> If Sony prints and distributed TLOU2 for $5 and sells it at GameStop for $60 they make like $40 give or take.
Game dev company makes a sale.
> GameStop for like $20. GameStop can resell it for $55 and pocket every penny.
Gamestop and previous customer engage in a private transaction. Gamestop accepts that the game may not sell at $55
Gamestop now lists it in their supply in _used_ condition and certifies it's playablity.
> Game developers respond with digital, micro transactions, tack-on half-assed multiplayer, etc.
That has nothing to do with the Gamestop's business decisions after they sold the new copy. The studio is trying to milk it for more money post sale. (Also don't forget season passes/online fees etc)
> GameStop is a middle-man that seeks to prevent as many dollars as possible from going to the actual content creators.
They performed that original sell. I'm not sure how this is preventing content creators from making money.
> Sony can print an infinite number of TLOU2 copies for almost nothing. They could let you download the game for less than a nickel. Obviously you can not make a game like TLOU2 if you only charge a nickel to play it.
But they don't. They'll still charge you $60 (same as in store pricing) for the online download. (Even though it's less valuable and more risky about how they feel about you that day)
I still don't understand your point here. Once the content producer/retailer makes a sale.. _you_ _do_ _not_ _own_ _that_ _copy_ _any_ _more_. That's the entire sales transaction. You can't dictate a private transaction after the fact.