
Nowadays there's no physical good being exchanged, so there's really no point to dealing with that kind of market segregation. a cartridge or optical disc) to a customer in a different nation for most game developers, it's easier to go through a distributor for that particular market than to try to tackle all the logistics themselves. The actual reason for separated national markets was that selling to a national market once upon a time involved actually getting a physical good (e.g.

Trying to establish different prices for different locales is a premature "optimization" at its worst. Better to keep the price even across all markets, then only drop the price if you want more sales (and in smaller increments than "here's a 90% discount just because you happen to be in Thailand"). In other words: setting a lower pricepoint for specific countries to attract more sales in those countries is a pretty major footgun when it comes to actual revenue from those sales. certain overseas countries, or low-income individuals even in domestic markets and otherwise-more-affluent overseas markets) will be out of luck only until the game goes on sale (whether temporarily or permanently older games tend to be cheaper than newer games). The demographics that can't afford the game (e.g.
#Youtubers life 2 g2a full
Either way, the developer does indeed seem to lack any incentive to have separate pricing for Thai customers why take on those support costs for a fraction of the revenue when you still have Americans paying full price? Okay, so in this scenario, either 1) the developer is losing money on every sale to a Thai customer, or 2) the developer is overcharging US customers.
#Youtubers life 2 g2a for free
If the second-hand market for keys you ave away for free ends up eating at your margins, maybe you gave away too many free keys or price too high.Īs for regional pricing, IMO it's both counterproductive and futile to keep national markets separated. Don't want to see review keys ending up on second-hand sites? Put in restrictions (like limited time) on those licenses. On the 2 my position is that this is not something that should be addressed by regulation but that it's the responsibility of the publisher.
#Youtubers life 2 g2a cracked
I think that the reasonable position and that of anyone not being incentivized to say otherwise would be that 1 should be allowed while 3 is already illegal and should be cracked down on. Tactically/strategically reselling keys legitimately acquired cheaper (giveaways, review keys, differentiated pricing between markets)ģ. Actual second-hand reselling of bought gamesĢ.


In order to have a conversation about this, we need to separate the different scenarios conflated here:ġ. A week after a game is released for $25 the _only_ reason somebody wants to sell 100 codes for $5 each is that they used stolen credentials to get those codes and are cashing out. The argument against G2A is that logically the stuff they're buying for cheap can only exist if it's being obtained by crooks. You're guilty if you know or should reasonably have known that the goods you got were stolen. "Receiving stolen goods" we call it in most places. A stolen television is valuable but why would I pay 60% of retail price to some geezer in a lock-up at 2am for what is obviously a stolen TV? The Fence buys stolen things from crooks for a fraction of their value, then operates a seemingly legitimate business which sells those things to ordinary punters to collect the difference.īeing a Fence is a crime.

A lot of illegal activities generate what looks like value but it's hard to turn into money and unless you do it's useless. The claim is that G2A acts as the equivalent of a fence.
