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Re:Pirate our games, don't buy them from key resellers, say ... by saint_fiasco on Tuesday July 09, 2019 @10:01AM (#20391791)
If you sell a product with huge fixed cost and tiny marginal cost you need to have price discrimination.

If you sell for the same price in China, Latin America, Africa and Europe imagine how much money you are leaving on the table.

Even if you believe optimizing your revenue to that extent is unvirtuous, you should still support price discrimination because it lets millions of people in poor countries enjoy your product. There is no way they could afford US/Europe prices.

Re:Pirate our games, don't buy them from key resellers, say ... by mikeash on Tuesday July 09, 2019 @10:06AM (#20391847)
You don't need price discrimination. You can make money without it. You want price discrimination to make even more money.

Edit: a lot of people seem to be confused about what I'm saying and are telling me how price discrimination is good. I'm not saying it's good or bad. I'm saying it's not a need. Existence proof: many companies that don't do it.

Re:Pirate our games, don't buy them from key resellers, say ... by cylon13 on Tuesday July 09, 2019 @10:18AM (#20391968)
You say this like game developers are rolling in cash. In reality most indie game developers are making just enough to keep making games. Any optimization in the ability to make money can make the difference between the marginal game developer dropping out of the market or not. If you want a rich variety of indie games then you should be okay with allowing whatever non-coercive pricing strategies developers are using that works, and if you don't want indie games then don't buy any.
Re:Pirate our games, don't buy them from key resellers, say ... by mikeash on Tuesday July 09, 2019 @10:24AM (#20392021)
They're free to use whatever pricing strategies they wish, as long as people retain their inherent right to resell things they purchase.
Re:Pirate our games, don't buy them from key resellers, say ... by dleslie on Tuesday July 09, 2019 @11:50AM (#20392993)
This is why large game studios are generally moving to a SaaS model.
Re:Pirate our games, don't buy them from key resellers, say ... by lmm on Tuesday July 09, 2019 @10:19AM (#20391978)
Most game developers are barely viable businesses as it is (frankly a lot of them ought to find a different industry if their aim is to make money). Without price discrimination we'd see more developer bankruptcies and ultimately fewer games being made. (Up to you whether you think that would be a good or bad thing).
Re:Pirate our games, don't buy them from key resellers, say ... by Notre1 on Tuesday July 09, 2019 @11:36AM (#20392816)
I'm curious, what are some good examples of companies/industries that are successful in not price discriminating across national/world-region borders?

Most of markets segments I can think of (pharmaceutical, automotive, SAAS) do it in one way (direct price discrimination) or another (separate products for a region).

Re:Pirate our games, don't buy them from key resellers, say ... by mikeash on Tuesday July 09, 2019 @11:49AM (#20392987)
Apple comes to mind. Their products are usually even more expensive in poorer countries.

Just about any commodity would qualify. Oil companies aren’t giving discounts to poorer countries or selling them a cheaper inferior product.

Lots of indie software makers can’t be bothered to put in the effort to target individual countries, and just sell at one price worldwide. I believe both Apple’s and Google’s app stores work this way, with no ability to set a different price in different countries.

Re:Pirate our games, don't buy them from key resellers, say ... by beefalo on Tuesday July 09, 2019 @12:55PM (#20393876)
You can't compare physical goods to software in relation to price parity. The cost to sell an iPhone in South America is higher for Apple then it is to sell one in the US so it makes sense that they cost more. For a game it costs the same, and costs virtually nothing for each sale.

Google play supports setting different prices by country.

Re:Pirate our games, don't buy them from key resellers, say ... by mikeash on Tuesday July 09, 2019 @01:13PM (#20394159)
You’re saying, they don’t price discriminate because they can’t.

I’m saying, the fact that they don’t proves that it’s not necessary.

These two statements are perfectly compatible with each other.

Again: I’m not arguing for or against price discrimination. I’m just saying it’s not a need.

