Bloated Budgets or Used-Game Stores: Finding the Real Culprit for Decreased Profitability

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Wednesday, October 13, 2010
EDITOR'S NOTEfrom James DeRosa

We're all guilty of buying games that are probably a bit more extravagant than they need to be. Bobby offers that these sorts of games are likely to be at fault for the decreased profits of many large companies -- not used-video-game stores.

Lately, on GamePolitics and The Escapist, I've been reading about how video-game publishers have jumped from blaming piracy as the sole cause for declining sales to a new target -- namely, used-game sales. GameStop seems to be the name that pops up most frequently.

The reason why this is happening is twofold. First, they're a big corporation, and second, customers perceive GameStop as evil, anyway, so it's an easy diversionary tactic. GameStop is not a paragon of virtue, true, but it's also important to remember that it's not the real enemy. I'm not going to demonize them for having a successful, legal business model. If every GameStop-owned store went independent, it seems unlikely that it would solve the problem of declining sales. So what is the issue?

Used-game sales are an answer to that question that I'm not looking to refute, but to fully explore how they've become such a problem, you have to look at the how the industry is really functioning instead of simply following the publisher's line of argument.

 

When you buy a game from a retail store, whether it's brick-and-mortar or online, you are buying second hand already. The copy of the game is not factory direct -- even if it's not "used" -- and very rarely does a retailer send the publisher additional money for each sale. To put it simply, when you buy from a retailer, you are not buying from the publisher. The publisher sold the copies to the retailer and got their money long before you walked into the store or ordered it from Amazon. This business model has existed since video games became available for home purchase and, likewise, since mom-and-pop shops started reselling rental copies. So why has this become a problem if it the practice has been around for 30 years? Well, a possible reason may be digital-download services.

Services like Steam and Impulse take a different approach -- one that I feel has spoiled publishers. In this case, the download service buys a distribution license from the publisher at a fee considerably less than the cost to retailers for thousands of boxed copies. To offset the lower price, the download service agrees to turn over a portion of sales, with the added benefit that buyers cannot resell games sold in this manner. Inherently, it seems a good system, and everyone benefits from it.

Nevertheless, no system is perfect, and the flaw in this model lies with publisher expectations. This has produced increased margin for the publishers, and they want to apply this mentality to retail copies as well. The problem is that they can't because it would be a breach first-sale doctrine, so they bypass it with additional, exclusive downloadable content. I should point out that I'm not saying that this was their explicit intent, but it is a possible explanation as to why it has become a big deal lately.

Now that we have a possible motivation for publishers wanting to kill off used-game sales, we can start to understand why their focus seems at best misplaced -- and more often totally misguided. Used games do not magically appear on the shelves in a puff of smoke. People sell them to stores like GameStop because the amount of money they get out of getting rid of it is worth more to them than personal value of retaining it. Since developers design games with that initial sale in mind, the amount of time the game is of personal value is becoming shorter. Publishers don't care for how long you have the game for -- or even if you beat it or play the multiplayer -- only that you bought the game in the first place, so they don't bother trying to get you to keep the game.

It has reached the point where buyers return copies, either for lack of quality or for lack of content, when the game is still new. This is what cuts into profit margins, and this is the real problem. It's not the company that makes "third-hand" selling easier; it's the fact that new titles pop up on GameStop's used shelves within days -- or even hours -- of release. Unfortunately, rather than blame themselves for producing an exceptionally short or mediocre game, they fault used-game sellers like GameStop for what are actually very savvy business practices.

So what's the solution? I in no way endorse Electronic Arts' "Project Ten Dollar" (tacking on extra content that, if you bought the game used, you're excluded from). I think the Mass Effect 2 Zaeed content is a great example of this. Publishers need to stop coming up with greedy-looking cash-grab schemes. Subsequently, publishers also need to stop focusing on vilifying anyone who disagrees with their idea of how the industry should work.

