Let's say you have a game that cost six million dollars to produce and advertise. If half of the people who play the game buy it used (in other words, you don't see half of the money made from your game), what's easier? If they sell at $60 a pop, they only need to sell new 100,000 copies to break even. This reduces risk as financial return is better assured and it compensates for half of your audience not paying for the game (yes, you pay the store for a used game, but that money ONLY goes to the store). However if you take used games out of the picture in one way or another, then one could sell his or her game without worrying about not seeing a certain portion of money made from these sales. Even if 200,000 people played your game, if half bought used then you would have only appeared to have sold 100,000 copies. Without this factor, you could then aim to sell at $30 a pop, selling 200,000 copies to break even in theory. I hope that makes sense. I'm not an enconomist, but I try my best haha.Synergizer wrote...
If games cost less, I think people would be less inclined to trade old games. I am no expert though, perhaps economists believe that if the price was lower they wouldn't sell more. If "Mass Effect: Untitled" was cheaper at release time, would they sell more copies, enough to cover the cost, and the risk?
Anyway, I'm becoming a supporter of the "chapter" based model, like telltale games uses. You get the first chapter free, if the game isn't your thing you won't buy more. If you like it you buy the next chapter and so on.
Maybe if there was a program in place that ensured that publishers and developers received their fair share of the money made from used game sales, we could allow things to keep going. However as the current system is, that money only goes to the stores that sell them. Now if you're asking yourself, "Why should I care? These guys [EA] make enough money as it is!" Well think about it like this: Aside from selling the games made by developers (both new and used), places like Gamestop have done nothing to earn your money. They are a retailer and while you might see some various games sold in their stores, not a single one was made by Gamestop themselves. If you buy new, Gamestop gets their cut for selling the game and the developers/publishers get their share for making the game. If you buy used, Gamestop gets every last cent of it. So who would you rather give your money to? The guys who bombard you with magazine subscriptions and pre-order bonuses, or the people who actually made the game you're about to purchase? For me, this seems like a no-brainer.
Also, I agree with you there. Telltale has a great way of selling games. A lot of video games try to be like films, including Mass Effect 3. However, video games work much better if treated like seasons of a television show. Mass Effect 2 was more episodic in this respect. If you treat every mission like an episode of a sci fi tv show, it really works. You have the season premiere (i.e. everything from Shepard's return to getting on the Normandy SR-2), one episode per squadmate introduced, plot centered episodes like Horizon and the Collector Ship, one episode per squadmate loyalty mission/character development, and finally the Collector Homeworld as the season finale. I know demos are supposed to be a "demonstration" of the best parts of a game, but they don't work that well. After playing the first chapter of the Walking Dead, I had to have more. Most games would benefit from letting us play the "season premiere," and leave us wanting more.
Modifié par Crimson Sound, 23 juillet 2013 - 01:24 .





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