In light of the recent issue's focus on the cost of game piracy, I would like to add a new point. The main arguement against stealing games is that the lost revenue will negatively impact the company who makes the games. If we can agree that this is true, than the arguement is, "Why should X company spend Y amount of money on creating a new game when they will only recieve a smaller fraction of Y back in return?"
In the arguement of game piracy, the spotlight often focuses on the individual who downloads single copies of the game. While this is ethically wrong, I feel that this is the WRONG PLACE TO LOOK. If game company X wants to sell more copies of their games and make more money, their largest target should be the game MONOPOLY Gamestop.
Consider this.
1. Your local Gamestop purchases 100 copies of New Game X.
2. They pay the retailer rate of $35-$40 for each copy.
3. Gamestop turns around and sells the game for $60. Making a profit.
4. Half of the 100 copies are sold back to Gamestop at $20 a copy.
5. Gamestop sells them as USED for $40.
Repeat steps 4 through 5 as many times as you want, but in fact, the only amount of money that is going to the original game maker is the retail sales price of the original 100 copies. After that, they will recieve NO MORE MONEY, no matter how many people buy and play their games. Gamestop and other game stores like them thrive not on new game sales, but used game sales. While at no point do I want to defend piracy, I do want to show that the loss of sales due to piracy to game companies is a INSIGNIFIGANT fraction of what is lost by having the major videogame retail outlet undermining the very industry it sells to.
Perhaps this is why the rising interest in Downloadable content.
1. no production costs (cost of disk, case, transportation, storage)
2. NO RESELLING! One owner per copy, PER SYSTEM!
In the arguement of game piracy, the spotlight often focuses on the individual who downloads single copies of the game. While this is ethically wrong, I feel that this is the WRONG PLACE TO LOOK. If game company X wants to sell more copies of their games and make more money, their largest target should be the game MONOPOLY Gamestop.
Consider this.
1. Your local Gamestop purchases 100 copies of New Game X.
2. They pay the retailer rate of $35-$40 for each copy.
3. Gamestop turns around and sells the game for $60. Making a profit.
4. Half of the 100 copies are sold back to Gamestop at $20 a copy.
5. Gamestop sells them as USED for $40.
Repeat steps 4 through 5 as many times as you want, but in fact, the only amount of money that is going to the original game maker is the retail sales price of the original 100 copies. After that, they will recieve NO MORE MONEY, no matter how many people buy and play their games. Gamestop and other game stores like them thrive not on new game sales, but used game sales. While at no point do I want to defend piracy, I do want to show that the loss of sales due to piracy to game companies is a INSIGNIFIGANT fraction of what is lost by having the major videogame retail outlet undermining the very industry it sells to.
Perhaps this is why the rising interest in Downloadable content.
1. no production costs (cost of disk, case, transportation, storage)
2. NO RESELLING! One owner per copy, PER SYSTEM!