Clamping down on Used Games & (PA) Kevin Returns FoShizzle!

Status
Not open for further replies.

GasBandit

Staff member
Either way, you should buy it in a way that supports the developers if you want them to make more games.

@Gas, While you echo my point about the discussion probably needing to actually be about game pricing points, I'm surprised that you take a stance that they have made too much money for you to care. It's okay for "rich" people to get screwed then?
They're not getting screwed. Buying second hand does not screw the publishers, nor the developers, any more than buying a used car screws the manufacturer. In fact, you could argue that buying NEW games via brick and mortar stores screws developers even worse because it perpetuates an exploitative and dated business model which enriches the publisher and not necessarily the developer.
 

figmentPez

Staff member
They price games high because they can because of the console customers.
I took the liberty of correcting your statement. People are willing to pay $60 a game, so that's what they're sold at. Games don't have to cost $60 to make Sony/Microsoft a profit (the Wii was never sold at a loss). One of the reasons console customers find $60 games to be acceptable is the used market. PC gamers don't usually have that option anymore, so they've balked at jumping from $50 to $60 (and many, like me, refuse to even pay that much).
 
I buy used all of the time. Whether it's guitar gear, cars, games, movies, etc. I don't accept the idea that it's wrong for someone to sell something used that they purchased new. If it's in demand, even just a little bit, it has value. Gamestop functions as a broker for the exchange of used merchandise, in this case games, similar to a used car dealership. Good on them.

I do agree that THQ is in no way obligated to support it for those customers that choose to buy a game used and if they come up with a way to do so, then more power to them. For console games, they could set up a system that you have to set up an account for to log into to get downloadable content. I'm all for that, if a company chooses to do that.

To compare it piracy is extreme, at best.
 
He's not claiming that used==piracy. He mentioned off-hand that used games support the creators as much as piracy does (ie, not at all) but he in no way equates the two.
And he's dead wrong. Player has $400 to spend on games in a year. He buys a $60 game, plays it for a month, sells it for $30. Then he buys a new game for $60, plays it for another month, and sells it for $30, and so on... He ends up buying 12 new games in a year. If he can only get $20 for a used game (that $10 less the price is because of online), then he's down to only 9 games in a year on his budget. If he can't sell the games at all, he's down to 6 titles a year. Unless those currently buying used step up to buy more new (and I don't think that will happen), the game publishers have lost sales because of the damage to the used market.[/QUOTE]

This model is missing the main point of their contention though. You've taken the person buying only used games rather than new entirely out of the equation.

And again, because I see how quickly these threads turn into heated arguments/ flame wars all the time, I'll state clearly that I don't agree buying used games should be villified. I do it all the time. I also don't agree that a key component of the game like online play should be unavailable for previously played game buyers. I'm just saying, it is within their right to reward buyers of the new game. I agree entirely that they shouldn't PUNISH buyers of the used one.

I also find it funny that everyone keeps saying the only reason people buy games new is because they can sell them later. Because the only games I've ever bought new are the games I wanted so badly I couldn't wait, and enjoyed so much that I still have them still replay them. Hell, I still have Armored Core, Spider-Man 1 and 2 for my PSOne and God of War, Sonic Mega Collection Plus and War of the Monsters for my PS2. Maybe I'm just really weird. I guess the fact I still enjoy Armored Core proves that, actually.
 
C

Chibibar

I buy used all of the time. Whether it's guitar gear, cars, games, movies, etc. I don't accept the idea that it's wrong for someone to sell something used that they purchased new. If it's in demand, even just a little bit, it has value. Gamestop functions as a broker for the exchange of used merchandise, in this case games, similar to a used car dealership. Good on them.

I do agree that THQ is in no way obligated to support it for those customers that choose to buy a game used and if they come up with a way to do so, then more power to them. For console games, they could set up a system that you have to set up an account for to log into to get downloadable content. I'm all for that, if a company chooses to do that.

To compare it piracy is extreme, at best.
I believe that THQ approach is bad in terms of future customers.

The car's warranty analogy is pretty good especially NOW warranty DO transfer when sold used. This makes customer happy.

THQ could let the customer who bought the pre-own game play online and everything is all peaches and cream, but with the stink they are causing, it could hurt future customer who are may willing to pay full price on some games.

personal note: There are some games I am willing to pay full price for but some games, I usually wait for it to go on sale or buy them used.
 
