Beating Old Games: Why Incentives to Discourage Pre-Owned Gaming Are Terrible
Beating the System: The Case for Pre-Owned Games
Whether or not you have the right to sell the products you bought is irrelevant: selling used games is hurting the game industry.
The same game can be bought and sold multiple times and it can be argued that those purchases are potential sales stolen from the game companies.
Game companies already use a number of methods to generate additional cash after releasing their games as downloadable content (DLC) and now have incentives to purchase new ones.
Do you buy your games second hand? Then you are the absolute scum and scum of the gaming industry. You are worse than any pirates who sail the deep seas of Warez. Or at least, the publishers want us to think. Whether or not you have the right to sell the products you bought is irrelevant: selling used games is hurting the game industry.
When a new game is traded or sold in a play store, that money is kept by the retailer instead of reaching the hands of the hardworking developers who put their blood, sweat and tears into making it for their pride and joy. The same game can be bought and sold multiple times and it can be argued that those purchases are potential sales stolen from the game companies. It's true that you don't hear the music or movie industries complaining about their chronic losses, but can making an album or movie compare to the money and effort spent on making a triple-A game title? As always, it's the consumer who decides whether a game is worth the $50 price tag, and often they decide to go with the pre-owned price instead.
Non-monetary incentives for new purchases
Game companies already use a number of methods to generate additional cash after releasing their games as downloadable content (DLC) and now have incentives to purchase new ones. Pre-order bonuses seem to be popular now with many games including additional DLC or specific in-game bonuses.
We'll look at some of the perfunctory incentives publishers offer to encourage new purchases, and which alternatives are more welcome.
Exclusive DLC and pre-order bonuses: The idea of gamers getting such collector's editions and bonuses isn't new, but lately we've been seeing a lot of extra freebies in new games or as part of pre-orders. Huh subject Most of this is in-game DLC, such as new weapons and armour, new maps, or other cosmetic additions that don't really add that much to the game. In fact, most of these items you can probably live without. I don't really need the blood dragon Armor in Dragon Age Origins and I can live without the tattoo set in Fable 3, thank you very much. I'd even go so far as to say that DLC Armor is one of the most pointless examples of DLC incentives. Although not as pointless as The Elder Scrolls IV: Oblivion's Horse Armor.
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In some cases, the DLC offering is a bit more substantial. Few games offer quests or missions and it feels like a 'thank you' bonus. BioWare took it a step further by offering a DLC delivery service in Mass Effect 2 and Dragon Age 2. The service allows players to download a range of items for free, as well as providing access to paid DLC. In Mass Effect 2, this included some additional side-quests and exclusive Armor/weapons (Grown). Players can add a new character to their game squad, Zaid, and he comes with his own loyalty mission as well as some small areas to explore as well as a new weapon. While this is a great incentive and adds more to the game, if you haven't purchased Mass Effect 2 new, Zed's capture will cost you 1200 Microsoft Points ($15). Yes.
The cost and value of DLC is something to discuss at a later time, but to judge the quality of future DLC, compare it to Red Dead Redemption's Undead Nightmare pack. For just 800 Microsoft Points ($10), a new single player game is unlocked that rivals the original game. This is a great example of quality DLC.
Online Pass: This seems to be an interesting/worrying trend in recent games, delete as appropriate. It all started with EA as they introduced the concept of an 'Online Pass' for some of their flagship titles like Dead Space 2, The Sims 3, Madden NFL 11, etc. This Online Pass is a one-time code that gives players access to online multiplayer functionality within their game. This means that you are prohibited from playing online unless you either bought the game new, and thus have the pass code, or if you unfortunately lost the game you spent $10 to get the pass. Not enough to buy second hand
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Some companies, including Ubisoft, Code masters, Warner, THQ and now Sony, have already started adopting this approach. Sony will follow the same trend by offering a code for second hand gamers for $10 and this initiative will start with the release of Resistance 3.
While online passes are a good way to potentially generate profit from lost sales, they are rather worrisome because they penalize second-hand gamers, effectively taking away a portion of the game's content from the player. In some cases, the online portion of the game is much larger than the mandatory Story Mode, and it just adds an additional fee if you're already paying for a service like Xbox Live Gold or PlayStation Plus.
