On Used Games, etc.

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ralfy

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Finally, check out this latest news in relation to this topic:

"German Consumer Agency Warns Valve Over Steam EULA"

http://www.valvetime.net/threads/german-consumer-agency-warns-valve-over-steam-eula.225460/
 

GonzoGamer

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People still argue about this? It's like politics; both sides are championed by big corporations who just want to suck as much money out of you as they can.
Nobody had a problem with used games until Gamestop started gouging the market and selling used games to people searching for new copies.
On the other hand the publishers exaggerate the effect it has on their bottom line so they have an excuse to run online passes, day 1 dlc, and other stupid schemes.

No matter who wins that war, the people who will get crapped on the most are the legitimate consumers: and used consumers are legitimate consumers as they do sometimes buy/pre-order new games and get them as gifts.

It's almost enough to make me want to pirate.
 

ralfy

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Draech said:
The your understanding is wrong.

It is the major part of any current brick and mortar businesses.

Not my fault you dont understand reality correctly

And your non point is still a non point.
The video lecturer argues that used game sales has not had an impact on video game sales. See the video for details.

If you refuse to get games digitally on the premise that they can shut down then you shouldn't get a phone service or electricity. Same reality. They can also shut down. Double standard.
That argument is fallacious, similar to a slippery slope. If anything I buy won't work or be available at some point, then I shouldn't get it? That makes zero sense to me.

The analogy to a phone service or electricity is completely wrong unless you're implying that I can get another company to make a game run once more after the original company closes. Given that, the reference to a double standard is absurd.

Ultimately, the only thing you got right is precisely what you kept insisting is a "non-point": that these games will only work as long as the publisher provides the services that will allow for such. Ironically, that's the same argument of the video speaker.

The difference is that you accept the fact that the game you buy isn't really yours, and that it is ultimately the decision of the publisher whether or not you can keep playing it. Put simply, you simply purchased the right to play the game for a limited amount of time. That time is determined by the publisher, not by you.

So yes my argument works in both ways. That is the point.
But if that's so then your argument works against you! That's your point? Try non-point.
 

Tdoodle

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Silverbane7 said:
back to the console games.
sport games drop in price drasticaly compared to other games. RPG games hold their ground and end up costing more for longer.
I'm not sure that's true. FIFA 12 has only just dropped below £30 in most high-street retailers (Blockbuster, Game, HMV) and that's with FIFA 13 due in a week or so, while Dragon Age 2 and Mass Effect went down to <£30 after only a couple of months. It's about popularity more than anything, big sellers like FIFA, Skyrim and Call of Duty will hold a £35-£40 price tag 8-10 months down the line but if interest drops off quickly so will the price.
 

ralfy

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Draech said:
Still missing facts. That he says that it hasn't impacted the game sales of new games is a downright lie.
Missing facts, indeed! Where is the evidence showing that used game sales has affected the sale of new games? All I've seen is this from Richard Browne:

"The Real Cost of Used Games"

http://www.gamesindustry.biz/articles/2012-04-12-the-real-cost-of-used-games

Where are the numbers? Where is the proof that the "variety of games" is shrinking? The destruction of mid-tier publishers? Like L1, I am not convinced that this is true.

If sale is changed from new to used then that is a lost sale. It is a fact that Gamestop does repackage used games and sell them as new. It is a fact they try to push used sales on customers who is there to buy new. It is a fact that they purposely order low numbers of units in order to get used games into rotation.
Again, where are the numbers? Is it high enough such that the variety of titles has decreased, that sales have been undermined, and that publishers have closed? Where's the proof?

If you ignore all these facts, then he isn't lieing. But I dont like to ignore facts.
Where are the numbers and other data?

And you are still missing the point.

If you are denying a game on the principal the service can shut down, then you should deny yourself other service. All services can shut down. ALL!
As I told you earlier, that makes no sense whatsoever. In fact, what makes matters worse is that the continued availability of that service is assumed because, ironically, one good reason why used games should not be sold is because, according to Browne, they are not supposed to be "disposable entertainment." But how can you continue enjoying them if the service needed to play them no longer operates?

It is not a slippery slope argument. You are just going around and talking risk. The risk of your water going out is tiny, because something will replace it. Yeah but it can still go out without getting replaced. Yeah the chances of the game service disappear in bigger than water, but the chance of your physical game disappearing/breaking is a lot bigger than the services if you want to talk chance.
It is a slippery slope argument. See for yourself:

http://en.wikipedia.org/wiki/Slippery_slope

The rest of your paragraph doesn't help you any way because, as I explained earlier, it assumes that another company will provide services that will allow you to continue playing the game. This point is ridiculous and not worth pursuing.

