Want to know how much website downtime costs, and the impact it can have on your business?
Find out everything you need to know in our new uptime monitoring whitepaper 2021



Xbox manufacturer Microsoft avoided a prolonged storm last week when it officially announced that it will be up to games publishers to determine whether or not they want to allow the sale of pre-used games. Having shirked making the decision itself, it seems likely that console competitor Sony will follow a similar path.
Although Microsoft’s own in-house games publisher, Microsoft Studios, won’t restrict users from trading in their old Xbox One games, for other studios the ability to stop reselling may appear attractive. So if EA want to stop you from selling your copy of Madden NFL or Activision from passing on your pre-used Call of Duty that’s entirely up to them.
For Microsoft who has little to gain by restricting re-sales itself, the shifting of responsibility leaves possible consumer backlash with the publishers. Games publishers will have to weigh up whether stopping people from reselling their games really will help their profitability.
How does a restriction on pre-used games sales or “gifting”, passing games onto friends when you’ve finished with them, impact on the new games market? Does it really stop the sale of new games? Will more users go out and buy a new game simply because it’s no longer available second-hand – or would they simply never buy it new? And by purchasing the game second-hand, for a far cheaper price, perhaps they’ll come to love a game-franchise that leads them to buy future new releases at full price.
For publishers working out the benefits and cons of restricting re-sales is far from easy. Although many publishers would almost certainly have wished for Microsoft to have taken the difficult decision for them – and the consumer backlash – this didn’t happen. So will they block reselling? It’s unlikely they’ll be wholesale industry wide blocking, but in the initial and highly lucrative launch window for a new game, publishers may seek to impose a temporary block – perhaps a month or two.
This is in itself though not a fool-proof solution. Many avid gamers will play a game non-stop when they first buy it, knowing that if they complete it within a couple of days they’ll still be able to re-sell it at a “premium” price in the secondary market. If they’re forced to wait until a month or two to sell the game, the value of that game in the second-hard market will be significantly reduced. And if they’re one of those gamers who use trade-in money to buy another new game the launch-window restriction will ultimately have helped to hinder, not help drive the sale of new games.
But perhaps the longer term question for the gaming industry is whether this model of buying physical units – and the arguments over reselling – is of a past time. Just as Apple has had to think again about how its old-school iTunes download service can compete with music subscription services such as Google’s Play Music All-Access, surely the gaming industry must soon follow suit. Where portals or game publishing studios allow users to sign-up and simply play any games they want, as much as they want, for a set monthly fee.
James Barnes, StatusCake.com
Share this
6 min read StatusCake tells you that something might be broken. Hermes can check whether it really looks broken, decide who should hear about it, send the email, and keep the record for tomorrow morning’s summary.

3 min read The allure of OpenClaw is undeniable. You deploy a highly autonomous, self-hosted AI agent, give it access to your repositories and inboxes, and watch it reason through complex workflows while you sleep. It is the dream of the ultimate 10x developer tool realized. But as any veteran DevOps engineer will tell you: running an LLM-backed
7 min read There are cloud outages, and then there are us-east-1 outages. That distinction matters because failures in AWS’s Northern Virginia region rarely feel like ordinary regional incidents. They tend instead to expose something larger and more uncomfortable: too much of the modern internet still behaves as though one place is an acceptable concentration point for infrastructure,
7 min read Artificial intelligence is making software easier to produce. That much is already obvious. Code that once took hours to scaffold can now be drafted in minutes. Boilerplate, integration logic, tests, refactors and small internal tools can be generated with startling speed. In some cases, even substantial pieces of implementation can be assembled quickly enough to
10 min read Whilst AI has compressed the visible stages of software delivery; requirements, validation, review and release discipline have not disappeared. They have been pushed into automation, runtime and governance. The real risk is not that the lifecycle is dead, but that organisations start acting as if accountability died with it. There is a now-familiar story about
4 min read How AI Is Shifting Software Engineering’s Primary Constraint For most of the history of software engineering, the primary constraint was production. Code was expensive, skilled engineers were scarce, and shipping features required concentrated human effort. Velocity was limited by how fast people could reason, implement, test, and deploy. That constraint shaped everything from team size,
Find out everything you need to know in our new uptime monitoring whitepaper 2021