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New approach to online play by EA Sports

  • 19-08-2010 7:54pm
    #1
    Registered Users, Registered Users 2 Posts: 6,782 ✭✭✭


    Not sure if this is going on the last FIFA world cup game but I am betting it will be in the new FIFA 11.

    I bought Madden 11 and you require a single use code from the back of the manual to allow online play. The implication of this will be, when you buy my game secondhand in a few months you will not be able to go online without extra payment.

    Once the code is entered it sends a 100Kb sile to my PS3 which allows the purchaser of the game free online gaming for Madden 11

    When did EA start this and how long before all the other developers copy this approach putting a sting in the secondhand games market.


«1

Comments

  • Registered Users, Registered Users 2 Posts: 51,054 ✭✭✭✭Professey Chin


    They started it with Tiger Woods and looks like it will continue without a doubt.
    THQ also did it with their UFC game this year.
    Id say its here to stay tbh


  • Closed Accounts Posts: 2,487 ✭✭✭Mister men


    Pure greed.


  • Registered Users, Registered Users 2 Posts: 20,558 ✭✭✭✭dreamers75


    The code for Bad Company gets you the free maps (which are already in the game just new modes for them) but the other guy has to fork out a tenner to get them.

    Ubisoft will be doing it next.


  • Registered Users, Registered Users 2 Posts: 12,561 ✭✭✭✭Varik




  • Registered Users, Registered Users 2 Posts: 20,558 ✭✭✭✭dreamers75


    Mister men wrote: »
    Pure greed.

    How so?


    Its perfectly fair for them to do that, it rewards the buyer of the game.


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  • Moderators, Computer Games Moderators Posts: 10,677 Mod ✭✭✭✭F1ngers


    <Moved, not just a PS3 issue>


  • Registered Users, Registered Users 2 Posts: 8,758 ✭✭✭Stercus Accidit


    I can't wait to start PC gaming, f*ck consoles.


  • Registered Users, Registered Users 2 Posts: 6,710 ✭✭✭Monotype


    I can't wait to start PC gaming, f*ck consoles.

    PC games worse on this aspect, with games bound to steam accounts, meaning you can't sell them at all. But at least they're cheaper.

    I think it is greed by the publishers though. People selling second hand games are probably going to spend their money on more games, so they're not going to get any richer out of that. They're just eyeing the money that the game shops are making with trade ins. The shops that distributed the games over the years just aren't needed any more so just back-stab them and cut them out.


  • Registered Users, Registered Users 2 Posts: 86,729 ✭✭✭✭Overheal


    Well aside from flea markets and craigslist the 2nd hand PC market was dead anyway. Gamestop etc. havent dont 2nd hand PC games since the turn of the century. Nothing new.

    Steam still does good sales and I prefer the digital locker option.

    I don't know how big a problem it was for the Games Industry (not gamestop!) but how many people where buying launch titles, burning through them in 2 days and then trading them back in for 1/2 - 2/3rds of what they bought them for? Then Gamestop sells them back to other people for pure, pure profit. Without a dime to the publisher.


  • Registered Users, Registered Users 2 Posts: 2,850 ✭✭✭Fnz


    I don't see anything wrong with this approach. I believe it will end up being that each account will get 10 days of online play before the code is required - to facilitate the rental market.


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  • Registered Users, Registered Users 2 Posts: 4,067 ✭✭✭Gunmonkey


    Overheal wrote: »
    Well aside from flea markets and craigslist the 2nd hand PC market was dead anyway. Gamestop etc. havent dont 2nd hand PC games since the turn of the century. Nothing new.

    Steam still does good sales and I prefer the digital locker option.

    I don't know how big a problem it was for the Games Industry (not gamestop!) but how many people where buying launch titles, burning through them in 2 days and then trading them back in for 1/2 - 2/3rds of what they bought them for? Then Gamestop sells them back to other people for pure, pure profit. Without a dime to the publisher.

    Had a friend once who was bragging about how he bought PC games, ripped em and brought em back after an hour or two for the ful refund/store credit. Tool.

    The blame of greed cant be levelled solely at the publishers, gamestores have been screwing the Publis/Devs with the second hand market, they bit the hand that fed them.


  • Registered Users, Registered Users 2 Posts: 685 ✭✭✭jock101


    This is pure greed! It will make me only buy games with 9/10, 4star, 90% scores. Basically games I will want to keep! Since the price of console games has dropped to 45quid on avg. The games industry is screwing us with DLC, paying to unlock content already on the disc. Now this crap, having to pay to play MP modes on secondhand games.


  • Registered Users, Registered Users 2 Posts: 18,816 ✭✭✭✭K.O.Kiki


    Meh.