It is a double standard not to apply it equally.
No, it is NOT a double standard because when you bought a game in the past you owned it, could play it, and could sell it. You didn't have to activate it online or hope that the company that is supposed to provide that service will operate indefinitely. The irony is that for Browne this is supposed to be the MAIN reason why used games should not be sold. They are not supposed to be seen as "disposable entertainment." But this point may render that one irrelevant. More on that in my last paragraph.

The same, by the way, applied to books, movies on tape or disk, etc. You bought it, you have the right to sell it or keep it. In contrast, you don't own a phone service or electricity. That is an idiotic analogy.

If there is a double standard that should be followed and that's likely not a slippery slope, it's that the same argument should now cut across different media. In which case, you don't own not just video games but all movies, music, reading materials, graphics, and any type of information you bought in any format and that is copyrighted. With that, there should be no used goods market. And if it unfortunate that the good requires activation from a company that no longer exists, tough luck.

Thus, it appears that the solution that publishers are moving to is the removal of game ownership. When you "buy" a game, you don't own it unless the publisher states otherwise. If activation and similar requirements are in place, then you can only continue playing it as long as the publisher wants you to do so. If it removes the service or goes out of business, then you won't be able to play it at all. Since you can't own games, then there will be no used market.

With that, it will not surprise me if gamers start complaining, if not move to publishers that won't follow such restrictions, which from what I remember, is one of the conclusions given in the video.

So much for non-points.
 

ralfy

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GonzoGamer said:
People still argue about this? It's like politics; both sides are championed by big corporations who just want to suck as much money out of you as they can.
Nobody had a problem with used games until Gamestop started gouging the market and selling used games to people searching for new copies.
On the other hand the publishers exaggerate the effect it has on their bottom line so they have an excuse to run online passes, day 1 dlc, and other stupid schemes.

No matter who wins that war, the people who will get crapped on the most are the legitimate consumers: and used consumers are legitimate consumers as they do sometimes buy/pre-order new games and get them as gifts.

It's almost enough to make me want to pirate.
If sucking out as much money as possible is the goal, then only one side is logically supported. And ultimately it may move to removal of ownership of games: you can only rent them, with the time limited by online activation services that may be removed. With that, the used games market will become much smaller, limited only to games that you are allowed to own and sell.
 

ralfy

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Draech said:
And when you dont evne seem to read the link you send me is where I stop listening to you

"but they do hate the practices of GameStop and those that followed to force used games upon their customers - if you want to hear about nuclear options, GameStop fired theirs first. A colleague of mine brought to light how bad this has become just the other week. He went into his local GameStop and was point blank REFUSED the option of buying the game he went to get new. After pressuring the sales assistant for a few minutes he finally got his new game - but only after the assistant got his manager's approval to sell it to him. That's the state of retail today, and it's not healthy for the consumer at all."

-from the article you linked.
The article was NOT meant to support my arguments but to show that no facts were given. Ironically, the quote you gave is proof of that. In contrast, this is more helpful because it gives data and arguments based on data:

"If You Resell Your Used Games, The Terrorists Win"

http://hothardware.com/News/If-You-Resell-Your-Used-Games-The-Terrorists-Win/

You are a bloody idiot. This is what I have been saying for so many post now and then you link it to me saying eh exact same thing. Learn to read what you link. Congrats for linkign an article proving my damm point.
One more time: I shared Browne's article to show that no data was given. What's more important is that his conclusion, that games are not supposed to be seen as "disposable entertainment," may go against publishers' measures to deter used game sales. That's all explained in my previous message. Do you understand my argument now?

Now, try the next article I shared. It counters generally all of Browne's points using data from the game industry and from Gamespot. In short, it contains facts that you claimed you gave but did not.

Makes me think that you dont read what I am actually saying.
I read your messages. The problem is that you mention that you gave facts, but you gave none. And you still continue harping on the irrelevant point below:

And no read my stuff again. It is not a slippery slope argument. Services are Servies. If you are going "There is a chance it will shut down" as a reason then you need to understnad that applies to ALL services. ALL SERVICES CAN GO DOWN! ALL OF THEM! THAT IS A FACT! IF YOU THINK THAT ANY OF YOUR OTHER SERVICES ARE 100% SURE ALL THE FUCKING TIME YOU ARE LIVING IN A DREAM WORLD! It is not a this will lead to this. Learn to read.

