The board game situation is a level removed from the video game situation, I'd argue. The concern there is that the current local distribution model is what drives sales. With video games it's much more direct; if you don't buy new then your money isn't going to the developers.Zing wrote:The boardgame situation is about keeping local stores alive via an indirect charity. In the same way people think video game development could disappear if people don't buy new, some people think incentives for boardgame development would take a huge dive if all local game shops ceased to exist.MrPopo wrote:When an item is being sold by a store at a discount it doesn't affect the profits taken in by the creator (unless they sell under consignment).Zing wrote:I don't understand this charity mentality. There is a similar debate in the boardgaming world in regards to buying games from your local store at MSRP or buying online at a 30-40% discount.
The fact is, high retail prices are actually supported by used game sales. If games had literally no value after purchase (as with digital downloads, or online-only accounts), then the perceived value of the new games would clearly drop. I suspect the system would not support the average retail game with $60 price tags if there were no method of defraying the cost via a used sale. There are very few games that can pull off the "charge $60 with no resale value" angle, and most of them have the Blizzard logo on the box.
I disagree with your assertion that the used market is what drives the high cost of games. First off, you have the simple economic reality that a game needs to make back a certain amount of money to offset the development costs. If you drop the price by 1/3 then you need to sell an additional 50% in order to make the same amount of money. Dropping the price in general can get you more sales, but driving an increase of sales to that degree is another matter. Secondly, game sales had no problems in the NES and SNES era when the used market wasn't nearly as developed. The average gamer of that era wasn't thinking that they could get back $30 on their copy of Street Fighter II, so the secondary market wasn't a large factor in the value of the game.
To be clear, my issue isn't, and has never been with, used sales in a vacuum. A large portion of my retro library is used games because that's the only way to get them without paying out the nose and that money not being passed on to the developer. My issue is with the institutionalized used market pushed by Gamestop that has led to the mentality of renting a new release for a month or two for $20.