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Blogs

  Plan of Attack
by Adam Bishop on 05/31/09 08:51:00 pm   Featured Blogs
20 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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Quite a few words have been written criticising GameStop's business strategies, and the damage that they may be doing to the ability of game developers to make money.  And while I think at least some of those criticisms are fair, that's not what I want to talk about today.  What I want to discuss are some ways to combat the used games market. 

I don't think that the kinds of things that I've heard suggested to tackle this issue are really the best course of action.  Most of the suggestions that I've seen so far are punitive - ways to punish people for buying games used.  I don't think that's a very good business strategy though.  So what might work a bit better?

The Root of the Problem
To understand what might work in the future, we need to understand what isn't working today.  Maybe we're starting from the wrong place.  Instead of asking how we can stop used game sales, maybe we should start by asking "Why do so many of the people who buy video games feel the need to sell them back?"  I think this is a very important point.  For the used games market to be viable, there needs to be a large volume of people buying games new who are willing to sell them back shortly after purchasing them.

There are probably a variety of reasons, but I think the biggest one is that so many of the games released today are made to be consumed.  They are essentially single-play experiences that lose their appeal once they have been finished.  So people buy them and get that experience, and what do we expect that they'll do afterward?  Of course they're going to sell them.

Other forms of art do not really have that issue. There are plenty of reasons for that (price, consumer expectations, etc.), but I think the main reason is that other forms of art are made to be lasting experiences.  A good rock album isn't made to be listened to once or twice, it's made to stand up to repeat listens over a long span of time. 

Novels may not be read as frequently as records are listened to, but they're still written to be relevant or interesting to people years, even decades after they're first purchased.  Great novels remain relevant for centuries.  But most of the games I've played over the past 5-10 years don't seem to be made to last; they seem to be made to make a big initial impression.

But enough criticism.  What I'd like to do is look at some examples of ways to make players want to keep games over the long term.  Some of these strategies are compatible, others may not be, but they're all things that I think could be done to make consumers value games as a long-term proposition rather than as a short-term consumable.

Make The Player Invested In The Game
There are some games that seem to rarely show up on the shelves of game stores in used form.  Two games that seemed to do well on that front recently are Fallout 3 and Fable 2.  And while they're very different games in a lot of regards, I think they're similar in one important regard - players become heavily invested in their characters over the course of a game. 

By the time you hit level 20 in Fallout 3, you've spent a large amount of time with your character, and you've probably put a significant amount of thought and effort into customising them.  By that point they are your character.  If you were to sell the game at that point, you'd be abandoning all the time, but more importantly, all the emotional investment that you've put into that character and that world.  That's not something a lot of players are likely to do.

There is a wrong way to do this, though, which is to implement a grind.  Players should be invested in a their character because of their emotional attachment, not because it's become a time-sink.

Tell A Great Story
Games often don't age well.  Many games are quickly forgotten once something that looks or controls better comes out.  There is one thing that generally resistant to the passage of time, though, and that is a great story.  An interesting mechanic may not be so interesting once you've used it for 10 or 20 hours.  An interesting story, though, will probably always be interesting, and it will certainly be interesting for a lot longer. 

The enduring popularity of the PS1 era Final Fantasy games is great proof of this - neither FF7 or FF8 is particularly interesting from a mechanical standpoint, but they both continue to draw players into their worlds and characters more than a decade after they were first released.  An interesting story is something that players will return to a game for over a long period of time.

I don't think it's a coincidence that RPGs, especially JRPGs, seem to show up on used game shelves far less frequently than action games.  Players who are into JRPGs tend to play largely for the stories and characters, and those are something you're going to stick with for a longer period of time.

Design For Repeat Playthroughs
Perhaps the most obvious way to do this is to simply create a video game that is more in the style of a board game; that is to say, a game that is a contest between multiple sides (including AI, if needed).  The Civilization series may be the best example of this.  It's been primarily a PC series, but if the core games were released as console games (and played well on a controller), I doubt they'd show up on used game shelves very often.

The reason for that is simple - it's not a game you play once to get the full experience.  It's a game you play repeatedly to develop better strategies and learn its nuances.  Strategy games, for whatever reason, tend to fit this model best.

Other types of games can benefit from being intended to repeat playthroughs too, though.  Now, I don't mean a NewGame+ mode or a few Achievements - those are probably only going to appeal to people who were going to play through the game again anyway.  But if a game can actually be played in different ways, with a fundamentally different experience each time, then players will probably go back to it. 

