So, those resellers listed have been known to hold and sell keys that are linked to stolen credit cards and other unauthorised payment methods. The keys are bought up cheap during sales using the stolen credentials then posted on the reseller sites. A few things happen when the victim notifies their bank or institution of the fraud. Steam or whatever site cancels those keys, meaning the person who purchased the key on the reseller site is out a product, the dev/publisher then has to front the cost of the charge back for the fraudulent purchase, or at least the 70% cut they get. Knowing that sometimes the keys you purchase dont work the resellers also offer a service, for an extra fee, to ensure that your key will work.
In essence, the reseller makes money from the purchase of the key, the fraudulent posters of the keys make money from the sale of the key, the legitimate store and the dev lose money due to the chargeback caused by the fraudulent sale, and the user who purchased the key is out money and a product. There are legitimate resellers who dont operate this way but the ones pictured are not those ones.
Thats not even the fact that the reseller wouldn’t be selling the key for less than they bought it so the customer is giving more money to someone else rather then the dev. So sure, the dev may have been paid for the keys at sale price, but the end user is paying more which goes to someone else.
I understand the theory, I’m looking for evidence that this is a problem that makes resellers a net negative income for devs. I’ve used resellers plenty of times for games I otherwise would not have purchased and I have never once had this happen to me, which makes me think that this is an unproven talking point based on outliers.
It’s not like it’s a straightforward calculation, it’s hard to distinguish between regular sales and sales made to resellers, as well as regular chargebacks and chargebacks made to resellers. So until someone actually puts effort into proving this, “because the dev said so” isn’t a good enough answer for me.
G2A made an offer years ago to any video game devs that they would compensate any devs if they and an external investigation could prove that the keys were illegitimate.
Wube the company behind Factorio was the only one that took them up on the offer and they were right, the keys were illegitimate.
I’d still be very interested in knowing whether or not this was a net negative income for Factorio, as the question wasn’t “does fraud exist on G2A”, it was “is pirating better for devs than resellers”. For pirating to be better than resellers, resellers have to provide net negative income, and to know that we need to know the total revenue from resellers. I didn’t see that in the links provided, but let me know if I just missed it.
Thanks for the links though! This was a super interesting read, and honestly big props to Wube and G2A for being so transparent about the process. Honestly not sure why more game devs wouldn’t take G2A up on this offer, 10x the cost of chargebacks with zero risk??
198 chargebacks mentioned cost Wube $20 per chargeback, on top of losing the sale. They mention this in the linked blog post.
So instead of earning $20 (minus various cuts), they lose $20. So they urge people to avoid using key resellers, and instead just pirate their game if you can’t afford to buy it properly.
What he’s trying to say is that if there were 198 fraudulent copies sold on G2A, but G2A also was responsible for 500 non-fraudulent sales, then Wube might have still netted a profit off G2A from people who would not have bought Factorio full price. Since nobody has ever shown that anywhere near a majority of keys are fraudulent, it is entirely possible for most games that they still make more money even after chargebacks than if G2A didn’t exist. There are, however, definitely going to be games where that’s not the case.
The better argument, honestly, is that G2A being unwilling to police fraudulent sales is helping the scam industry, and is responsible for us getting more Microsoft Support, Amazon Refund, etc scams in our inboxes. I do not hold the negative view most do on key resellers because most of the reason big media hates on them has nothing to do with the fraud… but honestly companies like G2A should be doing more (something) to own and police their shit. I personally think a majority of G2A’s keys are legit because there are a lot of ways to legally gets keys much cheaper than MSRP. I frankly support that behavior because I’ll never be a fan of the IP price controls and treating game purchases as “licenses” instead of purchases.
For pirating to be better than resellers, resellers have to provide net negative income, and to know that we need to know the total revenue from resellers.