    Give me cheap games and I'll pay your little fee.

    Sucks for everyone without access to a CC/voucher card though.


  • Moderators, Technology & Internet Moderators Posts: 17,137 Mod ✭✭✭✭cherryghost


    Monotype wrote: »
    PC games worse on this aspect, with games bound to steam accounts, meaning you can't sell them at all. But at least they're cheaper.

    I think it is greed by the publishers though. People selling second hand games are probably going to spend their money on more games, so they're not going to get any richer out of that. They're just eyeing the money that the game shops are making with trade ins. The shops that distributed the games over the years just aren't needed any more so just back-stab them and cut them out.

    Let's analyse EA's latest PC strategy, shall we.

    So far this year they've released THREE free PC games: Need for Speed World, Tiger Woods online and FIFA Online, and last year they released Battlefield Heroes. EA has had a long hard look at the PC market and they know well that the PC gamers will not accept the extra charges etc as it is.

    What they've done instead, is almost completely ruin BF Heroes by allowing people who make purchases absolutely thrash someone who hasnt paid for anything. And they're not going to stop doing it either, since BF Heroes nearly has 2 million registered souls, half of which are active, and nearly half of them are paying something in some form (IIRC). Now that adds up to a hell of a lot of money to something that's essentially a BF2 mod in disguise. Amazing really.

    The newly released games arent saturated as much as it stands, but no doubt they'll get their finger wet and exploit as many people as they can for their money.

    To conclude: EA will try to stinge you out of every cent you have, even if they insist a game is 'free', whether it be PC, console or anything they decide to release something on, and whether it's 2nd hand or not.


  • Registered Users, Registered Users 2 Posts: 86,729 ✭✭✭✭Overheal


    Hadnt even heard of those 3 offerings... but I think I know why that is.


  • Moderators, Technology & Internet Moderators Posts: 17,137 Mod ✭✭✭✭cherryghost


    Need for Speed World is pretty fun... for now. They start by releasing some car packs, and the last few weeks some faster ones etc etc it's just basically going to implode on them


  • Registered Users, Registered Users 2 Posts: 60 ✭✭BrianSlipknot


    New Smackdown vs RAW game will use this too. 800msp or 9.99 to play online 2nd hand. Lame!


  • Registered Users, Registered Users 2 Posts: 1,647 ✭✭✭thenightrider


    Its only right how can the makers of the games make any money from second hand games and the likes of gamestop make all the money there is more profit in second hand games then new games for these type of shops


  • Closed Accounts Posts: 17,661 ✭✭✭✭Helix


    no beef with this at all

    might stop the likes of gamestop printing free money by ripping punters off with second hand sales


  • Registered Users, Registered Users 2 Posts: 8,758 ✭✭✭Stercus Accidit


    Monotype wrote: »
    PC games worse on this aspect, with games bound to steam accounts, meaning you can't sell them at all. But at least they're cheaper.

    PC gamers have a little bit more recourse than a consoler, if a title has ridiculous drm or terms, its may just end up pirated more than payed for.

    I'd sooner pay for a game, but I would absolutely crack any restrictions that were over the top. There is a social responce in pc games, and the community may or may not lash out at a dev who steps over the line, where that line is drawn is still being prodded at.


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  • Closed Accounts Posts: 1,379 ✭✭✭Sticky_Fingers


    I previously got burnt by this, was in GAME buying ME2, saw it secondhand for £5 cheaper and thought happy days, wasn't till later that I realized about the Cerberus Network thing. Was raging at myself though not enough to cough up the extra amount to get the code. F@ck that, I am not going to support this gaming by installment model that this leads to, the content was finished (I think) when the game was published, it should have been on the disc in the first place.


    While some of you will say "well it makes sure that people buy the game from the publisher rather than secondhand where they don't see a penny" my reply would be that many people can't afford new games unless they trade in older ones and if trade-ins were stopped or hobbled in this way you would probably see a reduction in total new game sales as people would be more cautious with their cash. (note: no sources to back this up just my gut feeling)


  • Registered Users, Registered Users 2 Posts: 86,729 ✭✭✭✭Overheal


    "well it makes sure that people buy the game from the publisher rather than secondhand where they don't see a penny"
    my reply being OK you might get 1 buyer in 5 that has the Money on the Table to pony up €60 for a new game, but 4 in 5 might have €35 (€140) that you're going to lose to piracy.


