[quote name='sokari']The same goes for previous games too, whatever the media; there exists a point of creation and a time period later on (in this case, ten years) when support drops.[/quote]
True, but still. This means I have to go keep a library of cards. I don't even know exactly how the licensing DRM works either.
iPhone gaming is even scarier. It's not easy to get/install old iTunes versions, and you can't normally downgrade your OS (it's a lot of work.) I can easily see getting "locked out" of a purchase there - e.g. some app I bought that is 2.0 only.
With physical media, I have a physical system. I only play RPGs (offline ones), so it's easy for me to slug an older game in an older console (or newer if BC) and play it. There's no backup plan with digital.
[quote name='sokari']I'm probably dense or confused by this. What would DRM have to do with "expiration dates" on storage media? Isn't DRM associated with distribution of media?[/quote]
As a programmer, I know how DRM works. Many forms of DRM will require a periodic "call home" check.
Now suppose the call goes to "http://www.somepublisher.com/the-greatest-drm/call". But, one day, they "upgrade" their DRM system. That URL (or those ancient parameters the old call home used) aren't supported anymore - and, oops, your game dies next time it calls home.
This happens a lot in programming and on the web. Trust me, I know.
[quote name='sokari']I can't vouch for the mentalities of all consumers out there but considering what I'd get for selling my games (assuming "regular" games, not some that are worth a load of cash, since I wouldn't be doing that), there's greater desire to purchase used games -instead of shelling out more money as well as take the loss of losing a game, or, ridiculously low-priced new games (without spending additional cash), which are probably shovelware. I don't have any qualms with the used-game industry practice, though it's practices that companies themselves employ that peeves me. Yeah, I know, they're businesses, but still, just my sentiments.[/quote]
I think this is normal. But, here's a scenario:
You buy ($60) Dangeresque 20X6, expecting it to be great.
It's not your thing, and you want to sell it ($20.)
As much as the publisher does not have your $20 from that sale, they wouldn't have gotten $60 probably anyway. And, now you have $20 - maybe you'll spend it on another game they publish.
If you had no means to sell your game, that you did not wish to keep, you wouldn't have had that extra money to spend on games. And most likely, if you got store credit at GameStop, you'll end up spending more than you would have on some other new game direct from the publisher.
Nope. There have been well-established businesses that are worried about this. Articles are available, but you'll have to search.
I have seen many of these, but as yet I have not seen one from a company I actually care about games from. And so I say again, shovelware (everyone likes different things, though.)
Erm... two paragraphs above you've mentioned that developers are benefitted.
Used games = one person profits (cash/credit) from losing a game. Can be spent on new game.
Trading = no one profits, just a swap or some such.
That said, "third hand" used games aren't really beneficial anymore. Still, they put money into the "video games" market. That is always good for video game companies, no matter what.
Yeah seriously... I bought my PS3 less a year ago at ~$280 through that Sony Card offer during Thanksgiving (I think that was the promotional period).
Ugh, I got my PS3 before I heard of this site.... this site has saved me so much money.
Same case goes for the iPhone too, seeing how you can get one for a sixth of the price now.
I have a launch iPhone, though it cost my boss the money not me. Yeah. That said, I am really interested in the iPhone 3G S. Wish the PSP go had been like that.
-[Unknown]