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4. Re: Quote of the  Day May 18, 2011, 11:10 Atomic
No other industry I can think of spends so much time worrying about second-hand sales. If folks perceive value in your product at the price point you offer it, they will buy it. If they don't, start figuring out your value proposition, not looking for or blaming other factors.

Any way you slice it, for many people, $60 is a lot for a game. How many more would buy if the price was lower, or say, if three friends could pay $20 and share the product purchased. In that scenario, you have addressed both piracy and second-hand sales. All $60 goes directly to the publisher/developer.

As the "pay what you want" pricing models has shown, there will always be cheapskates and pirates. Don't mess up your front end value proposition trying to compensate for them. Factor it into your bottom line as a straight percentage, and then ignore it. Do the right thing up front, and the rest will follow.
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"We don't stop playing because we grow old; we grow old because we stop playing."
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