  • Closed Accounts Posts: 17,661 ✭✭✭✭Helix


    Overheal wrote: »
    my reply being OK you might get 1 buyer in 5 that has the Money on the Table to pony up €60 for a new game, but 4 in 5 might have €35 (€140) that you're going to lose to piracy.

    the publishers arent losing a penny of that tho, coz they never got it in the first place


  • Registered Users, Registered Users 2 Posts: 8,405 ✭✭✭gizmo


    I previously got burnt by this, was in GAME buying ME2, saw it secondhand for £5 cheaper and thought happy days, wasn't till later that I realized about the Cerberus Network thing. Was raging at myself though not enough to cough up the extra amount to get the code. F@ck that, I am not going to support this gaming by installment model that this leads to, the content was finished (I think) when the game was published, it should have been on the disc in the first place.
    This isn't gaming by installment, this is publishers trying to protect themselves from second hand sales. In terms of the content itself, there is more than enough of it in Mass Effect 2 to warrant the purchase. You can't say "oh this was completed so I want it on the disc", as you have no idea when it was completed and for what reason. For instance, the decision may have been taken to add an extra week onto development in order to finish it off so that it would be ready for DLC. In cases like this, it wouldn't have been on the disc otherwise so the argument is invalid.
    While some of you will say "well it makes sure that people buy the game from the publisher rather than secondhand where they don't see a penny" my reply would be that many people can't afford new games unless they trade in older ones and if trade-ins were stopped or hobbled in this way you would probably see a reduction in total new game sales as people would be more cautious with their cash. (note: no sources to back this up just my gut feeling)
    In the short term I think people would perhaps buy one or two less games over a period of time however in the long run I think it'd return to normal.

    As for losing potential sales due to piracy, that's the beauty of it I guess. There is no way of playing these games on line even if you have a pirated copy, you have to pay for the code so at least they're getting some revenue from that side of things.


  • Registered Users, Registered Users 2 Posts: 12,801 ✭✭✭✭Exclamation Marc


    I don't really mind it to be honest.

    Rewards the buyers around the time of release which I don't think is a bad thing. Plus considering gameshops make an absolute mint on trade ins (ie buy it back off you for 25, sell for 50) its really just the developers wanting a piece of the pie that trade in stores have been making for a long time now, which I don't actually see anything wrong with.

    Although I do feel bad for buyers like Sticky Fingers. Pre-owned games should have stickers stating that online features need to be paid for.


  • Registered Users, Registered Users 2 Posts: 14,698 ✭✭✭✭BlitzKrieg


    Although I do feel bad for buyers like Sticky Fingers. Pre-owned games should have stickers stating that online features need to be paid for.

    I'm not 100% sure but doesnt ME2 have it written on the back about the cerberus network.

    Its not the same but I was faced with the same dileama a while back and I chose the new copy over the second hand because I saw it written on the back.

    My 2 cents on the issue games publishers are still very much finding their feet on issues like this

    In comparison to some other decisions this is a half step in the right direction in some points.

    For those complaining about stuff already on the disc being unlocked, consider that only last year that content on the disc wasnt unlocked for those who bought the game new but was required to be paid for (Bioshock 2 *DLC*).

    In EA's favour they have also tried to sweeten the offer each time beyond purely being multiplayer.

    And to be honest, the 2nd hand trade in industry is somewhat out of control for the games industry. I mean dvds dont get the same treatment in high street stores. Is there a 2nd hand dvd section of HMV? There's a 2nd hand game section though... There's going to be 2nd hand business for everything. But its not normally done by the same person who is selling brand new copies right beside each other.

    It also relates to an issue I was thinking about earlier today.

    A film makes money in waves. You get the cinema release +money then the dvd release +money and then the satelite tv release +money and the terestial tv +money then rereleases of the dvd +money anniversary edition +money, box sets +money blu ray edition +money

    you got to also divde that up for regions +money

    thats alot of resale for a single film shockingly waterworld has actually started making a profit now for universal, only took 10 years of vhs/laserdisc/dvd/hd dvd/blu ray sales coupled with tv rights across the world. But films have a resale value that ensures that money is always being made (and why a single flop isnt a problem, its when you get a series of them that drys up all immediate funds that kills studios)
    With a budget of $175 million, the film grossed a mere $88 million at the U.S. box office, which seemed to make it the all time box office bomb.[9] Adjusted for inflation and expressed in 2006 dollars (USD), the budget for the movie was $231.6 million, and grossed $116.8 million at the U.S. box office.

    The film, however, did much better overseas, with $176 million at the foreign box office (for a total of $264 million),[10] and good VHS and later DVD sales, giving the movie over $100 million dollars in profit.

    http://en.wikipedia.org/wiki/Waterworld#Box_office_and_reception


    Can the same be said for videogames though? The resale for a single videogame is much lower then that of a film. Its no surprise that they cost six times more then a dvd. Once the current generation is finished almost 80% of the current market will become dead weight. While waterworld will simply get recycled onto a new format and continue making money. Backward compatability helps, but that doesnt lead to resale. The re release of psone games on the ps3 market and the wii virtual consoles are the first strong signs of games being recycled for the publishers.


