THQ is following the lead of EA and Ubisoft, who have both committed to charging consumers (not retailers, mind you) extra money for buying used games. They are calling it a "pay-wall," but many consumers are calling it "highway robbery."
According to Gamasutra, citing a Destructoid story, THQ has confirmed that it will test out a pay-wall model with UFC Undisputed 2010. Those that buy the game new will have the benefit of a code that will allow them to play online, while those that buy it used will have to pay $5. Here's what THQ told Destructoid:
THQ is delivering a truly unmatched online gaming experience for fans of UFC and across all fighting games in general. The main enhancement of UFC Undisputed 2010’s premium online content is the new “Fight Camp Mode” in which players can assemble ranks of up to 40 people and train together. This is a significant value-add to the game as players can continually improve their skills by training with their friends and bringing teams of MMA specialists together.
This multiplayer content for UFC Undisputed 2010 will be available via a one-time code included with the game at purchase. Codes for accessing the content will be available for second-time buyers for an additional $5.
Naturally, Gamestop will be fine with this, as will other retailers that want to sell used games, because it doesn't affect their bottom lines (they make money no matter what you decide to buy). The hit is on the “horrible consumer” who is apparently too cheap to buy a new game..
The online pay-wall is intended specifically to discourage consumers from buying used games - a market which publishers allege, is hurting their bottom lines. The question is, especially on games that pay-wall online access, will consumers teach publishers a lesson by not buying these games new or used? We'll see.





Comments
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
the bias in this article might need to be reigned in a tiny bit...otherwise i see this as a bit of a fine line THQ is walking.
I can see reasons why this wouldn't be such a bad thing, i mean, as someone who doesn't do multiplayer on consoles (and 98% of PC games) I'm free to ignore it and not be affected.
On the other hand i can see how this could go real wrong real quick.
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
The thing with 'online' side of games is that the servers need to be maintained and that isn't free, so I can almost understand this, but what happens when THQ do the inevitable and close the servers after a couple of years?
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
Personally, I don't buy that whole server maintainence bit. here is something I wrote in the comments of a Gamasutra article on the EA thing:
Here are my thoughts on the situation.
There is no reason for EA to charge extra for online outside of getting a cut of used games sales. No reason at all.
People might claim that it is to support the servers for all those players but that is not so.
Let's say that EA sells 10 million new copies of Madden. They have to maintain servers that can support those 10 million players. The cost of supporting those players was taken from the initial sale. For brevity's sake it will be $10 out of the $60 or $100 million. This goes toward supporting the servers for 2 years as that is most likely when they will shut off the servers for this year's game.
Now let's say that 1 million of those original customers sell the game and 500 thousand people buy the game used? So how many people does EA need to support? No it is not 10.5 million players, it is now 9.5 million. So the cost of maintaining the servers just dropped. So the original $100 million server support just got a little wiggle room because it no longer has to support as many players.
Finally, we get to a year later when all but 1 million players sell their copy to get the newest version so that original $100 million only has to support 1 million players at this point. So the cost of supporting the online play has actually dropped over time.
The number of players that the online mode needs to support will only drop as time goes on. That number will never exceed the number of new copies sold. So really there is no need to charge used purchasers as the cost of them playing the game has already been covered by the initial new purchase.
To further expand on my comment, here is a quick chart of what I mean. The number of players are estimated based on people selling their copy and others buying used. I am not taking in account further new copies sold after the initial 10 million. The cost per month per player is taking $10/24 months. The Cost per month is the number of players that month * cost per month per player.
Each column is defined as:
Month - Num Players - Cost Per Month Per Player - Cost Per Month
1 - 10000000 - 0.416 - 4160000
2 - 10000000 - 0.416 - 4160000
3 - 9500000 - 0.416 - 3952000
4 - 9000000 - 0.416 - 3744000
5 - 8500000 - 0.416 - 3536000
6 - 8000000 - 0.416 - 3328000
7 - 7500000 - 0.416 - 3120000
8 - 7000000 - 0.416 - 2912000
9 - 6500000 - 0.416 - 2704000
10 - 6000000 - 0.416 - 2496000
11 - 5500000 - 0.416 - 2288000
12 - 1000000 - 0.416 - 416000
13 - 900000 - 0.416 - 374400
14 - 850000 - 0.416 - 353600
15 - 800000 - 0.416 - 332800
16 - 750000 - 0.416 - 312000
17 - 700000 - 0.416 - 291200
18 - 650000 - 0.416 - 270400
19 - 600000 - 0.416 - 249600
20 - 550000 - 0.416 - 228800
21 - 500000 - 0.416 - 208000
22 - 450000 - 0.416 - 187200
23 - 400000 - 0.416 - 166400
24 - 350000 - 0.416 - 145600
Total 2 year cost - $39,936,000
So the original $100 million was never actually used to support the online mode of the game. So what does the $10 online pass go to but EA's profit margin.
