Want to Solve the Used Game Dilemma? Here’s How to Do It.
by Deejay Knight: at November 12th, 2008, 4:29 am
Wrapping It Up
I’ve laid out these suggestions for every gamer, developer and/or publisher to see. As a gamer and someone who has worked in the industry, I feel this list would be beneficial to both gamer and developer alike.
The end result of this is not only to line your pockets and keep your community satiated, it’s to keep gamers interested in your game.
One of the problems with the gaming industry as a whole is that developers tend to launch a title and forget about it. People wonder why gamers buy a title, play it for awhile, and go onto the next title, but the answer is the source: Developers’ commitment to moving on to the next title is partially to blame for the purchase, sale, and resale of titles. Of course price has a big part of it, but developers have to swallow the pill of responsibility and realize that they play a part in their titles being resold.
That said, I have to admit to having an ulterior motive behind this article, but it’s a noble one. Noble for both gamers and devs/publishers alike. These suggestions outline not only a way to keep titles sales high, but to involve your gamers in a community. Look at the example of Burnout ParadiseBurnout Paradise reviews
– Criterion’s big racing title has stayed in the headlines despite being released in January of 2008, with new features and downloads dropping all the time. How many titles have that kind of staying power in the play-and-throw-away industry we have nowadays?
It’s because the players of that game always have something to look forward to. Their purchase of the game was almost like an investment that they didn’t know about when they bought the game – but they keep right on playing.
Something that I learned a long time ago applies to the gaming industry as well: Invest in your gamers, and they’ll invest in you. How do they invest in you? By purchasing, playing and keeping your title.
Follow these suggestions (like Burnout Paradise has, in a way) and you’ll find yourself not only keeping your gamers happy, but brining in new purchases for gamers to keep and reap the rewards from over time.
The only question now is the ultimate question: Which developer/publisher has the balls to try it out?
Do you agree? Disagree? Hate the ground I walk on? Let me know what you think either way in the comments section.
*UPDATE*
Some people have misconstrued my meaning of this article. The goal isn’t to completely remove second-hand sales, as that’s impossible as long as there is a physical media. The intent is to show both gamers and developers that it’s very possible to curb second hand sales without resorting to digital distribution for their titles.
I’m not a fan of hardcore DRM schemes, which is exactly what digital distribution would bring about. These suggestions can be taken as a guideline to making slight changes to the way business is done to not only get more gamers into the fray, but to remove the need for such a cutthroat second-hand market.
If gamers are happy with their games, there’s no way in hell they’d trade them away. Ask all the people who still own copies of Burnout Paradise and are happily awaiting the latest DLC.
Developers and publishers just have to want it bad enough.
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