Death of a Salesman

The Changing Face of Gaming – Part 1
This is the first of three articles in Aeropause’s The Changing Face of Gaming series. Today we look to the future of the games retail market. I talk about who you’ll buy your games from, how you’ll pay for them, and what all this means for game makers, publishers, retailers, and players.
Keep reading for the entire article.
The Current Retail Market
Like most consumer goods, games are mostly sold over the counter at retail outlets. Increasingly, large retailers like EB and Gamestop are focussing on second-hand (or “pre-owned”) game sales. The reason for this is that they make a much larger profit over a second-hand game than a new game. By offering no-questions-asked return policies, they can alleviate consumer concerns about possibly damaged second-hand goods.
This practise hasn’t gone down well with publishers because they make no direct income from second-hand games sales. Last September, Epic Games‘ Mark Rein talked to CVG. Among other things, he talked about the current retail market:
“If you walk into EB in the US, they try and sell you a second hand version of a game before a new one. I think that’s bad. It would be fine if they share that revenue with us. They can also be marketing partners with us as well. We can have an official refurbished games policy. That’s the problem. Those resold games use server resources, tech support. The majority of guys calling up saying “I don’t have my serial number”, I’m sure a lot of those are resold. It costs us money. Those customers think they paid for it, and they’re entitled to support. The reality is, we didn’t get paid. They didn’t pay us.”
Them’s fighting words!
Online Distribution: A Solution for Publishers?

One way in which game developers and publishers can make more money from sales is by cutting out the middle-man. That’s right, the games retailer. We’re already seeing signs that this is in their sights. Xbox Live Marketplace, Nintendo’s virtual console, and whatever-Sony-has-planned-to-copy-these all appear to focus on making “classic” or “casual” games available for download.
Are they just testing the waters for “full” game downloads? Are they waiting for network speed and storage capacity to increase? The PC world seems a bit more advanced in this area. Valve‘s Steam service launched their biggest game ever (Half-life 2) and they continue to add a wide range of games. A possible advantage to working in the PC space is that PC gamers are more likely to have high-speed internet access than other consumers. How else are they going to play Counter Strike:Source or World of Warcraft?

Look at these WIRED Magazine article quotes from Peter Moore (Microsoft) and Phil Harrison (Sony):
“Years from now, the concept of driving to the store to buy a plastic disc with data on it and driving back and popping it in the drive will be ridiculous,
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The Todd
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http://nick.onetwenty.org Nick
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SP420
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Peter Herrin
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Shane Peery
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http://nick.onetwenty.org Nick
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