  • Registered Users, Registered Users 2 Posts: 8,405 ✭✭✭gizmo


    BlitzKrieg wrote: »
    For those complaining about stuff already on the disc being unlocked, consider that only last year that content on the disc wasnt unlocked for those who bought the game new but was required to be paid for (Bioshock 2 *DLC*).
    I still don't see an issue with that. Time was taken to produce the content and they decided to hold off unlocking it for PDLC. If people didn't know it was on the disc would they have felt more or less "ripped off" instance?


  • Registered Users, Registered Users 2 Posts: 86,729 ✭✭✭✭Overheal


    gizmo wrote: »
    I still don't see an issue with that. Time was taken to produce the content and they decided to hold off unlocking it for PDLC. If people didn't know it was on the disc would they have felt more or less "ripped off" instance?
    It was absolutely tactless though. Theres a difference between hanging on to content in-studio, and what they did.


  • Registered Users, Registered Users 2 Posts: 8,405 ✭✭✭gizmo


    There was no hiding from it though, when people initiated the download they saw it was only a tiny file. Given the assets in question it was therefore obvious they had just downloaded an unlock for said content. As for why it wasn't just held off the disc and released later, well given the nature of XBL and PSN it would have worked out cheaper for them doing it this way as they would have been able to avoid another cert pass for the update.


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  • Registered Users, Registered Users 2 Posts: 14,698 ✭✭✭✭BlitzKrieg


    well given the nature of XBL and PSN it would have worked out cheaper for them doing it this way as they would have been able to avoid another cert pass for the update.

    isnt there a cost for them from microsoft/sony to upload the service?


  • Registered Users, Registered Users 2 Posts: 86,729 ✭✭✭✭Overheal


    BlitzKrieg wrote: »
    isnt there a cost for them from microsoft/sony to upload the service?
    likely. Valve also alluded to the fact that DLC had to be within a certain size restriction, making all the TF2 Class Packs undistributable to Xbox 360s Orange Box without publishing a TF2.5 and putting it on the shelf.


  • Registered Users, Registered Users 2 Posts: 14,698 ✭✭✭✭BlitzKrieg


    Valve also alluded to the fact that DLC had to be within a certain size restriction

    yeah microsofts size restrictions are well known.

    they've expanded them numerous times though (originally it was something ridiculously small and symphony of the night had elements cut to meet it.) I dont think sony implemented size restrictions, but considering there was until now no income for the service from consumers, I expect there was a definite cost involved to upload.


  • Registered Users, Registered Users 2 Posts: 6,912 ✭✭✭SeantheMan


    I don't mind buying the game, and have no intention of buying it 2nd hand or trading it, so no problem.

    I do however have a question ....

    Myself and my housemate both play Fifa online regularly, and each have a paid Xbox subscription, however we both use the same xbox in the sitting room (although there is 2 in the house) to play online.

    Will we need to buy 2 copies of the game and each get a code ? or is it 1 per console


  • Registered Users, Registered Users 2 Posts: 8,405 ✭✭✭gizmo


    BlitzKrieg wrote: »
    gizmo wrote: »
    As for why it wasn't just held off the disc and released later, well given the nature of XBL and PSN it would have worked out cheaper for them doing it this way as they would have been able to avoid another cert pass for the update.
    isnt there a cost for them from microsoft/sony to upload the service?
    Actually scratch what I said, it wouldn't apply in this particular circumstance. :o

    The primary cost on both platforms is the cert process which many indie developers have commented on previously. Sony have an additional charge for PSN content though which is pretty nasty for publishers, especially given the fact you can download content as many times as you want across 5 different consoles.

    As for the DLC size restriction, I wasn't aware of any to be honest and if one were to look at the likes of the Borderlands DLC, it's far larger than the TF2 updates would have been.


  • Registered Users, Registered Users 2 Posts: 14,698 ✭✭✭✭BlitzKrieg


    SeantheMan wrote: »
    I don't mind buying the game, and have no intention of buying it 2nd hand or trading it, so no problem.

    I do however have a question ....

    Myself and my housemate both play Fifa online regularly, and each have a paid Xbox subscription, however we both use the same xbox in the sitting room (although there is 2 in the house) to play online.

    Will we need to buy 2 copies of the game and each get a code ? or is it 1 per console

    If you use seperate accounts, I'd say yes most likely you'd have to have 2 seperate codes.

    but you wouldnt have to buy 2 copies of the game. A code can be bought on its own. But yeah its going to cost more and is a crappy part of the deal.


