Opa Opa wrote:Why don't publishers go to a Print-On-Demand service?
Sell it new on your website and you wouldn't have to deal with the middleman.
Granted you'd probably still have to send some copies to retail but still have the POD option available for those who would rather buy the game new.
Because it is only cost effective when you make large print runs. If you had to manufacture them on demand or a days worth at a time, I would drive up expense. It would also be a logistical nightmare.
They do try to use preorders and expert analysis on projected sales. This is why big publisher games drop in price quick as they print a ton and niche stuff like atlus games retain value or go up because the err on the side of caution. With many atlus or nisa titles, mot stores only get what they preorder or preorder +1.
o.pwuaioc wrote:True! Which is why it's smarter to have a healthier economy overall. A trickle down system is a figment of the Liberal economic imagination, but trickle up has been shown to be much more tangible.
Ummm... trickle down is the primary platform of conservative economics, not liberals.
Perhaps he means like, classical liberalism or something.
Nope, I never feel bad about buying used games. When I buy used, it takes that copy off the market. If developers want to reduce used game sales then they need to find a way to keep people from selling their games a week or month after release. Create quality games, give gamers a reason to keep it in their collections, stop dropping prices so rapidly, and suddenly games become a very different type of commodity.
(Yes, that's a selfish view. But some publishers already take that approach. Limited print runs from Atlus or XSeed often maintain value, and so do huge print runs from companies like Nintendo. What do they do differently than everyone else?)
ejamer wrote:Nope, I never feel bad about buying used games. When I buy used, it takes that copy off the market. If developers want to reduce used game sales then they need to find a way to keep people from selling their games a week or month after release. Create quality games, give gamers a reason to keep it in their collections, stop dropping prices so rapidly, and suddenly games become a very different type of commodity.
(Yes, that's a selfish view. But some publishers already take that approach. Limited print runs from Atlus or XSeed often maintain value, and so do huge print runs from companies like Nintendo. What do they do differently than everyone else?)
Limited print runs aren't generally very good for consumers. You get situations where resellers buy up a lot of theproduct and throw in on the secondary market at a huge markup. You see this often with certain collectors editions nowadays.
Limited print runs aren't generally very good for consumers. You get situations where resellers buy up a lot of theproduct and throw in on the secondary market at a huge markup. You see this often with certain collectors editions nowadays.
Totally agree that limited print runs aren't good for the consumers, but limited print runs are one of the rare occasions that I strongly consider getting in line to buy a new release because I know the scarcity is going to be an issue later. I'm pretty sure that developers and publishers could care less about "what is good for consumers" - they want to profit.