Crazyirish wrote:Everybody loves to bash the guys that make the games, but fact is that its a very expensive and risky business.
MinisterofDOOM wrote:But, to the point of the topical question at hand, OF COURSE IT ISN'T THEFT. Did the developer get their money for the initial sale? Yes? Then it's not theft. The original purchaser can't legally (and, most likely, practically) use the software anymore. It's no different than selling a car or a lawnmower or a book. The INITIAL SALE gave money to the developer.

I can understand with corporate licensing like that. There's a special degree of support that goes with that kind of software, and that kind of support should rightfully only come with a legitimate firsthand purchase. But in this instance, you're paying (knowingly) for much more than a piece of software. Not so with games (or movies, or music, etc.). That's part of the reason CS4 costs so much more than a videogame.Crazyirish wrote:I run a printshop. We own, say an x number of seats license to adobe cs4. We paid money for it. We can use it as long as we like. But we can't sell it. Period. Does this suck? Maybe. I guess it depends on if we go out of business/ get sold.
I've since bought them new as well (the boxed set I bought used as a kid was published before Chapterhouse) and again when the nice new hardcover republishings came out.If you bought the Dune collection used then you are a huge dork. Its ok, because I also own the movies and the books. I bought them new though
I understand the point you're trying to make, but I don't entirely agree. Especially not with recent changes in digital distribution. Companies like EA and Activision have made it a point to produce what they call "value added" content that's free to the initial purchaser but requires an extra cost to any secondhand buyer.Used Video game = no additional revenue for game developer, like buying new for end user. Continues to need support. (especially true for pc games, but increasingly so for console games as well.)
I'm not so sure about that. Maybe if things had moved faster, and software had joined record companies in their initial fight against filesharing. But the record companies haven't ingratiated themselves with consumers, and the crusade against filesharing has been handled a bit aggressively. I don't think anyone is going to be able to step on consumers in that way ever again. The record companies made it too public an issue, and people are too aware of what it really means now.Whatever you guys think, its way more than likely that a new set of rules(lawa) governing the sale of ip and similar things such as software/games/etc will emerge that has nothing to do with how people value and sell physical objects.
In the consolescape, perhaps. But there are more successful indie devs in the PC world today than ever. The big guys, if anything, are looking at LOSING their grip. It comes back, once again, to consumer awareness.If we as consumers marginalize the point of view of developers too much, then only companies like "Activision and Ubisoft and EA" will be left. Indies or even small triple A devs wont be able to even sit at the table. Period.
That and cs4 is typically used to make money. But you have to admit the licensing model for such software is very attractive to game developers.MinisterofDOOM wrote:I can understand with corporate licensing like that. There's a special degree of support that goes with that kind of software, and that kind of support should rightfully only come with a legitimate firsthand purchase. But in this instance, you're paying (knowingly) for much more than a piece of software. Not so with games (or movies, or music, etc.). That's part of the reason CS4 costs so much more than a videogame.
Excellent stuff. Definitely my favorite science fiction of that era.MinisterofDOOM wrote:I've since bought them new as well (the boxed set I bought used as a kid was published before Chapterhouse) and again when the nice new hardcover republishings came out.
I think most of the things you mentioned are "best attempts" at reclaiming used game revenue. Game developers (and really any savvy businessmen) know that consumers will accept huge amounts of change so long as its administered in small enough doses. I remember when something like a paid for DLC would've had gamers up in arms. Now its the standard. And what would have today's gamers up in arms that tomorrow's will line up for?MinisterofDOOM wrote:I understand the point you're trying to make, but I don't entirely agree. Especially not with recent changes in digital distribution. Companies like EA and Activision have made it a point to produce what they call "value added" content that's free to the initial purchaser but requires an extra cost to any secondhand buyer.
And with the proliferation of "DLC" and other mini-expansions (not to mention "real" expansions) I only see profit from used games becoming MORE likely.
As for support, most of that support is already happening for "paying" (I use quotes because the initial copy was paid for) customers anyway. Patches, community support, etc. All of that is already there. Used customers aren't exactly placing a burden on it. It's not like the manufacturer is being expected to replace a transmission under warranty for a 15 year old used car.
I think you give the public at large too much credit, but you may be right.MinisterofDOOM wrote:I'm not so sure about that. Maybe if things had moved faster, and software had joined record companies in their initial fight against filesharing. But the record companies haven't ingratiated themselves with consumers, and the crusade against filesharing has been handled a bit aggressively. I don't think anyone is going to be able to step on consumers in that way ever again. The record companies made it too public an issue, and people are too aware of what it really means now.
PC Gamers have always been far more aware as consumers (IMHO) than console gamers. But console gamers (and their habit of buying identical games year after year) drive a lot of the industries direction. Like you said earlier, in a free market we vote with our dollars. But I fear that (much like in real life) the votes of the discriminating few will be drowned out by all the people who are buying their 47th updated version of some EA sports game. (Which are still fun btw)MinisterofDOOM wrote:In the consolescape, perhaps. But there are more successful indie devs in the PC world today than ever. The big guys, if anything, are looking at LOSING their grip. It comes back, once again, to consumer awareness.
That's exactly how it works. Why do you think that EB/Gamestop pushes the Edge Card so much? It makes the consumer more likely to buy a pre-owned game. Sure, the Edge card nets you a 10% discount, but when they just paid $20 for a $50 title and sold it to you for $40 ($45 before your 10% discount) they're making far more profit than had they sold you a new title that they had to buy directly from the source.Chaotic_Warlord wrote:So what you are saying is that Joe Shmoe trades in a new release for whatever reason, he get's $20 for it when it's $50 new, I go in and buy that very game a week later and pay $45 for it, so GS doesn't pay a portion of that to the game developer and just pockets it as profit?