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The real cost of used games is the damage that is being wrought on the creativity and variety of games available to the consumer, and it's directly a result of these practices. That's the state of retail today, and it's not healthy for the consumer at all.
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After pressuring the sales assistant for a few minutes he finally got his new game - but only after the assistant got his manager's approval to sell it to him. He went into his local GameStop and was point blank REFUSED the option of buying the game he went to get new. A colleague of mine brought to light how bad this has become just the other week. Today that actually still holds true publishers don't hate used games, but they do hate the practices of GameStop and those that followed to force used games upon their customers - if you want to hear about nuclear options, GameStop fired theirs first. Used games were never, have never, been an issue to any of them.
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I've been in this industry for 25 years, I've run development (internal and external) for seven different publishers. In truth it is nothing of the sort and what each and every article fails to account for is the REAL cost of used games. Without fail, each and every one of these articles seems to take a damning view of this concept even industry "analysts" like Michael Pachter have weighed in on what cost this would have to first party and third parties alike and how it would damage the industry, going as far as labeling the concept "evil". Over the past few weeks there have been a number of articles appearing on websites across the globe fearing the concept that Sony and Microsoft are going to use, as GamesIndustry International itself put it, "the Nuclear Option" by blocking the ability to play used games on their next generation of hardware.