Greg Tito said:
I find Urquhart's words refreshing. Game developers should focus on making their games great so that people don't feel rewarded for turning them back in to rental or trade-in retailers. I'm all for Urquhart's plan, and I think the kinds of games that his company makes often last on players' shelves because of their depth and quality, not the gimmicks of codes and items.
I think it's an admirable sentiment, but it builds an incomplete case by ignoring certain realities:
1. Retailers that deal in used games are going to use other strategies to make sure people "feel rewarded" for turning them in, no matter how hard developers work to do the opposite.
2. Some people do this out of necessity. Yes, I'd love to keep Game X forever, but I need to trade it in to be able to afford Game Y.
3. Trade-in rate
is not a measure of game quality
per se. It is as much a function of player personality as anything.
4. Anything done to increase the quality of the game
will also increase the quality of the traded-in copy. Right now, publishers simply want their new products to be able to compete with used copies of their products. They can't win that battle on price (ever), so they're trying to find ways of increasing the value of the new product
without also increasing the value of the "competing" product.
What I mean by #4 is that the single-use codes are a potential solution to a
different problem. No, they won't stop people from trading the games in, but we also have to recognize that people are going to do that as long as there's money in it. To these publishers, the first step is making the new product "worth more" than the used. As people choose new over used, the value of used copies will drop (as will the price). The secondhand market will still exist, but not dominate.
At the same time we can ask for an increase in the quality and replayability of the games... to a degree. Multiplayer will almost always taper off when the next sequel hits the market, for instance. And encouraging the style of replay-value the above quotes recommend will just lead to publishers "padding" the game with artificial choices and superficial branching. I think it's more important that we encourage publishers to
reduce the per-copy cost of new games.
1. This will help players feel less
forced into trading to afford new titles.
2. Players will feel less "risk" in buying new, potentially-bad titles.
3. This will alleviate the pressure many developers seem to feel to take a basic game concept and stretch it out until it's "worth $60," which rarely works. (X-Men: Destiny?)