They price games high because they can because of the console customers.
I took the liberty of correcting your statement. People are willing to pay $60 a game, so that's what they're sold at. Games don't have to cost $60 to make Sony/Microsoft a profit (the Wii was never sold at a loss). One of the reasons console customers find $60 games to be acceptable is the used market. PC gamers don't usually have that option anymore, so they've balked at jumping from $50 to $60 (and many, like me, refuse to even pay that much).[/QUOTE]

I'll take your word for it, I can't find any official numbers on the Wii cost vs manufacturer cost. All I know is the retail cost versus what the store paid.
 
I rarely buy new games anymore. The last one I bought brand-spanking new, pre-order and all was Batman: Vengeance for the PS2. That was a disappointing spend of $70. There's no way to tell if I'll like the game for sure, right out of the gate. So, I wait for reviews or friends' opinions, rent it, play a demo, etc.

Since getting a PS3 on Boxing Day last year, I made myself two personal promises:
1) Don't buy any game for more than $30.
2) Don't buy a new game until you've beaten what you have.

The second has kind of fallen away, especially when I find great deals. The first, however, has stuck. The only exception I've made so far was pre-ordering Dead Rising 2. I've played 1 and love the game, so I know what I'm getting into, there.

Buying used, though? I've done that a lot for movies, particularly, and always have. I won't spend more than $20 on a movie (even Blu-Ray). But the majority of my game catelogue were used. In fact, there was a sale at my store a few weeks ago, where used games priced at $4.99 were also 50% off. So, I nabbed a bunch super cheap: Overlord, Top Spin 3, Devil May Cry 4, Lego Indiana Jones, Soul Cailbur 4, Shaun White's Snowboarding. These are all games I likely wouldn't have given a second look without that price tag. Some were worth it (Lego Indy, Snowboarding), some not so much (Overlord).

And then you have Steam, where you can buy the game, technically new, for some great prices. I think downloadable games, much like music is about 90% of today, is where the industry is going more and more. The capacity in systems to hold information just gets bigger and bigger, along with the ability (like Steam) to download them again any time you want. Now, if they were to lower the prices to reflect not having a physical copy, then I think it would work out better. Right now, they're trying to have their cake and eat it, too, and it's not working out so far.

Then again, is it just me, or are smaller studio titles starting to pick up more (pardon the pun) steam? World of Goo, Braid, Scott Pilgrim. Heck, even a growing studio like Telltale Games does their business almost entirely online (with the option to buy a hard copy, if you want). If that same model was copied by the larger studios (lower price due to lack of hard copy; or provide hard copy if requested), then wouldn't that make the idea of downloadable games more viable? True, it might slowly rid us of used product, but it's no different than the music industry and mp3s.
 
The point you all seem to be missing is that the gaming industry just doesn't agree with any of the analogies used. As far as THQ is concerned, you're not buying anything. You're paying for a service they provide. This seems obvious as far as MMO's are concerned; however, the games industry (and THQ foremost amongst them; they're pretty much evil) consider this the case for all games. They would love nothing better than to charge you per hour. Just look at the newest trend in pc games - always-online needed for single player games. Makes no technological sense, but it -does- allow them to link a game to one specific profile, and it's untransferable. I always said I wouldn't go Steam, but I ended up buying a game (Napoleon Total War, to be precise) where I had the option of installing it and linking it with Steam, or not playing it at all. Can't sell on that disc, either. Well, I can, but it's a useless frisbee for the next guy.

For them, a correct analogy is this: you buy an unlimited entry card for the local swimming pool. After a while, you've had enough of swimming, and want to go weight lifting instead. So you sell your entrance pass to the swimming pool, and get a new subscription for the weight lifting hall. A couple of months later, you get tired of lifting weights, so you sell that, and buy another thingie....And so on. You can't do that, either, can you?

And on a completely unrelated note, the second hand market is next-to-non-existent in Belgium.
 
C

Chibibar

The point you all seem to be missing is that the gaming industry just doesn't agree with any of the analogies used. As far as THQ is concerned, you're not buying anything. You're paying for a service they provide. This seems obvious as far as MMO's are concerned; however, the games industry (and THQ foremost amongst them; they're pretty much evil) consider this the case for all games. They would love nothing better than to charge you per hour. Just look at the newest trend in pc games - always-online needed for single player games. Makes no technological sense, but it -does- allow them to link a game to one specific profile, and it's untransferable. I always said I wouldn't go Steam, but I ended up buying a game (Napoleon Total War, to be precise) where I had the option of installing it and linking it with Steam, or not playing it at all. Can't sell on that disc, either. Well, I can, but it's a useless frisbee for the next guy.

