All of these points support my arguments! Publishers have not been losing money due to the used games market. If any, sales go up each time. They lose the opportunity to make more money, but that's obviously not the same as losing money. That's why there's no "opportunity cost" line in income statements.GonzoGamer said:The while the only thing there were the value doesn't transfer is the online pass, and that is the cause of complaint.
The rest of the situation is more or less Jim Sterlings argument of "Good games doesn't get traded in" and it builds on the assumption that the rest of the world follows those ideals. Sadly the truth is that a large amount of content (and therefore a long lifespan) seem to have little if any effect on the trade-in rate.
Let us take your borderlands 2 example here. Check your gamestop in 3 weeks. Look at if the borderlands 2 game made it to the used section. If the world doesn't hold your values then the you cant use your personal value as a representation of what the world is doing.
The thing is thou, what you are saying there is with more features and maps ect is something the PC market has done for ages now. The thing is they dont have to compete with themselves, so they can keep adding content for free because their product has a much longer shelf life.
I want to point out one thing, because your last comment (I felt you it looked like you kinda wanted to excuse yourself " I did when I had less money"). There has been a lot of people who has taken the idea that "Used games are evil". Used games are not evil nor is Gamestop for doing business the way they do. Both is a result of how games were consumed and sold as a medium. The games industry didn't have the foresight to prevent the logical conclusion that having a medium with a 100 times the lifespand of its usefulness to the consumer. Nor did they have the tech to do anything about it. However now they do have the tech and they take the steps they need to do in order to protect their income. There is no ill intend in all of this. When we were given offers to buy games we could take them or not. No1 ripped anyone off here. Time just showed the gaming industry that those offer wern't good for them in the long run and so they change the deal when they want to sell us product in the future. No one is doing anything wrong, everyone is just looking for the best deal. All sides of the trade.
The problem is that publishers' costs have been going up, especially as games become more complex, and the cost curve reveals that at some point even the removal of a used games market will not be enough to cover those costs.
To make matters worse, part of increased sales includes more gamers buying more games each year, something that will difficult if older games remain "useful." I raised this point several times: Browne argues that games are not supposed to be "disposable entertainment." But for game sales to keep going up, they HAVE to be "disposable entertainment." The general idea to see in light of that is "planned obsolescence," where the business cycle can only go on as long as consumers keep buying newly developed products each tine and not enjoying older ones.
It also doesn't help if it turns out that gamers are affected by prices. Say, at $50 a title, then it won't be surprising if more buy fewer games each year (something that publishers don't want to see), wait for prices to drop (as seen in annual and other sales), will trade-in their old games to be able to afford to buy new ones, etc.
That's where your argument of games as a service comes in. With that, publishers will now have more control over the amount of time gamers can appreciate the services that they paid for. Or publishers can continue milking gamers for more money from the same game, e.g., requiring a particular fee to play a game for a certain period, then requiring an additional fee to continue playing the game. One consequence of this scheme, is that one will no longer own any games. Instead, he will go online and choose to play a game on demand, like watching movies on demand. If, of course, the service is not available or the company closes....
Very likely, those who like to keep games and play them without such restrictions in the way that one can read books and listen to music on CDs will not be very happy.
The problem is that the same issue concerning prices may also apply. For example, one article states that we may be seeing more moves to F2P multiplayer as more gamers find it more difficult to shell out around $15 a month to play them. Likely, as the current economic crisis persists, they will look for cheaper options (like a few dollars to be able to go up certain levels, or just pay full amount to buy the multiplayer client but play the game subscription-free), etc.
With that, the claim that those who complain can just go away is something that publishers won't accept easily because they need more paying gamers to cover their increasing costs.
Still, I think that there will still be several indies who will still make games that aren't as complex as the ones referred to in your post, and without restrictions like those given above, and those products are the ones that gamers will buy for fewer bucks and play for some time. Perhaps the game industry will eventually move to that phenomenon as the large companies are crushed by their own weight.
Meanwhile, as L1 puts it in his video, he'll still play his older games, and borrow and trade them.