E. Zachary Knight
Oklahoma City Chapter of the ECA
http://www.theeca.com/chapters_oklahoma
E. Zachary Knight
Divine Knight Gaming
Random Tower: Game News and Commentary
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
You know if you look at the full chain I don't think the developers are seeing the bigger picture.
A buys original game plays for a bit then sells it used.
B buys used game. <= developers see till here
A uses money gained from selling game to buy a new one <= they should see this
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
How does this change with the new system? You can still trade in a game to buy a new one, it's just a flip of the coin if the person after you buys your used copy or a new one themselves.
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
Not necessarily. Say 'A' gets the money from the shop. While they're there, they spot a game they want for cheap so they buy it with that money. The publisher and developer receive none of the money in that transaction.
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
>The hit is on the “horrible consumer” who is apparently too cheap to buy a new game..
Nice to see that the new GP management is taking a balanced and reasoned response to the whole thing, making sure to do the research and see it from both sides, rather than just carrying on the blind, victim-playing histrionics of the old management. Kudos.
/b
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
Agreed. GP should at least just phrase it as questions rather than specific statements.
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
It's just going to hurt their bottom line.
Someone who can trade their games in at a good price is more likely to keep buying new games. If the trade-in cost is reduced because of pay-walls such as this, that person is less likely to buy another new game. That's a lost sale for the new games column.
Meanwhile, the used game player might not get the chance to buy the game. But whether or not the copy is available, the used game player might not have the budget to afford a new game and instead of supporting the industry, his money might just go elsewhere entirely. And since the used games industry does, in a way, support the sale of new games, that hurts the bottom line.
I've only taken highschool economics and I understand this. Why don't companies like EA or THQ understand it?
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
Because it's not that simple- used games do have a negative effect on the new games market- even if you don't buy the whole "one used sale is one new sale lost" thing (which, incidentally, nobody industry-side has ever actually suggested is the case but seems to come up a lot), used titles don't exist in a vacuum.
Primarily, retailers have to consider the cost/benefit ratio of stocking new titles versus used ones, which tends to mean that stocking yet another used copy of Call Of Duty is going to make them more money than stocking one new copy of a more interesting niche title- so that game is pushed out of the market entirely. The latter game isn't selling fewer copies as a result of the second-hand market, it's selling none at all. This means that development remains expensive as it's harder for smaller studios to use their technology on multiple games, and less variety in the sort of games available is putting people off the entire artform, which diminishes the audience available to publishers and retailers.
On top of this, when a retailer is considering how many copies to order from the wholesaler ahead of release, if they think they're going to sell ten copies overall in their branch, then rather than buy ten in, they will buy five or six, safe in the knowledge that they'll get copies back as trade-ins and make the remaining sales that way- this means the development budget has to be spread over fewer units and prevents publishers from using an economy of scales, pushing games prices up, past the point that certain people, as you point out, can afford.
To come to the example you brought up, you're assuming that all other prices will stay static- a "good price" for a trade-in is a relative term- $10 for a game that cost $40 is a terrible price, but it's an alright one for a $30 and a great one for a $20 game. If you take away (some of) the upwards pressure on prices the second hand market exerts, then new prices will come down (partially) to meet the change in used prices.
Both used and new prices are ultimately linked, to an extent- new prices need to be higher than used prices, otherwise there's no point. What this means is that new prices cannot drop below whatever it costs to make the second hand market viable for the retailer- if the value drops out of the used market, then the price of new titles is able to drop; meaning that not only will the number of used games you'd need to trade in to afford a new one probably not change significantly, the lower new price might mean that trading in might not even be necessary at all.
/b
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
Actually, it's the opposite: Game publishers are prevented from engaging in the economies of scale thanks to the hardware publishers using a licensing model which charges a static rate per disc... A rate that only goes down when the game sells enough to be a Greatest Hits game. Said games usually see a surge in sales when this new pricing comes into effect, regardless of the fact that their advertising stopped months ago.
And no, Used Games don't necessarily harm the industry. For one, they help support game stores. Places like EBGames and Gamestop practically need that income in order for their business to remain viable, because new games don't sell enough to keep their bottom line in the black.
