Used CD Legislation Slows Used Game Sales
by Chris Faylor, May 08, 2007 11:18am PDTStricter laws in Florida and Utah aim to hamper the sale of used merchandise such as CDs and video games, with similar legislation underway in Wisconsin and Rhode Island. Typical pawn shop laws require retailers to hold used merchandise for a set amount of days before selling it and to acquire some basic information on the person who sold it back. Such a process is meant to stem the trafficking of stolen goods and facilitate the ease with which authorities track thieves and return stolen items to owners. Florida's new legislation goes well beyond the measures of a traditional pawn shop law. The state now requires all retailers selling second-hand CDs to acquire a permit and invest in a $10,000 security bond through the Department of Agriculture and Consumer Services. Stores must fingerprint individuals trading in CDs, copy their state identification, and pay them only in store credit; traded CDs must be held for 30 days before being resold. With the new legislation already in effect, at least one retailer is reported to have discontinued sales of used items as a result. Pawn shop laws in many other states, which tend to be less restrictive than those in Florida and Utah, often go unenforced. The policy also affects the sale and trade of used video games and DVDs, though to a lesser degree. Video game retailers are not required to acquire a permit, and they only need hold traded games for 15 days before they can be sold. This 15 day buffer could theoretically boost the number of new copies sold. Industry veteran Mike Russell, formerly of Ritual Entertainment, explained to Shacknews that used game sales are more potentially limiting to publishers and developer than used CD and DVD sales, as sales of new games at retail generally comprise the sole revenue stream for games. "It isn't hard to see the attraction that game retailers have for used games," he said. "With a new console game, their margin is usually under 10%, while their margin on a used game can be over 50%. There has been growing developer and publisher discontent with chains that sell used product. After all, the publishers [and most developers] are paying for ad circulars, shelf space, in-store contests and promotions, point-of-purchase advertising, subsidized special editions for certain chains, and more...just to bring a customer into their store who is going to buy a used copy and not help recoup any of that money." Gearbox Software president Randy Pitchford echoed Russell's concerns. "Used game sales are an access point for many gamers and I think the industry should support that path," he noted, "but there is a problem right now in that used game sales are a market that does not provide revenue to the game maker. The entire used game sales market exists only to support and provide profit to the retailers. Healthy retailers are good for our industry, but looking at how GameStop is doing, I think they should be passing more value to the developers and publishers." Across the 2006 fiscal year, GameStop saw a gross profit of $651.9 million as a result of $1.36 billion in used video game and hardware sales, with retail sales of new software and hardware achieving gross profits of $504.3 million on $3.09 billion in sales. While used games comprised 24.8% of total sales revenue during that time period, they were responsible for 48.8% of total profits. Russell added, "While delaying used console game sales for two to four weeks after the initial release would help in a small way as far as the bottom line for game sales (especially since the first thirty days are most crucial for sales of any title), the percentage of sales ceded to used sales during the initial thirty days is severely muted by supply constraints...used games are more likely to significantly impact sales after the first trimester." "Laws like the ones in Utah and Florida won't significantly impact sales of new or used product," he continued. "The most sure-fire way that publishers could 'stem the tide' of used sales would be to eliminate [advertising] support for chains that sell used product, but given the quantity of new product that goes through those outlets as well, that would be throwing the baby out with the bathwater."
Report: Frostbite 3 games to be 'optimized exclusively' for AMD cards
Candy Crush dev exploring IPO
Castle of Illusion preview: more than a repaint
Steel Diver sequel is Nintendo's first free-to-play game
Why Pikmin hasn't made the jump to handheld
Comments
The idiocy in their argument is embarrassing.
So game companies are losing new game sales to used game sales. So fucking what. They don't deserve any more protection than any other business that suddenly finds that it's method of making money is being subverted by <insert threat here>. They need to find some other method to make the money they require and if it works (WoW being an example) great, if it doesn't, so be it. Welcome to capitalism.
Let me tell a story about another industry I've personally been involved in (from 1988 to 1993). I used to race R/C cars competitively at the national level, I also flew R/C planes a little bit too but not competitively. Local race tracks would seldom make much profit from the racing itself. Building rent, employee payroll and prizes would eat up most of the profit from race day. The hobby shop was where they would make their money unless they had a huge number of racers.
What started happening with tracks and hobby shops in general was people started to mail-order everything and would only buy little things at the local shops, stuff they either couldn't buy online or it wasn't worth the price of shipping . They also would buy replacement parts at the track if it was something they didn't have spares for (broken turnbuckles, worn out tires, stripped gears etc). Well, the tracks and hobby shops couldn't survive selling people $0.75 parts and started closing. The only hobby shops that have survived are few and far between now and have to match online prices to get customers in the door, with the exception of one in the mall that sells at full MSRP to people with money and no clue. Tracks have virtually disappeared in this area and most people now just play in their back yard with their stuff. Flying is a little different, fields are disappearing too but mostly because developers are either buying the property or the new developments next door don't want a flying field nearby.
