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Posted 21 May 2011 - 03:48 AM
Posted 21 May 2011 - 04:19 AM
Posted 21 May 2011 - 05:01 AM
Posted 21 May 2011 - 05:06 AM
Posted 21 May 2011 - 05:36 AM
- Jason Astle-Adams
Posted 21 May 2011 - 05:54 AM
Posted 21 May 2011 - 06:06 AM
GameStop senior VP of merchandising Bob McKenzie and executive VP of merchandise and marketing Tony Bartel insisted that there really was no need for publishers to fear resales: "It's a significant amount of currency that we put back into the new gaming market -- over $700 million worth of games," said McKenzie.
"Over 80% of the trade credits go back toward new purchases," added Bartel.
OTX's research confirms that action games and shooters drive the resale market at 60% while only 20% are MMOs which take considerably longer to play. The main reason that gamers hold onto a title is replayability (69%) which is why the top two "keepers," OTX reports, areGuitar Hero III: Legends of Rock and Rock Band.
On the other hand, the titles that gamers had sold back to retailers most frequently were single-player games like Uncharted: Drake's Fortune, Assassin's Creed, and BioShock. "That illustrates that even great games will enter the resale market if there is limited re-playability," says Williams.
Note that the Gears of War 2 example just gives additional multi-player maps, adding value. The ability to play multi-player with a selection of maps already available was not left out of the core game and is still available to users of second-hand copies; the "Ten Dollar Project" described above is on the right track, but would need to be implemented carefully so at to still provide a full and proper game play experience both to second-hand gamers, and especially to those who have purchased a new copy but can not for whatever reason download online content.
Braben insists that the industry needs to find new ways of incentivising the sale of new versions. "For instance, if we lower retail prices, gamers won't feel as much of a need to wait a few weeks in order to pay used prices," he says.
Developers should also come up with clever methods of increasing the value of new games, in addition to add-ons and expansion packs, he adds.
"As an example, Gears of War 2 offers downloadable multiplayer maps that you wouldn't get if you owned a pre-owned version," he says. "And many new games come with scratch-off codes for a weekend's free Xbox Live Gold."
- Jason Astle-Adams
Posted 21 May 2011 - 06:51 AM
Posted 21 May 2011 - 11:14 AM
Posted 21 May 2011 - 11:25 AM
A solution to the problem? - Electronic Arts recently devised a plan to avert this, a plan called the "Ten Dollar Project". Other companies are beginning to accept this idea and use it in their own games. But it may be annoying and inconvenient to customers.
Here's how it work's - When the game's are sold for the first time they will include coupons or codes that the customer will use to download multiplayer itself or multiplayer content. Once the first buyer uses these codes they are useless. Then they return the game. Gamestop takes it in and sells it again as usual. The second buyer however doesn't have these codes or multiplayer, therefore they have to go online and pay for the content and wait for it to download. However if other content such as new features or patches are unavailable to player's that don't have internet and play the game, they can't have or use it. Therefore they return the game with the codes or things still there. Also due to my studies there are ways of bypassing this. Many companies have taken this idea and utilized as Electronic Arts has done/ will be doing with their new releases such as Battlefield 3 and Crysis 2.
Posted 21 May 2011 - 11:26 AM
Follow my RTS game ICBM
Posted 21 May 2011 - 11:48 AM
Thanks for the replies, I see your points now, a friend (a member of our team) wanted me to do this since he did all of the research by the way I wasn't trying to develop a trend more like propose a problem and find a solution for it.
Check out my book, Game Development with Unity, aimed at beginners who want to build fun games fast.
Also check out my personal website at bryanwagstaff.com, where I occasionally write about assorted stuff.
Posted 21 May 2011 - 01:26 PM
Posted 21 May 2011 - 02:00 PM
I'm concerned about both you and your co-worker. The original post looks like either a blatant troll or an uninformed misinformation piece. As was already pointed out, there were many articles and counter-articles in a public debate on the matter about 3-5 years ago. If the COWORKER is the person with the problem, why are YOU clearly stating your own name and your employer in the first line of your grand declaration?
The broad accusation "my name is Jordan Walker from Silver Ray Studios and I am here today to inform you...[that a multi-billion dollar global company is stealing from you" will do nothing but harm both you and your employer. Such a statement could easily result in a lawsuit for defamation against both you personally and against your business. Most company policies make it clear that unless you are a corporate officer or HR person, you need to make it clear that your statements have nothing to do with your company and are your own views, not theirs. Generally employment contracts are clear that violations can be grounds for termination.
Posted 21 May 2011 - 05:11 PM
Posted 21 May 2011 - 05:58 PM
Were you asking to have the discussion closed? Because a lot of people seem to be enjoying participating in the discussion you started...
(in a now-Deleted or Unapproved post):
By the way this was supposed to be meant for informational purposes only after my first edit. ... since this will serve for informational purposes only, NO MORE FEEDBACK. Just leave this thread as it is.
Posted 21 May 2011 - 06:43 PM
Posted 21 May 2011 - 07:44 PM
Posted 21 May 2011 - 07:57 PM
The right of a consumer to sell items he bought is absolute, if i buy a copy/license of a game i own that copy/license and have the right to sell/transfer it to someone else if i see fit to do so,
Posted 21 May 2011 - 08:29 PM