I am not even going to comment on your last paragraphs, because you are setting up a strawman. I never said that they can take past ownership away from you. No one did! It is a strawman.
One more time: it is a slippery slope argument as you are assuming that "services are services." That is completely wrong. Buying a video game is NOT the same as paying for electrical service. You pay a license for the first and a service to the other. Stop giving wrong analogies.

Your last point, that I am setting up a strawman, is also completely wrong as video games were sold without online activation in the past, and some still are. There is NO misrepresentation of the issue given that.

Finally, I NEVER stated that you argued that ownership will be removed. Read my message very carefully and see for yourself. What I am saying is shared by L1 and what I think is the only way for publishers to stop the sale of used games. Or do you think there will be other ways?
 

GonzoGamer

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Draech said:
GonzoGamer said:
People still argue about this? It's like politics; both sides are championed by big corporations who just want to suck as much money out of you as they can.
Nobody had a problem with used games until Gamestop started gouging the market and selling used games to people searching for new copies.
On the other hand the publishers exaggerate the effect it has on their bottom line so they have an excuse to run online passes, day 1 dlc, and other stupid schemes.

No matter who wins that war, the people who will get crapped on the most are the legitimate consumers: and used consumers are legitimate consumers as they do sometimes buy/pre-order new games and get them as gifts.

It's almost enough to make me want to pirate.
Now while you are half right on this, there is more to it.

The industry did took a Halfstep rather than a full step. The online passes only serves to to make things difficult while it doesn't actually solve the problem. It just highlights the problems with digital services limitations.

If they went fully digital there is a possibility here of competition on equal grounds with Smaller indie titles and the idea of a price point actually becomes a legitimate point of negotiation. Currently the Brick and mortar stores are kicking and screaming as their business model is going the way of the dodo (If you want a direct comparison a bit earlier look at the record industry). Physical media is on it way out. We can make it cheaper and safer with digital media, but when you are in the physical media business you want your business to last as long as possible. The main reason digital games cost the same as retail even thou they are cheaper to make is because the brick and mortar stores still have enough weight to demand it. Let us take Valve for example. They still need to sell physical copies. If they dont play ball with game stop they wont carry their games and they will see millions of lost sales.

We are seeing a change from physical product, into service when it comes to digital media. That is the end game. For all digital products. And the problems we are seeing right now will go away when the physical market finally dies in a few years.
But this only proves my point and highlights how capitalism is just devolving into looterism; and it's obvious that the game industry isn't the only culprit.
Rather than seeing how they can adapt and add value to the industry (which is by the way how successful businesses flourish) they only look at how they can squeeze as much money out of the consumer right now. Both gamestop and the publishers (hell even the platform developers) are guilty of this.
 

ralfy

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Draech said:
Ralfy said:
Get it through your thick skull.

1 prevented sale = 1 sale lost.

FACT = PROVEN!
That's not right! Loss of money is NOT the same as loss of the opportunity to make money. If they were the same, then all business will argue that they are losing money no matter how profitable they are!

Which not surprisingly is what publishers are doing given this topic!

I dont need to to point out how much money is lost when I never argued a certain amount. I argued that there is money lost. END OF STORY! You need to prove that this doesn't happen in Order to refute it. That my proof was made up. You wont be able to, because you know that this is happening.
See, this is what I mean: you equate money lost with the opportunity to make money lost. They're not the same! To show that used games sold leads to money lost, we should be seeing DECREASING sales for the game industry, and the second article shows otherwise.

EDIT: I had time to scope the amount of horseshit you just linked me. The Statistics are completely irrelevant. He just trumps off a random reason he finds to be the cause and doesn't back it up. I mean him dragging out the "First sales doctrine" when the first sales doctrine doesn't go "You have a right to buy it" is just dumb on so many lvl. But the most mindblowing thing is this right here
No, the ONLY horseshit is coming from you. In fact, every point you made in the paragraph above describes what YOU have been doing perfectly, e.g., arguing that statistics are irrelevant (and then waiting for me to give them and using that to bolster your views), comparing games to "all services," arguing that any "doctrine" should include the right not to buy it, etc. Let's not forget the completely ridiculous analogy between buying games with paying for electricity.

