The perfect solution is for the game industry to stop thinking it is special. It isn't.[BDS said:Omega]Think of it like this:Crono1973 said:If companies aren't willing to support a single copy of a game for as long as the servers are up, then they shouldn't have an online option at all or they should charge extra for the online to all players. Maybe they could sell a new game for $60 with 1 year free online multiplayer and $10 a year after that while charging $10 to go online when you buy used. It's stupid to separate single player from multiplayer but that's the only way it makes sense to charge multiple times for a single copy.
Game sells new for $60. Publishers, Retailers and Distributors take a cut of that money. The Development team then has to pay the people who made the game (or repay investors who provided the upfront capital to pay the employees in the first place). Whatever is left over is what the company can use to not only maintain their own workplace equipment they use to make the game but also to support the recently released product (which means you pay the employees again).
With a used game the Publisher and Developer get no money to pay employees, support the game, etc. In this case the retailer keeps all the money from the used sale. Online multiplayer is expensive to maintain, even for a game that has dedicated multiplayer servers, it gets exponentially more expensive for the company to host the servers themselves. Servers are generally reliable but like everything that is used consistently, it eventually breaks and needs to be repaired or replaced. Also you must factor the bandwidth costs, not only at release but over the life of the game. Additionally you have to keep large data storage centers with redundancy if you have completely online content to ensure that someone who stops playing the game a month after release can pick it up 2-3 years later and continue progress where it was left off.
I will concede the point that one does have to look at single player games differently than multiplayer games. An exclusive single player game like Fallout 3/NV would require significantly fewer resources from the developer than WoW. A subscription based model would work for an online game but outside of WoW and CoD: Elite (I am sure there are other examples of this) the developer is still not receiving money for the online play. On the PC and PS3 there is no user fee for online gaming (aside from your own internet connection you pay for) and X360 to my knowledge you pay Microsoft more than you do the developer.
In short there really is no perfect solution to the "problem" of used games and nearly everyone is at fault. The developers and publishers need to provide incentives for purchasing new products (free day 1 DLC, some sort of collectible, etc), the used retailer should be liable for providing a portion of the proceeds of a used sale to the people who made it (similar to the French system for art (Droit de suite). The artist (or their descendants) would receive a percentage of the sale price in recognition of the effort exerted to create it. Consumers are not really at fault for purchasing a game used as when money is as tight as it is, people can hardly be put at fault for seeking out the best deal in a capitalist free market.
If I can buy new and have free online multiplayer for the life of the servers, then transferring my ownership and letting another person play online (while I can't any longer) shouldn't be a problem. This idea that people will get tired of the game and stop playing online after a while is not a certainty and because of that it's foolish for game companies to depend on that happening.