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  • Registered Users, Registered Users 2 Posts: 12,801 ✭✭✭✭Exclamation Marc


    BlitzKrieg wrote: »
    If you use seperate accounts, I'd say yes most likely you'd have to have 2 seperate codes.

    Just had a goo at the THQ Online Pass FAQS, and found this, so hopefully its the same for EA Sports. Can't imagine EA being able to take multiple pass-money off families for example.
    Do I need a unique Online Pass for every user on my console?
    No. One Online code will give online access to multiple users logged into the console where the Online Pass was first activated (subject to the console manufacturer’s and THQ’s terms of service).


  • Registered Users, Registered Users 2 Posts: 14,698 ✭✭✭✭BlitzKrieg


    penny arcade weigh in on this topic and point out the blatantly obvious and perhaps is a bit too aggressive in one phrase:
    I had a different reaction to the "fightin' words" of THQ's Cory Ledesma than most. I have a different reaction to lots of things, probably. But this in particular.

    The idea that THQ is somehow "disrespecting customers" with this kind of rhetoric misunderstands the situation as completely as it is possible to do so. In a literal way, when you purchase a game used, you are not a customer of theirs. If I am purchasing games in order to reward their creators, and to ensure that more of these ingenious contraptions are produced, I honestly can't figure out how buying a used game was any better than piracy. From the the perspective of a developer, they are almost certainly synonymous.

    It's exceedingly rare that I purchase a game from Gamestop these days. I got tired of being harangued for trying to buy products there, or being told that they didn't have a product when they did, or going across the street to Best Buy or Target or Fred Meyer and finding fifty copies of the game I was trying to buy heaped up like some heathen altar to commerce. There's more, besides. At some point in the last few years, I became incredibly uncomfortable with the used games market.

    I don't think Online Codes that gate access to multiplayer are a particularly good idea, just watching the kinds of threads it generates - but that's exactly what Xbox Live does, for every game on the platform. Sony's considering codes as well, but they're getting it coming and going: they've committed themselves to a dedicated server infrastructure for first party titles, and multiplayer is "free," so a used copy of a Resistance or an Uncharted 2 is a worst case scenario. I prefer an approach along the lines of the Flashback Pack for the second Gears of War - something fun and extra, that feels like a reward. More treat than trick.

    I traded in games for a long time, there's probably comics somewhere in the archive about it - you can imagine how quickly my cohort and I consume these things. It was sort of like Free Money, and we should have understood from the outset that no such thing exists. You meet one person who creates games for a living, just one, and it becomes very difficult to maintain this virtuous fiction.

    (CW)TB


    + comic

    981438957_vPpv5-L.jpg



    Personnally his comparison to piracy is hitting a raw nerve on both ends I think. Everybody likes to play nice in the video game industry so someone pointing out gamestop are doing the same thing as piracy and are probably the single worse offender out there be as the column is titled...fighting words.

    Personnally I'm beginning to wonder how the industry hasnt imploded yet?


  • Registered Users, Registered Users 2 Posts: 2,567 ✭✭✭daveharnett


    The 'piracy' argument doesn't wash at all for me.

    If I buy a second hand car, am I stealing from volkswagen? No, the product's resale value was a factor in determining the original RRP. The original purchaser bought on the understanding that he could recover a certain portion of the price when he was finished.

    By reducing the resale value of their games, publishers are effectively increasing the total cost of ownership of their product for price-conscious customers.

    My bottom line: the market won't allow publishers to sell us less valuable products at the existing price point. If they reduce the value of the game on the shelf, they will have to drop the price on the shelf (whether they choose to or are forced to by dwindling sales is up to them).


  • Registered Users, Registered Users 2 Posts: 2,567 ✭✭✭daveharnett


    BlitzKrieg wrote: »
    Personnally I'm beginning to wonder how the industry hasnt imploded yet?
    I'm more interested in why bricks and mortar game stores still exist. How do they add value to the process (and justify their cut) when the vast majority of gamers have everything they need to allow direct downloads?

    This move toward one-time-keys further diminishes the power of the store - the physical disk on the shelf no longer grants the buyer 'possession' of a title, so why have it at all?


  • Company Representative Posts: 2,957 ✭✭✭Gamesnash.ie: Pat


    This is a repost of what I posted in a different thread some time ago but it's still relevant IMO :) ...

    From a retailers point of view ..

    This is a very complicated area with a few variables to consider.

