Fair Trade: The Simple Economics of Why Game Developers Should Shut Up About Used Games, Part 2
7/16/2009 8:49 AM | 51 Comments | Page 2 of 2
That is to say, one way or the other, I'm blowing all $100 that I have for entertainment. That's all I have. How I spread that $100 out is really all that matters.
What is most remarkable is that
Left 4 Dead may be worth $60 to any sensible gamer. Yet to a guy who only plays a little, and maybe doesn't have any friends on Xbox Live -- much less even knowing what Live is in the first place -- $60 may look like a lot of pizza and beer to give up this weekend. But, if he can walk into a used shop and pick up
The Orange Box for $20, then maybe he's back in the game. Economists talk about the marginal demand curve, and this remains the primary reason that economists are not known for their hot girlfriends. But we should listen to economists. If you boil down the math, it's pretty much the scenario we have just described: $100 and a lot of options.
For some, a $60 game is worth it. For some, a $100 game is worth it. But for a lot of people, $20 is about all they want to pay before they just rent porn on demand. And that's a marginal demand curve. If games only cost $60 and I only want to spend $40, then I will spend my $40 on something other than games. Just. Like. That.
The used market, it turns out, isn't screwing the publishers (although it is possible that the publishers are screwing the developers, and the retailers are screwing the publishers). Instead, the used market helps keep people in the game by letting them play games that they wouldn't otherwise bother buying. And even if a publisher doesn't earn an extra dime when its game gets sold used, a certain number of those cheap-assed gamers will still line up at midnight for a hot new release, or get to the point where signing up for online downloads sounds like a good investment in entertainment. When more people play, more game developers get paid.

Did you know that I contacted GameStop numerous times asking for an interview? Seems that they don't like talking about all the money they make on used games. I think they hide it all in this warehouse.
Used games help make game fans out of game tourists. As Kai Bond, another Switchgames.com founder, describes his trading habits on the site:
"I'm a huge sports gamer. I play Madden and I play FIFA. I use SwitchGames, and most of the trades that I make are for racing games. I have become a racing-game fan. And I will go out and buy new racing games.
"I'm experimenting with new genres that I've never played before. Because I'm not willing to spend $60 for that game on a risk."
Used games help increase aggregate demand. So do games at lower price points (ever wonder why there are so many $19.99 games on the shelves, and why Nintendo makes bank on $29.99 DS carts?), and so does quality, and hype.
After you dig through all the hyperbole and economic theory, what you have is the used market working with the new market to try and deliver a lot of different products to a lot of different people, at a lot of different price points. If game publishers ran the world, restaurants would only serve a fixed-price menu for $60 (but you could upgrade to the platinum package with dessert for $105!), or you could choose to not eat out. In the real world, some people pay full price, some just order salad, some use coupons, and some people get someone else to take them out so they eat for free.
Paying to play just what you want, without regard for labels such as "new" and "used," may be the future. Or, as the estimable Mr. Perry says:
"The future I want is when everyone owns everything. Then you don't need to worry about this anymore. Where you spend your time determines who gets paid. I'd
love to see a console where I can play any game, anytime, anywhere. The innovation is in the business models, and with all the MBAs our industry has, I'd love to see a
lot more creativity there. I'm a co-founder at Acclaim, so I'm not just talking; I'm trying hard to really study alternative business models. I'm also a co-founder of Gaikai.com, as I believe in the idea of frictionless access to all games. So please don't think I'm just pontificating; I'm working hard on solutions."
OK. You're right.
So you see, Mr. Game Developer, used games are good!
But I have to admit one last thing before I go. Used games are good in general, but they might be bad for you. If you are selling a ton-load of, uh,
Tears of Wars 2, and your retail partner is reselling lots of used
Tears games to players that would otherwise have bought the game new, yes, you are missing out.
But while you are wallowing in all your money, Scrooge McDuck-style, just consider that those few extra bucks some poor kid saved on your game will go toward another game that keeps him happy as a gamer. All that profit your retail partner makes goes into building more game stores and paying to train its store clerks not to be jerks. Consider those "lost sales" as your investment in the business, like giving to UNICEF or the Salvation Army. Don't be greedy. Help a gamer out.
You focus on making great games. We gamers will do what we can to figure out how to buy them.
Read Part 1 of this feature.
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