Re:Pirate our games, don't buy them from key resellers, say ... by close04 on Tuesday July 09, 2019 @10:24AM (#20392016)
Not necessarily. Sometimes you use profits from the high priced copy in a country with high purchasing power to cover up the losses from the lower priced copy in the country with lower purchasing power. In the case of games it makes sense especially if you rely on a large community of players for its success. You need more people to play it but you can't sell it at a loss everywhere in the world just to access all markets and gain the numbers.
Re:Pirate our games, don't buy them from key resellers, say ... by mikeash on Tuesday July 09, 2019 @10:24AM (#20392029)
How can you possibly sell software at a loss?
Re:Pirate our games, don't buy them from key resellers, say ... by svrtknst on Tuesday July 09, 2019 @10:56AM (#20392384)
Offices pay rent, developers need salaries, electrical bills need to be paid, contractors need to get paid, as well. Software isn't free to create.
Re:Pirate our games, don't buy them from key resellers, say ... by mikeash on Tuesday July 09, 2019 @11:08AM (#20392495)
When talking about selling it at a loss in one region and making up for that by making a profit in a different region, the relevant figure is the marginal cost, which is approximately zero.
Re:Pirate our games, don't buy them from key resellers, say ... by Goronmon on Tuesday July 09, 2019 @12:31PM (#20393549)
When talking about selling it at a loss in one region and making up for that by making a profit in a different region, the relevant figure is the marginal cost, which is approximately zero.

It's easy to "win" an argument if you just label all information that would make you wrong as "irrelevant", isn't it?

Re:Pirate our games, don't buy them from key resellers, say ... by mikeash on Tuesday July 09, 2019 @01:05PM (#20394041)
“Selling at a loss” is about the marginal cost versus the price. I’m not “labeling” anything. That’s just what it means.

It’s perfectly valid to talk about overall profitability when accounting for non-marginal costs, but that’s not the phrase you use to talk about it, and saying that some units are sold at a loss while others are not is nonsensical in that context.

Re:Pirate our games, don't buy them from key resellers, say ... by lsaferite on Tuesday July 09, 2019 @02:32PM (#20395127)
Presumably the development costs and overhead costs are factored in along with a projected number of sold units to come up with a baseline 'cost' of each copy being sold. Selling a copy for less than this 'cost' would be selling it at a loss. Selling a copy for more than this 'cost' would be selling for a profit. Being obtuse and insisting that you can't sell software at a loss because of the marginal costs is not furthering the conversation at all, it's just being pedantic.
Re:Pirate our games, don't buy them from key resellers, say ... by nybble41 on Tuesday July 09, 2019 @04:48PM (#20396414)
> Presumably the development costs and overhead costs are factored in along with a projected number of sold units to come up with a baseline 'cost' of each copy being sold.

Yes, and that is the error. The number of copies is not static, and might as well be considered infinite. With digital goods there is effectively no limit on the number of copies which can be produced at near-zero marginal cost, so cost per copy is a meaningless metric. Unlike physical goods where you need to recoup your variable costs for materials, labor, and capital on each item sold before you can even think about offsetting the fixed cost of R&D, every sale of a digital good contributes to the bottom line regardless of the price.

The single most expensive game to develop to date was apparently Star Wars: The Old Republic at $200 million[1]. If each of the 7.7 billion people on the planet had a copy, however, the development cost per copy would only be about $0.026, affordable even for the most limited budgets. Say that 5% of the population would be interested in trying it out at a price of just $0.25 per copy: that's $481M in revenues, or $281M profit. Or they could choose to make it a monthly subscription service at prices attractive to just 1-2 million players and lose money overall while charging subscribers $100 apiece. Same development cost, different distribution models. There is no predetermined cost per copy below which they are selling at a loss and above which they are selling for a profit.

[1] https://en.wikipedia.org/wiki/List_of_most_expensive_video_g...

Re:Pirate our games, don't buy them from key resellers, say ... by mikeash on Tuesday July 09, 2019 @09:53PM (#20398551)
The specific example was selling at a loss in poor countries because you need more people using your software to bolster the network effect. This makes no sense: each copy sold in a poor country at a low price is still making you money, it just isn't making as much money as the copies you sell at a higher price.

This isn't pedantry, this is discussing the actual topic of the conversation.

Re:Pirate our games, don't buy them from key resellers, say ... by lsaferite on Wednesday July 10, 2019 @02:52PM (#20405135)
But it is pedantry because the person you were having a conversation with was using imprecise terminology and you were disagreeing with the words as written instead of the words as intended. Fine, they used the wrong words. Their meaning was clear. I think having the conversation is good as long as we can extend a little leeway to people that don't always have the correct terminology for a particular discussion.
Re:Pirate our games, don't buy them from key resellers, say ... by close04 on Tuesday July 09, 2019 @12:29PM (#20393526)
You still have to cover expenses (development + running costs - like maintaining your multiplayer network). The way you set the price combined with the projected sales should lead to profit. But you may very well decide to have markets with higher purchasing power to subsidize the ones with lower purchasing power so that you can cover those costs and make a profit. You could very well just have losses.