    • Trade ins fuel new game sales. A huge portion of new game sales are paid for in part exchange in the form of pre owned titles being traded in. Some publishers are aware and accept this. (edit from original post as a lot of publishers are now becoming quite vocal in their opposition) Publishers who do accept this don't have a problem with pre owned titles being used to pay for new titles but the grey area is where the pre owned title is then sold / traded in against another pre owned title which has no benefit to them.
    • However, this drove up the cost price of new games as publishers sought to increase revenue. This is in both the form of cost price to retailers and the RRP's that go with them. In most cases and particularly in the last couple of years the retailers are selling the games at well below the RRP and in some cases selling at a loss. This is so they can get the loyalty of the customer and more importantly get the trade ins for them. It's no secret that the pre owned margins are a lot higher than new. New games could be anything from (minus) -5% to 10% margin with pre owned games at 40% (I'm going to defend ourselves here by pointing out that we don't operate on these pre owned margins ourselves but the major high street chains do) The industry is in a situation where the trade in market is actually keeping new game prices lower than the publishers themselves recommend and its the revenue from the trade in sales that is paying the bills / wages.
    • Initiatives such as this or project $10 etc are going to change the dynamic of the market - this is inevitable. What is happening is that the €10 - €15 you would pay on top of your pre owned titles cost to access the features present in a new game will mean your pre owned games retail value will drop. This of course means what is being offered for trade in credit will also drop.
    • What remains to be seen though is how this will change the market. My personal opinion is that if the pre owned trade in prices fall / the product becomes less attractive to the end user gamer then demand for new games will fall. Also if the pre owned trade is stifled as such I can't see retailers like Game / Gamestop etc being in a position to continue loss leading and price slashing the RRPs which will lead to higher retail prices for new games. That's a double whammy for publishers, less demand because of less cash in the market and a higher retail price too. I think ultimately publishers will have to react to the supply and demand economics of this and cut new game prices but whether or not retailers will be in a position to pass these cuts on will be another question.
    • It makes for a changed landscape in the gaming industry and how it actually settles is anyones guess but we are going to see significant moving of the pricing goal posts as such.


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  • Company Representative Posts: 2,957 ✭✭✭Gamesnash.ie: Pat


    I'm more interested in why bricks and mortar game stores still exist. How do they add value to the process (and justify their cut) when the vast majority of gamers have everything they need to allow direct downloads?

    This move toward one-time-keys further diminishes the power of the store - the physical disk on the shelf no longer grants the buyer 'possession' of a title, so why have it at all?

    This is exactly why you are seeing the main chains now selling phones and computers etc. It's a shrinking market they are operating in. And as I said above if the trade in market is wiped out they won't be able to operate on the pricing structure of new games alone.


  • Registered Users, Registered Users 2 Posts: 14,698 ✭✭✭✭BlitzKrieg


    I'm more interested in why bricks and mortar game stores still exist. How do they add value to the process (and justify their cut) when the vast majority of gamers have everything they need to allow direct downloads?

    simple.

    Despite the claim that the gamers are now older more mature market, there is still a large number of them who can not financially express themselves online. Lack of visa card or using those difficult 3V cards is the most common issue. And then there's those who dont trust buying something without a physical copy of it, or those with poorish or difficult online connections. Put simply online purchases are not fluid enough to replace the most basic retail service.


    I'm 25 and I've only been able to fully embrace online shopping this year, and I know I'm not alone on that issue.


    I have other curiosities.

    Why is the trade in ratio of video games so high?

    In comparison to say dvds. Why are people so willing to trade in a game weeks after buying it but will hold on to a dvd for the rest of their life?

    You talk about resale value and compare video games to cars...which I've seen alot of people do, but why the assumption at an automatic intent to trade in? Why cant games be compared to dvds where the 2nd hand element of the industry are at the fringes? HMV will do 2nd hand games...but not 2nd hand films.

    I cant talk too much about the car industry because I've only ever owned one car which was 2nd hand and I didnt get to drive it much or even consider trading it in when I needed to focus elsewhere in my life.. But my understanding is the key difference between buying a 2nd hand game and a 2nd hand car is if I go to a volkswagen dealer and buy a 2nd hand Golf, volkswagen get a chunk of money as part of the franchise they have with that dealer. They get nothing if I buy from Ebay or buy & sell and I'll get it a heck of alot cheaper. But if I walk into any major retailer and buy a 2nd hand sega game then sega get nothing just the same as I buy from ebay or adverts.ie


