Video games seek imunity from used sales, fail to see the irony
Used video games have been around since the early ’80s. But they weren’t a problem in the eyes of developers until the middle of the decade, at which point game sales weren’t growing as fast as they used to.
Rather than blame the safe creative bets, bloated budgets, and $10 HD surcharge (yes, many games carry an MSRP of $60 these days) for the decline, developers set their sites on used game sales. “When the game’s bought used we get cheated,” echoed one senior official this week, the latest in a long line of whining.
In light of complaints, some game makers are including single use “unlock codes” in factory sealed games, which they have every right to do. Dumb, but legal.
Still, imagine if other tangible goods started stripping features at resale. For example, “Unless you buy this house new, we’ll section off a part of the home behind a cement wall.” Or, “To see the end of this DVD, you’ll need to enter your single use unlock code.” Or, “Power steering won’t work in this car unless purchased new.”
Is that what game-makers are really after? Is that serving the customer and engendering them to your brand? Do video games really expect immunity from the resale of packaged goods, even though that’s the right they transfer to consumers when selling merchandise? Because if so, that’s incredibly backwards. Unrealistic. Hypocritical. Ignorant.
Obviously the industry is still run by insecure nerds.