Yes! If I can find games I was looking for for years in a decent state and with a small price tag it makes my day. Some shops always have amazing finds.SirBryghtside said:-It's easier to find old games in trade-in stores.
Yes! If I can find games I was looking for for years in a decent state and with a small price tag it makes my day. Some shops always have amazing finds.SirBryghtside said:-It's easier to find old games in trade-in stores.
Well, you're totally right when you say that the game did eventually make a profit or at least made moneyCM156 said:He said that after the game sold 2 million copies. Which turned a profit for them. And if the "loss" of 1 million sales caused him to "lose" 5-10 million euros, then he must have gained 10-20 million, correct?NorthernStar said:Quantic Dream's Heavy Rain lost between 5 and 10 million euro's to used sales (ref: http://www.eurogamer.net/articles/2011-09-12-used-market-cost-heavy-rain-1m-sales). Seriously, think about it. That's a huge loss and in the end it will only bite us gamers in the butt as the smaller devs won't be able to overcome these losses.
OMG YOU DIDN'T BUY THEM ON RELEASE HOW DARE YOU VILE FIEND I THINK I SHOULD ANNOUNCE MY BELIEF IN THAT ANYONE WHO ISN'T OLD IS STUPID ETC.segataDC said:I think that used games can be a good thing, for example I just bought msg2 and msg3 for 15?, but when it comes to recent ip's I think you should search for options that not only benefit your wallet but also contribute to the industry.
Annnnnnd that's how the First Sale Doctrine works. Look it up. No other form of media needs money when it comes to second hand sales in order to survive. In fact, how has gaming got this far, considering we've had second hand sales from the word-go, if they are such a problem?NorthernStar said:Well, you're totally right when you say that the game did eventually make a profit or at least made moneyCM156 said:He said that after the game sold 2 million copies. Which turned a profit for them. And if the "loss" of 1 million sales caused him to "lose" 5-10 million euros, then he must have gained 10-20 million, correct?NorthernStar said:Quantic Dream's Heavy Rain lost between 5 and 10 million euro's to used sales (ref: http://www.eurogamer.net/articles/2011-09-12-used-market-cost-heavy-rain-1m-sales). Seriously, think about it. That's a huge loss and in the end it will only bite us gamers in the butt as the smaller devs won't be able to overcome these losses.(I have no idea how expensive this game was to create.)
But the fact that the game did make a profit isn't really my point, my point is the fact that they could've had 1 million extra sales, but lost those to the used market. It was simply an example of how the used market is costing devs a lot of money. Sure, there are still plenty of people (2 million in this case) who did buy the game new, but it must be frustrating to see so many people playing your game, whilst knowing that only two thirds of them paid you for it.... As Foundamiere puts it:
"On my small level it's a million people playing my game without giving me one cent. And my calculation is, as Quantic Dream, I lost between ?5 and ?10 million worth of royalties because of second-hand gaming."
you've got it man! simple, but to the point.loc978 said:Buying used games that are only a few weeks old for under 20% off - pretty stupid, and directly supporting an exploitative business plan.
Buying older used games that are out of the limelight (and possibly out of production) for 50% off or better - just smart shopping.
companies that have the money to make AAA's titles don't have a problem, but the thing is people will not buy weird, quirky innovative games. people usually think like this: "i'm going to buy battlefield 3 and fifa 12 for christmas! oh that Catherine game looks fun and weird! maybe i'll buy used for 10 bucks".CM156 said:Annnnnnd that's how the First Sale Doctrine works. Look it up. No other form of media needs money when it comes to second hand sales in order to survive. In fact, how has gaming got this far, considering we've had second hand sales from the word-go, if they are such a problem?NorthernStar said:Well, you're totally right when you say that the game did eventually make a profit or at least made moneyCM156 said:He said that after the game sold 2 million copies. Which turned a profit for them. And if the "loss" of 1 million sales caused him to "lose" 5-10 million euros, then he must have gained 10-20 million, correct?NorthernStar said:Quantic Dream's Heavy Rain lost between 5 and 10 million euro's to used sales (ref: http://www.eurogamer.net/articles/2011-09-12-used-market-cost-heavy-rain-1m-sales). Seriously, think about it. That's a huge loss and in the end it will only bite us gamers in the butt as the smaller devs won't be able to overcome these losses.(I have no idea how expensive this game was to create.)
