid $5 for a 40 hours worth of entertainment. I wish I could see 40 hours worth of movies in a movie theater for $5!

Continuing on the resale of that same game - if Joe sells it to another person for $45 they paid nothing for 40 hours worth of entertainment. say the game goes through 5 hands at that price. That's $250 the publishers should have made but they only made $50 on 5 people. Now that is just one scenario. They do depreciate in a "monetary value" sense but the content always stays the same unlike a car that physically depreciates over time.

Hope this made sense.
 

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Original Comment by: Craig

oops would like to mention that the solution I heard that I really like was the profit sharing between publisher and retailer. I think the escapist article mentioned that too.
 

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Original Comment by: Mark

In Slashdot terms, Craig, that's the old "You're not buying a [game|song|movie], you're buying a license" argument.

So, in other words, if a person buys a video game, they are in fact paying for a license to execute and copy that software as many times as they like with certain restrictions, and an original packaged copy of the software is given as a part of the purchase of the license. Reselling the physical game is legal; however, anybody who buys it may (depending on the license) be legally required to purchase their own copy of the software's license. Is that correct?

That seems like kind of a hassle for everybody involved to me, and also it's a groundless argument since that's not the way games are sold at present time. A publisher who begins selling licenses rather than games would not have to worry about resales, but it also creates an economic nightmare. Let me see if I can think of the ramifications of that.

Wow. Okay. So. At present, the publisher gets about thirty-six bucks for selling a copy of the game('s license). The consumer pays fifty bucks, meaning that they're ending up paying thirty-six bucks for the license and fourteen bucks for the physical copy. Publishers can't stop the circulation of physical copies, but they can force virtually every consumer to pay the licensing fee of thirty-six bucks in order to activate their software. I'll assume that the logistics of that will take care of itself.

A consumer who tries to repurchase a game will recognize that the activation fee is $36, and wonder why they're paying $50 at the store. Some of them might realize that they're paying $14 for a box full of air. (It doesn't cost publishers very much to print an individual copy of a game, and it'll cost them even less to allow it to be distributed online). This might lead the consumer to realize that s/he's being ripped off - by the retailer. Online sales will increase, and gaming retail stores will find themselves in an even worse position than they're in now.

The solution? Suppose the publisher sells physical copies of the game to retailers for a trivial sum apiece, since all it really amounts to is a brochure for the license. The retailers sell it alone, without a license, for fifteen or twenty bucks, and conveniently sells licenses, optionally, in convenient bundles priced at $50 or $60. The publisher offers an incentive to buy the physical version, however - an inexpensive one, but an incentive nevertheless. Say, for example, the online version only includes the low-resolution textures in order to save bandwidth, while buying the CD or DVD version gives you the high-resolution textures. Perhaps the physical one contains a copy of the soundtrack. It will certainly include the manual. In addition, perhaps give the retailer free license to reprint the discs in the box, which they can sell as virtually pure profit at a reduced cost.

The consumer is able to choose precisely what they want - a new box with a license for $50, a new box without a license for $15, a used box without a license for various amounts depending on its quality, the CD alone without a license for $10 or less, or the low-resolution version only without a license for the cost of downloading it. They can resell their boxed copies at a bit under wholesale cost, because the retailers might have use for those extra components.

In this model, the publisher money for each sale, the retailer still turns a profit, and the consumer doesn't see quite as bad a markup on used product, even though the consumer is technically the one who has lost in this shift in structure.

The consumer has definitely lost if any highly invasive sort of DRM is used to enforce the licenses, of course. Consoles will either be out of luck or in an ideal position to test this model, depending on how it's implemented.
 

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Original Comment by: Craig

I agree. Yes it's a little different than a license, but it is still not the same as a car in terms of used resales, and Gamestop is wrong is pushing used games so much.

I guess I should add that with my resale scenario (I meant to use Gamestop instead of consumers), I think it's perfectly fine for consumers to resell video games at yard sales and on ebay, but I don't think it's right that Gamestop mass sells them. Why? Because consumers don't resell a game a lot and it's not very much money that the publishers don't get by the resale between them compared to Gamestop. In that sense it's similar to the mp3 argument.

And yes I agree there shouldn't be any DRM enforcemnt, it's not the consumers that are the problem, it's Gamestop. I admit, I used to work at Gamestop, and my district manager basically admitted to me, publishers have a point in that they don't make money on it, but it makes Gamestop money big time and now that they've bought out EB, they have the leverage and there's not much publishers can do about it.