 They need to look at their own budgets. Fifty million dollars is an insane allotment for a five- to six-hour game when they can easily make lengthier and more varied experiences for less. The industry has become bloated, and developers could surely afford to trim some of the fat. Logically, halving a budget must decrease the necessary number of units sold (at the same price) for an even break. (Admittedly, this is simple, armchair conjecture.) Alternatively, units could sell for less (than $60) at retail. This means either better margin or more units sold, which both lead to a much greater profit.

Developers also need to make games worth keeping. As an anecdotal example, try to find Xenogears for the PlayStation. It's nearly impossible even now, despite the fact that it's a 12-year-old game. This is because no one wants to give up their copy for anything less than a massive price. Publishers are haphazardly trying to artificially create this kind of devotion with additional DLC, but to be honest, if the original game feels cheap or unfinished in the first place, then people are going to feel cheated if you charge them more to fix those issues. The original content must be worth keeping as a solo product, or else no amount pay-to-play DLC is going to entice someone to hold on to it.

Publishers need to stop treating the end user as a sheep they can repeatedly fleece long after they've already gotten their fair share of the pie. By cutting back on their massive spending and focusing on quality games -- instead of six-hour twitch-fests that rely on additional post-release purchases -- they can make their investment back a lot easier without demonizing everyone that keeps them going.

 
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Comments (9)
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October 10, 2010

Hear hear!

I try my best to support publishers by buying games I like new. Sometimes it isn't feasible, however. They're simply not going to get $60 for every new game they shove across at me.

What's next? Are publishers going to start going after people who don't pre-order, thereby guaranteeing them some money before they even release their products, by making everyone who opts to buy a game off the shelf, even a new game, pay $10 for online play? I've already seen the beginnings of that idea...

Robsavillo
October 12, 2010

Great insight -- I'm in agreement that the industry's current business model isn't sustainable and that bilking consumers to experience the entire game secondhand isn't the solution, either.

I'm a little worried, though, that once consoles go full online and require Internet authentication to play games (like many triple-A PC titles), we'll be shit out of luck. If publishers can associate your physical copy of a game with your physical console, the used-games market will collapse overnight and we'll never be able to resell a game again.

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October 13, 2010

@Rob - I heard that Sony patented a technology that could do that about 5 years ago.  I have a feeling they haven't yet due to the backlash they could, (and probably would,) recieve.

 

I know Ubisoft sells games directly from their site, so if they wanted all the money they should empahsize this.  Cut out all the middle men.  Though they should have to reduce the price since there is no middle man.  I would be FAR more inclined to buy from them as opposed to Walmart.com or Amazon if it was cheaper.

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October 13, 2010

The idea that every game is bought second hand is erroneous. Yes, places like Gamestop and Best Buy buy copies of the game from the publisher. This is known as "sell-in" in marketing terms. Sell-through is how many of the units that Gamestop bought were bought by consumers. Sell-through is just as important to developers and publishers as it is to brick and mortar stores. This is because those stores usually have agreements with publishers where the publishers agree to buy back any leftover stock after a given period of time or other criteria. Deals between publishers and stores vary but every used game cuts into the sell-through numbers.

 

These numbers are important because games have a very short window to make back the money spent on them, let alone profit. It's like movies at the box-office, you need a good opening weekend because every week after is smaller and smaller. Sometimes the movie biz can rely on DVD to recoup some sales but unfortunately that's an untapped market for video games, at least by publishers.

 

Secondly, the idea of halving cost to halve the number of units sold is kind of crazy. A budget exists to pay for things that will be in the game. It's a bit of a guessing game, how much a feature or cutscene is worth compared to its impact on sales and with a good producer those numbers get cut and trimmed all the time. If you halve a budget during the process of making a game then you're no longer making the same game and sales expectations need to be readjusted based on what this new game will be.