If the answer to your question was "no way" then software would be the one guaranteed way to swim in money.

Re:Pirate our games, don't buy them from key resellers, say ... by mikeash on Tuesday July 09, 2019 @01:11PM (#20394128)
You certainly can have losses overall, but there’s no way you can have losses in just certain regions, unless your per-unit price there is only a few cents.
Re:Pirate our games, don't buy them from key resellers, say ... by saint_fiasco on Tuesday July 09, 2019 @10:29AM (#20392078)
Tech support and bandwidth, maybe?

I'm pretty sure I costed Microsoft money when I was younger and poorer, because I knew how to download most security updates for my pirated Windows without getting caught, so I costed then bandwidth and payed nothing.

Maybe they let that happen or did not work as hard as they could have to prevent it because they figured they'd recover their investment when I grew up and became a paying customer.

Re:Pirate our games, don't buy them from key resellers, say ... by mikeash on Tuesday July 09, 2019 @10:38AM (#20392180)
Tech support is optional. Bandwidth is a possibility, but you'd have to work really hard to lose money that way, given how cheap it is. Sell your game for 10 cents a copy and you'll still make money.
Re:Pirate our games, don't buy them from key resellers, say ... by close04 on Tuesday July 09, 2019 @12:32PM (#20393558)
I may be missing something but what pays the developer salaries and rent? Or maintaining the infrastructure for your sprawling online game?
Re:Pirate our games, don't buy them from key resellers, say ... by mikeash on Tuesday July 09, 2019 @01:09PM (#20394090)
Developer salaries and rent are the same no matter how many copies you sell. Each ten-cent copy sold brings you closer to covering those costs. If you don’t make enough to cover costs, you’re not selling at a loss, you’re just not selling enough.

The marginal cost on infrastructure is like the marginal cost on bandwidth: really small.

Re:Pirate our games, don't buy them from key resellers, say ... by close04 on Tuesday July 09, 2019 @01:38PM (#20394472)
> you’re not selling at a loss, you’re just not selling enough

Ah, you could have just said it's a matter of wording. Yes, what I meant is you could sell, and make a loss. So in order to drive up sales hoping that it will actually start a positive feedback loop where the growing community attracts more buyers, you could sell your software at different prices. You probably noticed even some cloud services sell for different prices depending on country (MS gives you some cloud things 20% more expensive in Germany as opposed to US).

And saying the infrastructure is just bandwidth is like saying you just a keyboard to code. Random example, I assume many big name games face similar challenges. [0] I think we can agree maintaining a setup that allows players all over the world to play in good conditions while preventing cheating, and many, many other services costs and involve quite a bit more than just the net link.

[0] https://www.networkworld.com/article/2895129/big-data-and-ba...

Re:Pirate our games, don't buy them from key resellers, say ... by mikeash on Tuesday July 09, 2019 @09:57PM (#20398572)
Your previous comment referred to losses in a single country. It makes no sense to talk about total profit/loss including overhead in that context. How do you allocate your shared overhead between the two countries such that you can say you made a loss in one country but a profit in another? If you're "selling at a loss" in a single country then the only reasonable interpretation of that is to account for the additional costs involved in serving that country, but not any shared overhead.

Yes, there are lots of other costs for running a network service besides bandwidth. But those are heavily if not completely independent of the number of users. Your anti-cheating effort costs about the same regardless of whether you have a million users or ten million users.

Re:Pirate our games, don't buy them from key resellers, say ... by close04 on Wednesday July 10, 2019 @05:16AM (#20400364)
If you expect your game in India will sell 50.000 copies at $60 but 250.000 copies at $10 you are losing out on some of the money ($500K in this example). On the other hand you can sell the same game in the US for $60 or $65 knowing that the predicted sales will cover up for the money that you didn't make in India. Bonus, you now have 200.000 more active players in the world than if you tried selling everywhere at a middle price point ($50-$55...).

So you can sell the game at a loss meaning once your sales have dried up you haven been able to make a profit or even cover your costs. And you can "sell at a loss in one country" meaning you're willing to let that one country not cover its share of the predicted income (meaning if you sold everywhere like that you'd go bankrupt fast) just because you can get more market share. And some other region will compensate.

