I get what you're saying as a PC gamer since the price point tends to be effected by the console market (because otherwise sales across the consoles-including PCs-would be too uneven), but I think your argument stems from an overly optimistic view in which developers are more willing to drop their prices simply because they should , and I don't think your logic on pricing holds up.bahumat42 said:Falcon123 said:I get what you're saying, and I admit that furniture was probably a bad example to list, but I also included movies, and for good reason. Go on Amazon and just look at all the gently used books, television show collections, movies, and music CDs that are on sale right now. There are a ton, and for exactly the reason you gave: it's just as good, so why buy at the higher price point?bahumat42 said:Still SnippingFalcon123 said:Snippity SnipFelixG said:SnipFalcon123 said:Snip.
The problem I have with the assumption your point makes (and please correct me if I'm wrong) is that you are approving of this policy that may go into effect (there's still plenty of time to change their minds if this is in fact what they plan to do) as if consumers are somehow to blame for buying at a lower price point, which, in my mind, is the fundamental problem with this rule.
I'm a relatively broke college student. I don't have the money to buy an XBLA game every month, let alone a full release. But let's say I only got one game every two months. I think we can agree that's pretty reasonable, given that unless it's a sprawling RPG a la Skyrim or a deep RTS, you're probably going to want something new within two months.
Six games at $60 is over $360 when tax is included. I could buy a PS3 and a Wii with that much money right now without even buying used. It's a substantial amount, and it doesn't take into account the next generation of games could be more expensive due to necessity on the publisher's end, or the fact that as an American, I'm far more fortunate as far as video game pricing is concerned, than our Australian brothers in gaming, who have to spend over $110 on a new game, last time I checked.
Now, if I can buy on the used game market, I might be able to pick up some hidden gems that have dropped in price, especially if they're single-player focused (Got Enslaved for $20 a month after release. Crazy) and try them out. I might get more games, or I might have to make less sacrifices in other areas ($360 is still a lot for me), but enjoy the same amount of gaming.
But what about the developers you ask? Well, they might not have gained immediate financial gain from my purchase, but if the game was good, they did make a fan, someone who will go back to their games and buy them new when I have the financial freedom to do so. Heck, I'm far more willing to buy DLC on games I was able to buy on the cheap but were enjoyable for the simple reason that I believe that developer deserves my money .
So now let's see what happens when this "no used games" policy comes into effect. Even after waiting for the price on the hardware to drop, I've still got to get some sort of gaming catalog. If the price point is at $60, I won't budge until it drops, and without a used games market pushing the prices down, it will take even longer than it does already (and some games take forever to drop. Super Mario Galaxy is still sold in some stores I've been to for full initial retail), which means I'll have potentially forgotten about it or found something that I am more sure I will enjoy and let it go. I will no longer buy the games that aren't worth $60 but would be enjoyable at a lower price point since that point does not really exist, and the developer will lose a potential fan who won't care when their next games come out.
See, when you treat your customers like they're the enemy, they no longer feel free to just jump on board, or as if they're welcome there. There's a reason movies aren't tied to codes on your DVD player - Hollywood gains more by having you borrow it (losing a potential sale) but enjoying the movie (in case there are sequels), the actors in it (so you check out their other works) or the director's style (ditto). There's a reason that CDs can be listened to on more than one player - the music industry would rather gain a fan of the band (or even better, the whole record label) that will buy their later music than force them into one more sale.
Every other media-based industry deals with it. You don't hear any other media-based industry complain like this Volition Dev is. They see the positives and treat their consumers as people that deserve respect and will, if given the opportunity, latch onto what is good and support them long-term, even at a small cost in the short-term.
You know, that's exactly what this policy is: short-sighted. Fixing one minor problem and causing a few more in the process, and, if this forum and a similar one on IGN are any indication, a much larger one.
see the real issue that i take with used games (at least from my perspective) is that its the only thing getting in the way of prices dropping over time. Im a pc gamer and as such i see all the games released last year have already dropped by 33%, and will likely drop more this year, the other benefits of digital downloads (where used can't exist) is sales and there no need to be "shelf space" games can be in stores for perpetuity and still make the developer money.
And when they stop making money they can drop it to the slightly lower price point, slowly dropping over time like they cannot now because used is eating up that lower price point. Its a benefit of the dev getting all my money that makes pc gaming worthwhile, sure i can't trade things in, but that just means i have to chose well or wait till its under five pound (With the fairly regular sales this isn't hard.
The used market does really stand in the way of price drops. (except for lets say AAAA titles and i do mean 4a such as COD starcraft etc etc, which don't budge price wise)
See, right now, developers have to compete with the used games market. If used game sales drive the price down, the developers have to lower their prices as well so that there's still some chance that people will buy the game new. I mentioned earlier that I bought Enslaved Odyssey to the West for $20 about a month after it's release. This is largely because it's a single player only game, so people kept trading it back in when they had fully completed it since there was nothing else to do, dropping the price for both the used and new versions since you can't sell a game for $60 new when the used but still perfectly functioning game is $20.
But let's say the used games market isn't there. Single player only games no longer lose their value as they are completed since no one can trade them back or loan them to a friend. There's no incentive for the developer to lower the price point after a month because the game is still just as valuable as it was on day one, and if people want to buy it, they have a monopoly on the price point since no one can undercut them. The price will stay higher longer, doing the opposite of what you predicted.
But what about multiplayer games, you ask? The good ones are not traded in because people keep playing them, so the used game market for them is made insignificant. Gamestop and other used vendors can't resell the game for much less than full price because they don't have many used copies since gamers who buy them are satisfied with the product, therefore making the used games price point minimally lower, but not enough to deter the average individual from buying new and getting the warranty and everything else that comes with new games. Those that are bad would be traded in far more often, thus driving the price point down in the used games market to the point where it should belong given it's quality, and again, to compete, new games must lower their price point as well. Without a used games market, both games would only be able to judge whether the game price should drop by pure sales data, so reaction would be far slower.
So, on the principles of basic economics, having the used games market actually lowers the price of both new and used games due to competition more quickly, and removing it would remove the incentive for game developers to do so.
I'll admit, it's a little different on the PC games market because of Steam's relative monopoly on virtual downloads allowing them to save gamers money in massive ways through well-timed sales, but when you're buying physical copies, you just can't do it. Steam can offer a nearly infinite number of downloads, therefore making it capable of selling copies of the game at the lower price point across the board to all regions it desires simultaneously. Could you imagine Microsoft and Sony trying to coordinate EVERY STORE IN THE COUNTRY to do the same? It's a pipe dream at best. Expecting consoles to keep up with that kind of policy is unfair.
The used games market doesn't hurt prices; it helps. So the next time you try to blame used games for higher prices, remember how economics works and thank Amazon for your lower price points