I don't think you understand what I'm saying.
For the most part I understand what you are saying, I just dont quite agree.
1 new sale can translate to 1+ used sales, which could have been 1+ new sales. Publisher could simply miss out on one sale, or 10. And those are real sales, not theoretical potential sales like piracy. The problem isn't people who buy new games, but the people that trade the game in. Those people prevent X number of sales that would have went to the publisher/developers. I would rather that person who buys new then trades to buy fewer new games and not trade anything. Heck, publishers would be better off selling new games at %70 off after 1 month of release then the dealing with the used market, because they get none of that. Used game buyer does nothing but make Gamestop $5-$10 each time they buy and trade.
A smaller pool is better. To use a "pool" analogy. Maybe you have the resources to maintain a pool with a capacity of 10 people. You have 15 customers, but thats OK because not all will swim at the same time. Some in the morning, some evening. Some swim once and never again. Say, after 6 months, there maybe 3 customers who use it regularly. You can reallocate staff, cleaning schedules, etc to accommodate the real usage over time, and plan for a new pool, or a grand reopening of the existing pool. Whatever. Used sales are like always having 15 customers, even after 6 months, but no new revenue to maintain your pool.
Doing away with the used game market might mean that you improve logistics of things like servers and customer support, but it also means that you have increased competition for the smaller pool of new game dollars out there. That means you need to spend more on marketing and development, only to expect a smaller return.
I dont really follow you here. Used sales are not your sales. They didn't buy your product, so your market is the same, if somewhat strained from unaccounted usage. There is no need to spend more , because your market did not change. If anything you'll spend less the next time around. The problem is when you base a project around 1 million sales, and you only sell 500K. New + Used would have been 1 million. Probably more like 2 million. But anyways, so now you are short, and for your next project you may have to cut marketing, staff, dev time, etc, because you need an operation that can cover a 500K product, not 1 million. Cause you only have 500K product revenue to spend. So you put out less products, take less chances, retread the same idea over and over so you can get your 500K. Thats not good for anyone except Gamestop and the like.
You can only sale used games if someone bought the game new. The market is stable by it's nature. I've already pointed out how used game buyers support the game industry. It is the game industry that is short sighted not to see past first order effects.
Not really stable at all. You may have a true user base of say 1 million gamers. You put out a game for that 1 million, but you only get 300-500K of that. You still have 1 million gamers, but most of that came from used sales, which you dont see a penny of. So you support 1 million gamers on 300-500K of sales. You see the stats, try to capture the used sales next time around with new features, free dlc, etc, and maybe its less. Maybe this time 300K is 300K, not 700K. Maybe its more, so now 1 million is 3 million.
I'm not sure there is a business out that thinks its OK to leave REAL money on the table. Even a non profit will try to increase revenue so they can do more of what they are trying to do. IMO, devs and publishers have a legitimate grip with used sales unlike "piracy".