Absolutely agreed. The games that I love (and it's not like that's hard to do, I'm not terribly picky) I keep. I have something in the neighborhood of 80 new console games here, which are not going to be resold, ever, because they have replay value.random_bars said:I'll say what I said last time about this.
The problem isn't with the customers for wanting to buy games for cheaper. It isn't with the retail stores for taking the opportunity to make some extra money. The problem is 100% with the developers and publishers for making games that people don't want to keep. If you want to stop your game from being destroyed by used game sales, here's an idea - why don't you make a game that people don't WANT to trade in en masse the day after they buy it?
The good thing about this solution is that it takes care of even those used games that make it onto the market... as soon as somebody loves it and wants to keep it, regardless of whether that copy is new or not it stays off the market. Every satisfied customer gets you your money, free and clear, which is how it should be.
Given the fact that game companies don't take returns for games that are not enjoyed, they just need to deal with the fact that people are going to resell those games, depriving the publisher of new sales if that's how you want to look at it. The consumer should, and does, have some recourse if they buy a game that they don't enjoy, or if they pay $60 for a game that only takes them a few hours to complete. Wanting a slice of the business that's generated when someone doesn't like your game and wants some portion of their money back just seems... backwards, it really does.
If someone buys your game for 60 dollars, plays it, and is then willing to let go of it for 10 bucks or less? Let's face it. You failed to reach that individual customer. You failed to convince them that the game is worth more than 10 dollars to them, let alone what they paid for it. Sure, you could say that a game that's resold 15 times has been enjoyed by those 15 people without you getting your share, but I believe it's just as valid to say that the game was NOT enjoyed by those 15 people... not enough that they wanted to keep it, anyway.
The percentage of your games that are available to be resold should be low enough for you to absorb easily, assuming that you spend as much effort on making your customer enjoy and value the game as you do in convincing them to buy it in the first place. If that's not how you run your company, and you still expect your customers to be loyal enough to hang on to games they don't like? Well then, I won't be crying for you.