  • Registered Users, Registered Users 2 Posts: 8,405 ✭✭✭gizmo


    The 'piracy' argument doesn't wash at all for me.
    Well from the perspective of the publisher it is the same thing, they are getting absolutely no money for the used games which are being sold. All of that money goes back to the likes of Gamestop. The only valid argument for the benefit of this approach is that people use the money from trade-ins to purchase new games, however, given the number of people who claim to buy second hand games, it's naive to think that there isn't a very large proportion of people who buy these games exclusively.
    By reducing the resale value of their games, publishers are effectively increasing the total cost of ownership of their product for price-conscious customers.
    Therein lies the difference between your feelings on the matter and those of the PA guys. They see the detrimental affect the "price-conscious customer" is having on the industry whereas said customer don't seem to care where their money goes as long as they get to save a couple of quid.
    My bottom line: the market won't allow publishers to sell us less valuable products at the existing price point. If they reduce the value of the game on the shelf, they will have to drop the price on the shelf (whether they choose to or are forced to by dwindling sales is up to them).
    You're assuming that the re-sale price is included in the cost of the game though. If you were to examine the average development budget as well as the percentage of games which actually make a decent profit then I reckon you'd rethink any calls for the lowering of the RRP of games.


  • Registered Users, Registered Users 2 Posts: 2,567 ✭✭✭daveharnett


    gizmo wrote: »
    Well from the perspective of the publisher it is the same thing [as piracy], they are getting absolutely no money for the used games which are being sold.
    I guess my real objection is to the language that is being used. The publishers feel like they are 'missing out' on potential revenue, and the undertone seems to be that this is the consumer's 'fault'. I don't accept that at all, this is just the market at work.

    The publishers have realized that they are in a position to change the nature of the market, and that's fine. I buy most of my games through steam, and I have no problem with the notion of non-transferable games.
    gizmo wrote: »
    Therein lies the difference between your feelings on the matter and those of the PA guys. They see the detrimental affect the "price-conscious customer" is having on the industry whereas said customer don't seem to care where their money goes as long as they get to save a couple of quid.
    I like gabe, but Child's Play seems to have left him with a terribly optimistic view of gamers. I think expecting that level of consumer responsibility in any 'demographic' as large and diverse as this is just unrealistic. Did you question the provenance of the last pair of runners you bought? The race to the bottom line is not a trend that is unique to the gaming industry.
    gizmo wrote: »
    You're assuming that the re-sale price is included in the cost of the game though.
    `
    I'm assuming that resale value supported the decision for (some) people to buy the game in the first place.
    gizmo wrote: »
    If you were to examine the average development budget as well as the percentage of games which actually make a decent profit then I reckon you'd rethink any calls for the lowering of the RRP of games.
    As a dev, I have some appreciation of the difficulty and expense of creating a triple A title. The thing is, I don't really care if yet another half life/unreal tournament clone makes money.

    Most of the games I've really enjoyed in the last few years have been comparatively low-budget, independently developed and distributed, cheap, and have sold bucketloads: the orange box, world of goo, plants v zombies, crayon physics, braid and the like.


  • Registered Users, Registered Users 2 Posts: 2,567 ✭✭✭daveharnett


    BlitzKrieg wrote: »
    Despite the claim that the gamers are now older more mature market, there is still a large number of them who can not financially express themselves online. Lack of visa card or using those difficult 3V cards is the most common issue.
    That's fair enough, but that could be solved very easily if MS/Sony really wanted to push their online distribution channels. You can allready by MS points (via vouchers) in the game stores. If MS wanted to spend a few quid, you would be able to buy them in any venue that sold phone credit.


    BlitzKrieg wrote: »
    those with poorish or difficult online connections.
    A complete non-issue for distributors now. Any games market big enough for them to really care about has virtually universal high speed internet connectivity.


    BlitzKrieg wrote: »
    I have other curiosities.

    Why is the trade in ratio of video games so high?

    In comparison to say dvds. Why are people so willing to trade in a game weeks after buying it but will hold on to a dvd for the rest of their life?

    You talk about resale value and compare video games to cars...which I've seen alot of people do, but why the assumption at an automatic intent to trade in? Why cant games be compared to dvds where the 2nd hand element of the industry are at the fringes? HMV will do 2nd hand games...but not 2nd hand films.
    I think that tells you a lot about the quality of most games tbh. Outside of the online multiplayer sphere (mostly the realm of teenage OCD brigade as far as I can tell), how many games have real replay-value? I can think of maybe a dozen in the last decade?
    BlitzKrieg wrote: »
    You talk about resale value and compare video games to cars...which I've seen alot of people do, but why the assumption at an automatic intent to trade in?
    Cars are one of the only commodities which generally see more than one owner in their lifetime, hence the frequent comparisons. The fact is that digital media are by their nature more conducive to resale than cars.