Fallout 3 is a good example of this as well: missions can be played differently depending on your "moral" alignment, but there are also a pretty wide variety of ways to play depending on what skills you focus on.

Conclusion
This is running a bit long, so I'll cut out the last couple of suggestions I had.  Creating multiplayer games seems to be the strategy that a lot of companies are going for now, but that issue has already been discussed quite frequently, so I'll omit it here.  I'd be interested to hear what approaches others think could make games have more long-lasting appeal to players, so if you've got an idea that you think could work, please add it in the comments below.

 
 
Comments

Phil RA
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Tetris, Monopoly, Scrabble, or even Rockband/Guitar Hero, etc. are games that people keep for longer.



Fallout 3 is a good example of a game that has a longer life span, but I don't think it is that much different than most other games that get sold quickly. There's this point where you can feel like it's over, and you're done. Lots of DLC is helping, and announcing it early.

Ron Newcomb
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Great article. But analogously, one may ask why someone chooses to resell some of their books, CDs, and movies, but not others. Videogames are no different.



I recently sat down with paper & pen and tried listing all the videogames I've spent appreciable amounts of time with over the years. What surprises me is that I can't remember many of the games I played, though I know it must've been in the hundreds. But what surprises me most is the number of cooperative games that I *do* remember, easily: River City Ransom, Double Dragon 2, Twisted Metal 2, Need for Speed 3 (partly cooperative: us against the cops), even Heretic played over a modem. Although I've sunk more time into Street Fighter and its variations than any other, it wasn't necessarily in its two-player mode. But even then, I only got my brother to play Street Fighter Alpha with me via its coop mode. And he only got me to play driving games because of its coop features.



It's the memories, man. Few single-player games leave much in the way of memories.



I'll admit to loving Legend Of Dragoon because the gameplay hooked me long enough to invest in the characters, but I generally don't get attached to RPGs. Their stories are usually tripe. And even if the story is *good*, stories have about as much replay value as puzzles.



I still keep Tenchu, Deception, Katamari, and a select handful of other single-player games based purely on their replay value. (Note that those three had pretty unique gameplay for their time; new kinds of gameplay are hard to come by, but when done well, it's almost guaranteed a keeper.)



-Ron

http://www.gamasutra.com/blogs/RonNewcomb/293/

Joe Cooper
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The game I have probably replayed most, ever, is Rush 2: Extreme Racing USA on my 64.



One of the main things I enjoyed about it was the music and sound. Add in the rumble pack and it was really immersive.



It also had several race tracks, which also came mirrored and reversed. Its a neat way to get more out of limited content.



I think a lot of game developers undervalue music.

Joshua McDonald
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"An interesting mechanic may not be so interesting once you've used it for 10 or 20 hours. An interesting story, though, will probably always be interesting, and it will certainly be interesting for a lot longer"



I guess that really depends on the gamer, because in my experience, the opposite is true, at least as far as games are concerned. Going back to Fallout 2, for example, I didn't really give a dang about the story or world. The game mechanics, however, let me design my own character and I had a lot of fun going through six or seven characters experimenting with different ways to get various tasks done.



Part of this probably stems from the fact that I've never seen a game story that even got close to the level of one of my favorite books (Eternal Darkness is the only game I've ever played that got me into the story).



I think what makes game mechanics have lasting value is having a sense of creativity and achievement involved in their use. An interesting mechanic that is designed to only be used in specific ways in a scripted campaign gets boring quickly.



On the other hand, take a game like Warcraft III with its deep strategy and mechanics. Custom games allow you to set your challenge to whatever you want, and inventive players can find ways to take on challenges that most people would consider to be far beyond impossible. I was bored enough to quit by level 2 of the campaign, but I had enormous fun in custom games, especially co-op ones.



Game mechanics can also extend the game if they're conducive to additional game modes. Adding Horde mode to Gears of War 2 was probably a pretty small percentage of developer time, but it allowed you to use their solid combat mechanics in a situation that felt very different from the campaign or competitive multiplayer. That one move by Epic probably prevented a lot of used game sales.



Overall, though, good article. I think designing games with real lasting value (whichever of the many approaches you choose) is the best way for developers to deal with the used game market. Your explanation of the root of the problem was spot on.

Steven Reekmans
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Well, what keeps me playing titles that are normally a one time shot, is the great Story. I love playing back Half Life or Max Payne 2, they are just great features of story telling. And I imagine me playing Half Life 2 and BioShock again in a near future, they just hook you, like a good film or book.



