• MrScottyTay@sh.itjust.works
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    2 days ago

    But don’t they miss out the impact of second hand games? Not only does it allow people who may have never bought the game to play it and potentially buy DLC, but it also influences future conversions in which they’ll be more likely to buy the next installment day one brand new.

    Who’s to say how much of resi 8 and 9s success is due to people being able to get into the franchise on the cheap and become hardcore fans?

    • pory@lemmy.world
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      2 days ago

      Aside from attaching DLC to the purchase, a used-game buyer is “supporting” Capcom as much as a pirate is. It’s even worse than a pirate because a lot of pirates would have never bought the game anyway but a used game buyer clearly signals a willingness to spend money on the product. Just, yknow, less money. Turning a dude who would pay $40 for your thing into a dude who’d pay $60 is a lot easier than turning a dude who’d never pay a dime above $0.

        • pory@lemmy.world
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          2 days ago

          For a console storefront operator like Sony, there’s more nuance because “Sony games” and “exclusives” aren’t direct value generators. The value they generate is in getting “give sony money for monthly subs and non-sony games machines” in customer’s living rooms. Taking the losses inherent in physical/used copies makes financial sense if it drives platform dominance. For Capcom, who doesn’t operate a storefront or platform, it’s just about how many sales, how much money per sale (changed by platform fees, disc manufacturing costs, and DLC postpurchases). A used game without DLC is $0 for capcom but is a sale. That’s worse than a pirate being $0 for capcom but would maybe have been a sale.