Can't just lock down resale of a game and think it will boost new game sales.
It's not that straight forward.
Resale is part of "perceived value" of the product.
If you remove perceived value, people feel like they're not getting their money's worth and they don't buy.
Since the beginning people have been trading and selling their cartridges and games.
This "ownership" is part of the perceived value. That you've bought something that's worth X.
Now publishers and devs are saying "Well you paid us but you didn't buy anything, because we want more sales, so we will lock down everything to make sure you can't resell."
This leads to customer dissatisfaction, low perceived value, and ultimately low sales of the product.
Bottom line, used games, rentals and even piracy HELP sales.
Video games are not widgets, they are not vinyl siding.
A developer is almost like a rockstar, or favorite actor.
When Metallica started going after little kids and grandmas for piracy, lots of people stopped buying Metallica CD's.
People don't want to contribute to greedwhores.
"Online Pass" is basically attacking your fans and infringing on their rights as consumers.
And it backfired in the form of disastrous sales.
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When you're thinking about game sales, you gotta think like a 14 year old.
A kid goes into gamestop and buys R3 used.
He takes it home, plays it, part of it is locked down.
He tells his friends "oh man I paid $40 for R3 and it sucks."
Then he returns R3 back to gamestop and buys something else.
Eventually gamestop has 40 copies of R3 that nobody wants to buy.
And nobody wants to buy it new because everybody says it sucks.
Developers think they increase sales by locking things down.
In reality they are just cutting their own throats, turning away fans and decreasing the perceived value of the goods they produce.
Bottom line : R3 deserved to flop, and it did.
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