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	<title>Comments on: Game Resales and Project $10</title>
	<atom:link href="http://www.entertainingcode.com/archives/game-resales-and-project-10/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.entertainingcode.com/archives/game-resales-and-project-10/</link>
	<description>Coding and the games industry</description>
	<lastBuildDate>Sat, 10 Jul 2010 08:04:20 +0000</lastBuildDate>
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		<title>By: 1Bryce1</title>
		<link>http://www.entertainingcode.com/archives/game-resales-and-project-10/comment-page-1/#comment-388</link>
		<dc:creator>1Bryce1</dc:creator>
		<pubDate>Fri, 02 Apr 2010 00:50:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.entertainingcode.com/?p=1078#comment-388</guid>
		<description>So now I have to pay another $15 per VIP code for everyone in my house that wants to play BFBC2 or even use my other PSN names. what a scam!!! I can understand if it is actually DLC and is tied to a single console.</description>
		<content:encoded><![CDATA[<p>So now I have to pay another $15 per VIP code for everyone in my house that wants to play BFBC2 or even use my other PSN names. what a scam!!! I can understand if it is actually DLC and is tied to a single console.</p>
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		<title>By: Battlefield: Bad Company 2 - Mustang Forums at StangNet</title>
		<link>http://www.entertainingcode.com/archives/game-resales-and-project-10/comment-page-1/#comment-377</link>
		<dc:creator>Battlefield: Bad Company 2 - Mustang Forums at StangNet</dc:creator>
		<pubDate>Fri, 19 Mar 2010 20:32:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.entertainingcode.com/?p=1078#comment-377</guid>
		<description>[...]  Entertaining Code Game Resales and Project $10  Given, $10 isn&#039;t necessarily a &quot;big-ass&quot; fee, but when you tack that onto the purchase price of a [...]</description>
		<content:encoded><![CDATA[<p>[...]  Entertaining Code Game Resales and Project $10  Given, $10 isn&#39;t necessarily a &quot;big-ass&quot; fee, but when you tack that onto the purchase price of a [...]</p>
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		<title>By: Exemplarförsäljning i en hyperdistribuerande värld // Skivad lime</title>
		<link>http://www.entertainingcode.com/archives/game-resales-and-project-10/comment-page-1/#comment-372</link>
		<dc:creator>Exemplarförsäljning i en hyperdistribuerande värld // Skivad lime</dc:creator>
		<pubDate>Sun, 07 Mar 2010 17:17:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.entertainingcode.com/?p=1078#comment-372</guid>
		<description>[...] kom det så kallade &#8220;Project $10&#8221; &#8212; inriktat på begagnatmarknaden där en liknande kod läggs med i boxen och kan [...]</description>
		<content:encoded><![CDATA[<p>[...] kom det så kallade &#8220;Project $10&#8221; &#8212; inriktat på begagnatmarknaden där en liknande kod läggs med i boxen och kan [...]</p>
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		<title>By: 1Bryce1</title>
		<link>http://www.entertainingcode.com/archives/game-resales-and-project-10/comment-page-1/#comment-359</link>
		<dc:creator>1Bryce1</dc:creator>
		<pubDate>Fri, 26 Feb 2010 18:09:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.entertainingcode.com/?p=1078#comment-359</guid>
		<description>Basically EA is selling you 75% of the game in the box and the other 25% is a digital download tied to an EA account and disguised as DLC.</description>
		<content:encoded><![CDATA[<p>Basically EA is selling you 75% of the game in the box and the other 25% is a digital download tied to an EA account and disguised as DLC.</p>
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		<title>By: VIP what do you think? - Electronic Arts UK Community</title>
		<link>http://www.entertainingcode.com/archives/game-resales-and-project-10/comment-page-1/#comment-358</link>
		<dc:creator>VIP what do you think? - Electronic Arts UK Community</dc:creator>
		<pubDate>Fri, 26 Feb 2010 17:58:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.entertainingcode.com/?p=1078#comment-358</guid>
		<description>[...] the consumer and make even more money from a single copy of a game that already costs $60.   Entertaining Code Game Resales and Project $10     __________________ PSN: [...]</description>
		<content:encoded><![CDATA[<p>[...] the consumer and make even more money from a single copy of a game that already costs $60.   Entertaining Code Game Resales and Project $10     __________________ PSN: [...]</p>
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		<title>By: James</title>
		<link>http://www.entertainingcode.com/archives/game-resales-and-project-10/comment-page-1/#comment-357</link>
		<dc:creator>James</dc:creator>
		<pubDate>Mon, 22 Feb 2010 08:15:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.entertainingcode.com/?p=1078#comment-357</guid>
		<description>You can make the same argument about books. The value of the book isn&#039;t in the paperback. When the book is resold, the publisher and author don&#039;t make any more money. Heck, individual authors may work *years* longer than individual game developers.

