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ArronC07's picture

By ArronC07
June 6, 2010
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Cutting your nose off to spite your face.

 

It seems the games industry is at a point where its looking to maximize its investment by making the pre-owned market less attractive to would be purchasers of pre-owned games. As we all know this was kicked off by EA when they released Mass Effect 2 with an add on that delivers free new content to purchasers of the brand new copy of the game which pre-owned buyers wouldn't have access to unless they purchase a special add code. Sega have announced that they are looking into doing something similar and no doubt if considered successful other publishers will follow suit. The pre-owned market is often talked about in the same breath as piracy and I can understand the frustration that creators of the games we play feel when they see something they’ve worked on, for in some cases 2 or 3 years, being sold to someone when they don’t see any of that money.

 

I can’t help but feel that they are being a little short sighted. We all know that argument that the trade-in of recent games helps to subsidize the cost of new games for some savvy and perhaps cash strapped gamers. It’s an argument that I feel has a strong point to it, after all new games if bought new are often closer to £45 and if they aren’t AAA or a are from a genre or style of game that the gamer is unfamiliar with it’s a big ask to hand over that much money when the possibility exists that they might not like the game. The current system is kind of like a convoluted mass rental system where the gamer gets a hefty trade in for newish IP and who then goes on to buy brand new games, safe in the knowledge that they will be able to bring it back in a month or so to buy the next big thing. 

 

There’s also another argument that I feel is often missed in these discussions that is particularly key to this debate and that the effect that the pre-owned market has on future sales of new games and it’s an point that is especially important at a time when studios everywhere are looking to establish new-ip or move existing IP from one platform to another.

 

I’ll let you into a secret- I sometimes buy, on the off chance, pre-owned titles. I buy most of my games brand new of course but sometimes when I’m browsing GameStation or Game I might pick up a game from the pre-owned shelf. Now some of my most favourite recent games are all part of franchises and some of the games due to be released this year that I'm looking forward to the most are sequels.

 

I bought (among others) Fallout 3, Mass Effect, Siren Blood Curse, Resistance Fall of man and Guitar Hero World Tour pre-owned. I also bought several pieces of DLC for those games where it was offered and I also bought a further Guitar Hero games, Mass Effect 2 and Resistance 2 brand new based upon my love of the original games that I bought pre-owned and there are also other games I bought brand new on the strength of the pre-owned versions of the earlier games. I will buy further Fallouts, Mass Effects, Resistances, Sirens (if it’s produced) brand new and will no doubt also sink my hard earned cash into further DLC for those titles if available. What do those games have in common?

 

Well for a start they were all games from franchises that I had no experience of because they were either new or had made a platform leap and for what ever reason and I wasn’t prepared to sink £45 into those titles on the off chance that I might like them. The subsequent investments that I’ve made in DLC and later additions in the forms of sequels wouldn’t not have been made if it was not for the fact that I was able to pick up a cheap second hand copy of the title that I originally fell in love with. Now yes I can see the argument that for games with an online component there are additional costs associated with running servers (mainly for PSN) and also (minimal) costs associated with the peer 2 peer (mainly for XBOX Live) that need to be covered and yes I understand and actually support the moves by the industry to find ways of covering those costs. I’m one of those people who believe that a game should have a strong single player campaign complimented by a good solid multiplayer. I hate it when a game is far too weighted towards the multiplayer side and I generally only play multiplayer as a second thought.

 

What I don’t support is the short sightedness of the games industry in trying to undermine the pre-owned market when it offers an avenue for people to quickly, cheaply, and on-the-off-chance experience, a new IP by gimping the single player campaigns of games by adding in online passes that deny extra content, in some cases extra missions or playable characters.

 

It’s ironic thought that EA didn’t need to play its slight of hand in Mass Effect 2 because of my love of Mass Effect (despite its flaws) I bought it it brand new.  I can tell you now that I would not have bought and played Mass Effect brand new for £45, nor would have bought Mass Effect 2 brand new without playing Mass Effect pre-owned before it and of course I wouldn’t have bought all the extra content for both games without physical copies of those titles.  

 

I do think the industry should be looking at ways to maximize their revenue but they should do so in a way that doesn’t alienate those people looking for a cheap way to experience new IP or genres that they haven’t played before. Perhaps one way would be to lower the cost of the single player portion of the game and then sell premium copies that cost the same as they do now that include the multiplayer unlock key. Later on if you only bought the single player version you could update to enable multiplayer via PSN and XBOX Live.  