I'm sorry you would rather nitpick on the wording instead of the point being made, which I'm sure I explained pretty clearly. And this already exists in practice so obviously the logic behind it is sound.

> But those are heavily if not completely independent of the number of users.

So what if the number of users/sessions hosted increased by 3 orders of magnitude, right? The databases, the game servers, the login servers, the web servers, security, management, and everything else that also has to be geo-located will just balloon to accommodate the extra users or markets at no cost as all IT infrastructure tends to do.

Again, here are some random numbers from almost a decade ago for a game that's probably far less demanding than anything today [0]. Having x US servers vs. having 3x US servers and 5x Asia servers is not quite "independent" of user numbers and location.

[0] http://twvideo01.ubm-us.net/o1/vault/gdceurope2011/slides/Ma...

Re:Pirate our games, don't buy them from key resellers, say ... by bdowling on Tuesday July 09, 2019 @05:42PM (#20396957)
It's all about risk versus reward. Making an indie game for the saturated indie market is a risky endeavor. The potential for high reward has to be there for developers to spend the time and money to make a game with a low probability of success. So some games absolutely need the ability to maximize profitability, including price discrimination (market segmentation).
Re:Pirate our games, don't buy them from key resellers, say ... by JeremyBanks on Tuesday July 09, 2019 @10:18AM (#20391967)
You need the money if you want to make the product.
Re:Pirate our games, don't buy them from key resellers, say ... by mikeash on Tuesday July 09, 2019 @10:27AM (#20392050)
You need money. You don't need the maximum possible amount of money.
Re:Pirate our games, don't buy them from key resellers, say ... by svrtknst on Tuesday July 09, 2019 @10:55AM (#20392370)
No, but you usually need more than the minimum possible retail value.
Re:Pirate our games, don't buy them from key resellers, say ... by saint_fiasco on Tuesday July 09, 2019 @10:21AM (#20391988)
You also want price discrimination to let poor people use your product.

Some people care about that sort of thing even if it costs them money. For example a bakery might choose to give away their leftover bread at the end of each day, so poor people can eat. This costs them money because some people might choose to get bread for free when they could have bought it at full price.

Re:Pirate our games, don't buy them from key resellers, say ... by mikeash on Tuesday July 09, 2019 @10:23AM (#20392009)
Nothing says you can't charge the poor people price for everyone. You want price discrimination to get wealthier people to pay more.

To take your bakery example, they'd ideally like to charge more for their bread when the customer is rich, but that's not practical, so they're stuck charging the same price regardless. Many businesses work around this, imperfectly, by using coupons or sales.

Re:Pirate our games, don't buy them from key resellers, say ... by saint_fiasco on Tuesday July 09, 2019 @10:33AM (#20392123)
But importantly, the bakery can't charge the poor people price for everyone or they'd bankrupt.

I think many indy artists are like that, that's why they say they'd rather you pirate their games. They could have used more strict DRM instead, if they only cared about money.

Re:Pirate our games, don't buy them from key resellers, say ... by nybble41 on Tuesday July 09, 2019 @05:18PM (#20396718)
> But importantly, the bakery can't charge the poor people price for everyone or they'd bankrupt.

In this situation the bakery is basically running a charity funded by the extra money they're getting through price discrimination. That's separate from their role as a business.

The minimum sustainable price in the absence of price discrimination would not be the "poor people price" or the price paid by the rich, but rather the cost of material, labor, and capital which lies somewhere in between. Price discrimination and the absence of arbitrage allow the bakery to charge rich customers more, but it's entirely their choice to use that extra income to provide goods at a loss to those of lesser means. They could instead just keep the extra revenue for themselves.

Re:Pirate our games, don't buy them from key resellers, say ... by cgriswald on Tuesday July 09, 2019 @11:20AM (#20392638)
> They could have used more strict DRM instead, if they only cared about money.

Maybe, maybe not. DRM costs money and imperfect DRM can cost future customers, so in the case of an indy developer, it might be a net loss.

Re:Pirate our games, don't buy them from key resellers, say ... by yxhuvud on Tuesday July 09, 2019 @10:46AM (#20392273)
Yes, and old games sell for less than new games, allowing poor to afford more. What is your point?
Re:Pirate our games, don't buy them from key resellers, say ... by solatic on Tuesday July 09, 2019 @10:36AM (#20392164)
Explain this to me: how is it ethical to price discriminate against Western consumers when it comes to video games, but unethical when it comes to prescription drug costs?

