There’s nothing new about the used game market. I frequently bought second hand SNES and GameBoy games as a child because money wasn’t something I had a lot of back then. In the last few years I’ve opted to purchase my games new mainly because of the incentives offered and because I’m an inpatient git but the market for pre-owned titles is certainly not a shrinking violet. It’s huge and many publishers don’t like that one bit. Quantic Dream co-founder Guillaume de Fondaumiere is one of those not overly keen on the idea of his products being re-sold without his team receiving any money.
In an interview with GamesIndustry.biz Fondaumiere said how around 2 million copies of Heavy Rain had been sold worldwide but looking at the PS3’s Trophy system, the number of people who played the game is somewhere in the region of 3 million. One thing he didn’t take into consideration are households with more than one account on a PS3. The extra million players may not all be from second hand sales but siblings and housemates passing on Heavy Rain or even game rentals. Still, the annoyances of Quantic Dream remain the same:
“On my small level it’s a million people playing my game without giving me one cent. And my calculation is, as Quantic Dream, I lost between €5 and €10 million worth of royalties because of second-hand gaming.”
While this may be true, another way to look at it is that a further 1 million people played Heavy Rain meaning around 3 million people experienced the art and story Quantic Dream wanted to tell. The company may have lost an estimated €10 million but also may just have gained a further million followers. Put like that, pre-owned sales are actually helping expand the potential audience for future Quantic Dream releases.
Fondaumiere wants the industry to address what he feels causes gamers to go the second hand route; the high price of video games. He states how he’s always believed games are too expensive and there must be a happy medium where all parties – consumers, publishers, developers and retailers – are content with a game’s price tag. Until then, the industry is “basically shooting [themselves] in the foot,” leading to either an end to retail-sold video games are exclusively move to an online distribution model. But this looks to be where platform holders are taking the industry anyway with a greater emphasis on downloadable content that aren’t just additional content but full games. One of the biggest problems right now is the throttling of bandwidth internet service providers have on consumers. All the while people are fighting to up their download caps and speeds, they’re unlikely to accept the exclusivity of digital distribution. So maybe that talk Fondaumiere wants to have to find a happy place for gaming should include ISPs as well.