Should authors start selling &quot;non-essential&quot; chapters separately, with the customer&#039;s name and credit card number stamped on the cover as a deterrent to resale?

It just seems like you&#039;re stinging the customer for the actions of a retailer. When I buy I game I don&#039;t want to have to figure out what random modules I need to play the game as it was intended to be played without accidentally buying crap like horse armor. The less fuss the better; the ideal system would be something the retailer had to mess with, not me.</description>
		<content:encoded><![CDATA[<p>You can make the same argument about books. The value of the book isn&#8217;t in the paperback. When the book is resold, the publisher and author don&#8217;t make any more money. Heck, individual authors may work *years* longer than individual game developers.</p>
<p>Should authors start selling &#8220;non-essential&#8221; chapters separately, with the customer&#8217;s name and credit card number stamped on the cover as a deterrent to resale?</p>
<p>It just seems like you&#8217;re stinging the customer for the actions of a retailer. When I buy I game I don&#8217;t want to have to figure out what random modules I need to play the game as it was intended to be played without accidentally buying crap like horse armor. The less fuss the better; the ideal system would be something the retailer had to mess with, not me.</p>
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		<title>By: slicedlime</title>
		<link>http://www.entertainingcode.com/archives/game-resales-and-project-10/comment-page-1/#comment-356</link>
		<dc:creator>slicedlime</dc:creator>
		<pubDate>Mon, 22 Feb 2010 07:29:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.entertainingcode.com/?p=1078#comment-356</guid>
		<description>@Mark N: The reasonable and simple way to deal with that is to release all DLC for free when support for the game is discontinued. Can&#039;t tell if that&#039;s being done currently, but if the will is there that problem is easily solved. That&#039;s how online activation is being handled anyway.</description>
		<content:encoded><![CDATA[<p>@Mark N: The reasonable and simple way to deal with that is to release all DLC for free when support for the game is discontinued. Can&#8217;t tell if that&#8217;s being done currently, but if the will is there that problem is easily solved. That&#8217;s how online activation is being handled anyway.</p>
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		<title>By: slicedlime</title>
		<link>http://www.entertainingcode.com/archives/game-resales-and-project-10/comment-page-1/#comment-355</link>
		<dc:creator>slicedlime</dc:creator>
		<pubDate>Mon, 22 Feb 2010 07:27:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.entertainingcode.com/?p=1078#comment-355</guid>
		<description>Well, the essential difference between a car and a game is that the main cost of the car is building the car, whereas the main cost of the game is making the master for the game, not the game disc. The same thing with cars would be if Toyota sold blueprints for cars. The value of the car is the metal and fiberglass; the value of the game certainly isn&#039;t in the plastic.

CDs or DVDs have the same problem, that&#039;s why you&#039;ve got these 10-minute pointless &quot;you can&#039;t copy this or sell this and btw we own your soul&quot; texts at the beginning of each DVD. Other than that it&#039;s a question of scale. Used games weren&#039;t an issue before the big retailers started actively pushing them over new games.

I don&#039;t think it&#039;s a question of being &quot;entitled&quot; to profit either -- it&#039;s simply a business reality. Current generation games are simply too expensive to produce under current circumstances, which is a huge part of why studios are closing left and right. Publishers and developers need to solve that problem in order to stay in business.

Besides, people act like the used games are people selling them to each others and noone making a profit... the reality of the situation is that GameStop and GAME are making billions off the used games market. What &quot;entitles&quot; them to that profit? I don&#039;t think you can talk about &quot;entitlement&quot; in a capitalistic economy. This new model is something publishers need to do to be able to keep making games; I think it&#039;s the best way it could be done for both parties. Retailers wont agree, naturally.

