LordZ said:
So, you wouldn't consider it greedy if they charged $1000 per game and only included a start up screen where you had to buy the game piece by piece at equally ridiculous prices? After all, they're doing it in pursuit of profit. Where you draw the line at greedy is a personal thing. Chopping up a game and selling it piece by piece is pretty damned greedy in my book but if you can't see it as such then feel free to continue to overpay for mediocre games that look pretty.
You have constructed a straw man argument - a classic rhetorical fallacy. I have given my position on possible future infractions of my consumer rights (I am against them) but I noted time and again that such infractions had not take place. You are simply attempting to divert your unsubstantiated argument point to a world where the evils you fear are true.
To put it simply - I draw the line at the moment the intrinsic value of the purchase is less than the price requested. You are free to make your own value judgment here. Thus far, I have seen no example where this has been true.
LordZ said:
Only a moron would pay more to get less. Overpricing a game that is laced with DRM is just rubbing salt in the wound.
Yet, a business that does it wrong from day one did manage to become a giant corporation. Just because you do something the wrong way doesn't mean you can't profit from it for a while. Also, don't you think saying "several" decades is a bit of an exaggeration? 1982 may seem like a long time ago but it's not even 30 years old yet. It's definitely not on the level of the few corporations that have three digits in their age. While I wasn't aware about their early work in computer games, I haven't seen them make a single noteworthy contribution to the gaming world. However, I've seen them buy up a lot of noteworthy contributions and turn them into crap.
I paid 60 bucks for Dragon Age: Origins. This is precisely the same price as every other new 360 game on the market. For my dollar, I got a game that, even if I exclude the DLC lasted more than 30 hours on a single play through. In comparision, Games like Halo 3, Modern Warfare 2 and Bayonetta netted only a fraction of the time. Your argument as such lacks any merit - I did not pay more with respect to any competition in recent memory and the product I was given presented content that lasted well beyond the average.
Without clarification of context, this argument point is dead on arrival.
LordZ said:
You have yet to make a case for why it's right other than "because a business seeks profit" and that's on level with "because I said so" as far as excuses go. First off, anything that takes value away from a product is generally a bad idea. You don't go into a business making an inferior product at a higher price and expect it to sell. Only a moron would buy into that. Yet, there seems to be plenty of morons who do. If EA is failing to survive in spite of having made billions selling over priced crap to morons then they really do deserve to fail. Simply put, there's nothing entitling a business to force customers to never resell something they rightfully bought. You don't get to have your cake and eat it too.
The purpose of a business is to make money. Both Bioware and Electronic Arts are businesses - therefore it can be said with absolute rigor that their purpose is to generate capital. To that end, they produce an entertainment product for consumer enjoyment. Current retail distribution models only reward first time sales - used sales, rentals and piracy all represent a wash. In short, these factors allow some portion of the population to consume the product produced with the intention of making money off its sale without compensation being delivered to either the developer (Bioware) or the publisher (Electronic Arts) which, in this precise example, is the same entity.
Recognizing that a portion of this population has determined a game is both worthy of playing and paying for (those who rent or purchase used), it seems perfectly reasonable that some attempt ought to be made to draw their business towards channels that offer a portion of the proceeds to those who made and distributed the game (versus simply those who sell the game). Thus, in all instances cited thus far, the determination was made that non-essential "additional" content would be packaged for free with each new copy of the game and made available for purchase by those who choose to purchase the game used down the line.
Under this model, a consumer retains their right to resell the product under their command and those looking to purchase the game recieve an incentive to do so. Thanks to GameStop's current used game sales model, it is more cost effective to purchase the game new than used if one desires all the content.
Without a tangible benefit to a new purchase, many people will ONLY purchase a game used. Given the cost of production and distribution of many modern titles, it can take millions of units moved before the project turns a profit. Since any game will only move a finite number of units of any sort (rental, used, new or pirated) it stands to reason that by channeling as much of this total user base towards the only part of the distribution model that results in income for the developer and publisher, there will be a net gain in profits.
Profits are then used to pay the various investors, expand operations, conduct research and development and a whole host of other things. A company operating at a zero sum profit/loss ratio is ultimately doomed as they have no capacity to advance and no safety net in the case of game failures. You will often see smaller developers fold after a single failure for this very reason - without the cushion of previous profits, a single substantail loss causes the company to close.
If one wants to continue emplying the 500 employees currently working for the various Bioware offices, and wants to see additional games published and developed by EA proper, the company MUST turn a profit - something they have struggled with for several years. They have demonstrated a substantial improvement in the products they offer but in the process have taken heavy losses thanks in large part to losses in legitimate distribution channels. Dead Space netted more than 3 million unique players in it's first year in spite of the fact that only 1.5 million units were actually "sold".
