I think the gap is large enough that it's fair to say that they would have had more sales without, say, Gamestop aggressively pursuing trade-ins and pushing the used copies over new. This isn't one out of ten people, it's one out of three. Obviously they had quite a few more people interested enough in the game to try it than bought it new.pepharytheworm wrote:My point being how does that equate to loss of sales? How can he prove that all those people would have bought the game new if no used to buy and how does he prove that all the people that did buy his game new would have still bought it new if the knew they couldn't sell it back or trade games in to purchase it.isiolia wrote:Well, they know they have a studio to run, and that takes money.pepharytheworm wrote:What would a developer know about the impact of used sales? I think I would rather talk to someone in economics. Would a economics professor know how to develop a game? No. So why would the reverse be true.
They know from trophy data/etc that (offhand) three million people played their game versus the two million copies they received money for.
It doesn't take an economics degree to wish you got a 50% raise. Particularly when it'd be justified by work you already do.
It doesn't have to be absolutely true in all cases to be a valid point. If they had a total of 2.5 million players, but got the money from all of them, then they're still ahead.
That said, the game itself is probably more susceptible to loaning or trading in due to length.