But that is exactly what happens when a game enters the second hand market, an extra used copy suddenly appears out of thin air, and if it's sold again, another used copy, each time being played by somebody who could have just bought the game through a channel that supports the development of that product.
No, it's the same as a book. There's only one copy. Only one person can be playing/reading it at a time.
I bought an album on iTunes. Then my GF said she wanted that album. So I emailed a copy to her. Then a couple of my friends mentioned they would also like to hear it. So I setup a local ftp repository and point everyone there to download it. I don't see what the big deal is, iTunes still has my money. So what if ten people ended up with it from one original sale, right?
That's completely different. You're duplicating the album so that all 4 of you can be listening to it at the same time in different places.
People make all sorts of comparisons with current products, ie I bought the car so i can sell the car. But that argument is only valid because of the physical nature of the product, and also that the product immediately begins devaluing.
Have you ever bought a used game? They're almost always scratched, often so badly that they don't even work and have to be returned.
They do devalue greatly, and they are a physical thing.
I've lost probably half a dozen games due to kids scratching discs beyond recovery
Consoles have always treated games as a physical thing that you have, you put in the machine, and you play.
PC's have evolved into the iTunes/Steam model, and consoles have also partially done this... but the culture of "the disc is the game" is still very ingrained and very strong. Tonnes of people lend each other games, and to them it's just as natural as lending a book or a DVD.
Suddenly switching over to treating the disk as a one-time--key and installer is a huge cultural change (not to mention the sudden requirement for daily Internet which is also a huge cultural change for many...), where suddenly an xbox jewel case is no longer the same as a dvd jewel case or a book, and it's acceptable/predictable for many people to be confused, outraged and angry at the source of this cultural change. Imagine if PVR's suddenly couldn't record TV, or DVD's didn't suddenly work at your friends house, or your book collection suddenly padlocked themselves only to be used when supervised by a reading authority... You'd be angry and confused, which is how many mainstream gamers feel about their physical game copies not being a physical thing any more.
And do you know how much money the developer makes on each used sale? Zilch.
This new system is much better for developers and it will be better for people who actually buy a lot of new games.
You've been misled. You know how much the developer makes off any sale, be it retail or one of these new license-transfers? Zilch.
The publisher has the rights to publish (i.e. sell) the game, that's why they're called the publisher.
The developer is paid to make the game initially. The publisher then gets paid by selling the game.
If a developer is lucky, he might negotiate to get a 1% royalty on every sale after (if or when) the first $n-million profit has been made...
So no, license transfers don't directly help out developers.
Edited by Hodgman, 13 June 2013 - 09:52 AM.