Un-Resettable Game Saves: Now this 'incentive' really takes the cake. In the recent Resident Evil Mercenaries title by Capcom on the 3DS, players are prevented from deleting their save data. This means that the game cannot be started from scratch and seems to be a direct attack against second-hand games. Now, this isn't a big deal in Mercenary 3D, as this data roughly translates into high scores and some unlockable, but imagine if this system was used in other games like RPGs? What if you bought a second-hand game that is already complete? As a result of this move, most rental shops are unwilling to stock 3D rentals.
But the worst thing about non-resettable games is that it punishes even gamers who bought the game new, as it prevents them from resetting their game data if they wish to.
what are the options?
So, if these incentives that encourage us to buy brand-spanking new games don't work, or are 'a bit rubbish', what's the alternative?
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warrant a re-evaluation of the value of such sports.
so what next?
Microtransactions in video games have become increasingly controversial, and for good reason. While they can help developers earn revenue, many gamers view them as a negative trend—especially when they affect gameplay balance.
One major issue is the rise of pay-to-win mechanics, where players who spend real money gain a significant advantage over those who don’t. This creates an unfair playing field and frustrates competitive players. It also undermines skill and effort, making games feel more like cash grabs than tests of ability.
Another concern is how microtransactions target younger players. Many games with in-app purchases are popular among kids and teens, who may not fully understand the value of money. This can lead to accidental overspending or the development of unhealthy gaming habits.
Microtransactions also often fragment the gaming experience. Instead of unlocking items through gameplay, players are encouraged to buy cosmetics, power-ups, or even entire features. This can make the base game feel incomplete or locked behind a paywall.
Lastly, the constant push to spend money can feel invasive and manipulative. Pop-ups, limited-time offers, and loot boxes can exploit psychological tactics to encourage spending, which many consider predatory.
In short, while not all microtransactions are bad, many have shifted the focus from fun to profit.
As of June 2025, the #1 game in the world is "Grow a Garden", a casual farming simulator on Roblox that has taken the gaming world by storm. Launched on March 26, 2025, it recently broke records with over 11.7 million concurrent players, surpassing giants like Counter-Strike 2 and Fortnite in active user count.
What makes "Grow a Garden" so compelling is its simplicity and accessibility. Players start with a small plot and a few seeds, cultivating crops like carrots, mangoes, and tulips. The game continues to progress even when you're offline, making it ideal for casual gamers. Its blend of relaxing gameplay, social interaction, and strategic planning has resonated particularly with Gen Alpha, turning it into a global sensation.
Beyond its gameplay, "Grow a Garden" exemplifies the power of user-generated content platforms like Roblox. Developed by a 16-year-old and later scaled by DoBig Studios and Splitting Point, the game's success highlights how innovative ideas can flourish in today's gaming landscape. With its meteoric rise, "Grow a Garden" has firmly planted itself as the top game worldwide in 2025.
Playing old games can be surprisingly difficult in today’s digital world. One major reason is compatibility issues. Many classic games were designed for older operating systems like MS-DOS or early versions of Windows, and they simply don’t run well—or at all—on modern hardware and software. Even when emulators or patches exist, they can be tricky to set up and require technical know-how.
Another challenge is hardware limitations. Older games may rely on outdated peripherals like floppy disks, CRT monitors, or game-specific controllers that are no longer available. Newer PCs and consoles have dropped support for these technologies, making it harder to access the original experience.
There’s also the issue of digital rights and availability. Many older games are no longer sold or supported due to licensing issues, company closures, or lack of interest from publishers. This makes legal access tough unless the game has been officially re-released.
Finally, preservation isn’t always a priority in the gaming industry. While some iconic titles get remastered, many others fade into obscurity. Without community-driven efforts and emulation, many great games would be lost to time—making retro gaming a labor of love for dedicated fans.
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GameFly Deals: My Ultimate Guide to Gaming for Less in 2025
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Why I Chose GameFly (And Why You Might Love It Too)
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My Favorite GameFly Deals
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Here’s how I get the most out of GameFly every month:
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Update my Q weekly to make sure I’m always getting my top picks.
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Follow GameFly on social media to stay updated on flash sales.
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Use their mobile app for fast Q management and deal notifications.
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Keep games just long enough to finish and ship back immediately to speed up the next rental.
Is GameFly Worth It in 2025?
Absolutely. Especially with new-gen console games often costing $70+ now, it just makes sense. It’s also a lifesaver for families with kids who want to play new games every week.
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Disclaimer
This blog post reflects my personal experience and opinions. Offers and deals mentioned are accurate at the time of writing but may change. Please refer to the official GameFly website for the latest updates.
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