"Let's call that $2.5B and further assume that every single used sale can be translated into a full-priced revenue sale for the publisher. Total game sales in the US for 2010 was $10B according to NPD--which means that even if GameStop gave all $2.5B right back to publishers, it's not enough to matter long term"

I am sorry but 1/4 of the profits from sales of a game doesn't matter long term? Is he fucking insane?
Wait, I thought statistics are irrelevant. So why the sudden turnaround?

Profits are not the same as revenues. And far from your claim that the article gives points randomly, it does the complete opposite: counter each non-proven assertion by Browne point by point.

For example, it was claimed that pre-owned games lead to loss of money. That's not true: sales have been going up each year. The only time it went down involved problems with the Wii and DS titles, and that didn't involve used pre-owned games.

Next, it was claimed that pre-owned games are the reason why game prices are high, and yet no publisher has stated that they will lower game prices if there is a decrease in sales for used games.

Given that, what is driving high game prices? The next chart shows that plus a cost curve for each generation of games. At that rate, not even the removal of used games will help!

THAT is the context of the paragraph you shared. Put simply, the problem isn't the used games market but increasing costs. That's why the writer argues that shutting down that market won't matter in the long term, because after that, given the cost curve, costs will continue rising. What will happen then?

That's the point in the last paragraph of the article which you didn't mention: removing the used games market will NOT bring down prices. However, it will cover increasing costs, but only to a point when the cost curve trend will lead to another increase in costs that even gains from a closed used games market will NOT cover. When that happens, prices will have to go up.

Finally, the point that wasn't raised in the article is this: how will publishers close the pre-owned market? Unless political lobbying is strong enough, I don't think they will be able to encouraging passing of laws to do that. In which case, what happens next? Well, think of it this way: someone mentioned the issue of piracy, which also concerns publishers. As shown in some recent titles, they have been experimenting with various ways to prevent piracy, and several of the schemes may also be used to prevent the sale of pre-owned games: online activation, continuous verification, locking the game to a particular product key and ID of the device where the game is installed, putting parts of the game online and requiring online access while playing the game, etc. But one option to supplement these may be placed in the TOA: that you don't own the game. Instead, you are given the license to play it, and the publisher can revoke that license after a certain period. In that case, the servers that check for online activation or that feed parts of the game may be shut down. You can't complain because you don't own what you bought; you simply rented it or was given the right to use it by the publisher for a certain period. And following what you wrote ealier, if the gamer doesn't like such terms, he can choose not to play the game, or maybe patronize publishers who will not require such terms.

Keep in mind that this option not only weakens the pre-owned market and piracy, it also strengthens publishers' needs to sell as many copies of as many titles as possible. Note that in the article it was stated that publishers may be releasing many titles, many of which don't do well, with the few that do well paying for the losses due to most. And since several games are now being sold digitally, then this becomes a better business model for publishers. To recap:

1. Publishers may require that gamers don't own games that they buy; instead, they are given a license to use them for a limited amount of time. With that, there won't be used games to sell. This will be necessary if no laws are passed not allowing pre-owned games to be sold.

2. Require activation, putting parts of the game online, etc. That way, it will be more difficult to pirate the game. Also, it provides for more opportunities to make money. For example, if you need to buy a new device to play your game, the publisher may require you to buy a new copy of the game because the old one was registered for your old device. This also makes attempts to sell used games useless.

The same process can also be used to make even more money, e.g., offer a "complete" game and then DLCs, etc., for a "better experience" for additional fees. Many of these points were mentioned in the video.

3. If prices go up, gamers will have no choice but to accept that. But publishers will have to assume that given their increasing costs (again, see the cost curve mentioned in the article) gamers will have increasing discretionary income to buy the same number of games (or more) even at higher prices. Will this happen in the long term? With that, your senseless argument, that gamers who don't like such terms can go away, makes no sense, as publishers NEED those gamers to buy MORE games to cover their increasing costs.

4. Browne's argument, that gamers shouldn't sell games that they bought because games are not supposed to be "disposable entertainment," ironically works AGAINST what publishers want, i.e., gamers should BUY MORE games and NOT SELL their old games. In short, for the gaming industry to continue profiting, games HAVE to be disposable entertainment. At the same time, given the cost curve, gamers have to buy more games each time, or publishers have to find MORE ways to make more money from the same gamers.

