The right is all yours to do what you want with the physical copy. However the data, the multiplayer servers, the DLC, and what they decide to let you do with the data on your physical copy, is up to them. You agreed to deal with that when you bought it.Frost27 said:This is an issue that will never go away. Unfortunately the software companies will win this one in the end. It's not a matter of if, just when. Since the game resale industry has absolutely no method of countering this short of paying the $10 or whatever to buy online passes or the equivalent themselves and packaging them with the game for resale. It will also never cease due to the fact that people who buy resold games have no voice in the issue. If you refuse to buy the game, you only hurt the resale establishment and if you refuse to buy new, well, the developer didn't have your business to begin with so they are totally unaffected.
I do not agree with game companies doing this, personally, and here is why:
1) They have absolutely no right to say what I can and can't do with physical property that I legally purchased and made my own. If I want to resell it to recoup some of what I spent in order to either pay bills, get drunk, or buy another product, that is my right.
That's more akin to someone refusing your sale, not about you getting screwed. It's technically your property unless you got a warranty. Usually you don't get one from wal-mart, or some other retailer. So what you're asking to do is sell the product back to them. Piracy is a big reason for that, you're right. It's not about them trying to limit your rights. THey just don't want it back.2) There are essentially no standards of quality in video game development. A development studio is equally capable of turning out gold and garbage, even within the same genre. As reviews are subjective opinion, few games release demos, and trailers only show you so much (that a marketing department has specially chosen to show you) buying a game is more often than not an act of faith to some degree. That said, there are essentially no retailers where you can return a game you are dissatisfied with due to piracy fears. Often the only recourse when you find yourself totally stuck with a game you are dissatisfied with is to sell it at a resale store. I think it is flat wrong for the games industry to expect me to buy a product that I am unable to return if I am unhappy and to force permanent ownership on me, then turn around and think they can limit what I can do with it after it is, by the standards they approve, irrevocably my property.
Cars are don't cost tag price to manufacture. Or even ship. It takes about half the tag price to get it to you, sometimes less. It's not a big problem for them. People tend to notice when you "pirate" a car anyway.3) I sold a 1995 Chevrolet Beretta and purchased a used 2007 Ford 500. I can say beyond a single doubt that neither Ford nor Chevy saw a dime from either sale. Nor should they. The price they asked had been met and ownership had changed hands.
They are aware of it, yes. Generally not in early development stages when they issue the budget for the game however. They still need to make the money back, and they hope they will, but they don't really project that this small stack of paper will sell X amount of units. That and they probably think the more money that goes into it, the better it will be. So...we can both kinda be right on that..I just wanted to clarify a tiny bit D:4) It's simply bullshit cash grabbing by the publishers. In a post above, oplinger mentioned the numbers of units needed to be sold in order to not only cover costs but turn a profit for all involved. He was correct. The thing is, a developer and publisher are aware of this fact. They print a certain number of their product and distribute them to various retailers in various regions based on projected sales figures in order to reach their target goal of units sold. A publisher isn't going to publish 5 million copies of a game if they only expect to sell 1 million.
It's potential customers, not actual customers. You're applying hind sight to the idea of future projections. If someone could not buy the game used at all, and he wanted the game, he could save up to buy the game new. Losing a potential customer is just like being robbed. That's kinda business law in everything. Wal-Mart wouldn't like to use a large portion of potential customers. Neither would Ferrari. It's something you generally try to min/max. You want all the customers you can get, losing a big portion just makes you feel bad.The lesson of Atari and E.T. 30 years ago showed the industry early on what kind of problems that can cause. The point of all of this is, a resold game is one which has already been purchased at full price and the game companies have already profited from. They have really lost nothing. The assumption that a person buying a preowned copy of a game for, say, $30 rather than $60 robs them of a sale is just arrogant and wrong. This may be the case in a very small portion of resales, but in the majority of cases, it is due to the buyer not having the money to pay full price for a game to begin with so they buy on the cheap to have something to play. The other major factor is, the game may not be worth full price to begin with. There is a reason my local resale store had Duke Forever on release week. Before resellers became common, game companies were content with the full price sales they received on the initial purchase, now that they see a potential revenue stream there, it's a problem. As evidence of this, one need only consider that the game companies aren't trying to stamp out resale locations by only allowing the original buyer to access the full product and permanently blocking part of the game for future owners, they are selling the used buyer the blocked portion on the side to claw in more money.
They get their check from the initial sale, after the publisher, the retailer, and anyone in between takes their cut. The budget money for the game doesn't go into the devs profits either. They work just off of the money they get left over from sales. The publisher then gives them more money for the next game..so on and so on. It's a tad complicated, but devs really don't see that much money.As an aside, it is the publishers who generally mandate the implementation of this type of tactic. Most developers got their check from the original sale and are just glad someone else is enjoying the game they poured their blood, sweat, tears, and love into since the original owner wasn't anymore. Besides, why not just work harder developing a game I don't want to get rid of? My library is full of games I don't play anymore but would never sell. Better yet, make me some great DLC and enjoy the revenue from the purchaser of the used copy buying the DLC rather than receiving no money from the original owner who has moved on and won't spend the cash on DLC for a game they don't play.
...The rest of that paragraph is fine...I think devs should work harder to make better products. But when it's a job...you want compensation, not just passion for your work. Just one of those things...