Developers Fight Used Game Sales via New-only DLC for Gears of War 2, NBA Live and Rock Band
by Chris Faylor, Oct 03, 2008 7:31am PDTAfter years of lamenting that they see no kickback from the extremely lucrative used game market, game makers have launched a counter-attack by packing new games with one-use codes for extra content.
New copies of Epic's Gears of War 2 (360) will include a one-use download code that will rewards with 5 additional multiplayer maps, all pulled from the original Gears of War. According to GamePro, these maps will not be available for purchase through the Xbox Live Marketplace, with Epic claiming they are "special gifts [for] our loyal fans."
EA Canada's NBA Live 09 utilizes a similar strategy. The game's much-touted 365 functionality, which brings daily roster and stat updates to the PS3 and Xbox 360 editions, will only be free for those that buy a new copy and redeem the included code. Without the code, that feature will cost $19.99.
"This information and data is very valuable and it wasn't free for us," an EA representative explained on Operation Sports. "T-Mobile is paying for it this year for all users who buy the game new. This is a very expensive tool to use, and if you don't buy it new, then you'll have to pay for this. It isn't greed at all."
Rock Band 2 and the AC/DC Live: Rock Band Track Pack likewise sport one-off codes for exclusive content. Copies of Rock Band 2 include a code that will allow PlayStation 3, Xbox 360 and Wii owners to receive 20 free downloadable songs by the year's end, with AC/DC Live packing a similar one-use code to let buyers bring the expansion's 18 tracks into Rock Band or Rock Band 2.
Meanwhile, others seem to be taking a different approach in ensuring that gamers hold on to their purchase for a long while.
Owners of Criterion's Burnout Paradise (PS3, 360) have been serenaded with free downloadable content that have substantially expanded the game since its early 2008 release. The last major download added motorcycles and new challenges to the racing game.
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Comments
DRM began on PC with the excuse of piracy, now is exported to consoles. Reason: second-hand market (which is LEGAL!).
Now its just a portion of the game, soon the whole game will be tied to one console. You won't be able to play it on your friend's XBOX (it happens on XBOX live arcade games already), and you won't be able to sell it, obviously.
I'm beginning to see hackers as saviors.
I hope they get the fuck sued out of them. Its BULLSHIT.
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For me I will simply buy less shitty games that I am on the fence about.
Thank you game industry for saving me money.
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As stgdz noted, CD keys for console games. Regular firmware updates, mandatory hard drive installs that can take 10-20 minutes, internet access required to download very important patches, and now this. Consoles certainly stole a few pages out of the PC handbook this generation.
This whole system stinks.
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I remember this. This is like shareware but for console games.
you can pay 20 bucks for shareware quake which included 1 episode. Or if you bought the full thing and payed 50 bucks, you'd get all 4 episode.
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At the same time, $60 is a lot. Most people can't afford to buy every new game at full price. If developers dropped the price of a new game slightly, it would be an easier pill to swallow.
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Is anyone really surprised that Cliffy B. is also somehow linked to this. ROFL. That guy sucks.
i don't do multiplayer and i don't buy DLC, and i buy used games 99% of the time (ebay/amazon). therefore, used games without the precious DLC codes should be even cheaper now. as well as the fact that if i don't bother usign the dlc code from any new game that i would buy, it will have a higher resale value on ebay/amazon.
sounds like a deal to me.
1. Gamers will suffer. Online will be frustrating. Frankly I'm surprised at this bizarre decision.
2. Essentially Epic are punishing the buyer in order to get to the seller.
Sounds like a crazed government policy. It's finalized my choice in NOT getting Gears 2. Used or NEW.
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If not, why does the gaming industry feel they are being cheated out of profits?
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that might hold water if used game sales somehow increased the pool of players making use of the data... but it doesnt. say they sell 1,000,000 copies of the 360 version. in theory, some part of the purchase price (subsidised by t-mobile, i guess?) is used to pay for the 365 functionality for that copy. so at the end of the day, the 365 stuff is funded for 1 million players.
now say 500,000 of those people realize that its the same damn game they had last year, and decide to ditch it for something fresher, so they head down to their local games pawn shop and trade it in for pennies on the dollar. every one of those traded games that isnt immediately re-sold actually REDUCES the number of people using the paid-for 365 functionality. 1 million paid for, somewhat less than 1 million in use, and ea comes out ahead on the equation.
but hey, we're in hypothetical land here so lets just assume that ALL those 500k copies are immediately resold to another 500k gamers. ea gets no cut of this transaction, and begins to cry great crocodile tears of frustration... "you assholes havent paid for the 365 stuff so we arent going to give it to you! we gotta eat, you know?" the problem being, the tally is STILL 1 million copies that have had 365 functionality paid for, matched up with 1 million users actually using that functionality... and ea is dead even, just like they were on day one.
so how is this not greed?
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1) Calculate the period when 90% of your new game sales are made (I'd estimate this to be between 3 and 6 months for most games)
2) Release limited-time exclusive content for only new games owners during this period. After this period, make it available for all
3) Profit! (and gain gaming community goodwill!)
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* I think it sucks, because I use GameFly exclusively to get console games. I rent it from GameFly, and if I like it, I keep it. This means I am effectively always buying used.
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At this rate I can afford about 4 new games a year. The rest I'll pick up used. Somethings got to change.
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Eventually they'll make you register your game to your xbox live id (or more likely your console) OR you can't play the game AT ALL. It'll come with some one time use code on the game manual that will you'll have to register to your console before you can play. And to switch the code will take a call to the company, and you'll only be able to do it 3 times before that code is useless. AND, not only that, the game literally would not work without it being able to download some file with your legit liveID to your legit console and game. So xbox modders would be doomed...
This would kill GameFly and decrease game sales for all games. I use gamefly because most of the time it's not worth buying some games, but merely trying them and returning. Game demos often aren't enough to experience the game, and often aren't around for the titles I want to try.
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I'd rather see more of the money go back to the trader, who has no means of knowing whether he wants his game or not with the lack of demos (and demos more than five minutes long) until he forks out and buys it or chooses to leave it on the shelf til he himself can find a cheap pre-owned.
It's like when BF2 had the add on packs, which weren't backwards compatible with BF2 vanilla, everyone just bought Special forces for the extra unlocks but mainly stuck with the original.
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