OutrageousEmu said:
chadachada123 said:
I can back it up with 110 people who play games professinally, and are paid for their honest and objective viewpoints. You can't back your opinion up with anyone. Then lets look at the fan polls which name Uncharted 2 the best game ever on a Playstation console, beating out GTA Vice City, Skyrim, Half Life 2 and Metal Gear Solid.
And you keep using that lack of replay thing as some sort of fact. It is your anecdotal evidence, and ONLY your anecdotal evidence. You cannot do a single thing to give me a link between replay value and trade ins outside of you doing it.
It DOESN'T MATTER how good a game is, is what I'm trying to say. The game could be freaking awesome, but if it has little replay value, then it is going to be returned by many people.
On top of this, the only other reasons to return a game (REGARDLESS OF HOW GOOD IT IS ACCORDING TO THE AVERAGE VOTER ON WHATEVER SITE YOU ARE QUOTING) are that you did not like it (might not be your type of game) or that it was a crappy game. There is the emergency-money issue, but otherwise, returning a game is only done because it is no longer played (little replay value), is not a game-type that is fun to the user, or is not a fun game in general (but these latter two can be lumped into one category, for this discussion).
We have X sales for a game. For this game, let's say that it's ZOMG THE BEST GAME EVA. Even then, there is going to be a HUGE percentage of gamers that won't like it simply because it isn't very fun to them. Let's say 20%. 80% will keep their game, assuming the only people that return it just aren't interested. However, after several weeks, people start returning them. Let's say 30% are returned after a few months, meaning 50% were returned, or .5X. The only logical explanation, eliminating emergency factors, is that it just doesn't have much replay value. However, say we have Y sales for a different game. This game appeals to a niche, but isn't exactly a splash, but has enough replay value for the vast majority to not sell it. Let's say 40% return it from not being interested, and 10% from replay value. That means that 50% of it, or .5Y, was returned.
Now, looking at the percentages, it'd seem that game Y has the same return value as game X, despite being rated lower. So, yes, returns are not the sole determinant of the replay value of a game, because there is a chance that people will return the game just because it isn't their type of game. You seem to dislike admitting, however, that there is a HUGE portion of the gaming community that simply does not like Uncharted because it isn't their thing, no matter what reviewers or the "majority" think. On top of this, game Y had huge replay value, just smaller interest, while AAA title X was loved by all but simply not fun to play over time.
Finally, I'm curious as to where you got your "Uncharted 2 > all" quote, but also find it fairly useless since I'm not a Playstation gamer. Besides, if only 30% of gamers on that site voted for Uncharted 2, then that still leaves 70% possibly returning it because it just isn't their thing.
Basically, the point is that we have to look at how many games are sold and how many returns are done, and also the percentage satisfaction with the game, to get an idea of the replay value. If 90% of gamers love this game but still have a ton of returns,[bold] then CLEARLY the game has low replay value. [/bold]
You seem to be saying that there cannot be any correlation, let alone causation, between returns and replay value of a game, and are completely rejecting the notion of gameplay being NOT correlated with replay value.