Now, as you mentioned, used games don't exist in a vacuum. However, the trade-in money when someone gets rid of their used game is put towards another new game, generally. That means that the person buying the new game isn't paying $64.99 for his new game, he's paying around $40 or so.
The used games market is a symptom of artificially inflated prices. It's thriving so well because games, put bluntly, cost too damned much. Instead of pricing games to reflect their budget, ALL games cost the same, which is just stupid.
$64.99 is NOT an impulse buy for anyone who doesn't earn gobs of money at their job. $34.99 is very easily an impulse buy. The only way to get rid of the used games market is to price the new games low enough that trade-ins for the game won't be worth it and people will opt to buy the game new because hey, it's not that expensive.
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
Actually, it's the opposite
No, it isn't:
Game publishers are prevented from engaging in the economies of scale thanks to the hardware publishers using a licensing model which charges a static rate per disc.
Hardly. The cost of the games' budget has to be spread over the number of units the publisher thinks it's going to sell- a $20mln game expected to sell 5mln units needs to be sold at a margin of at least $4. The same game expected to sell 10mln can get away with a $2 margin. Discs generally cost more or less the same to manufacture, regardless of licencing fees, and cost more or less the same to transport- or at the very least, said economy of scales has already had all the effect that it is going to as a result of things external of that one title- it's the cost of researching and developing the game in the first place where the economy of scales is going to be most effective.
(This is the same in other industries, as an example, film- the expensive bit is production, which is usually paid for at the cinema stage, meaning low margins on DVDs is sustainable)
Used Games don't necessarily harm the industry.
Yes, they do:
For one, they help support game stores. Places like EBGames and Gamestop practically need that income in order for their business to remain viable, because new games don't sell enough to keep their bottom line in the black.
Nonsense. This, again, follows the same mistaken assumption that used games exist in a vacuum, that retailers will just leave shelves empty if second hand games vanished overnight.
As I mentioned upthread, retailers are buying fewer copies of individual titles, knowing that a load of games will just come back through the used channel, this prevents publishers using an economy of scales to reduce wholesale prices in general, and also keeps the retailers from using the same effect on their own purchase (supermarkets who buy many more units than specialist stores tend to get better deals for this reason), which reduces margins for the retailer and makes it harder for them to survive on new titles alone.
Similarly, I mentioned certain games being pushed out of the market entirely- giving these titles a chance to shine at retail will result in a wider selection of games in the marketplace, bringing more different people into the store which will also increase sales of existing titles which may otherwise have been made in a more mainstream retailer, which runs us around the economy of scales thing again, and will replace the revenue from second-hand sales.
The used games market is a symptom of artificially inflated prices.
Prices artificially inflated by the used games market: Retailers need to buy games from consumers at a price high enough to make it worthwhile for the consumer to bring their games in, but low enough to be able to make a decent amount of profit when the retailer sells it on. Retailers need to sell the game at a price high enough to bring in this profit and be cheaper than a new game.
New game prices come down and those margins get squeezed- retailer margin gets too low and they lose their easy profit. The amount they offer to the consumer goes too low and nobody bothers and no stock comes in.
It's in the retailers' best interest to keep new prices artificially high, to save their used market- not a big conspiracy to fleece the consumer, just a reality of the massive house of cards the whole situation is. Used sales to the consumer are, at best, a solution to a problem it causes itself.
games, put bluntly, cost too damned much. ... $64.99 is NOT an impulse buy for anyone who doesn't earn gobs of money at their job. $34.99 is very easily an impulse buy.
$34.99 is NOT an impulse buy for anyone who doesn't earn gobs of money at their job. $17.99 is very easily an impulse buy. $17.99 is NOT an impulse buy for anyone who doesn't earn gobs of money at their job. $8.99 is very easily an impulse buy. And so on.
You don't like the price because it's "The Price"- just because it's available $5 cheaper on second hand, you feel that's the price it should be. People are always going to consider everything that people charge for to be "too damned much".
The only way to get rid of the used games market is to price the new games low enough that trade-ins for the game won't be worth it and people will opt to buy the game new because hey, it's not that expensive.
While I'm not strictly going to disagree with that, what's keeping prices up is used games, for the reasons above. In order to bring game prices down, used games have to go away. In order to get used games to go away, game prices have to come down, and round and round we go. There's not a single person in the entire games industry that doesn't accept that cheaper games would result in higher sales, but "knowing what to do" and "being in a position to do it" are two very different things.