It's a bogus argument - any American struggling to afford the high cost of medication in America will tell you that geography is a very poor predictor of affordability. And anybody who has a sizable Steam library can tell you how the summer and winter sales get very expensive, very quickly.

Healthcare should be relatively cheap. Entertainment should be relatively expensive. Prices should be globally stable.

Re:Pirate our games, don't buy them from key resellers, say ... by wpietri on Tuesday July 09, 2019 @10:53AM (#20392341)
Ooh, I know this one:

> how is it ethical to price discriminate against Western consumers when it comes to video games, but unethical when it comes to prescription drug costs?

Because you will not die without the hot new video game.

And honestly, although I think charging individuals different drug prices is ethically suspect, I'm ok with charging national health systems (modestly) different prices for drugs. It seems fair to me that relatively rich countries pay more of the R&D costs, because that way we get more drug development in total, which benefits everybody.

That logic applies even more so to entertainment. Whether you set a single global price high or low, you reduce the amount of money available for development costs, meaning fewer and worse games. (And if you set it high, you pointlessly prevent a lot of poorer people from having fun.)

Re:Pirate our games, don't buy them from key resellers, say ... by SkyBelow on Tuesday July 09, 2019 @02:44PM (#20395241)
>Because you will not die without the hot new video game.

Could you expand on this? If we are looking at pricing discrimination that still allows them to buy it, then they aren't going to die either way. If it is immoral to use their life to make money, then selling it at any more than cost is immoral, and potentially even selling it at cost is immoral since that cost includes some amount of niceties that aren't required to produce the drug. (does the person making the drug really need to earn that much, couldn't they do with a bit less pay?)

Also, given that even if you fully minimize costs and sell the drug exactly at cost, there are still some who can't afford it, so if you want to maximize the number of people who can afford the drug then pricing discrimination is still preferable. If upping the price in one region lets you lower the price in another (remember, we are already selling it exactly at costs), and the people in the first region has more income to spend on drugs, is that not the far more ethical than demanding it be equal costs to everyone even when people in poorer areas end up being denied the drug due to pricing? In effect, the pricing discrimination is a tax on the richer individuals buying the drugs to allow poorer individuals to buy the drug (within the hypothetical where you are selling it at cost).

I guess even deeper then is the question if the person making the drugs should even be profiting off the work. They need to eat and have a place to sleep, but if they require more than the bare minimum salary possible aren't they now increasing the cost to product the drug, resulting people having to pay more to live, just so they can have more money?

Of course, there is the issue that if they can't make enough money to attract them, then they'll pick a different line of work. Is it wrong or immoral for them to do that? To demand a certain level of compensation or they work elsewhere, even though they could survive off of less money while making the drugs at lower cost? If the end worker can demand a premium despite the impact on the lives of those who depend upon the drug, why can't others involved in the production of the drug?

Overall, it makes a nice sound bite, but I don't understand the actual reasoning implied.

Re:Pirate our games, don't buy them from key resellers, say ... by wpietri on Tuesday July 09, 2019 @05:29PM (#20396822)
Assuming we're talking about drugs that are necessary for survival (or at least having a normal life) and are either government-granted monopolies or have very limited sources, then drug-sellers selling to individuals can engage in price gouging, which is clearly immoral to me (and most everybody else). If you aren't sure why, there's a big literature on price gouging that should help.

However, one can't price gouge on games. There are infinite games to play, many of them free and a great many more are inexpensive. If people don't get a particular game, they will not die or live a terrible life. So game sellers can price as they please and set reasonable terms without any big ethical issues.

Re:Pirate our games, don't buy them from key resellers, say ... by dkersten on Tuesday July 09, 2019 @10:48AM (#20392294)
Video games are purely luxury items though. You need access to medication, you don't need access to the latest and greatest games.

Luxury items are already sold using value-based pricing rather than cost-based pricing. If I make $100 and have to pay $10 for a game, that's the same relative value as if I made $1000 and paid $100.

Of course, that doesn't mean you don't feel ripped off if you're paying the higher price. I certainly do when I get charged €60 for a game that in the US costs $60 (which should be €53.54 at current exchange rate).

