As I mentioned to someone else today, I am not saying that buying used is wrong. I, personally, prefer to buy new to support the developers. The person I was responding to was asking if used games were really such a big deal to the bottomline of a game company, and I was just pointing out that yes, it is.Mr.K. said:That is some neat marketing BS, but the real world works a bit differently.Jaded Scribe said:Yes, they were. But that doesn't change a damn thing. Math still works out to show that used games are a serious loss for game developers.
Let's say LittleBigPlanet had a total of 1,000,000 people who owned the game. By total, I mean bought used or new.
Now, say that the average cost between the brand new price tag and the Game of the Year edition was $45. If every one of those million people bought it new, the developer would have made $45,000,000.
Now, let's say that 1/4 of their players bought it used, so there were only 750,000 copies bought new. that means they only made $33,750,000 off the game.
That is a loss of $11,250,000.
Just because a game was originally bought new does not mean that when it is resold that the company is not losing money.
Alot of people buy games because they can get atleast half the money back once they had their fun, and then the guy buying it second hand pitches in to the full price that they would individually not be willing to pay.
The same goes for games as it does for cars, people only buy new cars because they know it can be resold in about 5 years for half the price so they can again pick up a new car, and almost noone keeps their brand new car until it is truly dead, games here have the upside that most people actually do keep them.
You own what you buy, saying you can't resell your game is like saying you can't resell your car, ludicrous.
I understand publishers have an issue with GameStop(and others) that made the second hand market into their own little industry, but then the same goes for second hand car dealers, yet we never heard how that is "killing the industry"... but I'm sure they will pick that cheesy line up from their fellow marketing men someday.
They get some money up front from the publisher, but usually with points on the back end. So unless the game turns a profit, they get no money from the game except for what they already put into it, so they have no money to put towards growing their studio.Garak73 said:I was under the impression that the developers are already paid (by the publisher) before the game even ships. It's the publishers that get the money from sales. There may be bonuses for developers if there are high sales but that is not the same as salary.Jaded Scribe said:I'm not saying buying used is bad, or wrong, or anything like that.Garak73 said:Now, let's extend your example. Let's say that 25% wouldn't have bought it for full price so they now don't have the game at all. Not only have they still only made 33,750,000 off of new sales, but they have now lost any sales from DLC and day one sales for the sequel from that 25% who could have bought it used and invested money in DLC and the sequel.Jaded Scribe said:Yes, they were. But that doesn't change a damn thing. Math still works out to show that used games are a serious loss for game developers.Garak73 said:All used copies were already bought new.Jaded Scribe said:Yes, the stores pay for a certain amount of games. But, look at it this way, say GameStop and Target each have a demand for 1000 copies of a given game at their stores.Asuka Soryu said:Jaded Scribe said:Personally, I don't really care. I keep my games. I tend to buy new when as much as I can so the money goes to the devs and not the store.
I have to wonder, if buying games new is the only way the developer's get the money, does that mean the games are donated to the store, and then the store gives them a some of the money they made off said product?
I always assumed they sold the games to the store, and then it was the store trying to make money off the games they just spent money on.
Target, since it doesn't offer used games, would have to in turn purchase all 1000 copies they sell from the developer.
GameStop offers used games. So say they are able to meet half the demand with used copies. That means they are only paying for 500 games from the developer.
And, the developers know that in the future, their games will not sell as well at GameStop, and GameStop will consistently order fewer copies.
And yes, it is the only way (outside of DLC and monthly subscription costs) that devs make money, and games cost millions of dollars to make. They have to make it up somehow.
Let's say LittleBigPlanet had a total of 1,000,000 people who owned the game. By total, I mean bought used or new.
Now, say that the average cost between the brand new price tag and the Game of the Year edition was $45. If every one of those million people bought it new, the developer would have made $45,000,000.
Now, let's say that 1/4 of their players bought it used, so there were only 750,000 copies bought new. that means they only made $33,750,000 off the game.
That is a loss of $11,250,000.
Just because a game was originally bought new does not mean that when it is resold that the company is not losing money.
But, I know that not all people who buy used would not have bought it new if the used was not an option.
The person I was replying to was asking if developers got most of their money from sales, so was buying used really a big deal for them.
I'm pointing out that yes, it is.
If used was not an option, I wonder how many people who bought new, wouldn't buy new because they could be stuck with a $60 lemon.
Not true, Not true, Not true, Not true, Not true, and no, in that order.susvox said:its just not worth owning a ps3 in the first place there arn't a significant amount of good games for it. its over priced and the developers dont have the money to really use it to its full potential. its sad really, and dont you ever get a that wierd feeling of akwardness any time someone says they own a ps3? lol
Have sales dropped at all?Treblaine said:Wow, people act like Piracy is a uniquely PC problem.
