You skipped a demographic, the people who sell games. I feel like we always forget about those guys. All the games they buy are new and they make the money back by selling their games for $20 at Game Stop. This is the segment of dude-bros that us "hard core gamers" usually leave out. They're the people who buy the new COD and turn around and sell it after they beat the campaign or get bored with the multiplayer while we'll hang onto a copy of a game for years. I don't think these people would stick with a console they can't sell games forNoMercy Rider said:I think I understand Microsoft's business thinking in regards to their new business plan. I am going to provide an example and acknowledge most numbers are pulled out of my ass, but still explains the reasoning. So I hope I don't bore most of you with my math.
Let's take a sample of 100,000 gamers playing on current generation consoles. Now lets say 50k only buy new games, 30k sometimes buy new and sometimes buy used, and 20k buy only used games. Now we say on average a gamer spends $300 per year on video games, then break it down to new and used game sales:
50k always new - $300 new / $0 used
30k 50/50 new/used - $150 new / $150 used
20k always used - $0 new / $300 new
So doing the math, there is a total sales of $19.5 million new games and $10.5 million. In the current market, Microsoft and publishers get absolutely nothing from used game sales.
Now here is where the incentive comes in. I am sure Microsoft acknowledges that they will lose customers with these more restrictive measures. Lets say only 10% (or 5000) gamers drop out from the "buy only new" category since it doesn't affect them much, 20% (or 6000) gamers from the 50/50 category, and 50% (or 10,000) from the "only used" category. Lets say gamers still spend $300 per year and Microsoft gets a 50% cut from used game sales. Let's look at the numbers:
45k always new - $300 new / $0 used ($0 MS cut)
24k 50/50 new/used - $150 new / $150 used ($75 MS cut)
10k always used - $0 new / $300 used ($150 MS cut)
Lets run the number for revenue that Microsoft receives. Keep in mind that they received $19.5 million from the previous sample. Math: 45k x (300) + 24k x (150 + 75) + 10k (150) = $20.4 million. Multiply that 100,000 gamer sample size and expand it to the global gaming population, and you make considerably more money. Granted there are so many other variables not taken into account such as development and distribution costs, but the logic remains the same.
I am sure Microsoft has run numbers similar to this and have accepted the risk. It just remains to be seen if their estimate for the percentage of customers that drop out is underestimated or not.