G2A Representative: "Do You Really Think You Could Illegally Obtain 100,000 Keys?"

G2A Representative: "Do You Really Think You Could Illegally Obtain 100,000 Keys?"

Speaking with GamesIndustry.biz, G2A's head of communication Maciej Kuc fires back at critics of the key selling marketplace.

In a new interview with GamesIndustry.biz, G2A head of communications Maciej Kuc makes a spirited defense of G2A's business model whilst repeatedly deferring vital questions on the practice of key selling to the businesses that use G2A's marketplace.

Speaking with James Batchelor, Kuc asserts that the majority of the business conducted through G2A couldn't possibly be fraudulent since even sellers who only wish to sell small quantities of keys have to provide thorough identification records prior to approval. "Right now on our marketplace, if you want to become a seller, the procedure is so strict we can assure you we're perfectly aware of who our sellers are," says Kuc.

As one of the premiere marketplaces for reselling game keys, G2A has repeatedly been accused of facilitating the sale of stolen or otherwise illegitimately obtained keys. In August, Mike Rose of publisher No More Robots began a petition demanding G2A to halt sales of all indie games.

Kuc contends that most keys offered through the site come from one of three sources: left-over keys from bundles, keys received in giveaways, or keys obtained in bulk via wholesale. Kuc insists that bulk key listings are the norm on G2A, and that individual key listings warrant more suspicion with regards to where they were sourced.

"Just out of plain common sense, do you really think you could illegally obtain 100,000 keys?" asks Kuc. "How? In what way?"

According to Kuc, "shadiness or fraud" doesn't have a place in a business that primarily depends on large sellers with access to large amounts of keys. Large sellers, he says, are also responsible for 90% of G2A sales.

Kuc also puts responsibility for two complaints about G2A back on developers and publishers: both the issue of stolen keys and Mike Rose's idea that G2A lowers public perception of what games are worth. Kuc's framing casts G2A as a scapegoat for problems it didn't create:

Everything someone doesn't like is our fault. What is G2A going to do to solve this issue? We're getting questions all the time—imagine eBay being asked about how to stop crime in certain areas because we know there are bikes being stolen there and these bikes are ending up on your platform. What could eBay do? It's a platform with security of its own. It's down to the police and the people who own those bikes to prevent that from happening.

Insisting that G2A sees itself as raising awareness that "games can be cheaper," Kuc insists that discounted keys discourage piracy and serve players with less disposable income. "Come on," says Kuc. "You have full control [over the price], you can generate as many keys as you want, you can sell the game on Steam for a price you set. But it's G2A's fault the perception of value is worse?"

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Mathew Olson


Mathew Olson is a writer formerly of Digg, where he blogged and reported about all things under the umbrella of internet culture (including games, of course). He lives in New York, grew up under rain clouds and the influence of numerous games studios in the Pacific Northwest, and will talk your ear off about Half-Life mods, Talking Heads or Twin Peaks if you let him.

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