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then your friend gifts it to another, and then another, and another, and another, and another, and another, and another, and another, and another, and another, and another, and another, and another....
For ever and ever.
It would be nice indeed, but being realistic, it's not going to happen.
Terrible idea. The ship pulled this maneuver. The value of that game is now borderline worthless. No one sane would buy it as they can just ask their friend for a copy. I had so many copies that I just went in to random and popular group chats and just passing it off to strangers. That was how worthless the game was.
That is 5,000 people gifting/trading their games back and forth. If each only did this 3 times, that is 15000 "gifts" Let us say, $60 a game.
15000x 60 = $900,000 in lost profits.
Steam has 15,000,000 users. If they each "gifted" one game:
15,000,000 x 60 = $900,000,000.
Gifting. Trading. Sharing. Loaning. Selling "used" games. In the end it cost Steam, Developers, Publishers, Employees and stock holders a lot of money and/or job.
This said, there are ways to make this work, financially as well as other stuff, if one were to WANT to do it; "giving" away your game to another account for a transfer fee, for instance. But why would Steam sink time and effort into developing something that is unlikely to be a net gain for them and of marginal use to the community? It would have to be because someone in power at Valve felt VERY strongly abou this; currently that's not the case, as evidenced by a system like this not being in place.
Yes, it doesn't quite work like it used to, but the whole system is changed and unfortunately that old method is infinitely exploitable in the modern digital distribution age. And you can bet that if such a system was implemented you'd see sites and groups like that pop up in no time.
Same issue. Steam, the Developer/Publisher loses money. Even with this "fee". People will also just complain that there is a fee and emand that it be removed.
A fee would aleaviate a very small portion of the loss, but why allow it when they can have you buy the game at full price and mage their expexted profit?
15,000,000 x 60 = $900,000,000 - $5(?) fee = $825,000,000 loss.
No matter what, they take a huge loss. That is why a trade/used idea won't work.
Gamestop likes it because they keep all the profits from a used sale. The Developer/Publisher doesn't see a penny fron the sale.
Since Steam is owned by Valve, and Valve knows what it is like to be a publisher and take those losses, they won't do it. They also look at things from the consumer point of view (though the consumers tend to ignore the developers view) and try and balance things out.
Even the customer loses in the end. Less money for Developer = less risk taking = fewer games made + lower quality games.
For those who want to read an expanded version of what Totoro posted, explaining why it's bad business for the publishers, you can find my post here
Steam needs to stop thinking about their customers as people trying to steal or get something for nothing and instead think of them as people who want to enjoy the products that they sell across multiple venues.
If you have a computer, a laptop, a computer for gaming and video on your TV, a tablet, a smart phone and your family shares them all the current system will require you to buy multiple copies and have multiple accounts and that is just not really going to work with most people.
If you knew anything about buying a second-hand sofas you'd know that sofas before a certain date cannot be sold as they may not be fire safe.
The general gist of this is that ALL things tend to have some 'rule' of re-sale to ensure that they meet certain safety standards, that they don't infringe on copy right and that they're suitable for re-sale. This is not a new thing. Physically owning something doesn't mean the second-hand market if free from problems.