 

It’s too early to say what effect this development will have going forward but my suspicion is that, for some gamers, this will just lower the incentive to try new things, it will cut off future revenue that these companies would never have seen and will contribute to an environment that actually stifles risk taking.

 

At the end of the day we certainly need to stop the emotive way in which pre-owned is discussed and start a dialogue between publishers, developers and gamers that reaches a solution that is acceptable for all and that doesn't alienate a key and often over demonised sector of the game buying public. Otherwise the industry could just be cutting their noses off to spite their faces. 

 

I should also add that in protest at EA's move, I waited to buy Mass Effect until it had dropped in price from £45 to £19.99 and it also came with 800 MS Points free. 

Comments

Verbal_Oz's picture

Whilst I agree that this is all a very valid argument to be having there does appear to be one major assumption being made - that all games must be purchased brand new on the day of release. Yes new games may be 45 quid, and yes that might be too expensive for some, but the fact of the matter is that games don't stay full price for very long. After a few months you can generally pick up games half price, and after six months you could probably get it for a tenner. If you can't afford to buy the game new, why not wait?

I know there are some reasons why you might not want to wait - games with a strong multi-player component generally don't maintain their player base unless they are AAA titles, but for single player games it provides a valid alternative to using the 'evil' trade-in method.

M.Kelly's picture

Sorry Arron, but your point is even more short-sighted than you're accusing the games industry of being, and it only stands up if you assume used games exist in a bubble, which they don't- that if all second hand games disappeared tomorrow, nothing else in the world at all would change.

We all know that argument that the trade-in of recent games helps to subsidize the cost of new games for some savvy and perhaps cash strapped gamers. [...] new games if bought new are often closer to £45

New games would be significantly lower than £45 if there was no second hand market.

New prices are kept broadly high by the second hand market as they cannibalise unit sales- while it might not be the case that every consumer that enters a branch of Game and leaves with a used title would have otherwise purchased a new one had there been no used one there to buy, it is the case that when Game comes to make an order from the wholesaler, they are going to take potential used sales into account and reduce the amount they purchase - why should a branch order 100 copies when they can order sixty or seventy and wait for some to come back?

This means that the main expense in game production (development) has to be spread out over fewer copies, pushing up the wholesale price for everyone, and as the store are buying fewer units, they're unable to negotiate the same bulk discount they otherwise might (supermarkets pay a lower wholesale price than specialist stores as they purchase a greater number of units), squeezing their margin and pushing up the retail price for that store.

On a more narrow scale, they're also kept high by the simple presence of the second-hand market in the same store- for the market to work, the price of a used game needs to be noticably lower than the price of the same game new to make it worthwhile for the buying customer. This price then has to be so much higher than the price the retailer paid for it to make it worthwhile for the retailer. The price the retailer pays has to be high enough to make it worthwhile for the selling customer to bring the game to that retailer, and not a competitor or eBay (or if they even bother to trade it in at all).

If new prices come down, then all that collapses- a pound off the new price means that the used price has to come down by at least a pound, otherwise the used title might not be at an attractive price any more. If the used price comes down by that much, then the price the retailer buys has to come down by at least the same amount to maintain the (generally obscene) margins the retailer takes from such sales. And if the buy price comes down too much, then either people will stop trading in at that store, or will have to trade so many games in to get a decent amount of money that the retailer risks being sat on loads of used stock it can't sell.

If a retailer is dealing in both new and used titles (especially on the 50/50 scale that Game, Gamestation and increasingly HMV do) then it's in their best interest to keep new prices artificially high to save their used game margins. Now, I'm not going to accuse anyone of anything, but if a CEX exec told a Game exec to keep their prices up to save CEX' margins, it'd be called "Price Fixing", be massively anti-consumer and most importantly, illegal.

Yet if it's kept within the same store, it's aparrently OK?

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This still only treats the effects of the used market as being localised to the one title you've bought, however, which still understates its effect.

Branches of Game tend to be split about 50/50ish new/used in terms of shelf space, and as shelf space is finite, this means Game can only stock a certain number of unique titles, and has to be selective about what games they sell.

Now, they can either stock a niche or unproven title (such as, say, Muramasa: The Demon Blade) that might not sell very many units, or for the same amount of shelf space, they can stock a used copy of Modern Warfare 2 which they can sell at a high margin, on the shelf opposite another, artificially expensive new copy of the exact same game.