So, those resellers listed have been known to hold and sell keys that are linked to stolen credit cards and other unauthorised payment methods. The keys are bought up cheap during sales using the stolen credentials then posted on the reseller sites. A few things happen when the victim notifies their bank or institution of the fraud. Steam or whatever site cancels those keys, meaning the person who purchased the key on the reseller site is out a product, the dev/publisher then has to front the cost of the charge back for the fraudulent purchase, or at least the 70% cut they get. Knowing that sometimes the keys you purchase dont work the resellers also offer a service, for an extra fee, to ensure that your key will work.
In essence, the reseller makes money from the purchase of the key, the fraudulent posters of the keys make money from the sale of the key, the legitimate store and the dev lose money due to the chargeback caused by the fraudulent sale, and the user who purchased the key is out money and a product. There are legitimate resellers who dont operate this way but the ones pictured are not those ones.
Thats not even the fact that the reseller wouldn’t be selling the key for less than they bought it so the customer is giving more money to someone else rather then the dev. So sure, the dev may have been paid for the keys at sale price, but the end user is paying more which goes to someone else.
I understand the theory, I’m looking for evidence that this is a problem that makes resellers a net negative income for devs. I’ve used resellers plenty of times for games I otherwise would not have purchased and I have never once had this happen to me, which makes me think that this is an unproven talking point based on outliers.
It’s not like it’s a straightforward calculation, it’s hard to distinguish between regular sales and sales made to resellers, as well as regular chargebacks and chargebacks made to resellers. So until someone actually puts effort into proving this, “because the dev said so” isn’t a good enough answer for me.
G2A made an offer years ago to any video game devs that they would compensate any devs if they and an external investigation could prove that the keys were illegitimate.
Wube the company behind Factorio was the only one that took them up on the offer and they were right, the keys were illegitimate.
https://www.gamesindustry.biz/g2a-and-wube-software-settle-usd40-000-chargeback-dispute
https://www.pcgamer.com/g2a-has-paid-factorio-studio-nearly-dollar40000-over-sale-of-illegitimate-keys/
Official announcement from G2A: https://www.g2a.co/g2a-strikes-anti-fraud-agreement-with-indie-developer-wube-software/
About the issue from Wube: https://www.factorio.com/blog/post/fff-303
Follow up [last section]: https://www.factorio.com/blog/post/fff-348
I’d still be very interested in knowing whether or not this was a net negative income for Factorio, as the question wasn’t “does fraud exist on G2A”, it was “is pirating better for devs than resellers”. For pirating to be better than resellers, resellers have to provide net negative income, and to know that we need to know the total revenue from resellers. I didn’t see that in the links provided, but let me know if I just missed it.
Thanks for the links though! This was a super interesting read, and honestly big props to Wube and G2A for being so transparent about the process. Honestly not sure why more game devs wouldn’t take G2A up on this offer, 10x the cost of chargebacks with zero risk??
198 chargebacks mentioned cost Wube $20 per chargeback, on top of losing the sale. They mention this in the linked blog post.
So instead of earning $20 (minus various cuts), they lose $20. So they urge people to avoid using key resellers, and instead just pirate their game if you can’t afford to buy it properly.
What he’s trying to say is that if there were 198 fraudulent copies sold on G2A, but G2A also was responsible for 500 non-fraudulent sales, then Wube might have still netted a profit off G2A from people who would not have bought Factorio full price. Since nobody has ever shown that anywhere near a majority of keys are fraudulent, it is entirely possible for most games that they still make more money even after chargebacks than if G2A didn’t exist. There are, however, definitely going to be games where that’s not the case.
The better argument, honestly, is that G2A being unwilling to police fraudulent sales is helping the scam industry, and is responsible for us getting more Microsoft Support, Amazon Refund, etc scams in our inboxes. I do not hold the negative view most do on key resellers because most of the reason big media hates on them has nothing to do with the fraud… but honestly companies like G2A should be doing more (something) to own and police their shit. I personally think a majority of G2A’s keys are legit because there are a lot of ways to legally gets keys much cheaper than MSRP. I frankly support that behavior because I’ll never be a fan of the IP price controls and treating game purchases as “licenses” instead of purchases.