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
Hardly. The cost of the games' budget has to be spread over the number of units the publisher thinks it's going to sell- a $20mln game expected to sell 5mln units needs to be sold at a margin of at least $4. The same game expected to sell 10mln can get away with a $2 margin. Discs generally cost more or less the same to manufacture, regardless of licencing fees, and cost more or less the same to transport- or at the very least, said economy of scales has already had all the effect that it is going to as a result of things external of that one title- it's the cost of researching and developing the game in the first place where the economy of scales is going to be most effective.
(This is the same in other industries, as an example, film- the expensive bit is production, which is usually paid for at the cinema stage, meaning low margins on DVDs is sustainable)
Except that, as pointed out by Namco Bandai's VP, there's an additional cost per disc as a licensing fee. A cost which does not, apparently, scale well (or at all) with scaled-down prices. If it were a flat rate granting the publisher the right to publish an unlimited amount of copies, or if it were a percentage of the MSRP instead of an arbitrary number, you'd be right that the economies of scale are in place. However, the licensing fee effectively becomes a part of the production cost, because no matter how cheap the game is to produce, the production company is saddled with a $12-$15 per unit cost.
Nonsense. This, again, follows the same mistaken assumption that used games exist in a vacuum, that retailers will just leave shelves empty if second hand games vanished overnight.
As I mentioned upthread, retailers are buying fewer copies of individual titles, knowing that a load of games will just come back through the used channel, this prevents publishers using an economy of scales to reduce wholesale prices in general, and also keeps the retailers from using the same effect on their own purchase (supermarkets who buy many more units than specialist stores tend to get better deals for this reason), which reduces margins for the retailer and makes it harder for them to survive on new titles alone.
Similarly, I mentioned certain games being pushed out of the market entirely- giving these titles a chance to shine at retail will result in a wider selection of games in the marketplace, bringing more different people into the store which will also increase sales of existing titles which may otherwise have been made in a more mainstream retailer, which runs us around the economy of scales thing again, and will replace the revenue from second-hand sales.
Except that as you've pointed out, the sale of used games don't exist in a vacuum and, as I've pointed out, even if the used games market disappeared, thanks to the way publishers are charged per unit, the price will not drop much. Every dollar taken off the price comes out of the publisher's pocket. When sold to the distributor, the game probably nets them about $10-$20 per unit.
And no, the retailers won't leave the shelf space empty if used games disappear. But the money they earn from the sale of the used games CAN disappear. Which, if this is correct, would be a significant blow to the company. Yes, a portion of that profit is from games which have been traded in and then sold back at five bucks off the tag, but some of that profit comes from older used games which have dropped to $20-$30 below that $64.99 price. If that profit disappears, Gamestop will have to change it's business model or maybe even start slashing stores to tighten its belt.
Prices artificially inflated by the used games market: Retailers need to buy games from consumers at a price high enough to make it worthwhile for the consumer to bring their games in, but low enough to be able to make a decent amount of profit when the retailer sells it on. Retailers need to sell the game at a price high enough to bring in this profit and be cheaper than a new game.
New game prices come down and those margins get squeezed- retailer margin gets too low and they lose their easy profit. The amount they offer to the consumer goes too low and nobody bothers and no stock comes in.
It's in the retailers' best interest to keep new prices artificially high, to save their used market- not a big conspiracy to fleece the consumer, just a reality of the massive house of cards the whole situation is. Used sales to the consumer are, at best, a solution to a problem it causes itself.
That's like stating that prices for new cars are artificially inflated because of the sale of used cars. Or movies. Or anything, really. As I mentioned above, the prices are artificially high because of the licensing fee right out of the gate. Sony, Nintendo, and Microsoft CHOOSE to keep the price high by forcing arbitrary licensing fees on gaming companies.
And the fact of the matter is, part of the reason the prices remain as they are is because that's what they've always been. Back in the day, the price was justified because the cartridges games were sold on were horribly expensive to produce, compared to a DVD or CD. Now, a copy of Prince of Persia: The Forgotten Sands costs as much to make as a copy of Shrek The Third. Movies manage to be cheaper than games by quite a bit.
And no, movies do not rely on their theater releases to earn money. Some movies earn a crapload of money from that, but others, like the Chronicles of Riddick, can earn their huge budgets back based solely on the strength of their DVD sales.
$34.99 is NOT an impulse buy for anyone who doesn't earn gobs of money at their job. $17.99 is very easily an impulse buy. $17.99 is NOT an impulse buy for anyone who doesn't earn gobs of money at their job. $8.99 is very easily an impulse buy. And so on.
You don't like the price because it's "The Price"- just because it's available $5 cheaper on second hand, you feel that's the price it should be. People are always going to consider everything that people charge for to be "too damned much".