But the fact that the game did make a profit isn't really my point, my point is the fact that they could've had 1 million extra sales, but lost those to the used market. It was simply an example of how the used market is costing devs a lot of money. Sure, there are still plenty of people (2 million in this case) who did buy the game new, but it must be frustrating to see so many people playing your game, whilst knowing that only two thirds of them paid you for it.... As Foundamiere puts it:
"On my small level it's a million people playing my game without giving me one cent. And my calculation is, as Quantic Dream, I lost between ?5 and ?10 million worth of royalties because of second-hand gaming."
Well, it may just be me but I have a feeling the second hand game sales has definitely grown in the past couple of years. I don't know what it's like in the US, but where I live (Europe) the used sales market has grown substantially in the past 5 years. I honestly can't remember there being a substantial used sales market more than 5 years ago. Especially not as big as it has now become.CM156 said:Annnnnnd that's how the First Sale Doctrine works. Look it up. No other form of media needs money when it comes to second hand sales in order to survive. In fact, how has gaming got this far, considering we've had second hand sales from the word-go, if they are such a problem?
Also, take that guy's "estimates" with a grain of salt. He never actually said how he arrived at those numbers. That could just be BS.CM156 said:Annnnnnd that's how the First Sale Doctrine works. Look it up. No other form of media needs money when it comes to second hand sales in order to survive. In fact, how has gaming got this far, considering we've had second hand sales from the word-go, if they are such a problem?NorthernStar said:Well, you're totally right when you say that the game did eventually make a profit or at least made moneyCM156 said:He said that after the game sold 2 million copies. Which turned a profit for them. And if the "loss" of 1 million sales caused him to "lose" 5-10 million euros, then he must have gained 10-20 million, correct?NorthernStar said:Quantic Dream's Heavy Rain lost between 5 and 10 million euro's to used sales (ref: http://www.eurogamer.net/articles/2011-09-12-used-market-cost-heavy-rain-1m-sales). Seriously, think about it. That's a huge loss and in the end it will only bite us gamers in the butt as the smaller devs won't be able to overcome these losses.(I have no idea how expensive this game was to create.)
But the fact that the game did make a profit isn't really my point, my point is the fact that they could've had 1 million extra sales, but lost those to the used market. It was simply an example of how the used market is costing devs a lot of money. Sure, there are still plenty of people (2 million in this case) who did buy the game new, but it must be frustrating to see so many people playing your game, whilst knowing that only two thirds of them paid you for it.... As Foundamiere puts it:
"On my small level it's a million people playing my game without giving me one cent. And my calculation is, as Quantic Dream, I lost between ?5 and ?10 million worth of royalties because of second-hand gaming."
Your comparison fails. Why? Small, third party devs/publishers like Atlus aren't the ones implementing things like Project Ten Dollar. The triple A companies are. Why do you think that is?segataDC said:companies that have the money to make AAA's titles don't have a problem, but the thing is people will not buy weird, quirky innovative games. people usually think like this: "i'm going to buy battlefield 3 and fifa 12 for christmas! oh that Catherine game looks fun and weird! maybe i'll buy used for 10 bucks".CM156 said:Annnnnnd that's how the First Sale Doctrine works. Look it up. No other form of media needs money when it comes to second hand sales in order to survive. In fact, how has gaming got this far, considering we've had second hand sales from the word-go, if they are such a problem?NorthernStar said:Well, you're totally right when you say that the game did eventually make a profit or at least made moneyCM156 said:He said that after the game sold 2 million copies. Which turned a profit for them. And if the "loss" of 1 million sales caused him to "lose" 5-10 million euros, then he must have gained 10-20 million, correct?NorthernStar said:Quantic Dream's Heavy Rain lost between 5 and 10 million euro's to used sales (ref: http://www.eurogamer.net/articles/2011-09-12-used-market-cost-heavy-rain-1m-sales). Seriously, think about it. That's a huge loss and in the end it will only bite us gamers in the butt as the smaller devs won't be able to overcome these losses.(I have no idea how expensive this game was to create.)
But the fact that the game did make a profit isn't really my point, my point is the fact that they could've had 1 million extra sales, but lost those to the used market. It was simply an example of how the used market is costing devs a lot of money. Sure, there are still plenty of people (2 million in this case) who did buy the game new, but it must be frustrating to see so many people playing your game, whilst knowing that only two thirds of them paid you for it.... As Foundamiere puts it:
"On my small level it's a million people playing my game without giving me one cent. And my calculation is, as Quantic Dream, I lost between ?5 and ?10 million worth of royalties because of second-hand gaming."
