Time frames. The company projects multiplayer server costs for a specific time. If the game recieves a lot of used sales, but no more revenue, the game shuts down, and the used customer does not get the full experience.Crono1973 said:How is it costing them more money?
Say I play a game online for over a year, I got my moneys worth because I payed for the game on release. The devs got their slice, and factored that into the time table for the servers. X amount of people for Y amount of time. Now if you buy used, they see no more money from that, and they ether have to eat it, and extend the time frame for the servers (It's happened. if the sales are large enough, or if the game stays popular.) Or they have to find a way to make revenue (Map packs, which are bitched about too.) Either way they're putting more money into a product in which revenue has ceased.
Ugh, that's a pretty disgusting idea. Imagine having to sell 1.5 MILLION units of a game, and still not break even. Most games don't even break 1 million. Or even 500,000.Worgen said:really games need to be cheaper across the board, 60 is too much and makes the used games much more tempting, 40 should be the cost of a new game but if you really want to kill used games sales then make a new game 20 bucks, not many people will trade that in to at best just get 10 back