Skratt said:
Jaded Scribe said:
JedivsPaper said:
No becuase i cant afford to dish out £40-£30 for a new game. The money already went to the developer when someone else bought it so, how exacatly are they losing out?
Because when you buy used, that's money they aren't getting, for the same number of people buying their game. How do you not see where they lose out?
If a game sells 1 million copies, if they were all new, they made $60 million. But if half buy them used, then they make only $30 million. $60 million > $30 million.
Not buying new hurts developers. It gives them less money to spend on development of future titles.
I'm not saying buying used is bad. Even I buy used occasionally. But saying it has no effect on the industry is asinine.
Do the developers really see any money above the publishers set purchase price? I mean doesn't the music industry work much in the same way - the artist (dev) is typically paid a flat rate and the publisher gets paid based on sales?
The industry-standard contract tends to work like this:
Developer A goes to Publisher B and says "Here's our game idea. It will take 3 years and $30 million to make. We have a production schedule and have divided development up into 6 phases of 6 months each, with each phase costing $5 million and ending in a milestone for the project."[footnote]Obviously, in the real world the prices and times for each phase/milestone will vary rather than being equal chunks, and not all the numbers will be so easy to work with.[/footnote]
Publisher B says "Ok. Here's $5 million to get started. Call us when you hit the first milestone."[footnote]Publishers tend to be more involved in development, but you get the idea.[/footnote]
Developer A says "Ok, we reached the first milestone, things are looking good. Yada yada." Publisher B says "Great, here's your next $5 million." (obviously, there is usually issues with adjusting deadlines, increased budgets, etc. But I'm trying to keep this simple.)
This continues with the publisher giving money every milestone until the game is finished. (This way, if something happens and the project falls apart, they've only paid for work completed, rather than paying the full cost up front and having half the game get finished before its scrapped.)
Once the game is done, the publisher sells it, and the developer get 15% of the sales. (In some cases, 15% doesn't start coming in until the publisher makes back their investment, but the former case is what developers tend to push for.)
So the developer only sees a profit from game sales.