For them, a correct analogy is this: you buy an unlimited entry card for the local swimming pool. After a while, you've had enough of swimming, and want to go weight lifting instead. So you sell your entrance pass to the swimming pool, and get a new subscription for the weight lifting hall. A couple of months later, you get tired of lifting weights, so you sell that, and buy another thingie....And so on. You can't do that, either, can you?

And on a completely unrelated note, the second hand market is next-to-non-existent in Belgium.
Oh I understand the point (at least I do) The company rather get the money from each person playing the game than just 1 and "shared" among 2-3 people (if not more)

like Person A buys the game, finish it, sold to person B repeats to C. THQ lost "money" from person B and C but business like Gamestop earn money from B and C. THQ wants a piece of that action. I guess the "solution" would be if a company sell a used game, they would need to pay "general royalty" monthly like Internet radio (my friend has an Internet radio and he pays a monthly fee) this could reduce company getting business one 2nd hand games.

that is the "greedy business version"

OR make the game a little more affordable and GOOD, then they might actually sell more ;)
 
You're paying for a service they provide.
Hey, if that's what they want, they should be willing to allow me to trade me back their old game in exchange for playing their new one. A license to use a piece of software is not, by default, the same a license to use a service. This would also get them out of needing to maintain levels of support for legacy. That's how most SaaS models work.

And if they're so worried about lost revenue in the model, they should really also get out of the retail box business and avoid paying 3rd-party vendors to print, package, ship, and distribute their product.

That's why Blizzard keeps WoW mostly out of the retail box business and makes a point of publicly selling licensed subscriptions instead of the box. It's why every retail box of WoW has a little note in it encouraging you to lend/give friends your disks along with a friend code. It's why Blizzard, despite whatever solidarity claim they might make in public, probably doesn't care at all about the whole "used=lost revenues" argument. They've made it irrelevant to their biggest revenue model by making it worthwhile for their users to give away their disks and get rewarded for it.
 
C

Chibibar

You're paying for a service they provide.
Hey, if that's what they want, they should be willing to allow me to trade me back their old game in exchange for playing their new one. A license to use a piece of software is not, by default, the same a license to use a service. This would also get them out of needing to maintain levels of support for legacy. That's how most SaaS models work.

And if they're so worried about lost revenue in the model, they should really also get out of the retail box business and avoid paying 3rd-party vendors to print, package, ship, and distribute their product.

That's why Blizzard keeps WoW mostly out of the retail box business and makes a point of publicly selling licensed subscriptions instead of the box. It's why every retail box of WoW has a little note in it encouraging you to lend/give friends your disks along with a friend code. It's why Blizzard, despite whatever solidarity claim they might make in public, probably doesn't care at all about the whole "used=lost revenues" argument. They've made it irrelevant to their biggest revenue model by making it worthwhile for their users to give away their disks and get rewarded for it.[/QUOTE]

On the flip side of Blizzard's model, we might get a new game every 2-3 years if we are lucky ;)
 
For them, a correct analogy is this: you buy an unlimited entry card for the local swimming pool. After a while, you've had enough of swimming, and want to go weight lifting instead. So you sell your entrance pass to the swimming pool, and get a new subscription for the weight lifting hall. A couple of months later, you get tired of lifting weights, so you sell that, and buy another thingie....And so on. You can't do that, either, can you?
Yes. Yes, you can.

Waugh Chapel Swim Club*-*Membership
If you are trying to sell/transfer your membership you need to advertise the membership for sale in your local paper. The pool does NOT buy back memberships. Download and complete TWO (2) copies of the Transfer Membership Agreement.
Transfer My Membership - gym membership, gyms, health clubs, membership transfers,
A whole website devoted to matching up people who want to transfer gym memberships.

How about your undefined "another thingie"... Can we use cell phones in that analogy? Those are pretty hard to get out of, right? And it's a 100% service model. You contract is for service, not the phone. Can't transfer those, right?

