What to do About Used Game Sales

For whatever reason, the game publishing industry has recently decided that used games are a terrible thing, despite the fact that used sales exist in every other medium, and have existed in videogames since their beginning. A cynical observer would be tempted to opine that it’s only an issue now because we now have the technology to prevent used game sales; the advent of always-online games, complicated DRM, etc. have made it very easy for publishers to prevent people from playing a game that’s already been played by someone else.

The reasons behind this sudden rise in anti-used game evangelism aren’t what we really need to be worrying about, though. The fact is, publishers aren’t going to quit whinging about it now that they’ve started, until something is done about it that pacifies them. It’s in our – that is, the consumer’s – best interest to make sure whatever is done about it also benefits us. Or at the very least, doesn’t hose us.

The current rumors would indicate that next-generation console hardware simply won’t play used games, but this quite frankly seems improbable. Even so, we must consider the effect that such a hardware decision would have on the industry. The short answer is that it would make it unimaginably worse for the consume. Such a system would mean that buying a popular game on launch was the only way to ensure you would actually get to play it. If you wait until later, it might be sold out, and with no used game market, you either wait for a re-release/reprint or you simply…don’t play it.

So what are our alternatives? Well, there’s a few, and they range from being slightly less egregious to being actually pretty acceptable. Here’s the most probable ones that come to mind: Continue reading

What Can The Games Industry Learn From The Faults of The RIAA and MPAA?

For all the hardships that come along with being a young medium, many of which have been hashed over quite thoroughly by the gaming press, there’s also some advantages that come with being the new kid on the block. The long and celebrated histories of music, books, television and film have led to a great respect for these art forms in popular culture, which is something videogames are still very much pining after. However, in the case of music and movies particularly, this history has led to the establishment of institutions that have mutated over the years into something pretty undesirable.

I’m speaking, of course, of the Recording Industry Association of America (RIAA) and the Motion Picture Association of America (MPAA). Formed as trade groups to represent the interests of record labels and production studios, these groups have evolved into a very well-funded lobbyist group, which manage to impose significant corporate influence over government legislation. This is generally accomplished via direct “contributions” (read: bribes) to Senators and Members of Congress. When one considers that the RIAA claims to represent the people who “create, manufacture and/or distribute approximately 85% of all legitimate recorded music produced and sold in the United States,” it’s easy to see just how much money and influence is behind such organizations. It would be difficult for any educated consumer to conclude that these trade groups are a positive influence over their respective industries. Continue reading