The prominence of the second-hand market (that sentence again, with the important word highlighted: The prominence of the second-hand market) is pushing entire games out of the market. While it's probably fair to say that this might not be immediately problematic for the big publishers like EA, it is going to trouble smaller ones, and it might make smaller games in EA's portfolio a tougher sell to retail.

You bring up sequels a lot in your post, and I'm sure there's a good few games you've played the first one of and want a sequel to, but never got one- the reason it never got one is because retail chose to turn it down altogether in favour of selling second-hand games again. (Which, of course, means the "I bought the sequel new because I bought the first game used" argument doesn't work- you can't buy a sequel new if there isn't one available.)

Although the good news is that in Muramasa's case, this had absolutely no detrimental effect whatsoever on its Japanese publisher, Marvelous Entertainment.

This is a big reason why I don't buy the easy "Games stores couldn't afford to be on the high street if they didn't sell used" defence- while something like a Muramasa wouldn't have set the charts alight even if it was available in more stores, there are a lot of markets not being catered for by videogames at all at the moment, and these markets would easily fill the financial hole left over after the current markets, keeping game stores on the high street, if only there was room at retail for their games. And you never know, these new customers might pick up an existing game as well, if only they'd had a reason to go into the game shop and find it there in the first place. (And, of course, there'll be better margins on games selling more units)

--

At the end of the day we certainly need to stop the emotive way in which pre-owned is discussed

I'm afraid you've done a terrible, terrible job. :)

Firstly, I don't see the difference between games execs saying "Lots of people are buying used games, instead of new games- what can we do about this?" and them saying "Lots of people are buying DVDs, instead of games- what can we do about this?", and secondly, as you say it's become a little too emotive- whenever anyone does say that, everyone starts screaming about how TEH EVIL GAMES INDUSTRY wants to TAKE AWAY ALL SECOND HAND SALES AND BAN THEM!!1!!1.

Really, the problem is that most people on the pro-used games side not only think far too simplistically, but also overblow the views of the industry- by and large, the industry has no real problems with the concept of second hand, accepting that it is something that exists in other industries as well, but the scale on which it exists is sacred to the games industry- second hand DVDs and CDs are nowhere to be seen in HMV, and Waterstone's doesn't sell second-hand books, you have to go to indie back-street retailers or eBay for those.
Yet about half of the big games retailers stock is used product, and this is what needs to be tackled- but there's not really any way they can do this without bludgeoning indies and the likes of CEX as well.

You need to trade in because games are so expensive. Games are so expensive, because you keep trading games in. It's a vicious cycle, I know. There is only one way to break it, and that's to take second-hand out of the Games, Gamestations and HMVs, and force them into selling their games new, which will have the positive effects on games prices I mentioned earlier, and if you're going to trade in, use something like CEX, or better yet support your local indie retailer and do both your trade ins and your used purchases there.

The irony is that the thing that's going to make this happen is how supermarkets are currently getting in on the action- while this will lead to new people using the used market that wouldn't have done before, there's no getting around that it is going to divert some users away from Game, and they'll have to do something with that leftover shelf space, most likely order more copies of new releases and hold onto them for longer, or stock more different kinds of games than they would have done before, which will pull prices down and undermine the used market altogether.

Keeyop's picture

why do you believe prices would be significantly lower?

"While cheaper games would probably lead to increased sales, that doesn't mean that the individual game projects will break even and turn a profit, they might be better off selling at a higher margin, even if they wind up selling fewer copies."

Mooks's picture

There are some interesting points in this piece, however, the fundamental assumption that your whole post hinges on is your early statement:

"New games would be significantly lower than £45 if there was no second hand market."

History tells us that this is simply not true. For starters, ignoring MW2, which was the publisher taking liberties, the average price for a new game is between £35-£40, and arguably lower if you purchase from a relatively cheap distributor e.g. Amazon or Play.

Now, lets go back to an era before second hand game sales existed in the U.K. and compare the current price to the average price of games in the 16Bit era, which was about £50 - significantly higher. You may point out that this was due to the fact that they were cartridge based, but I would counter that by remarking about inflation making them effectively quite a bit more than £50 in today's money and that this more than wipes out the differences in production costs.

Part of the allure of the new 32Bit era was the fact that the games were cheaper - that's one reason why the original PS made such a good headway by going down to the £35 mark - where we are still at today. This price drop was partly a good marketing/business decision and partly the reduced production costs of going to CD, but of course inflation makes it more expensive than £35 is today. The N64 average price was still about £50. It was in the 32Bit era that second hand game sales industry started, but games haven't suddenly taken a jump in price since then.