As for the car metaphor: if you buy a used car, it&#039;s in used shape -- not in new shape. How is that different from buying a used game and not getting it in &quot;new&quot; shape (missing some DLC that has been &quot;used up&quot;)?</description>
		<content:encoded><![CDATA[<p>Well, the essential difference between a car and a game is that the main cost of the car is building the car, whereas the main cost of the game is making the master for the game, not the game disc. The same thing with cars would be if Toyota sold blueprints for cars. The value of the car is the metal and fiberglass; the value of the game certainly isn&#8217;t in the plastic.</p>
<p>CDs or DVDs have the same problem, that&#8217;s why you&#8217;ve got these 10-minute pointless &#8220;you can&#8217;t copy this or sell this and btw we own your soul&#8221; texts at the beginning of each DVD. Other than that it&#8217;s a question of scale. Used games weren&#8217;t an issue before the big retailers started actively pushing them over new games.</p>
<p>I don&#8217;t think it&#8217;s a question of being &#8220;entitled&#8221; to profit either &#8212; it&#8217;s simply a business reality. Current generation games are simply too expensive to produce under current circumstances, which is a huge part of why studios are closing left and right. Publishers and developers need to solve that problem in order to stay in business.</p>
<p>Besides, people act like the used games are people selling them to each others and noone making a profit&#8230; the reality of the situation is that GameStop and GAME are making billions off the used games market. What &#8220;entitles&#8221; them to that profit? I don&#8217;t think you can talk about &#8220;entitlement&#8221; in a capitalistic economy. This new model is something publishers need to do to be able to keep making games; I think it&#8217;s the best way it could be done for both parties. Retailers wont agree, naturally.</p>
<p>As for the car metaphor: if you buy a used car, it&#8217;s in used shape &#8212; not in new shape. How is that different from buying a used game and not getting it in &#8220;new&#8221; shape (missing some DLC that has been &#8220;used up&#8221;)?</p>
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		<title>By: Mark N.</title>
		<link>http://www.entertainingcode.com/archives/game-resales-and-project-10/comment-page-1/#comment-354</link>
		<dc:creator>Mark N.</dc:creator>
		<pubDate>Mon, 22 Feb 2010 07:20:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.entertainingcode.com/?p=1078#comment-354</guid>
		<description>My biggest problem with this is the damage it does to archivability, which is already quite bad for games compared to other forms of media. At least with a Commodore 64 or an Atari 2600 game, if I buy the game off eBay, now 25-30 years after it comes out, I get the whole game. If there were optional accessories, I can buy those off eBay too. If it starts being common that games contain components that cannot be purchased used, how will I get a complete copy of the game 20 years from now?</description>
		<content:encoded><![CDATA[<p>My biggest problem with this is the damage it does to archivability, which is already quite bad for games compared to other forms of media. At least with a Commodore 64 or an Atari 2600 game, if I buy the game off eBay, now 25-30 years after it comes out, I get the whole game. If there were optional accessories, I can buy those off eBay too. If it starts being common that games contain components that cannot be purchased used, how will I get a complete copy of the game 20 years from now?</p>
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		<title>By: Matt</title>
		<link>http://www.entertainingcode.com/archives/game-resales-and-project-10/comment-page-1/#comment-353</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Mon, 22 Feb 2010 06:55:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.entertainingcode.com/?p=1078#comment-353</guid>
		<description>I think what upsets gamers is that you don&#039;t see this attitude in other industries. If I buy a second-hand car then Toyota doesn&#039;t get any money. Same thing if I buy a second-hand CD or DVD. So the question is, what makes the games industry so special that are entitled to a profit out of second-hand sales?</description>
		<content:encoded><![CDATA[<p>I think what upsets gamers is that you don&#8217;t see this attitude in other industries. If I buy a second-hand car then Toyota doesn&#8217;t get any money. Same thing if I buy a second-hand CD or DVD. So the question is, what makes the games industry so special that are entitled to a profit out of second-hand sales?</p>
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