How Gamestop Reduces Developers' Sales

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30 comments, last by landlocked 12 years, 10 months ago
some people sell there steam accounts on ebay. You can easily set up a steam account, buy a game, play it and sell your steam account on ebay or a forums where people do this with pay pal.
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GameStop is a far smaller player in this issue than Amazon and similar sites riding the long tail. If you're really fussy, about it, go after the big problem and not the small.

One chain of stores doesn't control the number of copies of a game in circulation, and most stores that sell games do not sell pre-owned copies.

There are a number of reasons that a new copy may be preferable to a used one, most significantly that you can't get a used copy of a game very easily for a little while after its release, and the quality of a new copy is guaranteed, while a used one is not. The re-sale price of a game tends to be poor on the part of the gamer (the stores do make a profit on re-sold games, after all), and it gets much worse as the game ages. Additionally, the savings of buying a used copy are negligible until the game has been on the market for a while anyways.

A player who resells games quickly after release (to get the best price, or play the most games with the best value for their money) is likely to buy a lot of games, almost certainly more than he or she could afford without resale. I'm sure that the market analytics of this are pretty complicated, but Player A puts $60 into the pockets of each of three developers when buying 5 new games, regardless of resale. Would Player A be able to do so without resale? And would Player B buy enough new games to offset this if there were no used games to buy, eliminating Player A's ability to buy so many?

Older games simply won't get shelf space in a retail outlet, especially if sales aren't stellar. How long could I have stumbled across Soul Nomad at Best Buy? If it doesn't get shelf space at the store, I'm not buying it because I won't see it to even make that decision. And with the pace of game releases, stores are not likely to keep very many games on the shelves for very long. If you're GTA IV that's not going to be an issue for you. But what if you aren't? If you're a smaller studio, are you better off not having shelf space anywhere, but getting a cut of all zero of your sales?

If developers want to add additional value to a new copy, then great, that sounds like a good way to address this issue. But I'm uncomfortable with the idea of buying an incomplete game or being forced to continue to pay for a game that I've already bought, especially in the age of buggy releases fixed by endless patches.

To close this rant-y post, I'll say that there exist market incentives to trade in used games, and a sizeable market for that behavior. As Hodgman explained, game studios can curtail this behavior in their licenses, but don't. So those incentives aren't going away from a game production/distribution angle. The analysis of the effect on studios is muddy, but it doesn't seem to be catastrophic, as game re-sale has been around for a long time. Rather than trying to eliminate business models that utilize those market features, game studios would be better off finding a way to make buying a new copy more attractive, if only because the former isn't going to happen.

-------R.I.P.-------

Selective Quote

~Too Late - Too Soon~

Actually I was asking to have it closed but if they are enjoying it as you said then never mind.
Hello, I am sorry for not having the time to reply to the comments. But after looking at the replies I decided to write this. As I have already said, I did not write the original post. Another, younger member of our team wrote the original post. I did this as a favor, he kept inquiring me on the matter creating a nuisance and a spammed inbox. I copied and pasted what he sent me without having the time to read it and posted it (the double post was an accident). After receiving the first set of comments I found some of them confusing and took a look at the post to find that he had used the company's and my own name. I found the rest of the post quite absurd and edited. I have been doing small clean-ups concerning the comments, but I haven't had time to sit down and go through everything and I won't be. Also...
A: I do not have any malicious intentions towards Gamestop or any of its affiliates
B: I will be held accountable for the post, however
C: Henceforth, I will be paying attention to what I post
D: I will not disclose the writer's name
E: I will not be able to reply to any of the comments
Hopefully I cleared up everything. However, if I only continue to get bad reputation for this I will close the thread (don't take this a threat or something).
You know I'm surprised that GameStop et al. aren't publishers for indie games. Go figure.

Beginner in Game Development?  Read here. And read here.

 

It could also be argued that selling the physical disc is legal and in no wise transfers the license. Though, if you read EULAs, though I could be a few years behind on this, it DOES allow you to transfer the license IF you provide all the materials that came with the game.
Always strive to be better than yourself.
Okay, I would now rather have this thread deleted. dry.gif
I've contacted the user via PM regarding his deleted messages which I assume are an attempt to privately converse with moderators.

I have advised him that we have a policy of not deleting topics unless they are spam or are made of up material not suitable for the forums, and that once posted he no longer owns or controls the direction of a discussion.

WAIT -- he's NOT deleting those posts -- sending an email on the mod's list, as someone has turned on "moderator preview indefinitely" for this user, meaning none of his posts appear visible in the forums without moderator approval.

- Jason Astle-Adams

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