Turns out as soon as it's possible on PS3 they do it to such a bad extent in such a short time, all those people who threw around the "PC Elitist" slurs will be eating their words.
Well if they are crazy enough to do this I will stay interested.theultimateend said:Have sales dropped at all?Treblaine said:Wow, people act like Piracy is a uniquely PC problem.
Turns out as soon as it's possible on PS3 they do it to such a bad extent in such a short time, all those people who threw around the "PC Elitist" slurs will be eating their words.
Cause if sales stay the same and piracy rises then piracy doesn't effect sales.
As it stands I don't pirate but I'm officially cutting off all purchases of PS3 games if this happens. I'm not getting bogged down with bullshit because of a fairy tale problem.
Who knows. I just get tired of more and more BS getting added onto a "problem" that appears to be largely emotional.Treblaine said:Well if they are crazy enough to do this I will stay interested.theultimateend said:Have sales dropped at all?Treblaine said:Wow, people act like Piracy is a uniquely PC problem.
Turns out as soon as it's possible on PS3 they do it to such a bad extent in such a short time, all those people who threw around the "PC Elitist" slurs will be eating their words.
Cause if sales stay the same and piracy rises then piracy doesn't effect sales.
As it stands I don't pirate but I'm officially cutting off all purchases of PS3 games if this happens. I'm not getting bogged down with bullshit because of a fairy tale problem.
Because IF this does destroy/cripple the PS3 pre-owned market, how will this affect the price of games? What kind of flexibility will this offer publishers and retail stores? PC has been interesting with the collapse of the pre-owned market, particularly in special sales and special offers.
The PS# is already dead.HankMan said:No more rents or used?
"Wave goodbye to the PS3 kids."
Yep. Of course, developers would still be able to use static libraries provided by Sony, basically copy/pasting the bulk of the code. Just like there are off-the-shelf DRM solutions for PCs available. There is the obvious tradeoff: the more copy/pasted code you use for your security, the easier it is to crack; crackers just need to look for those well known bits of code.danpascooch said:So the approval system is specific to each game? That's a hell of a system to implement.
Yes. That train is long gone, however. Nothing they can do would protect a disk pressed 2009 made for firmwares of 2009.danpascooch said:Anyway, it still means every game made to date will be incredibly easy to pirate
Very true. But the work still has to be done per game and the crack has to be distributed per game. The goal here is not to stop hardcore pirates; they will always find a way. It's the casuals they would be after with this hypothetical system. Right now, the state is that with the right CFW and an application you can go to your local store, rent any PS3 game for a day, copy it to your HD and play it as long as you like. If, on top of that, you also need to run a patch on the data on the HD, which needs to be either done by getting the patch code to run on the PS3 directly or moving the data to your PC, doing the work there, then moving everything back... I guess those are steps that drive some people away. Torrents can be pre-patched, but they are HUGE.danpascooch said:and even the ones released WITH this system will probably be cracked just like PC games
I think it's not worth it, considering it's going to get so many people so pissed at Sony that they will pirate when they might not have otherwise, plus, every game made before this system (which is the majority assuming the PS3 is past the halfway mark of its lifetime) will be still completely unprotected.zmanu said:Yep. Of course, developers would still be able to use static libraries provided by Sony, basically copy/pasting the bulk of the code. Just like there are off-the-shelf DRM solutions for PCs available. There is the obvious tradeoff: the more copy/pasted code you use for your security, the easier it is to crack; crackers just need to look for those well known bits of code.danpascooch said:So the approval system is specific to each game? That's a hell of a system to implement.
Yes. That train is long gone, however. Nothing they can do would protect a disk pressed 2009 made for firmwares of 2009.danpascooch said:Anyway, it still means every game made to date will be incredibly easy to pirate
Very true. But the work still has to be done per game and the crack has to be distributed per game. The goal here is not to stop hardcore pirates; they will always find a way. It's the casuals they would be after with this hypothetical system. Right now, the state is that with the right CFW and an application you can go to your local store, rent any PS3 game for a day, copy it to your HD and play it as long as you like. If, on top of that, you also need to run a patch on the data on the HD, which needs to be either done by getting the patch code to run on the PS3 directly or moving the data to your PC, doing the work there, then moving everything back... I guess those are steps that drive some people away. Torrents can be pre-patched, but they are HUGE.danpascooch said:and even the ones released WITH this system will probably be cracked just like PC games
The big risk with this move, apart from the obvious customer alienation, is that it would effectively breed the game cracker culture on the PS3. And while you're at cracking a game, why not add cheats as well? Or unlock all the items you'd usually have to purchase? Sony may think they can sue them into non-existence, but yeah, that's another lesson to be learned from the PC side. Those guys are pretty good at keeping their cover.