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But the price of that used car is also adjusted to reflect the wear/warranty/uncertainty. In an efficient market, the price of a car, used or new, reflects the actual value of that car. Why should games be considered any different? You also don't get an "identical experience" to a person who purchased the game new. The bits on the disc may be identical, but the experience isn't. For example, a game bought new in 2009 might look great in 2009, but by 2013 you've come to expect more. Likewise, there may be fewer players online for multiplayer experiences. There's also all sort of additional intangibles -- you probably won't be the first person in your peer group to play the game, so you can't brag how you beat it faster than someone else, or have the same feeling of shared experience when you ask "did you get past level X? How did you beat the lava golem?", and their response is "I don't know, I did that like two years ago." The analogy isn't perfect, but hopefully it's illustrative enough. At the end of the day, both cars are video games have a certain value when new, and a certain, probably lessened, value when "used". The characteristics by which the value has decreased from new to used are different, but they're extant in both cases. |
That's a fair point. But a new copy of a game bought today that was released in 2009 will also cost closer to $5 than $60 - the decreased experience in that sense is already reflected in the retail price.
For me, ideally what would happen is that used game sales would go away [1], and as a result games would become cheaper, either when they first go on sale, or through heavy discounting more frequently (because people only have a set amount of money to spend on games).
This is essentially what has already happened with PC - there are no resale options, and prices discount far, far more quickly than on consoles. If you want the 'day one experience' as you described, you can get that, for $60. But you have the knowledge that, if you wait, it'll also be available for $30 in 3 months time, and $10 in the Christmas sales. Plus, on every single copy sold, ~70% of the money is returned to the publisher/developer.
[1] edit: As I noted elsewhere, I still think you should be able to lend games to friends. That is, I think, beneficial to publishers and consumers.