JET1971 said:
Other markets such as houses, cars, boats, etc. do not have a service that the manufacturer pays for such as an online game does. Think about it, once those are sold they dont pay anything at all to the customer because they do not provide anything. It is a bullshit comparison.
Once the original buyer of the game stops playing online there is less bandwidth, less servers needed. less server maintanence. That is figured in the price of the game that they would be able to reduce spending at a ceartain time. a used game sale means the original buyer has stopped playing but now the next one takes up the use. thus they cannot drop servers, bandwidth does not decrease, they still need the same maintanence. Thus extending the time before they can reduce spending. That is what I would call a loss. I have no idea how you can consider that not to be.
If the game is SP only then they have no reason to charge something extra. I do not argue that at all. I argue that if it has online sevices then those online services should only be available to the original buyer from an economic standpoint of the company who projects that over time a certain number of original buyers will not be using the service anymore.
When you buy a Chevy or Caddilac you get 1 year of OnStar for free. If you sell that car before the year is up the new buyer does not get OnStar for free. After 1 year OnStar is paid for by the customer via a subscription. Would you rather game companies acted more like car compamnies?
Onstar is an entirely separate company frm the auto manufacturer. The service is there free for a year thanks to contracts with the auto maker to help get their product out there. It's the same way with XM radio providers. He closest video game analogy would be if a game came with a free year of XBLA or PS Plus. In hat case, just like with onstar in a car, the account with the provider of said bonus service is set up by he end user post sale and the account belongs to the user, not the car. That doesn't work.
I'm not sure I'm getting where you are coming from with the multiplayer server thing either. A game developer has absolutely no idea when a copy of their game gets sold to a new owner. They do not decrease their server capability based on some arbitrary number of copies of the game that are likely not currently in use.
By your rationale, because I bought Arkham Asylum, Mass Effect 2, Prototype, and Borderlands and stopped playing Bad Company 2 while I was beating the new ones, I have somehow cost EA Dice money and am now no different than someone who buys the game used? If that's the case, how are all those poor development studios going to survive the upcoming fall release schedule? Whether I sell a game I no longer play to someone that will or I stop playing the game for a couple of months, it has precisely the same effect on the multiplayer and financial income of the game's maker. They got one payment for one disc containing that individual copy of the game, just what they asked for and since I already have all the DLC, they get a bonus when the new owner buys it.
In fact, I bet if you looked at sales figures for all of th Call of Duty, Battlefield, Red Dead, Mass Effect, etc. I can almost guarantee they have sold quite a few more copies of the DLC than copies of the game, all thanks to resale. In essence if 2 million copies sold and 3 million DLC got downloaded, resale did them a favor and they didn't lose a dollar of what they made in overall sales.