WolfEisberg: Reselling of our digital games would kill the indie market, and it would introduce worse things in gaming to make up for the loss in sales.
I suggest reading this:
https://www.gamesindustry.biz/the-real-cost-of-used-games Its from 2012, and realize what he said is very much correct.
Used game sales is not good for the consumers because of how the industry will react to it, and the indie market would be hit even harder.
I read it and my takeaway was this comment in the comments section (funnily enough):
I'm not sure I've ever seen anyone miss the point by such an enormous distance. He may have actually hit some sort of anti-point in another galaxy or alternate universe.
"Mid-tier" games have died because nobody in their right mind is going to pay 50 quid for a "mid-tier" game ("Buy me! I'm mediocre!") and publishers are too stupid/arrogant to price sub-AAA games sensibly. Originality has died because nobody in their right mind is going to pay 50 quid for a game they don't absolutely know they're going to like, so no developer in their right mind is going to spend tens of millions of pounds making one.
The industry has a near-fatal entitlement culture that says "We spent loads of money making this game, so you have to buy it". Inconveniently, though, most consumers don't have infinite amounts of disposable income, so their response tends to be "Fuck you, I can only afford four games a year at these prices so I'm buying FIFA, Call Of Duty, Skyrim and Need For Speed, because I know I'm going to enjoy those".
Mr Browne's fantasy of a wealthy adult demographic is wishful-thinking bollocks - games have a short window between adolescence and adulthood in which to make money from their audience, because you only get a few years between someone getting a job and suddenly being able to indulge an expensive hobby, and them having a partner/family who will frown on such frivolities with skyrocketing bills to pay.
The industry drove the hardware arms race that made development costs explode, and the industry is reaping the whirlwind. Good, smart designers don't go bust - they develop for iOS, where consumers will happily buy inventive ideas and original IP because it only costs 69p or £1.99, and they make lots of money (relative to their expenditure at least, and sometimes just get insanely rich by any standards).
Of course, the downside is that they don't get to make absurdly overblown epic games about macho, scowling space marines to compensate for their lack of childhood male role models, but they try to live with it.
If you can't make a profit on first-instance sales of your game without scrabbling around trying to grab after-market money you're not entitled to (once I've bought a game that disc in a plastic box is my property, and whether I keep it, sell it on or shove it up my arse is absolutely none of your fucking business), YOU'VE EITHER SPENT TOO MUCH MAKING IT OR IT'S JUST PLAIN NOT GOOD ENOUGH. Cut your cloth according to your means, do a better job, and stop bloody whingeing that the public owes you a living.
Ten years ago but still rings true today.
This is why DRM-free games work. If you make a quality game then people will appreciate it and buy it. Games can be cracked, pirated or shared illegally, but if you make a great game the majority of people will buy it and you will make money.
DRM increased at the same time as innovation and quality in games decreased, and it all coincided with the introduction of DVDs which had copy-protection whereas VHS tapes didn't.
The system can't be solved perfectly but DRM is not a solution. Neither is legally permitting the free sharing of digital files.