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26. Re: Beleszinski is a whiner Jun 21, 2013, 10:42 Beamer
 
MindStalker3 wrote on Jun 21, 2013, 07:26:
atomicfro wrote on Jun 20, 2013, 21:23:
You cannot have game and marketing budgets this high while also having used and rental games existing. The numbers do NOT work people.

How does the movie industry do it then? If the numbers aren't working YOU are doing it wrong. And it doesn't cost me $60 to watch a movie or buy it on disc.

You can easily spend $40-$60 for an entire family to attend a movie together. You generally don't buy much more than 1 copy of a game per family.

Ug. Please, we need to stop with the Movies analogy and the Used cars analogy.

Revenue streams for movies:
Product Placement -> Theaters -> Merchandising and toys -> DVDs -> Mainstream Cable -> Basic Cable -> Television -> Netflix

Revenue streams for games:
Launch -> DLC -> Merchandising and toys (typically on a much smaller scale.)

Most movies bring in money for years. Most games do not.



As for the used cars angle, well, cars are priced high because of it. Often very high. Manufacturers count on the used market to put more money in the pockets of the first buyers so that they buy more often. They are part of a cycle that leads to more money in the pockets of every member of that purchase cycle.
The purchase cycle does NOT work that way for games. People tend to either be used buyers or new buyers. Used buyers feed each other, new buyers feed the industry. There's no clear path you can follow the money from used purchasers to developers the way you can from a used car buyer to a car manufacturer. Used cars are also objectively less valuable than new cars. They are dinged, damaged, and may have mechanical issues you cannot even see. Used games are objectively identical - they either run or they do not (and yeah, the case may be dinged, but that doesn't reduce value, and you can almost always find one on the shelf next to it without a dinged case.)

The comparisons to other industries don't work. Except, you know, maybe to the PC gaming industry, where Steam's lack of used games, sharing games and piracy has led to prices absolutely plummeting (yeah, Valve being innovative and caring about customer first plays into this, but Valve still needs to convince the developers/publishers to play along, and it's the enormous revenue driven from no used, no sharing and lessened piracy that gets them to buy in.)
 
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