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jamyskis: Indeed. The point is that for the most part, to sell these games would be just too much effort for the potential rewards.

Imagine if everyone were able to resell their copy of Aliens: Colonial Marines or Revelations 2012 on Steam days after release due to the poor quality. WIth the massive supply, how much would a used copy really have fetched?
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Pheace: And yet people would sell them. In fact, as I already mentioned above, I believe it would become the norm.

All it takes is a system that facilitates second hand sales. If that exists, then holding on to a game after you're 'done' with it is meaningless and will just mean you're wasting money in the long run.

Sure, there may be moments where it's particularly bad to sell, but in most cases holding on to it will be a loss for you.
I've heard unfounded speculation that the steam marketplace is a precursor to selling your games (and Steam taking a piece of the pie). Could get interesting if it happened.
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Tallima: I've heard unfounded speculation that the steam marketplace is a precursor to selling your games (and Steam taking a piece of the pie). Could get interesting if it happened.
I personally highly doubt that's their intention with the marketplace, and I certainly hope they don't. They'd basically turn into a virtual Gamestop. Don't need more of that. Besides, I think they'd loose developer/publisher support in a heartbeat.
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Tallima: I've heard unfounded speculation that the steam marketplace is a precursor to selling your games (and Steam taking a piece of the pie). Could get interesting if it happened.
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Pheace: I personally highly doubt that's their intention with the marketplace, and I certainly hope they don't. They'd basically turn into a virtual Gamestop. Don't need more of that. Besides, I think they'd loose developer/publisher support in a heartbeat.
It could be that publisher would be getting piece of the pie (transaction fee) too, and there might be restrictions on how many times one license can be resold etc. I thought XBone was originally going to get a system like this before they ditched it, but then there we are still talking about physical retail games.

But considering how relatively new AAA titles are sold for mere few bucks or PWYW Humble Bundles, I don't see that much point adding such a convoluted extra system on top of the current one. There may be certain cases where it sounds a good idea (e.g. you buy an expensive game you end up hating, or which doesn't work at all on your computer), but most of the time it doesn't sound that useful.
Post edited September 11, 2013 by timppu
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shaddim: Came just to my mind, not every market has used sales... think on food. ;)

Maybe we should start to perceive a GOG game as "consumed" (like food) after downloaded and played.
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Pheace: That would certainly be one of my arguments against some examples they tend to come up with, like the horrible car analogy. How many people use a car for a few weeks and then have it sit there for years? Games are mostly consumables, games you play on and on and on for years are a rarity at best. And there's also games well worth being games that are designed to be one or two playthrough max games.
Here's a new thought. How about we think of digital games as tattoos?

That short singleplayer game which was excellent but has no replay value, is the hilarious tattoo reading "All your base are belong to us", which you don't show off anymore, because it really isn't as funny in the long term as you thought it was when you had it made.

That one game you really regret purchasing because it turned out to be completely different from what you expected, is that tattoo of a couple of Chinese characters which you thought meant "eternal bravery", but later turned out to actually mean "chicken soup".

That game you keep going back to over and over again because it's just so awesome is the tattoo of the name and birth date of your child, adorning your upper arm.

Regardless, you won't be able to resell any of them, or for that matter lend them to others (Ouch!).