Gabe and Tycho managed to step into a big discussion today on used game sales. I sent them a response over email, but it seems like a decent thing to discuss more widely (and perhaps get more game developers discussing, in particular), so I'll share it here as well. I wrote it up pretty quickly, and did my best to be brief, so I didn't follow my normal practice of adding copious foot notes and discussion on my main points - I'd be happy to support more of what I say in comments, but I also wanted to post exactly what I mailed them, below. And yes, there is a limit to how brief I can be - even these comments aren't as short as I think they wanted.
Note, as usual, I'm stating my personal view, and not those of my employer. I think they are entirely consistent with things like EA's Project Ten Dollar, but I'm not discussing that - just my own views.


I will say this- i played Arkham Asylum for free. Then a year later, shelled out $50 for a new copy on another platform because damn that was a good game! In the meantime, I talked it up to others, wrote about it online, and convinced several other friends to purchase and play it. So I have to wonder- what is a year's worth of free viral marketing worth to a developer?
Also, Tycho clarified his point later:
For that... still, my answer is no, used games and piracy aren't the same. As I said above, when you buy a used game, you're at least spending your money on it; you're showing some commitment and investment. Aside from drawing a paycheck, the one thing that I want is for other people to enjoy, invest in, and commit themselves to the fruits of my labor.
There's a world of difference, from that perspective, between someone buying a used copy of my game - and still giving me the thing I crave - and pirating it.