I was just discussing this with a buddy of mine last night at dinner. He managed a chain restaurant and does have a lot of general business knowledge. His take was basically that the used game in question is paid for already, the publisher already got his cut of the money. There is a physical game floating around and whatever the owner of said game wants to do with it, he can.
Perhaps the car dealership is a bad example, so lets go into an entertainment industry example. You can buy second hand copies of both DVD's and music CD's and books. No one tries to prevent these things from being resold or given away. And, I have reason to believe they are not too dissimilar in the way money exchanges hands between a publisher and developer. The bulk of what a developer makes from a game is given before the game is released. A better developer can get more for their work, beyond just what the direct cost of production is. Then there may be a reward system based on sales such as what you can get when you are a music artist, or what you can get based on your contract with your book publisher.
The fact is, second hand is OK within the confines of music, movies and books. But it's not within the confines of video games, the industries are very similar, I believe the pay system works pretty much the same. It should be ok in the video game industry as well. The thing is, people have a habit of holding onto things they like. I keep all the books, movies, and music CD's I like, and all the video games I like. I get rid of the ones I do not care for. As the owner of the items in question, I am allowed to do that.
Piracy is outright theft of a someones work. In a previous post I said that not reaping the benefit of your labor is akin to slavery or serfdom. This rule still applies. Piracy is morally reprehensible. But, it's not the same as if I make computer processors and they get stolen either. Data is nearly infinite at next to no cost. Virtual goods are a new thing, the newest really. Only computers have had this particular problem, and only since the PC has become common place. As far as economics is concerned, the near infinite nature of it makes it the most unique item. In one sense it's just as common as water, but in another sense it's more rare than diamonds because it's a creative collaboration between (usually) many people, and the product would not be yielded without that exact setup of people. It's like the Manhattan project, it was possible because 186,000 worked on it, and it was hard for any other country to commit on that level.
Perhaps the car dealership is a bad example, so lets go into an entertainment industry example. You can buy second hand copies of both DVD's and music CD's and books. No one tries to prevent these things from being resold or given away. And, I have reason to believe they are not too dissimilar in the way money exchanges hands between a publisher and developer. The bulk of what a developer makes from a game is given before the game is released. A better developer can get more for their work, beyond just what the direct cost of production is. Then there may be a reward system based on sales such as what you can get when you are a music artist, or what you can get based on your contract with your book publisher.
The fact is, second hand is OK within the confines of music, movies and books. But it's not within the confines of video games, the industries are very similar, I believe the pay system works pretty much the same. It should be ok in the video game industry as well. The thing is, people have a habit of holding onto things they like. I keep all the books, movies, and music CD's I like, and all the video games I like. I get rid of the ones I do not care for. As the owner of the items in question, I am allowed to do that.
Piracy is outright theft of a someones work. In a previous post I said that not reaping the benefit of your labor is akin to slavery or serfdom. This rule still applies. Piracy is morally reprehensible. But, it's not the same as if I make computer processors and they get stolen either. Data is nearly infinite at next to no cost. Virtual goods are a new thing, the newest really. Only computers have had this particular problem, and only since the PC has become common place. As far as economics is concerned, the near infinite nature of it makes it the most unique item. In one sense it's just as common as water, but in another sense it's more rare than diamonds because it's a creative collaboration between (usually) many people, and the product would not be yielded without that exact setup of people. It's like the Manhattan project, it was possible because 186,000 worked on it, and it was hard for any other country to commit on that level.