I think this is bad; not necessarily for the consumer, but for the industry as a whole. Reselling means that copies sold after the release benefit random consumers, not the developer. On the other hand unresellable licenses along with sales mean that everyone pays the same price, but the developer gets all of the revenue. Digital goods cannot be scarce; we shouldn't treat them as if they are.
MereInterest|6 years ago
This is also besides the fact that the developer has no moral right to prevent the public from reselling a product that has been sold. (First-sale doctrine)
wruza|6 years ago
In this case, it is a solution stretched to a separate problem, but who cares.
CWuestefeld|6 years ago
By having a real used market, there are two opposite effects on the new market:
1) Obviously, having more choices (viz purchase of a used copy) tends to pull prices down.
2) But less obviously, the knowledge that one can sell the game when complete means that a buyer would be willing to pay more up front. That is, today they pay $X new, and that represents the total investment. But with resale, they pay $X' up front, but later recover $Y later when they sell it.
The question is what is the equilibrium between these two countervailing forces?
im3w1l|6 years ago
Either doing this is dirt cheap (say less than $1). If it is not dirt cheap, then it means that the game must depreciate hundreds of dollars per year. Which means the starting price must be like $1000.
People wont pay $1000 for a game, so the second case is impossible. Hence, it means that it will be dirt cheap to buy-play-sell. This may be a big threat to the current model.
FreeKill|6 years ago
This applies a lot to single player games that will take 10-20 hours to complete like the newest Tomb Raider series or Deus Ex series, where I'm sure I will enjoy them, but not enough to spend $70+ on them.
deogeo|6 years ago
nisse72|6 years ago
Barrin92|6 years ago
no, unsellable licenses result in price discrimination, because it gives the distributor a monopoly on the sale. That is why steam games have different prices in different regions. Through resales this is eliminated because people can trivially use the arbitrage opportunity to buy low and sell high.
This is a good thing because it maximises consumer surplus. I'm not really sure what a 'random consumer' is either. I don't really see why we should let platform owners or developers exercise market power to the disadvantage of consumers.
throwaway34241|6 years ago
> Through resales this is eliminated
> I don't really see why we should let platform owners or developers exercise market power to the disadvantage of consumers.
No price discrimination may result in the single sale price being the first world country price rather than the developing country price (it may make more financial sense to ignore developing countries than to cut the first world price by 3x). So it wouldn't necessarily be to the advantage of consumers.
Secondly this is ignoring what games are a viable financial enterprise to begin with. Without taking that into account, mandating all games be free would be to the advantage of consumers. If a low friction way to buy/sell digital copies single player games existed, I could imagine a single player game changing hands 10 times rapidly after it's released as people finish playing it and sell it to the next person. Unlike physical goods used digital goods would be basically perfect (and would require no time or money to ship).
But rather than consumers paying 10x less overall and developers finding a way to make the same games with 10x less money, I expect a different equilibrium would be reached. Probably developers mostly ignoring pay-once single player games altogether in favor of multiplayer games and/or in app purchases.
boudin|6 years ago
glofish|6 years ago
Being able to sell a game may expand the market, it is possible that even more people would buy new games if they knew they can resell them later.