 

The used game market is great for consoles and games that don't have manufacturer support anymore. Some games like Xenogears have exorbitant prices not just because of quality but scarcity/availability as well. I can check ebay right now and find Metal Gear Solid on PSX for $16. Heck, I frequently go to the local collectible show and pick up games like Super Metroid ($20) on SNES and Skies of Arcadia ($more than it was online) for Dreamcast. But when it comes to buying new releases, I buy new. I even went out of my way to find Dead Space Extraction new, just to show support for that team.

 

In short, yes developers should make good experiences that will last but we as consumers need to hold up our end as well and support them for making the games that we love.

Jamespic4
October 13, 2010

@Rob I don't think he meant to imply that new games from GameStop are "used" by any means. I think he was just semantically differentiating between "factory direct" and the games you buy at a brick-and-mortar shop. Technically speaking, "second hand" is a relativistic term. Some one could have something second hand from me, and it could have had 10 owners prior.

From Merriam-Webster:

"Received from or through an intermediary"

But yeah, the games are definitely not second hand in the sense we generally use it. Point taken.

As for the latter, he noted paranthetically that it was just speculation. Either way, I think it's irrefutable that reducing cost means at least somewhat lowering the final sales (units sold) needed to break even. Simple math enters into it at some point. Also, I think he was reference starting budgets, not mid-development cuts and adjustments.

I see you work at THQ from your profile. Thanks for the info!

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October 13, 2010

Rob, to cover your points:

- There is a difference to second hand and used, especially in reference to my article. Second hand means not directly purchased from the maker, so anything bought in a store qualifies. The point stands though is that a publisher has acquired their money already and buy back deals do not give a publisher the right to blame used game sales. If they want to reduce the impact on sell through sales, they do need to look more at why the games get returned than blanket blame used game stores.

- The one - to - one relation was a result of editing for front page, as the original article I wrote did not say that (I just KNEW I was gonna get dinged on that edit). It did however say that reducing the costs of making the game (which also covers marketing) WILL reduce the required numbers to be sold or at a reduced price to break even. I plead innocent on the details, if not the general stance.

-I won't deny that rarity is also a factor, but it's an exceptionally rare situation where a game is horrible yet still commands a high price. As to the part about always buying new releases, I note you chose to buy new, and weren't forced to. Situations like Ubisoft's always online, or EA's project ten dollar take that choice out of your hands and force you to buy new, or pay extra for having that choice.

- Customers do need to support them for making the games, but just like they keep saying they are running a business, customers need to remember this as well, and should not blindly support mediocracy. If there's no demand for better quality, then there's no reason to improve.

Jamespic4
October 13, 2010

Sorry Bobby, that edit was made in the interest of clarity. I can own up. The orginal sentence was a bit mucky, so I cleaned it up, but I think I added something you didn't intend (which is why I also added the parenthetical). My mistake.

Edit: I went back and changed it to something more in the spirit of your original sentence. I'm not in the business of misrepresenting Bitmob users' viewpoints. Hope that helps!

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October 13, 2010

James already reiterated the point that second hand in the sense of the article doesn't refer to its common usage. Thanks for pointing that out. Bobby, the second bit made it seem like devs and publishers didn't care about a game at retail and I wanted to stress that both of those numbers are very important.

 

Thanks for making the statement less 1 to 1.

 

Finally, as a consumer, your most powerful vote is with your wallet. Ubisoft's "always on" was well documented and I don't want to speak too candidly on other companies so I'll close with this - The flip side of demanding better quality is supporting the stuff you do like. Support the games you like so when the Xenogears of this console generation rolls around you can let the teams know and maybe get another one.

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October 14, 2010

@James, yeah, my writing tends to be mucky. It's clear I'm not a journalist major, and if the editing means it gets on the front page, I'm not one to complain. Thank you for both the edit and reedit though. No real harm, no foul.

@Rob, That is something I can agree with. Support the product you like and demand better from stuff you feel is at best mediocre. The gap between makers and consumers needs to be closed, and just as much as consumers need to stop supporting poorly handled games (Modern Warfare 2 comes to mind), the makers need to push for quality over quantity. I guess we're saying the same thing, just from different perspectives.

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