Posted November 23, 2012
keeveek: But how exactly? Person B who buys used games, will buy used games, not new ones.
Person A who sells his games to others will probably buy a new game too. But not necessarily from company X, maybe from company Y.
Also, all DRM and online passes are used to stop second hand market, not pirates. They tell you they wanna stop pirates, but it's just a facade.
Because gaming is social. If I play FIFA 2013 then some of my friends will likely play with me, just because I buy used doesn't mean every buddy will. And as my income grows, my brand loyalty to EA's franchises has been increased, so I start to buy new. At first just my favorite titles, later on, I might be the buyer that buys all new and feeds back into the used market. Person A who sells his games to others will probably buy a new game too. But not necessarily from company X, maybe from company Y.
Also, all DRM and online passes are used to stop second hand market, not pirates. They tell you they wanna stop pirates, but it's just a facade.
I'm sure the models are a lot more complicated than that, but that's the basic idea (as I understand it) of why it's good to increase your brand even among those who aren't directly buying from you right now.
Comparing the primary people acquire games on each platform makes a lot of sense, though I can see why it's off-putting. DD has annihilated boxed retail in PC gaming and there's literally very little reason to consider it as an overall market at this point. Disk based gaming is still the primary way that titles are accessed on console.
Post edited November 23, 2012 by orcishgamer