There has always been so. Trust me.NorthernStar said:Well, it may just be me but I have a feeling the second hand game sales has definitely grown in the past couple of years. I don't know what it's like in the US, but where I live (Europe) the used sales market has grown substantially in the past 5 years. I honestly can't remember there being a substantial used sales market more than 5 years ago. Especially not as big as it has now become.CM156 said:Annnnnnd that's how the First Sale Doctrine works. Look it up. No other form of media needs money when it comes to second hand sales in order to survive. In fact, how has gaming got this far, considering we've had second hand sales from the word-go, if they are such a problem?
Either way, I stick to my point that if I have to choose who to give my money to, I'd rather choose the developer than some gamestore.
Then perhaps the game companies should focus on making AAA titles rather than quirky things if they wanna complain about the money side of things. If you (Publishers) care about money, fund safe bets. Sorry, but that's the way it runs. Don't fund risky projects, and then whine when you don't get your money back.segataDC said:companies that have the money to make AAA's titles don't have a problem, but the thing is people will not buy weird, quirky innovative games. people usually think like this: "i'm going to buy battlefield 3 and fifa 12 for christmas! oh that Catherine game looks fun and weird! maybe i'll buy used for 10 bucks".CM156 said:Annnnnnd that's how the First Sale Doctrine works. Look it up. No other form of media needs money when it comes to second hand sales in order to survive. In fact, how has gaming got this far, considering we've had second hand sales from the word-go, if they are such a problem?NorthernStar said:Well, you're totally right when you say that the game did eventually make a profit or at least made moneyCM156 said:He said that after the game sold 2 million copies. Which turned a profit for them. And if the "loss" of 1 million sales caused him to "lose" 5-10 million euros, then he must have gained 10-20 million, correct?NorthernStar said:Quantic Dream's Heavy Rain lost between 5 and 10 million euro's to used sales (ref: http://www.eurogamer.net/articles/2011-09-12-used-market-cost-heavy-rain-1m-sales). Seriously, think about it. That's a huge loss and in the end it will only bite us gamers in the butt as the smaller devs won't be able to overcome these losses.(I have no idea how expensive this game was to create.)
But the fact that the game did make a profit isn't really my point, my point is the fact that they could've had 1 million extra sales, but lost those to the used market. It was simply an example of how the used market is costing devs a lot of money. Sure, there are still plenty of people (2 million in this case) who did buy the game new, but it must be frustrating to see so many people playing your game, whilst knowing that only two thirds of them paid you for it.... As Foundamiere puts it:
"On my small level it's a million people playing my game without giving me one cent. And my calculation is, as Quantic Dream, I lost between ?5 and ?10 million worth of royalties because of second-hand gaming."
I think he got it from the department of "Shit I just made up"RedEyesBlackGamer said:Also, take that guy's "estimates" with a grain of salt. He never actually said how he arrived at those numbers. That could just be BS.CM156 said:Annnnnnd that's how the First Sale Doctrine works. Look it up. No other form of media needs money when it comes to second hand sales in order to survive. In fact, how has gaming got this far, considering we've had second hand sales from the word-go, if they are such a problem?NorthernStar said:Well, you're totally right when you say that the game did eventually make a profit or at least made moneyCM156 said:He said that after the game sold 2 million copies. Which turned a profit for them. And if the "loss" of 1 million sales caused him to "lose" 5-10 million euros, then he must have gained 10-20 million, correct?NorthernStar said:Quantic Dream's Heavy Rain lost between 5 and 10 million euro's to used sales (ref: http://www.eurogamer.net/articles/2011-09-12-used-market-cost-heavy-rain-1m-sales). Seriously, think about it. That's a huge loss and in the end it will only bite us gamers in the butt as the smaller devs won't be able to overcome these losses.(I have no idea how expensive this game was to create.)
But the fact that the game did make a profit isn't really my point, my point is the fact that they could've had 1 million extra sales, but lost those to the used market. It was simply an example of how the used market is costing devs a lot of money. Sure, there are still plenty of people (2 million in this case) who did buy the game new, but it must be frustrating to see so many people playing your game, whilst knowing that only two thirds of them paid you for it.... As Foundamiere puts it:
"On my small level it's a million people playing my game without giving me one cent. And my calculation is, as Quantic Dream, I lost between ?5 and ?10 million worth of royalties because of second-hand gaming."