Other games I like to play again are games with tons of options. Age of Empires 2 for example, there are tons of custom maps available, if you want to play a skirmish you have all the options you'd ever want to. That all changed in AoE 3, and I have never played that one again, not that it was bad, it was just, limited in its options. Same story goes for Unreal Tournament 2004, great options you could fiddle with, to UT3, sooo limited. So we among friends still play UT2004, instead of the "newest and greatest".



Another reason to play games again, is just mere nostalgic feelings. Couple of weeks ago, I fired up a DosBox to play Death Rally just one more time, what a great game.



One final thing, that you see with games like AoE2 or Counter Strike is that they have a great and huge community that gives free mods and mappacks, so those games didn't stand still after their release. So modability, for me, is also a good reason.



To summarize: great story and atmosphere! options! modability!

Dan Kantola
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replay value is where it all comes down to really imo, good games are kept and bad games are sold or given away ect..

Maurício Gomes
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The problem of used game sales, according to the whiner companies, is that 2 days after launch there are already lots of used games on the shelf, and only those get sold, instead of new games.



But you think: Why games like Assassins Creed got returned in 2 days? (pay attention to the word return... noone accept game returns, so you must sell games that you dislike), it is because it is BORING TO DEATH...



Seriously, if you manage to get past the mandatory boring tutorial, you get nice gameplay, until you saw all mission variations, when everything is just boring, there are nothing more to do than do everything again, just in other places, as the story calls...





Several games recently are getting good at being hell expensive for a short game (Mirror Edge anyone?), or plainly have crappy gamedesign (Assassins Creed, Prince of Persia imediatly come to my mind)



Obviously those get sold, if stores accepted returns, they would be returned, not sold. At least companies can nto complain thattheir games are being returned and they are earning nothing (when you return something, if it is the manufacturer fault, he need to accept a return from the store too, thus if 80% of the buyers of a game return it, in the end the publisher get only 20% of the sales, and get 80% of the games to tuck in some warehouse, or be ataristupid and bury in mexico)

Kimberly Unger
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"ataristupid" now there's a word to add to the wiki :D

Kimberly Unger
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Hi Adam! How about the downloadable market? For example, if I get my game online thru STEAM or XBL, there's pretty much no resale capability whatsoever. As long as I may love to keep the boxes of titles I have conquered, I find I am turning to downloadable versions more and more often just beacuse I don't have the space in my bookshelf.

Eric Carr
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People sell stuff. Anything we do (short of all digital downloads) will not stop that. Better story, better gameplay, everything has a limited shelf life due to the nature of the medium. You said that albums and movies do not have quite the same level of sell off, but they are not active experiences that take 20 hours to play. I mean, you can watch a movie you've seen already because you can half pay attention. Games require a bigger commitment of time and energy. Most people do not replay them, especially when there is something new coming out every month.

I think the biggest trick is to have either continued support through downloads (although I'm not sure what the attach rates look like) or a strong multiplayer component. But not every game can support these features.

Hmm, seem a little down on the whole thing.

Of course, I never sell anything back, prefering to keep the boxes like hunting trophies years after the fact.

Lance Rund
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@Eric:



You're quite correct that people will sell stuff once they've gotten everything out of it that they're going to get. I think the goal here is to ensure that there's enough crunchy gamer goodness in a game to forestall the "date of completion" beyond the normal retail window. For most publishers, it's not so important whether someone resells a game into the used market a year after it releases. It IS important whether someone sells resells a game after a month.



Other strategies (reducing the value of the resold game by tying DLC to a registration, etc.) may also blunt things a bit. The DLC/registration thing can be made less "evil" by allowing a purchaser of a used game to register for DLC for a modest fee, which I think would be acceptable to the buyer as long as the original in-package content was fully playable. This would require that content be patched separately from the game engine (used games should still receive stability and security patches regardless), which complicates things a bit, but ain't nothin' free.

Christopher Braithwaite
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It's not just that games are seen as consumable, they are expensive consumables. There is much more incentive to sell a $60 item than a $10 one.

Adam Bishop
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Thanks for the interesting comments so far, I wanted to address a couple of them:



@ Ron

Thanks for bringing up the idea of making games worth keeping because they're unique. That was actually the next one on my list before I decided this entry was getting too long. I think gamers are much less likely to sell something if they can't get their next "fix" of it easily.



