(Originally posted for The Voice of Heard on February 20, 2012)
I have intended to write about used games for quite some time as it has
been a hot button topic on the Internet for the past few years. I felt the need
to write about this since I buy used games because they are cheaper than
new copies generally costing around $60; but I just could not get around to it
since I’ve been struggling to come up with something to say. “It’s about time I
write about used games now,” I told myself. My interest in the issue began when
I read four articles about it last year and recently rekindled when I read four
more just this month. I will start by giving you an objective summarized
overview of the said articles, starting with the first four.
The
appeal of secondhand or used games is that they are reusable; they have longer
shelf life than used fruit and used underwear and do not wear off as
the latter examples do. This appeal has seen the rise of a used game market,
one well-known example being the video game store chain Gamestop, which profits
greatly from games traded-in by gamers. I’m may not exactly be an economist but
it has been said that the secondhand games market runs counter to fundamental
consumerism, which emphasizes paying money for new products that appear on the
market. Game publishers and developers have this type of economic mentality
since they acquire money from new games but none from used ones. In recent
years, they have developed controversial initiatives to combat the used game
market. One example of this is Electronic Arts’ (EA) Project Ten Dollar, which
requires gamers who buy EA Sports games secondhand to pay $10 for an EA
Online Pass, which contains a redeemable code that enables access to online
play, leadership boards, and downloadable content. This move caused uproar
among gamers. On May 17, 2011, Mike West, a combat designer at Lionhead
Studios who had a part in the development of its role-playing
game (RPG) Fable III, told Eurogamer that
pre-owned sales are a bigger problem than PC piracy. “[S]econd-hand sales,” he
said, “cost us more in the long-run than piracy these days.” Guillaume
de Foundaumiere, co-founder of the French development company Quantic Dreams,
argued that trade-ins of the PlayStation 3 exclusive Heavy Rain have
cost his studio millions of dollars worth of royalties. Resident Evil: The Mercenaries 3D, one
of the earliest games for the Nintendo 3DS, did not allow users to delete their
save files. Capcom explained that the intent of that decision was to invite
“high levels of replayability, encouraging fans to improve mission scores
[while also ensuring] that both original and unlocked game content will be
available to all users.” To most consumers of the used game market, that
design decision was another act against trade-ins like the EA Online Pass and
have expressed outrage. I had thought about writing this entry last year based
on the overview I just described. However, I have been unable to do so due to
various circumstances and the thought about used games have gradually faded
from my mind as a result.
The drive to write this entry was rekindled when I read this month’s
Gamespot and 1up articles about the used games issue. Jameson
Durall, a design director at Volition Inc., sharply criticized the
used games market on his blog and warned that the entire industry could
“fall apart” because of it. When he talked about the rumor that a new Xbox
would prevent gamers from playing secondhand titles (which gamers are less than
pleased to hear), he called it “a fantastic change for our business.” Two other
developers have criticized the rumor; Adam
Badowski, CD Projekt Red’s managing director, said that “blocking used games
can be a bad thing” while Matthew
Karch, CEO of Saber Interactive, called the method unfair to gamers in general.
Aside from all the developer criticism and consumer counter-criticism I have
read, I read one curious 1up article. In
it, Ryan Winterhalter argued that as much as publishers and developers don’t
get money from secondhand games sales, money from some new games sales usually
go to the publishers and not the distributors, citing the case of Team Bondi
not receiving much money from their game L.A. Noir as an
example.
Having just given the overviews and buying two used games a few days
ago, I feel I have to express my feelings about the whole issue. As I said in
the beginning of this entry, I have a habit of buying used games more than new
ones due to their low price, with a few occasional exceptions. Most of the
titles I picked are as good as reviews that give high scores say they are.
I must note that I realize the difference between playing a game and making a
game. From a developer’s perspective, it takes a lot of money and hard work to
make a video game. Since money from the secondhand game market goes to the
retail stores and not the developers, does it mean that we are paying the
stores and not the developers? If that’s the case, do we as consumers have no
interest in the well-being and hard work of developers? Do we tend to make
developers suffer as we relish in the games they make? Would we throw away
the former rather than the latter based on longevity? What do you, the reader,
think about the questions raised by the issue of used games and the secondhand
market in general?
Original Comment
KenFebruary 27th, 2012 at 9:27 am
You are correct that the secondary market provides no benefit to the developers. I think that, at some point, game consoles and game developers will move to a download-only distribution that will largely eliminate the second-hand market because game licenses will be directly linked to user accounts and their specific consoles. It will be harder to get the newest releases cheaply, but they will eventually be made available once sales drop off. Media products have a “long tail” which means that they can continue to generate revenue for a long time after their release.
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