crazy_dave: Finally, I noticed you ignored my arguments about customers regulating the markets - because there is no argument against it. Each developer and publisher are not a market unto themselves. There is the market and that's that. They already got paid for their product at a price point they chose to set. The some guy cashing in his game is you and me (I don't buy/sell used) - he's a consumer and he's regulating the market and participating in the economy - hell maybe he's increasing his savings - something more consumers ought to do. Again this short-sighted, myopic thinking isn't healthy for the companies in question! This is what is getting us as a market-driven society into trouble. Actions like eliminating the used market is in the end bad for the economy and bad for the companies in question because it leads to less healthy markets. This short-sighted quest for short-term profits leads to greater instability in the markets, not more stability for the companies in question. You are actually harming what you are trying to help. Used sales can exist in the digital marketplace. If anything arguing against their existence is the throwback - that simply because we've never had a digital used market place that it must not work or be good for the companies in my market. That's now the throwback, because you can't see it working and because the effects are indirect rather than direct, you assume they're not there or important. The application of the used market to the digital realm will be the next great innovation and the company that gets it right first will make a killing again as Valve did with Steam or Apple did with iTunes when they proved against the common wisdom of the publishers at the time that you could make money off of digital sales in the first place.
I'm ignoring this because I already think a used market is outdated, at least in the physical kind. I also, don't see anywhere in there how a used market is a benefit, when it comes to gaming and gaming development.
You claim that money goes back into the market (huge grand generalization apparently since it could go to burrito's for all we know), yet for that game developer who's game was sold, he may see no return whatsoever on that used market, yet that used market is continuously undercutting their own game sales. And for what? So us 'pitiful' consumers at least are able to resell our games? Why? Buy the game for yourself and leave it at that. Let the company who actually made it get the sales of people who want to buy at a lower pricepoint. Why have a system in place that forcibly limits the amount of copies sold, so the consumers can play around with the copies there are remaining, to make back a few bucks, and for the resellers to capitalize on?
If, as we see with multi games now, games are linked, to a non transferrable ID, then people can, and still will buy the game. All they have to do, is wait slightly longer, till the sale comes, or the price reduction comes where they are finally at that sweetspot for them, and then the money goes towards the developer/publisher of that game. (The publishing being a good thing can be argued).
What is so wrong with that? And why is there a need for there to be a consumer controlled secondary market for this? Don't these multi games right now do just fine without this? Doesn't the market survive and live on without this? Because the market is still there. It's still supply and demand, people still won't buy at a price point they don't like, or if it includes DRM they don't want. The only difference is that the middleman leeching off the sales for their own profit is cut out.
jamyskis: Wrong. Look at the various copies of extremely rare games on eBay and Amazon and tell me with a straight face that people are paying hundreds of dollars for just what is on that storage media. Then tell me with a straight face that people would pay this money if it were just a box and a disc with nothing on them.
The box, storage medium and game are a "value unit" that has an inherent value because they are finite. As soon as you strip away all of the physical aspects, the game becomes inherently infinite and therefore worth nothing. The only reason that we pay for digital games is because the law tells us that downloading them for free is illegal.
As I already mentioned above. That stuff is outdated. Game sales as a whole are going more digital every day, PC *and* Console, and if that option had been there from the start they would have been there to begin with, since games are a digital product. Which they have always been, but the only means to get them to the consumer so far has been through physical media. The reason those particular games are worth a lot, is because they are limited physical products, which is an outdated premise with the new digital market.
And no, it is not worth nothing because it suddenly goes 'infinite'. That's ridiculous. There's just as much 'value' to owning the game digitally as there is to owning the game on CD, unless you derived the majority of your value from the box and the CD. Would you pay $40 for a copy of the box and CD of say a $50 game, just because the game wasn't on it? No. The value is in having access to the game itself. Whether that be physical or digital is not relevant. The game has always been able to be copied infinitely, it just hasn't.
(I do concede some people would pay more for a game with a box and a DVD obviously, but not the majority of it's value)