Ralen-Sharr said:
Swaki said:
How can a majority of people buy their game pre-owned, that makes no sense.
It's probably never going to be a concern for me, the places i know of that sell used games sell it for about 30 dkk (about 5-4 dollars) less than the new one, and its still about 20-30% more than a brand spanking new game purchased online, even after the delivery fee (if there even is one).
only way I can see this is if 1 game disk goes through 3 people. 1 new 2 used sales
Heh. Some games seem to get as bad as 1 new sale, 20 re-sales of the same disk.
Admittedly though, this suggests a game that's either bad (but not bad enough for people to stop trying to get it), or one with very little replay value (so once you've played it for a little while, you move on).
TheComedown said:
Logan Westbrook said:
Unfortunately, the argument about revenue rings a little hollow because pre-owned sales don't increase the number of players, they just swap one player - who likely paid full price for the game - out for another.
I'd have to say this isn't very accurate, while yes one player does stop playing and a new one starts, the main servers don't know that player 1 has left and his information is still stored and on their servers, while player 2 comes along and ads another player file adding a little more pressure on the server, while yeah a single file really isn't much of a problem it would quickly add up.
You know, I always did wonder what the big deal about data storage on a server was... After all, hard drives used at home aren't exactly expensive.
But... clearly, reliability cost a lot in a server;
I've been looking into getting a server of my own for various purposes, and one of the companies had both virtual and dedicated servers, but you had some flexibility in choosing the specs.
Virtual servers are cheaper because you don't have a computer all to yourself; So far, so straight-forward.
But then came a look at the way differing configurations altered what they were charging for a server...
Bandwidth wasn't an option, their systems all had unlimited monthly bandwidth provisions at 100 megabits/second per server. (since it's a server, that's probably symmetrical bandwidth too. At home, chances are your download speeds are anything from 10-20 times your upload speeds)
So... What about needing more processing power on your server?
If you're running a game, you might need the extra power to cope with needing the server doing things like physics calculations.
Well, the cost difference between the fastest and slowest servers was minimal.
Ram?
More expensive than CPU upgrades; But the cost difference in going from say, 1 GB to 16 is maybe doubling the cost.
So... What about permanent storage?
Turns out, going from 80 GB to 2 terrabytes of storage increases the cost more than 5 fold...
So, much to my surprise, the biggest expense in having a server is it's storage capacity...