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The pricing of games doesn't really work for a transferrable license. In theory you could sell a $60 copy of Grand Theft Auto and then just pass that around to
by chrischen 6y ago
The pricing of games doesn't really work for a transferrable license. In theory you could sell a $60 copy of Grand Theft Auto and then just pass that around to every person in the world. In this scenario Rockstar makes less than <$60 and Gamestop would take a constant % cut of every license exchange. This obviously is an extreme example but my point is to point out the disproportional economics.
- gpderetta 6y agoyou could make the same arguments for books or movies on a physical medium.
- prepend 6y ago> The pricing of games doesn't really work for a transferrable license. I counter this with the reality that it is working and has worked for decades. As measured by numerous thriving game developers and publishers. I don’t even think it’s revenue maximizing for game devs to not allow transfers as I suspect that being able to transfer games to friends increases overall sales due to word of mouth, press, etc. Like how shareware increased net sales.
- chrischen 6y agoAt least for PC games the model has switched to licensing per player. Steam doesn’t allow you to resell games and this has created an explosion of indie games and developers. Especially for small developers imagine how hard it would be if the handful of players just passed around a few copies. It essentially forces everyone to make online multiplayer games.