Ever since Green Man Gaming announced its plans for digital trade-ins last week, we've been scratching our heads and spinning the ol' think meat trying to understand how it's gonna work. Lucky for us then that GamesIndustry.biz got a couple of execs from the company to break down how it all functions in a recent interview. Allegedly, the folks at GMG have figured out an algorithm for calculating a game's worth at any given time based on a handful of (unnamed) criteria.
"We sit in the middle as a market maker and we always offer a price on the game ... we always allow people to sell it back to us," says CEO Paul Sulyok. As previously announced, the company will offer a percentage of revenue from each re-sold game to publishers -- something the company expects to get prospective partners signed up with the quickness. Suylok even puts a percentage to it, estimating that publishers will see a "194 percent" jump in "additional revenue per SKU" (in Humanspeak, that means for each individual game). Us? We're just happy to finally get some money back for that drunken purchase of Daikatana.
[Via BigDownload]
Reader Comments (9)
Posted: Jan 29th 2010 10:44AM FredFredrickson said
Posted: Jan 29th 2010 5:57AM (Unverified) said
Cant you just make a backup of said game, sell the "original".. then you pretty much got a free game? (you couldnt sell back multiple copies, you'd get caught for sure :P)
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Posted: Jan 29th 2010 6:27AM sonicspike41 said
Well since he is referring to digital copies, without DRM they would have no way of controlling trade-ins, so I imagine he's going the DRM route.
This is actually what I think Steam and GFWL should be doing. Steam already requires you to have an account with them and has (easygoing) DRM, so they can just remove games from your account library after you sell them back.
Games For Windows Live could also use a similar method where it keeps track of your valid copy of Windows and then from there lets you share games across multiple users on that same PC. It would be tied to your unique activation code, and that alone would probably thwart a lot of pirates. (I mean, unless they just patch it so that the game no longer requires you to sent a authentic verification request thingy).
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This is actually what I think Steam and GFWL should be doing. Steam already requires you to have an account with them and has (easygoing) DRM, so they can just remove games from your account library after you sell them back.
Games For Windows Live could also use a similar method where it keeps track of your valid copy of Windows and then from there lets you share games across multiple users on that same PC. It would be tied to your unique activation code, and that alone would probably thwart a lot of pirates. (I mean, unless they just patch it so that the game no longer requires you to sent a authentic verification request thingy).
Posted: Jan 29th 2010 8:14AM marshyishere said
This still makes no sense... Why would a company need to resell someones digital download when new ones can just be downloaded?
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Posted: Jan 29th 2010 3:35PM GuardianLegend said
I think the term "trade in" is confusing people here. This service will basically act as an informal online game rental service, or game leasing service. You borrow something for full price, but if you return it, you get some money back. You're not actually trading with other players.
The service will simulate the act of used game trading.
Personally I think this is awesome. It's absolutely what I wanted to see happen with digital games. Hopefully it will happen with DLC/add-ons too.
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The service will simulate the act of used game trading.
Personally I think this is awesome. It's absolutely what I wanted to see happen with digital games. Hopefully it will happen with DLC/add-ons too.
Posted: Jan 29th 2010 9:05AM That Burning Sensation said
I made a drunken purchase of the PSN Punisher game. I had Marvel goggles on.
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