Arsen said:
A good amount of retailers won't allow you to return games you've tried and have had no luck in fulfilling your needs. {...} Just because "it can be copied" isn't an overall excuse to not give me my money back just because others might steal or pirate the game.
Try returning most anything you buy. After you open it, at MOST stores "I didn't like it" doesn't fly. If it's actually broken on opening, most will check it to confirm and give you a refund/exchange, INCLUDING most game stores, at the very least the ones I deal with. Poor judgement/forethought/foresight does not a good reason make. You can easily check to see if you might like a game these days: reviews, Let's Plays, testimonials from the-man-off-the-street, friends, trailers, etc. Many of these can be found on launch day with little effort.
If I buy something and don't like it, which, being a fallible human like all of us, I have, I don't think, "how dare they sell me something I happened to not end up liking! I'm going to return this!" I think, "Man, I made a mistake. There goes $XX." And then I move on. If people could just return any item they didn't like with no consequences, fewer bad movies would likely make it to DVD/Blu-ray after failing at the box office because people would just return them.
Also, the gaming industry has been, as of late, hijacked by titles that overly trying to compete with each other in terms of being multi-million (sometimes billion dollar) companies. Valve, Blizzard, Square-Enix, etc. {...} Not to mention that there isn't much mainsteam, creative competition these days from other companies who deserve to have a greater chance than the ignorant first person shooter.
Welcome to Basic Economics: Market Forces. What sells makes money. Make another one and it might make money for you, too. If the customers don't want any more, they stop buying it and businesses move on. Pirating the game just makes you look like, and actually are according to the law, a criminal who should be considered a threat.
Another thing that comes to mind is the overall product I am paying for. There's barely any reason for me to pay full price for a product, that can be inferior to it's predecessor (...), when it isn't worth that much just because they need to pay certain people for their overpriced hourly wages.
So every title must be a marked improvement or at least equal, quality wise, to its predecessor? Failure is not an option? Missteps are unforgivable? And I'd love to see your source on these "overpriced hourly wages." Care to cite it? Programmers often are either self taught or college graduates, to my knowledge. Should such hard work be discouraged in our society? Should they be paid less because of it?
I thought the band Radiohead did something ingenuius several years back. They allowed customers to decide what they wanted to pay for the in terms of the album, In Rainbows, quality. It was a genuine step in the right direction for an artist to directly show appreciation and care towards their fans. It also showed a willingness to accept modern standards and conventions for the times.
And yet most businesses don't follow that model, at least not the SUCCESSFUL ones, even with digitally distributed content. Have you ever considered why? Most likely because it is not profitable or profitable enough. If they could make huge amounts of money doing this, they would. But apparently they can't. So they do things the old fashioned way: set the price at what they think people will buy it at and produce a number of copies based on the expected number of buyers. Unfortunately, in many cases they don't have the luxury of setting the price, so they have to rely on getting the number of copies right more, but that's a different matter.
What's more, game developers AREN'T artists. They generally aren't doing it for the art of it, they are doing it for the money, no matter what they say. Perhaps the individual employees are, but the company isn't going to fund a game if they don't think they can make more money than they put into it. Otherwise the company dies and they go hungry.
Even then, it's the videogame industry's job to make sure I the consumer obtain a superior product. If the product is over-rated, not worth the overall price tag because of certain lacking features, then guess what? Morally speaking I could just download it, send them a $20.00 "donation check", and I'd be guilt free forever.
Whether something is overrated is immaterial, not to mention subjective. Especially today with the second-hand market where you can easily get most things on the cheap. You can get many games much cheaper online or in stores sometimes just a few days or weeks after release. Want to pay $20? Wait. It'll get there. Companies counting on everyone subjectively thinking the same way and paying the amount they need to turn a profit is too risky.
What am I saying, in the end? That I the customer should have the right to determine for myself whether or not I have made the moral decision.
Interesting thought. Let's use the argumentative device reductio ad absurdum, here. Say I am a murderer, perhaps several times over. I murdered because I deemed it moral. I am not insane, I just see it that way for some reason or another. But society at large does not consider my actions moral. Should I be punished, simply for having different morals?
And don't tell me "you can't equate piracy with murder!" I'm not doing that. I'm refuting the basis of your argument, i.e. that one person should be able to determine if they made the moral choice to the exclusion of all others.
Or let's use the less absurd version that has already been thrown around. I outright steal from a merchant because I deemed it moral, though what I stole was not necessary for survival. Can the society which disagrees with my morals, or even the merchant possibly punish me or feel ill will towards me for my perceived "transgression?"
In my opinion, your hypothetical arguments don't hold water. To me, they seem like the childish, or worse, selfishly entitled objections of an impatient person who wants to set the price AFTER getting and using the product. In short, all the power and benefits of the transaction without any of the negative repercussions. They don't want to be equals with the company, they want to be superior.