  • Registered Users, Registered Users 2 Posts: 14,698 ✭✭✭✭BlitzKrieg


    hm


    I guess I dont understand it cause I dont trade in...only did it twice regretted it the 2nd time, the first time I was happy with the trade...but the 2nd time led me to play MGS4 :(


  • Registered Users, Registered Users 2 Posts: 8,405 ✭✭✭gizmo


    I guess my real objection is to the language that is being used. The publishers feel like they are 'missing out' on potential revenue, and the undertone seems to be that this is the consumer's 'fault'. I don't accept that at all, this is just the market at work.
    Well I wouldn't say it's their "fault" per say but it is the customer who is making the decision to save a fiver themselves rather than buying a new copy and supporting the developer. While isn't helped by the retailers who are pushing second hand sales as much as they can because of the far higher profit margins.
    I like gabe, but Child's Play seems to have left him with a terribly optimistic view of gamers. I think expecting that level of consumer responsibility in any 'demographic' as large and diverse as this is just unrealistic. Did you question the provenance of the last pair of runners you bought? The race to the bottom line is not a trend that is unique to the gaming industry.
    True, however that same demographic are probably one of the most vocal when it comes to complaining about the quality and content in games. They can't completely ignore the developers when they highlight the lost revenues due to second hand games and then complain themselves when publishers don't invest in new IPs and innovation.
    As a dev, I have some appreciation of the difficulty and expense of creating a triple A title. The thing is, I don't really care if yet another half life/unreal tournament clone makes money.
    That's odd as I, also a dev, would care as it proves to publishers that they don't need to invest in new IP or take risks in order to make money. That's a different topic though so I think it's best we try not to derail things.
    Most of the games I've really enjoyed in the last few years have been comparatively low-budget, independently developed and distributed, cheap, and have sold bucketloads: the orange box, world of goo, plants v zombies, crayon physics, braid and the like.
    While I wouldn't really regard The Orange Box as having a low budget at all, it's a fair point regarding the other titles. As I've said in other threads though, I see no reason why we can't have these fantastic indie titles sitting beside the big AAA titles either. Thankfully said titles are immune from this issue as the majority of them have been distributed digitally. :)


  • Registered Users, Registered Users 2 Posts: 2,567 ✭✭✭daveharnett


    I don't really care if yet another half life/unreal tournament clone makes money.
    gizmo wrote: »
    That's odd as I, also a dev, would care as it proves to publishers that they don't need to invest in new IP or take risks in order to make money.
    Sorry, let me rephrase:
    I don't really care if yet another half life/unreal tournament clone loses money.
    For exactly the reasons you mention.

    EA in particular have a lot of nerve complaining about consumers reselling games, when their business model seems to be to resell the same games (+10% extra shiny) every two years. But as you say, I guess that's another issue.


  • Registered Users, Registered Users 2 Posts: 14,698 ✭✭✭✭BlitzKrieg


    just to keep people updated, check out the penny arcade forum and even the news post now as this topic has really blown up there in a massive scale.



    back to my own thoughts on the used car comparison:
    If I buy a second hand car, am I stealing from volkswagen?

    I had a poke around online and as far as I can tell most of the franchised dealers do their reselling back through with volkswagen and they get a cut of the profit of the sale via their contract with the dealer. Go check the volkswagen website they have it set up that they directly link you to used car dealers who pay them for the name drop. Its not much different then if you opt to sell a 2nd hand game on steam, a portion of the cost goes back to the developer.


    Unlike video games in retail where they are cut out completely when it goes second hand.


    Yes cars sold on buy & sell or in used cars only lots do not give anything back to volkswagen...But they are not on the high streets sitting beside new cars. With video games it is. I still havnt had anyone justify why video games are the only commodity that allows this with nothing going back to the industry? Every industry has a 2nd hand market but none of them flood onto the highstreets except for videogames.
    No, the product's resale value was a factor in determining the original RRP. The original purchaser bought on the understanding that he could recover a certain portion of the price when he was finished.

    Car's are designed with this resale factor as someone already pointed out. I think EA's and THQ's bad business model with their sports series (fifa 01, 02, 03, 04) encoruged a similar thinking with video games and they are to blame for the bloated second hand industry which other developers and producers neither encoruged or wanted and everyone is suffering for it.


  • Registered Users, Registered Users 2 Posts: 8,405 ✭✭✭gizmo


    EA in particular have a lot of nerve complaining about consumers reselling games, when their business model seems to be to resell the same games (+10% extra shiny) every two years. But as you say, I guess that's another issue.
    As discussed in other threads though, EA have turned it around big time on much of their big sports titles. Take FIFA for instance, that franchise has reclaimed it's top spot after years of no improvement helped Pro Evo overtake it. At least it's nice to see them learning their lesson.

    More importantly, thanks for that info BlitzKrieg. I've always suspected that the manufacturers got a cut from the second hand market car market and that their comparison in the second hand games debate wasn't entirely valid. :)


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