But the current plan is a lose-lose-win scenario, publishers lose money, consumers pay more, but gamestop makes out like bandits. It would be win-win-win if there was profit sharing. Publishers would make more money, consumers would pay less and have better games made, and because of better games and if gamestop shared profits and publishers gave them more profit on new games they could pay more for trade-ins and wouldn't alienate consumers so much.l
 

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Original Comment by: goaty

I think using "gamestop" for the article is questionable, since it won't be hurt by online distrubution (only when console distribution goes online, which will lag PC distribution...the new consoles take discs and will be around for what...6 years?). Like Tim McCarron said, gamestop = console.

In adopting used games as the solution to the inexorable logic of the new game retail business, GameStop is alienating its customers"
 

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Original Comment by: goaty

oops...here's the rest

the article says:
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In adopting used games as the solution to the inexorable logic of the new game retail business, GameStop is alienating its customers
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huh? Gamestop has always had used games as a major focus. They aren't suddenly "changing before our eyes," and thus not alienating. Also, I've never known them not to carry a major, popular console game. Also, if they are "enthusiast-driven" like you mention, why do I see so many parents asking questions in there? The definition of enthusiast isn't "willing to buy a new game", it's "willing to buy a lot of games, for the best price they can find, new or used."
 

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Original Comment by: Devin Monnens
http://www.classicgaming.com/mdb
I don't see anyone here mentioning a retail store that sold used games in the past: K-Mart. Now before you start laughing this off by saying how much K-Mart sucks and they're going out of business, the fact of the matter is, up until 2001 or so, K-Mart did sell used games, including NES titles. They sold them in clear packages with the K-Mart label on them. I never really shopped at K-Mart and I never trade in any of my games, but regardless, it's not something you'd expect to find at Wal-Mart or Target. Up until now, I never thought anything of it, but here's a retail store that did sell used games at one time so there's a viable bit of research for a big store like Best Buy to find out how to buy and sell used games and what NOT to do.

Most of my game buying these days comes from discounted titles. $15-$25 is a pretty good price point to pay for a game, and sometimes $30 is pretty decent if it's a big title. I only buy really big titles and for the most part am a franchise-fan, so I'll go out an pay $50 for the latest title in Series X.But to me, $20 for a new copy of a game that used to go for $40-$50 is a steal - but now I see it really shouldn't be because the $40-$50 is a scam to begin with.
 

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Original Comment by: Player1
http://www.player1.com.au
I know it's a small step away from the point of the article, but thinking about points of difference for speciality game retailers, EB Games in Australia has recently increased its former 7 day satisfaction guarantee to 30 days. That means that whenever you buy a new or used game from EB Games, you can return it for a full refund within 30 days. That sort of protection makes me wonder why anyone buys their games from anywhere else, as EB Games of course also matches the price of any other in stock competitor. I know it's used for piracy, but the small percentage of people who abuse the system is tolerated for the greater good - parents and grandparents can buy gifts with confidence, I can try games that I migtht not otherwise have tried and take chances on niche titles. The returned games are repackaged and sold as new (same as returned clothes in a clothes shop and for digital products this should make no difference to the eventual end consumer.

I don't want this to sound too much like an ad for EB, as they do have their problems, however, the return policy is the major point of difference for me, and the key reason I buy my games from them.

To the point of the article, used games will hurt publishers, no doubt, but literature, music and film have survived the doctrine of first sale by lowering end costs to consumers. The challenge for games (and indeed movie theatres too) is to take several steps towards consumers in pricing and distribution models. The digital format of games, and their low replication and distribution costs must be seen as advantages and harnessed by producers. If games cost AU$30 rather than AU$90, I'd buy more than 3 times as many. Same as if movie theatre tickets cost AU$5 rather than AU$15 I'd not hesitate as often. Especially when in both cases, value for money alternatives exist - Ebay and used games generally, buying the game 6 months later at a budget price (which in the case of PC games means my hardware will be suitable too) and owning the dvd of the movie for AU$20.

I know I'm rambling (putting together coherent thoughts while at work is hard!), but we've seen music and film stick doggedly with outdated and inappropriate distribution and pricing models. Why can't games show how the move to the digital consumer should happen?

(Last random thought: most games are 'discontinued' within a few months of release, no longer able to be purchased new, until maybe re-released in budget format. The article mentions that books and music are not like this. With digital distribution here (steam etc), and the cost of pressing a dvd/cd on demand from a master, and sending that game to a customer surely not exceeding a few dollars, why isn't the entire back catalogue of every game ever made by a publisher available to buy? They have created the used game market themselves!)