Alade said:
Owyn_Merrilin said:
Alade said:
kemosabi4 said:
Alade said:
kemosabi4 said:
Alade said:
The publisher/developer gets no money whatsoever from used game sales, they have to make up for it somehow and EA has brought the best solution to the table. I am a little sympathetic to the people who borrow a game from a friend/relative and can't enjoy it because of this. However I'm in no way sympathetic to someone who buys used games, if I can dish out twice as much money for a game in my country ,which has no used game retailers and in which people are paid 8 times lower than in the US, you have no reason to complain.
It's called "retail". When you pay for something, you own it. It is, therefore, your sole decision to sell or limit the sale of it. What EA's doing, in reality, doesn't even make them money, (unless the customer is desperate or thick-headed enough to pay for the pass) all they're doing is restricting the sale of the product when it's out of their ownership. (literally, not legally, just to preempt all the semanticists out there)
The system encourages customers to buy actual games, and not the used copies and manages to take 10 bucks from the people who didn't realize that buying the game used wouldn't give them online, business at it's finest. Used game sales are becoming a very serious problem to the whole industry, EA has found a way to have some profit of it, soon enough every single game publisher will do so too, EA offers a good solution, the other publishers most likely will not.
Most people who buy used either don't have the means or the will to buy the original product. I don't see how the second-hand game market is harming the game industry, because most people who purchase used wouldn't have bought a new game anyway.
That's just lying, most people buy used games because they're cheaper than actual games. Also, the same excuse you just used justifies piracy.
You know what else justifies piracy? The entire argument that used games are worse than piracy. A healthy used market is a very good thing, both for the consumer, who has the option of saving some money, and for the producer, who has to sell a bunch of copies initially for the used market to get started. If used games are actually worse than piracy, then piracy must be a
really good thing for everyone involved.
Note: I am not condoning piracy, merely pointing out a glaring flaw in the "used games are bad" argument; the developers themselves are effectively condoning piracy here.
Edit: To be a little bit more on topic here, I can personally vouch that if my options were to pay $60 on every game I buy or to quit gaming, I would quit gaming. I have plenty of books and movies to keep me occupied, and I can buy more at reasonable prices if I manage to run out. I never have and never will pay $60 for a videogame; aside from a few very rare exceptions, they aren't worth more than $20 to me, and that's being generous. If the publishers are so allergic to my money that they won't take it at that rate, Gamestop will, as will Steam when the sales roll around. They can deal.
I never once stated that used games are worse than privacy, however the effect is the same, the money a publisher/developer earns from a used game being sold at gamestop and a pirated game being downloaded is the very same, 0 dollars and 0 cents. However piracy is illegal, used games aren't.
Also, 60$ is a very reasonable price, you get 20 hours worth of content if you buy the right games (without multiplayer), for 8 bucks you can watch a 90 minute long movie (without the option to replay it, for that you have to spend 20$). So games have a ratio of 1$:20 minutes, while movies have a ratio of 1$:12 minutes. So even a brand new game pays off more than a trip to the movies or the DVD shop.
You may not have said that, but the people who provided your argument (i.e., big publishers like EA) explicitly have. As for the cost per hour ratio, look at season boxed sets of DVDs. I can go down to walmart right now and pick up two seasons of
Stargate SG1 for $20. That's 44 hours of entertainment for a third of the cost of a videogame, or less than $.50 an hour. Also, I don't especially care for videogames that last more than 10 hours in the first place; they never hold my attention well enough that I actually bother to finish them. Should I count hours that I'm not actually enjoying in that figure? Heck, even if I did like games like that, the average game these days is
shorter than 10 hours. If you really want to play the "dollars per hour" game, please explain to me how a six hour game is worth $60. That works out to $10 an hour -- at that point, I may as well hire somebody to personally entertain me, because it's not a bad starting wage. Heck, if I really wanted bang for my buck, I'd spend a couple of bucks on a Dover edition of
War and Peace, and be "entertained" for months as I try to slog through one of the longest books ever written. Hours per dollar just isn't a good measure when it comes to entertainment products.
To conclude, whether game developers want to admit it or not, they are directly in competition with books, DVDs, and CDs for my entertainment dollar. They all offer a similar value to me, because an entertainment product's worth is not based on the length, but its quality; for example, I wouldn't expect to pay more for a copy of
The Fellowship of the Ring than I would a copy of
The Dark Crystal, despite the fact that the former is twice as long as the latter. Rather, I would expect to pay a similar rate for both, because they are both excellent films. Why would I pay $60 for a videogame, even the best videogame in history, when I can get the best films in history for $20 or less? And why in the multiverse would I pay $60 for something mediocre, even if it's 200 hours long?