First off, the OP somewhat misquotes the PA newspost that sparked this debate.
Tycho said:
If I am purchasing games in order to reward their creators, and to ensure that more of these ingenious contraptions are produced, I honestly can't figure out how buying a used game was any better than piracy. From the the perspective of a developer, they are almost certainly synonymous.
Emphasis mine. He's not saying that buying used is equivalent to piracy across the board, just that they have equivalent benefits to the developer (i.e. none).
That said, I still don't support with this proposition, much as I respect and admire PA and its creators.
rembrandtqeinstein said:
You could claim that because someone knows they can resell a game they are more willing to pay the new price but I would argue that the amount is negligible compared to the amount a publisher doesn't get when someone purchases used instead of new.
Disagree. When someone buys a new game with the intent of selling it later, they're open to paying $5-10 more than they would otherwise on the sticker price. It may seem hard to believe that even taking a single dollar off the price would influence sales in any meaningful way, but it can and does. There's a reason why some people go apeshit when the price of gas fluctuates by a few cents. There is a significant number of people out there who do not need to hold on to games after beating them, and are willing to pay $50 but not $60 for a new game.
Similarly, there is a nontrivial faction who are only willing to pay $50 or $55, but like to hold on to their games. These people wouldn't buy the game at all if they couldn't buy it used, so the publisher does not lose out on any potential revenue when this group buys used.
People who take a very strict and narrow view of the used game market like to say that every dollar spent on a used game is a dollar lost by the industry, but that's very far from true. Rather than the number of used game buyers multiplied by the price of the game, a more accurate representation of the net loss by the industry would be this:
[(# of people who buy the game at full price) + (# of people who buy the game at full price only because can resell it) - (# of people who buy used) + (# of people who are both unwilling to resell and unwilling to pay full price)] * full price
In other words, the industry loses money only from people who both buy used and would have paid full price for the game otherwise, while gaining money from people who would not be buying games if they were unable to resell them later. It's still a net loss, but it's a smaller one that a lot of naysayers make it out to be. And this totally ignores the cross elasticity of demand for things like sequels and DLC, which the extra consumers are more likely to buy than they would be without being able to buy and sell used games.
Indeed, the most important thing about this model is that the number of people who get to play the game is significantly larger than it would be if there were no secondary market. The big winner here is not GameStop, but the consumer. This is how the system is
supposed to work.
And if publishers want to create more incentive to buy new, good for them. That's how the market should work, with companies fighting to offer a better experience, rather than just shutting down a system that benefits the customer.