> No one is buying 20 year old consoles and games that probably aren't even sold by the original company anymore. Seems pretty much like a classic victimless crime IMO.
Hokay, so preface this with that personally I think so what? let people be free... but here's the (an?) argument:
Unlike other markets, media and entertainment is zero-sum. Ultimately revenue is derived from how many person-hours of attention you can acquire, while people have a finite amount of time to be entertained. Media holders have always preferred to keep media access at a trickle (see: Disney's treatment of their "vault" in the early VHS era) so they don't lose your attention on their current products. It's the same with retro games - each hour someone plays a ROM they can't buy anymore is an hour that could have been spent in a new game that they would have to pay for. They would also argue the existence of retro-gaming secondary markets cannibalizes the growth opportunity for remakes with current gen platforms.
Basically, secondhand/reusable markets are detrimental to businesses that depend on new releases because over time the secondary markets' share of the total grows larger than the primary.
Hokay, so preface this with that personally I think so what? let people be free... but here's the (an?) argument:
Unlike other markets, media and entertainment is zero-sum. Ultimately revenue is derived from how many person-hours of attention you can acquire, while people have a finite amount of time to be entertained. Media holders have always preferred to keep media access at a trickle (see: Disney's treatment of their "vault" in the early VHS era) so they don't lose your attention on their current products. It's the same with retro games - each hour someone plays a ROM they can't buy anymore is an hour that could have been spent in a new game that they would have to pay for. They would also argue the existence of retro-gaming secondary markets cannibalizes the growth opportunity for remakes with current gen platforms.
Basically, secondhand/reusable markets are detrimental to businesses that depend on new releases because over time the secondary markets' share of the total grows larger than the primary.