There's an interview on IGN with Take Two's Executive VP and all he can talk about is the "evil" used games
http://xbox360.ign.com/articles/113/1134078p1.html
What these guys don't get is the value proposition. He's talking about selling partially gutted games for $40 and then "allowing you to be as passionate as you want" by purchasing more digital content. Translation: you will be able to fully play MX vs ATV at the new price point of $40, but you won't exactly have as many options (and thus, will be at a handicap) as the rich kids. This, along with the bullshit of EA's Online Pass, is the best ideas these idiot executives can come up with.
How's this for an option you morons: tiered pricing. Not every full game has to come out at $60. Not every full game has to look as good as Call of Duty or Medal of Honor, not even core titles. There is a minimum requirement, yes, but it doesn't always have to be an arms race. Why not target a game's release at $40 (I'm talking a full game, not a gutted one) and budget accordingly? You know why Borderlands and Batman sold so well? They were $40 for the first week and everyone who was partially on the fence bought it right away. Why? You're getting a $60 game for $40, that's why. Why the fuck would you wait for a price drop or a used copy? And guess what? They were great games and so many people bought them that word of mouth spread very quickly since so many damned copies were out there. And which games were the surprise hits of 2009?
How much did Trials HD cost to make? Fuck lot less than $10 million. It had fine (if not repetitive) graphics, a ton of content (more than most retail releases), and was a ton of fun to play (until the controls got to you). Coming it at at least 10 hours to get through even half of the Hard tracks, it lasts longer than most of those retail releases (Black Ops took me about 13 or 14 hours on Veteran). It would have been a fine $40 title and is still a pretty decent $15 download. Imagine if they toss a full $10 million budget on it, maybe even add a racing mode and online multi for that price?
They keep trying to take their current business model and trying to force it down the customer's throat. We try to find a way to get a little more value for our money (ie. used games) and they get all pissy and try to take it away. Here's an idea: increase the value of your games in peoples' eyes and they have no issues paying the money for it. 5.7M copies of Black Ops on Day 1 is proof of that (as are Halo, Gears, Metal Gear, etc.). Don't want to do that? Price accordingly.
If your games ain't sellin' at $60, it's not because of the used games. It's because you don't offer enough to make it worth $60 in your customers' eyes.
http://xbox360.ign.com/articles/113/1134078p1.html
What these guys don't get is the value proposition. He's talking about selling partially gutted games for $40 and then "allowing you to be as passionate as you want" by purchasing more digital content. Translation: you will be able to fully play MX vs ATV at the new price point of $40, but you won't exactly have as many options (and thus, will be at a handicap) as the rich kids. This, along with the bullshit of EA's Online Pass, is the best ideas these idiot executives can come up with.
How's this for an option you morons: tiered pricing. Not every full game has to come out at $60. Not every full game has to look as good as Call of Duty or Medal of Honor, not even core titles. There is a minimum requirement, yes, but it doesn't always have to be an arms race. Why not target a game's release at $40 (I'm talking a full game, not a gutted one) and budget accordingly? You know why Borderlands and Batman sold so well? They were $40 for the first week and everyone who was partially on the fence bought it right away. Why? You're getting a $60 game for $40, that's why. Why the fuck would you wait for a price drop or a used copy? And guess what? They were great games and so many people bought them that word of mouth spread very quickly since so many damned copies were out there. And which games were the surprise hits of 2009?
How much did Trials HD cost to make? Fuck lot less than $10 million. It had fine (if not repetitive) graphics, a ton of content (more than most retail releases), and was a ton of fun to play (until the controls got to you). Coming it at at least 10 hours to get through even half of the Hard tracks, it lasts longer than most of those retail releases (Black Ops took me about 13 or 14 hours on Veteran). It would have been a fine $40 title and is still a pretty decent $15 download. Imagine if they toss a full $10 million budget on it, maybe even add a racing mode and online multi for that price?
They keep trying to take their current business model and trying to force it down the customer's throat. We try to find a way to get a little more value for our money (ie. used games) and they get all pissy and try to take it away. Here's an idea: increase the value of your games in peoples' eyes and they have no issues paying the money for it. 5.7M copies of Black Ops on Day 1 is proof of that (as are Halo, Gears, Metal Gear, etc.). Don't want to do that? Price accordingly.
If your games ain't sellin' at $60, it's not because of the used games. It's because you don't offer enough to make it worth $60 in your customers' eyes.
I was there on that fateful day, were you?