@Kimberly

I think your point is definitely accurate, but I was trying to approach the issue from a different angle. Instead of finding ways to physically restrict players from selling games, I'm trying to think of ways to make them not want to sell them in the first place.



@Eric

I don't really agree with what you're saying. For example, if a really great album comes out, I'll probably listen to it ten or twelve times in the week or two that I find out about it. That's pretty equivalent to the time I'd spend playing a game. And great new music comes out far more often than great new games, but I've still got (and listen to) CD's that I bought more than a decade ago, even though I've listened to some of them probably 100 times. And books are generally a bigger time commitment than games, though I guess that depends on which books you read.



@Christopher

Again, I would use books as an example. If you buy hardcover books, they generally run about $30-$50 (Canadian). So they're in a similar price range to games. And yes, there are plenty of used book stores, but they don't operate anything like used game stores. And I think the reason is that people value books as a long-term proposition. I would argue, in fact, that most people are probably more likely to re-play a game than re-read a book, and yet it's games and not books that are sold back days after they're purchased. And I think that's largely because a lot of the people designing and promoting games set them up as "the next big thing", but that only lasts until another "next big thing" comes around, whereas books are generally seen as being valuable for their content seperate from any particular cultural or technological moment.

Maurício Gomes
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I have a roomate that hate digital distribution, and like games with awesome boxes to keep on a shelf.



In fact, anyone like well made boxes, once someone on the university showed-up with a original copy of Final Fantasy X (a rarity here...) with color manual, and whatnot, people just stared at it and said: OOOOOOOOOOOOOOOH



@Kimberly

Ataristupid is a nice word for some things that some business do :P

Ron Newcomb
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Also, games don't age as well as other media. Selling it while it still has value is an important concern. I can expect decent resale value out of B-grade PS3 title, but a Sega Genesis title? eBay. If I'm lucky.



While I understand your lament that games shouldn't be consumables Adam, much of other media are consumables as well. I can't tell you how many genre novels I've read, sold, and forgotten about.



90% of everything is crap they say, so 90% of everything will be re-sold within a week of its release. It isn't an issue specific to videogames, just a little bit more pronounced until we hit the technology plateau.

Jamie Mann
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Implementing repeat gameplay involves something of a dilemna. It works well for "casual" games (aka arcade games) where the focus is on relatively short gameplay sessions with limited need to maintain in-game continuity between goes.



It doesn't work as well for games which do require continuity - e.g. completing quests in an RPG/sandbox or advancing the story in an action-adventure game. For these, the general approach is to offer branching story points, but the branch points are often deliberately obscured (as part of the gameplay), forcing the player to either replay the entire game from the start or maintain a large back catalog of savegames. Either way it's a clumsy mechanism - and speaking personally, I've no particular desire to replay 20 hours of a game to get a different end-sequence!

Tom Newman
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Some great ideas, but the only real solution is digital downloads, which is inevitable for the future. As long as you can hold it in your hand, people will want to sell it.

Tommy Hanusa
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If you really don't want people to sell games; proceeduraly generate your content. Playing the same mechanics with the same story and and the levels gets old. Fallout 3 lets you 'play with the mechanics' since its an rpg (although its debatable as to how much you can change the game). Lots of shooters add new levels as DLC. (I haven't played a game that has the same mechanics and levels but the story changes)



You could atleast make levels have a partialy random set up (like have 3 possible paths but only have two available at a time; random enemy spawns, random item placement) with moderate effort. I also enjoy games that let me choose how I want to play them; giving that option to players (even if its just 3 good distinct classes) can really help a game. Valve's L4D also has a pretty note-worthy concept of telling a story; they had static objectives and scenarios with random conversations and a small cast of characters.



I think if the game was designed from the ground up for repeat play you could do a much better job of preventing players from selling their games.

John Flush
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Another item I think I would add is make sure the franchise has an overall timeline. A good example of this would be the Metroid games. Even though I didn't like Echoes, there is no way I will resell it. The completist in me makes me want to hold onto the game simply so if I ever wanted to play through the whole franchise again I just couldn't allow the hole to exist in my library.



This is the same reason people keep around Star Trek movies 3 and 5... Franchises should focus on making a cohesive timeline.

John Petersen
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I'd say the biggest problem is that everyone is vying for control over the whole market and they're getting greedy.



They know that if there's only 30 hrs of gameplay, that it's going into the used game bin. They're going with downloadables, and that'll pretty much eliminate the need for disks in the near future.


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