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No. 174990
Consumer rights > Corporate rights Right of First Sale is a consumer right. Ergo, that right trumps all else.
This includes digital things, because when I buy a game and download it I physically own the bits and bytes on my hard drive, and I should be able to sell and trade those, as well.
Developers deserve to stop me selling my game as much as a car dealership deserves to stop me selling my car. Now, they have no requirement to service the game after I sell it (support, or allow the second user to play online) because those are services (as opposed to a good) included as part of the original price, and that can be non-transferable by a license.
>>174984 >Steam sales It's funny you mention that, because every report I've seen about those (first or third party) basically say that during sales everyone makes a fuckton of cash.
If developers are having a hard time struggling in this market, they need to seriously re-evaluate how they approach game development and sales--perhaps as an entire industry. A copy of a movie goes for $30 (we'll focus on the Blu-Ray/AAA market). That movie will get you about 2.5 hours, plus a number of bonus features/extras. These extras range from an hour or two to dozens of hours, but most of this is fairly simple stuff like fliming setup/costumes, bloopers, or interviews. All of this is fairly cheap compared to the actual budget of the movie.
Meanwhile, a AAA game is expected to be about 10 hours or more, and that's just the main campaign. Often you have sidequests, optional objectives, or online multiplayer in addition to that, all for $60. AAA titles are easily surpassing the cost of most movies excepting the really CGI-heavy stuff like The Avengers or The Hobbit. So, compared to the passive movie, we're paying only twice the amount for at least four times the amount of entertainment (ignoring quality). Now, I'm not saying that high-end game should start off at $100 or more, but I think that the industry needs to shun using a flat MSRP for most titles. Titles should be released at a price relative to their cost and their potential sales. This means that some games, like Cowadooty, might actually cost less because it's such a huge seller. This absolutely would not happen, at best they'd keep it the base $60 that everyone is used to now. Other games that are a new IP but have the same amount of money poured into them would have to start at a higher price point to try to make back their money sooner.
Which leads me to the next change: not every new game needs to be AAA. While this might make it a harder sell, those more willing to take a chance on new IPs will be okay with an A title, especially if it's relatively cheaper than other titles. I think companies should focus on putting out shorter, cheaper titles that have new IPs, stories, or gameplay, where assets are often reused and perhaps voice acting skipped to cut down on costs. Games that sell well enough can go on to become AAA attempts. My thinking is that a small studio would put out 2-4 A games a year and one AAA every 1.5-2 years. This can be further bolstered by making phone games that are free or cheap and just implement one new game mechanic for the purpose of testing or testing, using the minor ad revenue or income to supplement such testing.
Focusing studios on trying to churn out AAA after AAA is going to burn out the big devs and publishers. It won't cause another video game crash, though, because smaller studios and indies will happily step in and pick up the slack.
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