So essentially, what we see is that, since the introduction of the second hand market in the U.K., the cost of games is certainly not any higher, and when you take inflation into account, they are actually significantly lower relatively speaking.

Therefore, your quoted statement has no basis in reality and this fact pretty much removes the foundation of your argument. I suspect that you may be a developer with a a vested interest in this topic, which is understandable, but probably means you're automatically adverse to second hand games rather than taking an objective view of the situation.

Alex Walker's picture

Yeah, I don't really believe that game prices would drop all that much is pre-owned were eradicated. I speak as someone who has never traded a game in here as well.

Game will charge as much as they think they can get away with, like adding three quid onto the price of a lot of games recently. If pre-owned were to disappear, they would look to get as big a profit margin out of their games as possible. So you'd be left with a situation where prices are frozen, or even increase. Except now, consumers have no way to redeem a large portion of the initial outlay if they don't like a game, so you'll have a situation where Grand Theft Auto, Call of Duty and Halo sell very well, but nothing else does.

Like it or not, pre-owned games do fund large amounts of new purchases.

Ben_Lathwell's picture

Absolutely true.

I don't understand where the industry believes gamers will magicly get this extra funding from to buy new games.

If anything i would imagine a move away from pre-owned games could only go onto fuel piracy.

Keeyop's picture

I guess it depends on the implementation, Currently in the house there are 3 360's 2 Ps3's and 2 Wii's, so if I buy a game will the free code work on more than one console? or will I be forced to register the console in the back room seperately form the one in the lounge?

If it is the case, that I'll have to register the other consoles seperately, will somebody (no doubt from California) be filing a class action lawsuit on behalf of all those people who own more than one of the same console and are being charged multiple times for a service that they've already paid for?

M.Kelly's picture

Codes on 360 are attached to your gamertag, so if you download on one console and then log in with the same tag on another console, it'll still work (although you'll still have to download the actual data, obvs), and I should imagine PSN works the same way with PSN IDs.

Wii, however, lacks the user login functionality, so it wouldn't work.

Ivor_Biguns's picture

Jeez bro! How many consoles do you need?

Keeyop's picture

it depends whose watching what and on what telly they're doing it.

lupinsensei's picture

The idea of online codes doesn't bother me as long as that's exactly what they are. Access to the multiplayer only. What worries me is whether some aspects of the singleplayer experience are made unavailable to the user. By "some" I mean any. Anything at all.
But yeah, in summary, I concur...the used market is invaluable in introducing us to titles we wouldn't maybe take a punt on at full RRP. If they're solid, we'll in all probability, take a look at any full price sequels. Younger consumers are no doubt going to feel the pinch also, and that's the fresh blood of the market.

Mooks's picture

What I'd like to know is have any of the publishers, either on their own or as an industry, done any serious research into what their actual losses due to second hand games sales are, or is this all just based on guesswork and assumption?

To me it seems that, when you add up all the people who buy second hand games - i.e. those who buy second hand games instead of new games, those who buy second hand games that they wouldn't have bought new anyway, those who buy a second hand game and then make a new purchase based on that game etc etc - then when all this is averaged out, they are probably making money out of second hand game sales, and I would be very surprised if it turned out that they actually lost that much because of them.

Of course, unless someone does some reliable research on this then we don't know, but I would have thought that the games industry, and publishers in particular, ought to do this first rather than risk alienating their consumers, and potentially losing money, by trying to prevent a problem that may not actually exist.

StealthBadger's picture

I bought a used copy of Final Fantasy VII, and have since bought every Final Fantasy in launch week, so I guess that agrees with your hypothesis.

As a whole though, I think the games companies are trying to generate the whole "try before you buy" thing via online demos, and would obviously prefer that to pan out that used sales of earlier games.

I tend to buy ~50% of my games used, by the way, and very rarely buy games on/around release week. Also, I've noticed that I tend to buy almost all handheld games used! This is probably because i just tend to go to cex and impulse buy a few ds games before i have a long trip ahead of me.

Paul_Barrett's picture

Here is a scenario for the game devs that they either don't see or want to admit to because it would make their case for attacking the pre-owned/online codes redundant.

I go into game and buy Title xyz pre-owned for £20, which incidentally the game devs see this as them loosing £20 even though they had the £40 previously, I think the game is absolutely brilliant and eagerly wait Title xyz Part 2 which I buy brand new. There we have the game dev making an additional £40 that they might not have otherwise made.

