For instance, if I’d purchased Madden 10 used I’d have to buy DLC so I could use the on-line franchise mode (which is a pretty huge chunk of the game which would be missing). With more and more companies penalizing you for buying a game used, how do you easily figure out before-hand if the price you pay for the used game is in actuality, just your starter cost? It seems you have to do a lot of research individually to root this out. And often when looking at DLC the descriptions are rather confusing.
It would be nice if there was a master list somewhere that showed what your total extra costs would be after purchasing a game used (or does that exist somewhere?).
Note - I don’t blame publishers for this as I never liked Gamestop’s schemes.
I thought I’d heard things like having to purchase the on-franchise for used copies was a direct response to Gamestop’s reselling. ie they put the used game next to new with a $5 difference and most people opted for used.
But maybe I’m clueless reading too much forum hyperbole.
Gamestop isn’t the only avenue for buying/selling used games – the whole one-time-use DLC codes is to encourage new software purchases across the board, not just punish Gamestop.
IE, it’s a way to discourage resale of their games. If anyone deserves to be blamed for it, it’s the publishers. (I don’t blame them though, it’s a savvy move that’s in their self-interest, and it doesn’t really bother me the way most companies are implementing it thus far)
I think the customer is getting a little ripped off, c’mon 5 bucks off for someone’s used stuff. I don’t think so. I suppose it’s what the market will bear, but I’d rather pony up 5 bucks than get some sloppy seconds.
I do think that Gamestop precipitated the whole DLC for new copies thing by being SO aggressive in pushing used games sales.
Everytime I go into a Gamestop (other than the one they know me at), I always have to explain several times that: no, I would like a new copy please.