Re:Pirate our games, don't buy them from key resellers, say ... by munchbunny on Tuesday July 09, 2019 @10:47AM (#20392281)
Economics 101 would tell you that price elasticity is the obvious difference between the two, and that makes a huge difference.

If a game is too expensive, you move to another game or other cheap entertainment. If a drug is expensive, you pray that there's a cheap generic, which in some cases there isn't.

The idea that prices should be globally stable works in the imaginary world where currency conversions hold real income constant, but that's just not true.

Re:Pirate our games, don't buy them from key resellers, say ... by saint_fiasco on Tuesday July 09, 2019 @12:15PM (#20393343)
Aren't there lots of income-tested healthcare programs?

I don't see anything unethical in offering health insurance at a loss (taxpayer funded) only to poor people.

Re:Pirate our games, don't buy them from key resellers, say ... by lazerwalker on Tuesday July 09, 2019 @10:40AM (#20392203)
I think there's a giant qualitative difference in the ethics of price discrimination around medical necessities vs luxury goods.
Re:Pirate our games, don't buy them from key resellers, say ... by whatshisface on Tuesday July 09, 2019 @10:42AM (#20392231)
>Healthcare should be relatively cheap. Entertainment should be relatively expensive.

That's not going to work, people are more willing to spend for a higher standard of healthcare than they are a higher standard of entertainment. In fact the dollar value of one additional year of life is virtually unlimited, if not to the state, to the person whose life it is.

Re:Pirate our games, don't buy them from key resellers, say ... by Legogris on Tuesday July 09, 2019 @10:32AM (#20392118)
Sure. But there's a line somewhere between differentiated pricing and things like prohibiting users to give/sell keys cross regions or lobbying for shutting down exchange platforms where this happens.

To draw on the bakery allegory in another comment, I think we can agree it would b nonsensical for the bakery giving away free leftover bread to homeless people to put controls in place that prohibits them from sharing their bread with others.

Re:Pirate our games, don't buy them from key resellers, say ... by shados on Tuesday July 09, 2019 @10:36AM (#20392161)
If its leftover then its lower quality. That's fine.

But in this case its the exact same product. If I'm a bakery owner and I give fresh out of the oven bread for cheaper/free to homeless folks, and I watch them turn around and sell it to my own customers, well, that freagin sucks.

Re:Pirate our games, don't buy them from key resellers, say ... by Legogris on Tuesday July 09, 2019 @11:46AM (#20392936)
Regardless of how sucky you would feel about it, do you think that would warrant limiting the rights of the people you gave the bread?
Re:Pirate our games, don't buy them from key resellers, say ... by shados on Tuesday July 09, 2019 @02:08PM (#20394847)
Regardless of how I feel about it, the options are:

- Keep giving bread and lose an indeterminate amount of business from my target audience

- Limit the rights of the people who I gave the bread to

- Stop giving bread at all.

If #2 is not possible, then it's either "I take a business hit for trying to provide a service to the less fortunate" or "Fuck the less fortunate".

So now with that said, how I feel about it? Yeah, I think being able to limit the rights of the people I give the bread to is the best of all options. A real world example of this is low income housing, where the recipient isn't allowed to sublet their place, because that would be all sorts of fucked up. Obviously a game key is not anywhere near as big of a deal, but it is a similar principle if we want businesses to be able to open up to as many markets as possible (not just for their own sakes)

Re:Pirate our games, don't buy them from key resellers, say ... by SkyBelow on Tuesday July 09, 2019 @02:49PM (#20395279)
Are you limiting rights through the transaction as a sort of contract or doing so through government enforcement of all people? If the former case, then option 2 does appear to be the best option. If the latter, then option 2 appears to be worse than option 1.
Re:Pirate our games, don't buy them from key resellers, say ... by shados on Tuesday July 09, 2019 @03:51PM (#20395872)
Its a bit grayer than that. In this case generally it is option 1 (transaction contract when the key is originally given or sold). But then a third party comes in and makes a marketplace out of people breaking their contract and how you deal with THAT.

Its basically the Airbnb scenario.

Re:Pirate our games, don't buy them from key resellers, say ... by nitwit005 on Tuesday July 09, 2019 @05:22PM (#20396748)
Many companies just use time. Plane tickets are cheaper if you buy them earlier, and these days video games eventually go on sale.

Pricing the different regions differently also "leaves money on the table", as there are wealthy people everywhere. Ideally you'd extract the maximum people are willing to pay, regardless of location.