M.Kelly's picture

Too simplistic, I'm afraid- that only works if a sequel happens.

If the first game doesn't make money in the first place, nobody's going to commission a sequel, and it doesn't matter how many people want to buy it new, as if the sequel never happens, nobody gets to buy it, new or otherwise.

Most developers- even the big ones- don't have the money to throw around to make one game, never mind make two in the hope that enough people will like the first one. It's a nice idea, but sadly the real world doesn't work like that.

Mooks's picture

Yes but your whole point depends upon the assumption that the amount of second hand games sales have caused the low sales - that if it wasn't for them the game would have sold enough to warrant a sequel. That assumption is simplistic and flawed in two ways.

First it is still assuming that there is a near 1-to-1 relationship between someone buying a used game and someone not buying that game new. As everyone is at pains to emphasise, we believe that the majority of second hand games sales are games that wouldn't have been bought new otherwise, they are purchased only because they are so cheap - because they're second hand. They're games that the consumer isn't prepared to spend full price on, but doesn't mind giving it a go for the second hand price. If the second hand game industry didn't exist, then these consumers wouldn't have bought the game new, so effectively the developer hasn't lost any money.

Secondly, if the game was good and desirable to the consumer then both the new game sales would be high and the second hand game sales too, with a time delay obviously. This game will get a sequel regardless of second hand sales. If the game isn't any good then it wouldn't sell well brand new or second hand and it wouldn't get a sequel. Maybe it might slightly sell better second hand than you expect because people are more likely to take a pop at that price, but either way, it wouldn't have sold brand new so the developer hasn't lost any money. But of course, if the game was better, these people wouldn't wait for it to be second hand. I don't believe there is a game in history for which the second hand games sales have been so high as to prevent a sequel occurring. Therefore, the fact that no sequel exists is the fault of the developer for not making a good enough game, not the fault of the consumer as you seem to imply. It's quite simple, a good enough game will sell well enough to warrant a follow up (except for the odd surprise), and if it hasn't sold well enough then it isn't the fault of second hand sales.

"Most developers- even the big ones- don't have the money to throw around to make one game, never mind make two in the hope that enough people will like the first one."

This is my exact point, if the first game is good enough then it will make them enough profit to warrant a sequel, or a second unrelated game. The second hand games sales may also be high yes, although they could be lower because less people decide to wait, but they certainly won't prevent the second game and so Paul's point cannot be dismissed by your argument.

Keeyop's picture

It also misses the point slightly, that the majority of people trading in the games in the first place are doing so to fund the purchase of another full price release, so instead of having two consumers unable to purchase a product out of their price range, you instead have Game A being sold by customer X to customer Y (who didn't buy the game at full retail price due to a lack of funds/impetus) which then ends up part funding the purchase of Game B.

If you prevent Customer X from selling game A to customer Y, then neither of them have the funds/impetus to buy Game B and the industry as a whole loses a sale.

ArronC07's picture

Which is essentially my point.

grognard66's picture

I don't technically "buy" used games, but I do trade a great number of titles on Goozex (US game trading site). It is interesting to hear developers/publishers bemoan the impact of used game sales when literally every other medium has the same used market and we rarely hear complaints about that (books, CD's, DVD's, etc.).

In the US, Gamestop is largely responsible for the stigma because of their aggressive and nefarious handling of the used market - to great success for themselves. I can't believe people will trade-in a game just released a few weeks before for $15-20; only to have Gamestop sell it some other sucker for only $5 off the MSRP.

I think the value-add route is the best way for the industry to go. This way they're not taking away something we've been conditioned to expect in the package (online multiplayer) and we have an incentive to hold onto our games. Companies like Valve have been quite effective with this strategy and I also like the way Bioware has experimented with this recently with Mass Effect 2 and Dragon Age.

While I'm not particularly bothered by the recent introduction of online codes, it does seem a bit unfair to me that when I buy a new copy of a sports game (I almost always buy these new) I can only play it online on one of my two 360's - even though I rewarded the developer/publisher with my money by buying a new copy. It gives me the sense that I'm being punished for other's actions.

ArronC07's picture

I'd be interested to hear what people think of the points I've made.

Ivor_Biguns's picture

I think your points are sound and your argument succinctly made. This point has been raised about other types of media in relation to piracy. That, far from losing a sale, they are actually gaining exposure for their product to an audience that would not have ever paid for it in the first place. This person may become a fan and spread positive word-of-mouth and purchase follow up products. Unfortunately corporations don't often get his kind of logic.