Wrong.
Cellswapper.com - Cellswapper.com - Get out of your Cell Phone-Mobile-Wireless Contract
Get out of your cell phone contract or find a short term wireless plan
http://www.nytimes.com/2009/01/01/technology/personaltech/01smart.html
It’s a little-known fact that cellphone carriers will let you swap contracts with another person, no matter whether you have one month or two years remaining on your commitment. They just will not help you do the hard work of finding someone who actually wants your contract and the vintage flip phone that came with it.
Companies like CellSwapper are performing the exact same service that the gym membership swap club I linked above is performing: Finding people who have contracts they no longer want and matching them with people who want them. It's the exact same business model that Gamestop has for used games.

:laugh: This place amazes me sometimes.
 
C

Chibibar

For them, a correct analogy is this: you buy an unlimited entry card for the local swimming pool. After a while, you've had enough of swimming, and want to go weight lifting instead. So you sell your entrance pass to the swimming pool, and get a new subscription for the weight lifting hall. A couple of months later, you get tired of lifting weights, so you sell that, and buy another thingie....And so on. You can't do that, either, can you?
Yes. Yes, you can.

Waugh Chapel Swim Club*-*Membership
If you are trying to sell/transfer your membership you need to advertise the membership for sale in your local paper. The pool does NOT buy back memberships. Download and complete TWO (2) copies of the Transfer Membership Agreement.
Transfer My Membership - gym membership, gyms, health clubs, membership transfers,
A whole website devoted to matching up people who want to transfer gym memberships.

:laugh: This place amazes me sometimes.[/QUOTE]

So much for analogy :)
 
The entire commercial game development model is broken, and often it's the developers who get shafted as a result. The development cost of games is getting to the point where you have to be a million seller to even make money, the shelf space is limited to only the big money publishers and even then only for a week or two after the game actually hits the shelves (how many shelves are filled with display boxes advertising games "coming soon"?). Game development is such a rabid and competitive environment that to do it you have to be willing to work ridiculous hours for a pittance, and then deal with the promises of profit sharing, when the actual definition of profit sharing depends solely on the publisher's preferred sales numbers.

As a result, eventually something has got to give. Either developers will finally just give up and quit, the Steam digital download model will take over all platforms, games will go to some kind of subscription model, or development project budgets will be seriously scaled back and there will be a complete absence of big budget titles.
 
Oh, and to bring things back to the real world, so we can quit talking about failed analogies like swimming pools, cell phones, car warranties, etc (all of which, it turns out, are transferable), how do software companies handled licensed software?

Cisco Software Transfer and Re-licensing Policy - Cisco Systems
Cisco has specific policies for transferring licenses.

HP.com - software license transfer (policy 2.0)
HP has specific policies for transferring licenses.

Transfer an Adobe product license
Adobe has specific policies for transferring licenses.

I could go on for pages, but I really didn't want to spend more than 5 minutes proving my point.

Bottom line: If I'm buying a LICENSE I should be able to transfer that license to anyone else, along with everything that goes with it. If I'm buying a physical good, I should be able to sell or give that to someone without repercussion.

Games manufacturers want to be in a special category all to themselves. What's the justification? What's the moral reasoning? It's simple greed--to maximize revenues at the expense of the thrifty consumer. And you know what I say to that? Fuck you, game publishers
 
Which really just goes to show, that if THQ really wants to be in the licensing business, they can. If they want to stay in the retail box business, well, then they're going have to come to grips with the realization that if they want to combat their rising costs, they either need to cut expenses on the vendor end or price more aggressively with their content.

Complaining about the used market and trying to "force" people to pay the retail price is a losing battle - 'cause in the end, no one is forced to do anything.
 
Oh, and to bring things back to the real world, so we can quit talking about failed analogies like swimming pools, cell phones, car warranties, etc (all of which, it turns out, are transferable), how do software companies handled licensed software?

Cisco Software Transfer and Re-licensing Policy - Cisco Systems
Cisco has specific policies for transferring licenses.

HP.com - software license transfer (policy 2.0)
HP has specific policies for transferring licenses.

Transfer an Adobe product license
Adobe has specific policies for transferring licenses.

I could go on for pages, but I really didn't want to spend more than 5 minutes proving my point.

Bottom line: If I'm buying a LICENSE I should be able to transfer that license to anyone else, along with everything that goes with it. If I'm buying a physical good, I should be able to sell or give that to someone without repercussion.