LordZ said:
By all means, let's debate the right to resale. I don't see what sense of entitlement a company should have over a product they've already sold. It's like selling a book and then saying, "No, you can't resell it after you've read it." While I believe in supporting a company that produces a worthwhile product and respects their customers, EA does neither of these things.
I believe the consumer has every right to resell and I have never once argued against this right. That said, I also recognize that the developer and publisher only have a vested interest in NEW sales because only NEW sales offer any compensation. As the entity that has invested the most capital and has the most at stake, I support their right to encourage new purchases so long as their actions do not prohibit resell directly or indirectly. Having a game that only works properly (in that it contains an intact, coherent narrative and represents very generally the same game in either a used or new state) in a new state is unacceptable because you have indirectly denied my right of resell.
As I've stated time and again, I have yet to see an instance where the difference between a new and used product express substantial differences. An unnecessary accessory (or accessories) and a character that is less useful and utterly unimportant in every respect does not result in a game with substantial differences, and represent a total expansion of gameplay of perhaps an hour or so. The moment that somebody does attempt to market a game that is broken as I have already described is the moment that I will join your side of the debate. Until then, you are aruging vehmently against a future that has not come to pass rather than the current reality of the situation.
LordZ said:
Since when is it a conflicting interest for a company to produce a product and a customer to want to buy a product? Oh right, the moment the company throws respect out of the door and treats their customers like criminals(by lacing their products with DRM) and morons(by producing overpriced, butchered, mediocre titles). You conveniently leave the issue of respect out of your equation there and that's why it's a complete failure of logic.
There is a clear conflict in interest in certain circumstances. In this case, the company making the sale only recieves a tangible reward if the sale is made in a certain channel. The consumer has a vested interest in attaining the lowest cost for the most value. In this very specific circumstance, the company making the sale hopes for a distribution channel that offers the highest cost to the consumer meaning the consumer is naturally going to favor a different channel that offers the same product at a lower cost.
The conflict is clear - the consumer favors a channel that does nothing to further the agenda of the company, and the company favors a channel that costs the consumer more.
Respect only enters into the equation when someone is being mistreated. You advocate a consumer to company abuse model because you favor the consumer being able to get a product that the company spent a great deal of resources to produce for free as far as the company is concerned. The company has conducted no breach of social contract if they attempt to offer an incentive to the consumer to purchase under their favored distribution channel. Indeed, the only way the company will have conducted a breach of social contract (and thus demonstrated a lack of respect) is by outright denying the consumer the right to choose which legal distribution channel they make their purchase in. This has not come to pass.
LordZ said:
A customer should respect a company enough to want to buy a product new and have some of that money go to the developer, since they should want to have further business with them. A company should want to produce a worthwhile product and respect their customer, so that the customer would want to have further business with them. You see how that works? Without respect, you get the mess we now have.
Respect rarely enters into the equation with any purchase. In the most general sense, if a consumer is offered a product at a given price point and an identical product at a lower price point, they will purchase the product at the lower price point. It is only when the percieved value of the higher priced item is higher that such a purchase will generally become standard. Some people refuse to purchase a used game on moral principle, but for most the decision is made because the new copy has greater value by virtue of not having be used. When purchasing a used copy, there is a non-zero chance the game will not function properly resulting in, at the very least, the expenditure of additional time required to secure an exchange or a refund.
In the most general sense, a purchase is made on the basis of a value propisition and nothing more. For most people, the value is intrinsic to the product in question and does not rely on intangible factors like corporate culture and activity.
LordZ said:
Yes, they did take steps to hide what they've done. They got man-handled by customers with their outcry of rage. So, they're more open about their underhanded ways by putting positive spins on them. They claim the day one DLC is supposed to be a reward for buying the game new but it's really a punishment for those who buy it used. If the day one DLC was beyond the cost of producing the game, it wouldn't have been included free. A business, especially one like EA, does not give stuff out for free out of kindness. If you believe otherwise, I have some swamp land in Florida to sell you.
The interesting thing about your logic in general is that any incentive can be described as a punishment. A car manufacturer may offer an incentive of a free upgrade to a car part, a lump sum cash back bonus or reduced interest rates if you purchase new. They do this because a substantial portion of their profits are found in the first sale of a vehicle. With your logic, these incentives are simply a pumishment should I choose to purchase a car used since the manufacturer rarely (if ever) offers any incentive for a used sale.
If this is the way you choose to view the world, then I wish you luck as you rage against the realities of business. A business that hopes to survive must give you a reason to purchase their product in the most profitable channels. If you want to stand about and rally against their right to stay in business by encouraging (not forcing) a purchase in the only channel in which they see a single cent, feel free. Employees do not accept consumer goodwill in lieu of a paycheck, banks don't accept warm fuzzies to pay off debts.