So, do you still think I am giving a straw man, or do you think I very much described the current phenomenon? And outside the senseless argument that "if you don't want it, then don't patronize it," would you be happy with the four points I raised above?
 

ralfy

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GonzoGamer said:
But this only proves my point and highlights how capitalism is just devolving into looterism; and it's obvious that the game industry isn't the only culprit.
Rather than seeing how they can adapt and add value to the industry (which is by the way how successful businesses flourish) they only look at how they can squeeze as much money out of the consumer right now. Both gamestop and the publishers (hell even the platform developers) are guilty of this.
Well said! This supports my most recent message and, as you put it, very much describes what is now taking place in other media businesses. With rising costs and the increasing need to make more profits to satisfy investors, not only more titles have to be made but more sales have to take place. That is why, as you put it, they need to "squeeze as much money out of the consumer right now." In some e-book and digital music markets, what you buy is locked to your device, etc. If your device no longer works and you have to buy a new one, then you may lose all of the e-products you bought. That's why ultimately removal of ownership of what consumers buy is what publishers want: that they, consumers can no longer sell what they actually don't own, and they will have to buy the product again if another device to access it is used. Meanwhile, used products are purchased at the lowest rate possible and then sold at significantly higher rates, with consumers only getting a fraction to be used as credit to, among other things, buy new games.

With some games at around $50 or so a title, it may now be increasingly difficult for gamers to buy more games, which is why they need to get more credit by selling their old games. Publishers, meanwhile, have to release more titles and sell more of each title to ensure higher sales, which is the only way to cover their increasing costs and satisfy their investors. Costs, meanwhile, may be going up because, among other things, gamers want games with better graphics, etc.

The last thing that publishers want to happen is, ironically, more gamers complaining and moving away, probably to indie developers or publishers who don't want restrictions, if not resorting to piracy.

If any, this is probably an important point that L1 did not not raise, and it doesn't sound comforting because the implication is that at least for complex and more costly games, the game industry will ultimately fall apart.
 

GonzoGamer

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Draech said:
GonzoGamer said:
But this only proves my point and highlights how capitalism is just devolving into looterism; and it's obvious that the game industry isn't the only culprit.
Rather than seeing how they can adapt and add value to the industry (which is by the way how successful businesses flourish) they only look at how they can squeeze as much money out of the consumer right now. Both gamestop and the publishers (hell even the platform developers) are guilty of this.
Now can you tell me a method where they can add value to a game that doesn't also add value to the used game and leaves them back at the status quo?

Did I miss your point when you said Add value?

Explain how you would Add value and prevent gamestop from taking sales from you.
I meant value to the industry and perhaps even society.
But to your point,
Starhawk does one thing good and one thing bad: it has the online pass which only raises the value of the product for the publisher while diminishing the value for the consumer. The thing that it does right is patching the game to include more features and even a new multiplayer map. That not only adds value for the consumer but it also discourages them from trading the title in.
And I'm sure if they put their minds to it they can find plenty of other ways to make gamers not want to trade in their games.
I'm playing Borderlands 2 right now and already I can see myself playing this game for a couple of years as I'm looking forward to playing it with the other characters. No way I'm trading that one.

See, I don't trade my games in to gamestop or buy used games (anymore; I did when I had less money) but I do swap with friends. Borrowing or renting a game with an online pass makes it less likely that I'll buy a new copy since usually the most compelling part of the game is the multiplayer.
 

ralfy

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Draech said:
You keep sidestepping the argument over and over in an attempt to muddy the water. His Statistic are irrelevant to the point he is trying to make. How good game sales were 2006 compared to this year is completely irrelevant to whether or not gamestop sold 2,6 billion worth of used games.
It's the other way round. Game companies argue that they are losing money because of used games sold. But the numbers show that they aren't losing money. If any, they are arguing that they are losing the opportunity make more money, but that's not the same as losing money.

Thus, the problem isn't that I'm sidestepping "the argument over and over." It's that you're supporting an argument--that game companies are losing money--that's not even true.

Listen here. Since you keep sidestepping the fucking point over and over Ill cut it down to what you need to deal with.

I go to a gamestop wanting to buy a new game. In other words I have 1 sale in the bag for the developer.

Both these scenarios are proven to happen on multiple accounts.