Well maybe used game sales would decrease if the fuckers stopped hiking up the price of new games. I refuse to pay $120+ for a video game. They were only $80-$100 a couple of years ago.NorthernStar said:Well, it may just be me but I have a feeling the second hand game sales has definitely grown in the past couple of years. I don't know what it's like in the US, but where I live (Europe) the used sales market has grown substantially in the past 5 years. I honestly can't remember there being a substantial used sales market more than 5 years ago. Especially not as big as it has now become.CM156 said:Annnnnnd that's how the First Sale Doctrine works. Look it up. No other form of media needs money when it comes to second hand sales in order to survive. In fact, how has gaming got this far, considering we've had second hand sales from the word-go, if they are such a problem?
Either way, I stick to my point that if I have to choose who to give my money to, I'd rather choose the developer than some gamestore.
That's because the publishers decide to sell those weird, quirky games for $60, release them at the same time as Battlefield, Modern Warfare, Halo, ect., and put little-to-no marketing behind the titles. Is it really that surprising that people buy a product they know nothing of used?segataDC said:companies that have the money to make AAA's titles don't have a problem, but the thing is people will not buy weird, quirky innovative games. people usually think like this: "i'm going to buy battlefield 3 and fifa 12 for christmas! oh that Catherine game looks fun and weird! maybe i'll buy used for 10 bucks".CM156 said:Annnnnnd that's how the First Sale Doctrine works. Look it up. No other form of media needs money when it comes to second hand sales in order to survive. In fact, how has gaming got this far, considering we've had second hand sales from the word-go, if they are such a problem?NorthernStar said:Well, you're totally right when you say that the game did eventually make a profit or at least made moneyCM156 said:He said that after the game sold 2 million copies. Which turned a profit for them. And if the "loss" of 1 million sales caused him to "lose" 5-10 million euros, then he must have gained 10-20 million, correct?NorthernStar said:Quantic Dream's Heavy Rain lost between 5 and 10 million euro's to used sales (ref: http://www.eurogamer.net/articles/2011-09-12-used-market-cost-heavy-rain-1m-sales). Seriously, think about it. That's a huge loss and in the end it will only bite us gamers in the butt as the smaller devs won't be able to overcome these losses.(I have no idea how expensive this game was to create.)
But the fact that the game did make a profit isn't really my point, my point is the fact that they could've had 1 million extra sales, but lost those to the used market. It was simply an example of how the used market is costing devs a lot of money. Sure, there are still plenty of people (2 million in this case) who did buy the game new, but it must be frustrating to see so many people playing your game, whilst knowing that only two thirds of them paid you for it.... As Foundamiere puts it:
"On my small level it's a million people playing my game without giving me one cent. And my calculation is, as Quantic Dream, I lost between ?5 and ?10 million worth of royalties because of second-hand gaming."
I don't think there is any point in buying a used game for $7 cheaper than buying a new copy. Just buy new. And I don't buy used games from stores either.segataDC said:Kids nowadays don't like to keep their games and build a collection, they game, sell and trade games on a regular basis. Shops like gamestop are taking advantage of this circular cycle to rip off the costumer. Charging 50$ multiple times on a single copy.
Is it really worth buying a used copy of la noire, deus ex or resistance 3 for 53$? Remember that not a single penny goes to the developers and you're only making gamestop richer.
i dont see conenction between gamestop and buying used copies. all used copies i bought were hand-to-hand with no people inbetween. maybe developers need to make thier games "suck less"so we wouldnt be bored of them in a week and wouldnt want to sell out?segataDC said:Kids nowadays don't like to keep their games and build a collection, they game, sell and trade games on a regular basis. Shops like gamestop are taking advantage of this circular cycle to rip off the costumer. Charging 50$ multiple times on a single copy.
Is it really worth buying a used copy of la noire, deus ex or resistance 3 for 53$? Remember that not a single penny goes to the developers and you're only making gamestop richer.
You guys have several options that are better, imo, like Amazon or other on-line shops. For example European consumers can go to Amazon.co.uk a buy deus ex for 15,99 pounds, that's 25 dollars!
The limited edition of dark souls costs 43?, any physical shop near me wont sell it for less than 60/70?(new or used).
And I'm sure that, regardless of what country you live in, you can find better and more economic solutions on-line.
I think that used games can be a good thing, for example I just bought msg2 and msg3 for 15?, but when it comes to recent ip's I think you should search for options that not only benefit your wallet but also contribute to the industry.