While the specifics in the hobby industry are different from game development, the principal is the same. People will buy at the lowest price possible even if it hurts their hobby/interest in the long run. If your sales are being hurt by something, change your business model to compete or go out of business. No one tried to pass a law to protect small computer shops from Dell. Walmart has put all kinds of places out of business but they keep on going.
Trying to stop people from selling used something they paid for and own just because it hurts your new sales is ridiculous. I myself prefer new games but close friends of mine bought almost every game they have for their console used at Gamestop . I don't shop there due to a number of reasons but I can't blame people who do.
Thread Truncated. Click to see all 6 replies.
what country are we living in? lets rip up the constitution while we are at it to protect music & game publishers.
Thread Truncated. Click to see all 17 replies.
"Game sales are a market that does not provide revenue to the game maker". Yeah, they don't anymore but they did Randy. When they were first purchased they provided revenue. After that point it's none of your business what happens to them. If I choose to spend my money on a used game instead of your new game then that's tough shit for you. Make better new games and maybe I wouldn't do that.
Basically this will just force all used sales to go to ebay like everything else. fucking retarded.
Thread Truncated. Click to see all 7 replies.
"Stop making games people trade in the next day."
I haven't yet seen a developer who has complained about this and brought forth any argument other than the idea that it hurts their bottom line. I inherently distrust emotional arguments. Society is under no obligation to ensure that your business remains profitable.
You can imitate the RIAA, or you can imitate iTunes. You can complain about the way the world works, and how consumers acquire and use your product... or you can capitalize on the change, reaching and acquiring customers you never had before. The survival of your company is in your hands; stop crying that the world's against you and start making those hard decisions.
You can make a game people want to keep.
You can make a game people that becomes more profitable for you the more it's spread (I'm looking at you, MMOs).
You can work to make digital distribution more popular, more enticing, so that more and more customers would rather download than trudge to the store.
But the absolute worst thing you can do is go to the public and say "why aren't you giving us money?"
(Alternatively, you want to kill used game sales? Don't want to stop supporting the stores that promote your game while you do so? Change your EULA to make trading the game a EULA violation. It's draconic, but if this was about ethics, you would be asking why no one thinks your product is worth the price you put on it. Either way, for the love of God, stop bickering about used game sales biting your bottom line!)
Thread Truncated. Click to see all 3 replies.
Thread Truncated. Click to see all 2 replies.
I just really worry for the small record stores, they shouldn't be put through that bullshit :(
Thread Truncated. Click to see all 3 replies.
http://www.romsteady.net/blog/2007/05/shacknews-on-used-games-full-response.html
Thread Truncated. Click to see all 2 replies.
Surely its to lower the price of new games, not what he suggests? sad to see the game industry turning into the RIAA/MPAA and wanting everything their product does to generate cash for them, no matter how harmful to the business it would be in the long-term.
Games have been getting more expensive for a long time now, and in nearly all examples they are getting shorter, too. I dont buy many new games these days, because I dont want to spend so much money on a turd, so instead I get a second hand game on some of those 'risky' titles.
Another problem is the lack of demo's before release. Most people will wait for a demo, then buy the game at the cheapest price. And who can blame them. Who wants to pay 30% more just so Mark Rein can carry on spouting nonsensical bullshit?
Thread Truncated. Click to see all 5 replies.
I think they should be passing more value to the developers and publishers.
They keep the money instore because selling a game to them doesn't get you cash, it gets you EBGames Credits or some bullshit so you have to buy more games from them.
Thread Truncated. Click to see all 10 replies.
I think that restricting trade-in sales is an interesting choice. The 15 day waiting period seems spiffy for the new NEW games, but sorta crappy for the older ones. Maybe just have a 'no used games sales/buys until 60 days post street date'? I dunno. I really don't like restricting the ability to buy/sell used games (yay capitalism) but I don't like that people use it to 'rent' games, I don't like that it hurts developers/publishers and is actually driving up the cost of new games, which just feeds it.
Thread Truncated. Click to see all 4 replies.
But that probably won't happen. So I'd take becoming successful and moving instead. Glad I don't live in one of those states at least.
I don't see how consumers can maintain respect for the industry. Fingerprinting? Jesus H. Christ. No way.
Thread Truncated. Click to see all 2 replies.
I think if they are going to require these insane hoops, they should require them across the board. Sell your toothbrush to the pawn shop. Same deal.
How does making retailers hold merch deter stealing? Most stolen merchandise I've probably purchased came from some guy standing outside a seven eleven. He'd rather have the cash than some stupid EBucks.
Thread Truncated. Click to see all 2 replies.
You must be logged in to post.