Games manufacturers want to be in a special category all to themselves. What's the justification? What's the moral reasoning? It's simple greed--to maximize revenues at the expense of the thrifty consumer. And you know what I say to that? Fuck you, game publishers
The up-front cost of most enterprise software packages dwarfs that of game product costs, though. Also, many companies will charge a yearly maintenance fee for support and patches/upgrades.
 
C

Chibibar

The entire commercial game development model is broken, and often it's the developers who get shafted as a result. The development cost of games is getting to the point where you have to be a million seller to even make money, the shelf space is limited to only the big money publishers and even then only for a week or two after the game actually hits the shelves (how many shelves are filled with display boxes advertising games "coming soon"?). Game development is such a rabid and competitive environment that to do it you have to be willing to work ridiculous hours for a pittance, and then deal with the promises of profit sharing, when the actual definition of profit sharing depends solely on the publisher's preferred sales numbers.

As a result, eventually something has got to give. Either developers will finally just give up and quit, the Steam digital download model will take over all platforms, games will go to some kind of subscription model, or development project budgets will be seriously scaled back and there will be a complete absence of big budget titles.
I often wonder what is the percentage that the developers are getting from digital download format.

I am NOT complaining of all the awesome sales that Steam has BUT steam has to make their share of the profit (hosting the file, license managing etc etc) plus to keep the developers happy so Steam can continue to sell games online. What about GoG? and other digital stores?

I notice that some company start having software available for download. I believe part of the "bloated" price is in the pretty box, advertising, shipping and actually housing these physical medias.
 
The up-front cost of most enterprise software packages dwarfs that of game product costs, though. Also, many companies will charge a yearly maintenance fee for support and patches/upgrades.
My smaller priced adobe products, which are comparable in cost to games, are fully transferable.

Yearly maintenance fees are not required. It's related side revenue but has nothing to do with licenses. If THQ wants to follow this business model, then they would charge a monthly access fee for online service or charge for DLC. But in either case, that online service contract (along with the fee) or the DLC should be transferable.
 
The up-front cost of most enterprise software packages dwarfs that of game product costs, though. Also, many companies will charge a yearly maintenance fee for support and patches/upgrades.
Yearly maintenance fees are not required. It's related side revenue but has nothing to do with sales. My smaller priced adobe products, which are comparable in cost to games, are fully transferable.[/QUOTE]

They're often required if you want to use the latest version of a piece of software or get support on the product (granted, I'm mostly talking products that cost upwards of $50k to license and maintain). Like I said above, the model is messed up, where even if publishers like THQ and EA get their money machine working, the actual developers get screwed. Many developers will develop small, quick games or crap licensed games just to stay afloat for the games they want to make. Maybe the mobile market will shift that somewhat, maybe the Steam market. But the current model is unsustainable to the point where already there are just a few big publishers that can hack it in the console market.
 
C

Chibibar

The up-front cost of most enterprise software packages dwarfs that of game product costs, though. Also, many companies will charge a yearly maintenance fee for support and patches/upgrades.
My smaller priced adobe products, which are comparable in cost to games, are fully transferable.

Yearly maintenance fees are not required. It's related side revenue but has nothing to do with licenses. If THQ wants to follow this business model, then they would charge a monthly access fee for online service or charge for DLC. But in either case, that online service contract (along with the fee) or the DLC should be transferable.[/QUOTE]

now we get into some weird areas.

I know that standard EULA agreement for MMO subscription are generally not transferable UNLESS it is built into the system like character transfer. It is generally frown upon (even in Blizzard) for me to give my account to a friend to take over. (that was a year ago not sure if that has change)
 
Honestly I've always thought that used game sellers should kick a few bucks back to the developers when they resell a game. Don't know how much money would work or how to avoid having the sellers take all of the risk but I think that everybody would make out like bandits in this kind of deal.

I do think that the game developers are being bitchs about the used game market. They want to crack down on the used game market then they had better step up they're game making. Starcraft II is the only game that I can't loan to a friend and I would have waited for a price drop before I bought it had I known about it. Because no way in hell am I paying $63 for a so-so game that I can't loan to a friend.
 
