Cue The Violins
Wednesday, August 25th, 2010
As a topic both near and dear to my heart as well as something I was in serious need of considering more closely, I watched the discussion initiated by Penny Arcade over the appropriateness of buying used games with great interest.
Obviously, my purchasing habits are in fact part of the problem being described by the game publishers where secondary markets like GameStop’s ubiquitous used selection and trade services like Goozex enable me to continue gaming and in fact keeping up more or less with the state of the hobby in the present tense without succumbing to a tide of expenses. In the past year and a half my activity level in the hobby has cooled considerably (life events and all that) but I’ve managed to play all the way through a number of titles and sample a few oddities as well with only a few token purchases here and there being of the sort that the publishers would record in their tabulated account books. Without these secondary markets, that wouldn’t have been possible.
The question presented here is a valid one, however. Is this sort of thing acceptable? Is it ethical? It’s necessary for me to seriously consider these questions in this context because if the answer is negative, it represents a call to action.
From what I can gather the two camps rally around the following philosophical justifications which, mind you, don’t have much in the way of refutable weakness. They simply are the rationales in play and you can cast your lot with whichever aligns with your personal ethos. The pro-secondary market person says, “If I didn’t have the cost-effective alternatives available to me, I wouldn’t bother. Therefore I represent the non-consumer anyway, outside the target market, who never will contribute to the industry directly anyway.” The anti-secondary market person says, “If you receive entertainment value from something that was produced by creative and technical minds, you owe those people your direct support from an ethical standpoint.”
As I said, neither is particularly wrong and you can’t really argue the face value of either. However, you can sort of eliminate the whole discourse if you can believe the basic tenet of the pro-secondary market position. This is critical because the thesis here is that if you got rid of Goozex and eBay and GameFly and GameStop’s used games—let’s say all game content was seamlessly DRM protected and digitally delivered—these individuals would simply stop playing games. Theoretically the entire industry (we have to leave retail out of the conversation for the sake of the point) would see no noticeable shift in supply or demand. After all, as far as publishers are concerned, secondary market customers represent zero revenue for them. Likewise, the support from those individuals is, if you accept the fact of their abandonment of this sort of entertainment if they cannot control the price structure, non-existent. There can be no ethical dilemma here because the support received by the industry from the supportive consumers is at 100% currently, the secondary market is fundamentally no different from the wide base of non-gamers who never spend a red cent on any games or gaming-related paraphernalia.
The problem is, logic suggests that’s not true at all. For one thing, hardware manufacturers would be impacted: It’s certainly possible some secondary market devotees also get their gaming hardware used, but I’d be shocked out of my penny loafers to find the used hardware market represented even a fraction of the install base for any given platform whereas I’d not be the least bit surprised to find that the percentage of individuals who play any given game for an hour or more without buying the full retail product is well into the double digits. The other issue is that I suspect most gamers who utilize the secondary market are in fact very much like me in that they want to play a lot more games than they can reasonably afford at full retail prices but that doesn’t mean they aren’t willing to pay MSRP at least occasionally. On one platform I can think of at least eight titles I’ve purchased new from retail off the top of my head in the past four years, and there are probably a few more I’ve forgotten as well. Now that’s nothing compared to the number of games I’ve played that I acquired on the secondary market, but the reality is that if there were no Goozex or rental stores I’d perhaps play that handful of games that I picked up on Christmas or from the occasional splurge and nothing else.
Of course the tricky element to this is that maybe that’s not true at all and if there were no way for myself or others like me to engage in cost-management for the hobby, we may very well choose instead to disengage from the hobby (as is threatened by the pro-secondary market position) only in this case the damage to the industry as a whole would not be insignificant but would in fact represent a dramatic shift downward as all these so-labeled leechers suddenly stopped buying hardware, peripherals, and yes, even software occasionally.
Which leads back to the ethics question because what it seems to come down to is whether partial support is ethical enough for a consumer like myself who does, in fact, take advantage of many creative and talented development teams’ work without direct compensation. I mean, I can see from Mike and Jerry’s perspective how that could feel untenable since they don’t just gain leisure value from the work of game designers and producers but they earn a living off the back of that industry. For myself, though, I’m just not sure I can work up enough sympathy for an industry that has painted itself into a corner with the soaring costs of development and then tried to surreptitiously pass those poor judgments along to the consumer with inflated retail prices across the board, only dipping into casual economic brackets once the game has earned “Greatest Hits” status or whatever (basically reached a critical mass for initial retail revenue and now require broadening of the fanbase to secure audience for the inevitable sequel).
And for what it’s worth, secondary market devotees do have to take some concessions for their thrift: One thing that may perhaps surprise you is that I’m all in favor of things like THQ’s one-time codes to reward shrinkwrap purchasers. Give the early adopters some special gifts, I say. I have no problem with value-adding to full price purchases so long as they don’t represent a crippling of the core game. In fact, perhaps the biggest conscience-easing exercise I can take is to imagine what would happen if some publisher did decide to include, say, a download code that provided, say, the game’s final chapter—available only to the first person who bought that copy of the game. I would not play that game. Should all game publishers engage in similar tactics, I would simply walk away from the industry. I believe this would be detrimental to the industry as a whole: As frugal as I am with my hobby activities, I do support the industry in my own way, at my particular level of comfort. Publishers are free to decide they don’t care to retain me as a customer. I won’t take it personally, I’ll just take my disposable income somewhere else.
