bacchus2 / Member

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The Antiresale Agenda

Note : Much of this has been in response to this Gamespot article.

There has been a bit of a hullaboo lately from publishers regarding the second hand games market. Primarily, they don't like the fact that resellers (i.e. retailers selling second hand games) get all the profit while they get none. I can certainly see their point of view. They could cut the middle man and distribute everything digitally, but we are a while away from that transition (especially with limited hard drive space). So in the interim, some companies are trying to offer rewards for purchasers of new retail products.

All new copies of Gears of War 2 will come with a one-time redeemable code to download the Flashback map pack, 5 reworked maps from Gears of War 1. This will be the only way to get these maps; Cliff Bleszinski says they will never be made available any other way. A second bonus is given to those who purchase during a midnight launch; an in-game gold-plated Hammerburst assault rifle.

NBA Live 09 will have a feature that brings daily updates to rosters and stats. Retail copies come with a one-time code to access this feature; second hand buyers will have to pay $19-99 to access this feature. Rock Band 2 has 20 free tracks for download via a similar one-time code. That would be a decent download fee if you paid the asking price for songs. Dead Space has extra suits with in-game benefits, a different one each for Xbox 360 and Playstation 3, that will be downloadable only for the first two weeks after release (one would suspect they are smart enough to make this accessible only from an in-game menu, but if not you can always download it from the appropriate marketplace during those two weeks and buy the game later).

Are these incentives really enough though? Rock Band 2 seems like a game that you wouldn't see many second hand copies of anyway. I'm not into sports game, but the updates for NBA Live 09 seems like a compelling feature, and the price of those updates represents a fair chunk of the all-inclusive full price.

There seems to be a couple of problems with the strategy for Gears of War 2. First, the midnight launch, the only way to get a new skin for a gun. Some people simply can't make it to these events, so missing out on an in-game item on this basis seems unfair. If it was extra paraphernalia (i.e. no change to the game itself), like an art-book, a figure, or soundtrack, that would be fine. Not that this piece of content sounds particularly compelling; a new skin for a gun that has no impact on gameplay. New skins are nice, but I don't see myself paying for downloadable content unless it had some impact on the gameplay (that's just me, I'm sure there are some who would). As such, this content isn't going to make me attend a midnight launch if I wasn't already interested, let alone buy a brand new copy if I normally get one second hand.

The multiplayer map pack is not time-based; all new copies of the game will come with a code to download the pack, regardless of when you purchase the title. Nevertheless, Gears of War 2 will still be sold on the second hand market. I doubt this is going to present much of a problem for players of either group; there will be matches that cater to the content that they have. But the maps will not be available for a price for those that buy second hand copies. Epic are not giving second hand buyers an opportunity to give them money. Companies are complaining that they make no money from second hand sales. I thought downloadable content was a way to offer more value for and produce a revenue stream from consumers, whether they bought new or used.

You can get the extra suit from Dead Space if you download it within two weeks of release. As per Gamespot's news piece "Both suits will have advantages over the standard in-game armor, providing increased inventory slots and tougher protection against spikes, tentacles, and other space-monster weapons." Beefier armour might sound good to some. But what about game balance? What impact are those extra inventory slots and extra protection going to have on the gameplay? Will they make early levels easier and less thrilling than they were originally designed to be? Bioshock would have been a far different experience bereft of some decision making if you started the game with all plasmid and tonic slots open.

I fear the path this may lead to. What if all retail copies are crippled releases that offer a minimum of gameplay, but comes with a code for downloadable content that 'fixes' the game and makes it the way it was designed to be? Then they could charge second hand users for that content, to ensure they get a piece of the pie. But then what happens if your company goes bust, whichever service the download is on goes bust, or for other reasons the download becomes no longer available. That game is dead, and anyone who didn't have that content is not allowed to enjoy it again the way it was supposed to be if they manage to procure a copy.

Ideally, any additional content should not unbalance the game. Conversely, the lack of that content should not hamper the original design of the game, or make the consumer feel like they are missing a decent component of the game. Skins don't break these rules, but aren't particularly compelling.

The main items I can think of would be extra levels/maps/race tracks, and extra playable characters/cars/weapons (so long as these things don't break the balance I mentioned above). The retail box can include a code for these, as well as being available for download for a price, as a potential revenue stream from those who do buy second hand. Even if you do give out codes in the box this way, I'd also suggest they don't release the content at launch. Advertise the fact that the content is coming, but wait a couple of months before you release it. That encourages early buyers to hold onto their copies to get their free content instead of sell them. Heck, don't even advertise it before release day, just make it a nice surprise when consumers open up the box and see that they have some more free stuff coming down the line.

Maybe it's the wrong way to go about it altogether. Maybe Criterion is on the right path with Burnout Paradise. They have been releasing regular free updates to encourage players to hold onto their copy of the game, so they can check out the new content when it arrives, and presumably sell more new copies because there are less second hand ones floating around. This was a part of their plan from the beginning, and they made it clear what their intentions were (at least to frequenters of websites such as this).

Rare is also offering Banjo-Kazooie free if you pre-order Banjo-Kazooie : Nuts & Bolts, which will otherwise be available on XBLA for 1200 points. This seems like a pretty decent bonus, and perhaps other developers could consider doing something similar. If you are releasing a sequel to a franchise and there is enough space on the disc, convert the original to the current platform with the option to unlock it via these one-time codes. Include a boss mode that collects the bosses from previous entries in the series. If there is enough space on the disc, include another game from your back catalogue (if it is no longer available, thus not cannibalizing existing revenue stream), but only unlockable via a one-time code, encouraging people to buy new to get the bonus.

Many PC games are already in on the act with limited number of activations (I imagine this practice is also aimed at anti-resale, but has remained largely ignored under the veil of preventing piracy). What are your thoughts of console games going the same way? At least they are offering content instead of introducing activations, which they very well could, so we should be grateful for that at least.

I don't think there is a problem with the second hand market; it exists for just about everything else. I also don't have a problem with developers trying to make an extra buck from downloadable content; I just want it to be compelling content, not a fix that allows me to play a game the way it was meant to be.