No, I don't like the price because, as I mentioned, that's more than half of a day's wages. And your argument here is just repitition without stating facts. The economic theory behind a price drop is simple: Make more copies and you sell more games. Final Fantasy XIII, for example, is an A-list title and it's only sold 5.5 million copies worldwide... Out of a possible installed userbase of 75 million. Grand Theft Auto 4 sold 6.9 million, Metal Gear Solid 4 has sold 3 million, and freaking God of War III has only sold 1.1 million copies.
Those numbers suggest to me that hey, a lot of people don't like the price. And not because it's an arbitrary number. They don't like the price because of the amount. The guy who trades in a game isn't just doing it to get rid of it, he's doing it because he's not comfortable with the new price without doing the trade in. The guy who buys his games used is doing it because he's not comfortable with the price, either. The used games market is a symptom of the high prices, not the cause.
While I'm not strictly going to disagree with that, what's keeping prices up is used games, for the reasons above. In order to bring game prices down, used games have to go away. In order to get used games to go away, game prices have to come down, and round and round we go. There's not a single person in the entire games industry that doesn't accept that cheaper games would result in higher sales, but "knowing what to do" and "being in a position to do it" are two very different things.
Right now the only people in a position to make a change don't really care to. And it's hard to blame the first party sellers, in a certain light. Microsoft, Sony, and Nintendo don't have to pay a licensing fee to themselves, and because ALL games are expensive, they can get away with putting an expensive price on their own games and see huge profits as a result. First party titles earn double the money a third party title earns.
What publishers need to do is band together and do something about the mess. Release a system that'll require no licensing fees by splitting the costs (God knows Activision and SquareEnix could do it), or even just throw everything out onto the table, bidding war-style: "Here's the next hot new thing. Whoever gives us the best deal gets it."
Sigh.
I guess we'll have to agree to disagree on the rest of it, though.
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
My guess ,they're more concerned about making money right away rather than over time.
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
Won't effect those who would never purchase the game in the first place.
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
I honestly don't have a problem with this pay-wall thing. Plus, I imagine Gamestop and others will reduce their used games pricing as a result. It's possible the consumer won't see a difference at all.
Also, I find it pretty funny that many of the people who chastised publishers for whining about used games sales are now whining that the publishers are finally taking their advise and doing something to make buying new a more attractive prospect for the consumer.
Andrew Eisen
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
I think it's odd that THQ have chosen to put the online behind a code, myself- the Mass Effect 2 stuff made sense given that it was basically a single-player 'bonus', as it were, yet online multiplayer is often cited by execs as something that keeps games out of the second-hand channel.
/b
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
I don't think it's true that second-hand retailers won't be affected. It's also not that consumers are being targeted so much as they're placed in the cross-fire. The target is most definitely the retailers and if consumers aren't getting the entire game with their purchase they will stop going second-hand. However, this does not mean they will buy new. Most of my second-hand purchases are games I can otherwise do without and I'm only buying for the price. If there's no good deal on them I just don't buy them. So the question might end up being whether the number of people resorting to buying new is significant over those who chose not to buy at all. As such you may find less people playing any given game in the long run... less exposure, smaller communities, shorter lifespan.
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
You saythis like the publishers are going to care. Here's how publishers and developers see it:
How customer buys - Old System (used sales no hidden fee for new experience) - New System
New - Win/win publisher/retailor - win/win publisher/retailor
Used (No extra fee) - Lose/win publisher/retailor - Lose/win publisher/retailor
Used (pay fee) - N/A(lose)/win publisher/retailor - win/win publisher/retailor
No Sale - lose/lose publisher/retailor - lose/lose publisher retailor
The difference is now publishers win in one more area, retailors have no net change, and consumers are the ones left with the spending power. Could people boycott a game/company for this reason? Yes, will they? Not likely. Gamers, while loud and often angry, aren't known for having much of a backbone when it comes to resisting purchasing the new shiney based on principle.
Could we see less sales overall? Yes, but if the majority of the sales that are lost would have been used, it doesn't make a difference to the publisher.
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
so if it's sold used for $54.99, it completely eliminates the point of buying used.
Re: THQ's UFC Undisputed 2010 to Feature Pay-Wall
Actually, this might not be entirely bad. It annoys me to see used games priced at only $5 under the new price, and in those cases I usually spring for the new version anyway. With a system like this in place (and similar ones at $10) it might encourage GameStop and others to put a lower ceiling on how much they'll charge for a used game. For someone like me, who barely plays online anyway, that's almost like a discount.
I still don't much care for this pay-wall idea, but at least there's some positive to it.