They're often required if you want to use the latest version of a piece of software or get support on the product (granted, I'm mostly talking products that cost upwards of $50k to license and maintain).
Yup..but if you don't need support, you can do without monthly/yearly fee. I work at a company that uses VM on our mainframes. We buy the license for the software, but we have our own VM wizard. We don't pay the extremely high support fee. But even if we did, that support contract would be fully transferable to a third party along with our VM licenses. So, really, this side discussion adds nothing new to the debate.

now we get into some weird areas.

I know that standard EULA agreement for MMO subscription are generally not transferable UNLESS it is built into the system like character transfer. It is generally frown upon (even in Blizzard) for me to give my account to a friend to take over. (that was a year ago not sure if that has change)
This is because the MMO model is really new, as far as the courts are concerned. That said, courts are starting to get pulled into the fray, and we are starting to see mmo objects treated more like real property.
South Korea's Supreme Court Decriminalizes Real Money Transactions in Online Games - Pixels and Policy
 
Because I keep seeing it this thread, and it's driving me nuts:

1) TYCHO DID NOT SAY BUYING A USED GAME IS THE SAME AS PIRACY. He said it has the same effect, ie, no support financially of the game developers.

2) No one said you are a "BAD" person if you buy used games. I buy used games. I also buy new ones

3) The ONLY POINT that is really being made by Tycho and Gabe here is that *IF* you want to support the people who make the games you play, you must buy a new copy of a game. Otherwise they don't see dime, only Gamestop does. AND THATS NOT EVIL, it's just being realistic. Gamestop didn't give Bioware any money on my purchase of a used copy of Dragon Age.

Buy all the used games you want, you aren't a bad person, but you aren't supporting the developers of the game. If that matters to you consider buying a new copy instead of a used one. Thats pretty much all they are saying.

@Gas, sorry man, I have to disagree, you are continuing to state this idea that I would not have bought a copy of Dragon Age if I couldn't get it used and thats just not true. So yes, I "technically" screwed Bioware out of their share of me buying that game. Saying, "Oh but the people buying used would NEVER have bought it new" just isn't a reasonable argument, since it can't be proven.

Now that doesn't mean, as other have pointed out, including yourself, that there aren't better models. Damn straight there are. If I could go on PSN and buy Dragon Age 2 tomorrow right from them? Hell yes. They save money on printing and shipping, etc. I'd much rather see that become the norm and see Best Buys become relics.
 
I don't think they are trying to make anyone feel bad, who actually thinks about who you support when you buy a game used or otherwise? They just want to get people to consider that if they love something and want to see more of it then you have to support those who create it. Seems reasonable to me.
 

figmentPez

Staff member
1) TYCHO DID NOT SAY BUYING A USED GAME IS THE SAME AS PIRACY. He said it has the same effect, ie, no support financially of the game developers.
There may not be any direct financial payment to game developers, but that's a far cry from having the same effect as piracy. The market for used games promotes and supports the market for new games. Gamestop wouldn't be as big a business as it is now if it didn't buy and sell used games. If Gamestop weren't as big as it is now, they wouldn't be able to hold their big game launch midnight-release events, and the publishers would get less support for advertising their new games.
 
1) TYCHO DID NOT SAY BUYING A USED GAME IS THE SAME AS PIRACY. He said it has the same effect, ie, no support financially of the game developers.
There may not be any direct financial payment to game developers, but that's a far cry from having the same effect as piracy. The market for used games promotes and supports the market for new games. Gamestop wouldn't be as big a business as it is now if it didn't buy and sell used games. If Gamestop weren't as big as it is now, they wouldn't be able to hold their big game launch midnight-release events, and the publishers would get less support for advertising their new games.[/QUOTE]

So does buying a used game from gamestop mean the game developer receives money directly from that transaction?
 
D

Disconnected

I agree with the notion the business model being out of date, this is true for many digital forms.

As for THQ, it makes sense from their view if they don't want to transfer 'license' they don't have to just because other business systems do. As a company they can go ahead and as a consumer you have every right to protest and not buy their games.

Sports gamers seem to be most up in arms on this, is this because those games most likely have an 'update' soon after release? Have high online multiplayer functionality? Next to FPS' that is I'm guessing.
 
R

Reboneer

Now I feel bad buying Shadow of the Colossus used, but it came out six years earlier, so nothing I could do.
Hell, if they rereleased this, I'd gladly pay full retail price, because it'd be way cheaper than the ridiculously overpriced used copies you find now :(
 
Status
Not open for further replies.
Top