- Gamestop talks me into buying used.
If I walk up to the counter with a piece of developer product and gamestop then goes "You will save 5$ if you buy used" that is a lost sale, that I then agree on. I had X amount of cash set for games there and Game stop siphoned it off. That is a lost sale. That is a chance to make money they prevented. This is a proven fact I have gone on about. And the thing is they cannot make a better product or lower their prices out of this BECAUSE THE PRODUCT THEY ARE SELLING WILL ALWAYS BE THE SAME BUT CHEAPER!
See what I mean? You're making the same error again: a lost sale is not the same as publishers losing money. To lose money, you need to show that your sales went down from the previous year. But that's not taking place.

If you keep equating losing money with losing the opportunity to make more money, then you can argue that all companies lose money no matter how profitable they are!

This reason makes NO sense whatsoever.

- Gamestop forces me to buy Used instead off new.
Gamestop can force you to buy you by making it the only option. AND THEY DO! This is also proven on multiple occasion. They will order less copies in so they can sell the copies they get back as trade ins to people without another option. They will repackage used games and sell them as new to the unsuspecting buyer.
Any reports to back this up? What will be more important is to draw out the finding that most gamers don't want to buy trade-ins, don't want to trade in old games, and want to buy new games at full price. That's the best way to show that they are being "forced" to buy what they don't want.

Statistic on how often this happens is completely irrelvant to this point, when it not that is being argued. A lost sale is a lost sale. Fact of the matter is that games stop has a financial insentive to push used games because they make more money from it. And so they do at the cost of new sales.
Again, an opportunity cost is not the same as actual ones. For your argument to be true, we need to see that opportunity cost in game companies' financial statements, leading to a drop in sales from the previous year.

The whole idea that they do not prevent sales is laughable. That you then go ...
I am sorry, but please show me that crystal ball you have that shows you alternative versions of the world where profits are the same as this one, but used games dont exist. That sales didn't go down doesn't prove that used games doesn't cost sales. How many different titles were produced each year? If one year has 2x the titles produced, shouldn't we see an increase in games sales? You didn't put that in the metric? There are way to many factors in what makes a game sale to use it to prove anything you are trying here.
But we do see an increase in game sales ever year! In fact, the trend line shows increasing sales, revenues, and profits for many years, even as used games were being sold. The problem, as pointed out earlier to you, is that costs are going up for each generation of games, such that at some point even units of used games converted to new units sale won't cover the cost increase!

What you need to understand is that Games can be changed into services. And you need get over this idea that you "Buying" games makes that impossible. If I have a minecraft server and you buy minecraft, then you didn't buy my server. You bought a tool to access it. My server is providing a service. If the only way to play the game regardless of it being nessesary or not is buy using the publishers server, then bamm it has become a service. Fact is if you have anything that you cannot do without a connection, there is a service involved. You may have bought the tool you need in order to use the service, but that doesn't make it any less of a service. Steam could give people 2 weeks warning of having them download the titles they have in their library and then unlock theirs clients and shut down their servers. If this isnt' a service, then we have no right to demand that we can get a download whenever we please. We may have the licences to used the software, but that doesn't require them keep their services up and running.
Exactly! That's the point that I made at the end of my last message! But several games sold today are not offered in that way yet, which is why your analogy is wrong.

...

I didn't compare games to services, I compared services to services. That you refuse to believe that games can be services is your problem.
There is a difference between "is" and "can be." When you buy games today, you can sell them to others. That's why it's not the same as paying for electricity. In the future, they will be offered as services. And that's when you can compare them with electricity.

On the other hand, we will also have to consider pricing and what gamers can afford to pay. That's why your point that those who don't want to pay shouldn't avail of the service is not helpful, especially for publishers who see rising costs and need MORE gamers.

Now if you could refer me to the point where I said it would bring prices down, untill then ill this is a strawman.
If you believe that gamers aren't affected by the prices of games, then what I offered is not a straw man. It's as simple as that.

And they havn't said they will go up and therefore they wont go up! look absence of evidence isn't evidence. However we can draw information from the PC market that has no used and a lot more sales.
It was mentioned in the article. You will find it as an argument given by some experts who argue that there should be no used games market. For example,

"Braben: pre-owned keeps prices high, 'kills single player games'"

http://www.oxm.co.uk/39927/braben-pre-owned-keeps-prices-high-kills-single-player-games/

Do me a favor and make your post short. Currently you just seem to bury me under strawmen and false information.
Do me a favor and write posts with substance and logic, and hopefully with evidence this time. And by evidence I mean numbers, e.g., sales, etc. Enough with the idiotic excuse that statistics are irrelevant.