The idea that the reason new games don't sell because they're all buying used games can only ever be half true (not sure if that's the right expression but meh). To be able to sell a used game there has to have been a new one sold, so if 100 people go out and buy a game, the maximum possible amount of used games sold is 100. Now, take away the quite large percentage (for this instance I'll use 75% even though it's probably higher) of people who happen to like the game and don't trade it in. There's 25 used games on the shelf, they haven't been sold yet. Roughly half of those will end up actually selling. That's not a lot of money made, but yes it is a lot more than they'll ever get from the 100 games initially sold. Now if Microsoft's planning to take another 95% cut on the little that's left, you can see the damage it would do to the company selling the games.
I would wager that Microsoft's Publishing fees are a flat cost or a small % of the title cost and that a good amount of the money would go to the developer. I firmly believe that if you're going to buy a game the money should go to the developer, too many game companies have folded in recent years and some of them after quite successful titles. I'm not saying used games are the root cause, but they certainly contribute.
The games industry needs a wake up call and this generation has given it to them - I would expect to see the way game development is handled change a lot in the coming years.
The selling below the RRP thing is nonexistent is Australia. Aliens: Colonial Marines is still selling for $80, games do go down in price, but only after a couple of years/the game's very unique, although I saw modern warfare 2 on sale for $75 which is outrageous. It's quite a horrible place to live if you're a hardcore gamer to be honest.
An island in the middle of the ocean with a tiny population density and half the population of the UK? Frankly I'm amazed games are so cheap to begin with, especially when you factor in Australia's damn near punitive import laws and taxes. If your island were populated enough to justify a manufacturing facility or two for the industry then it would see games come down significantly. Sad as it is, it's not the game publisher's fault - it requires a real discussion about the way in which Australia does business on a global scale before you'll see prices go down.
I'm not going to lie i mainly used the top comment quote because i found it humorous, but it's good that you brought up business modelling. The biggest reason games fail to turn profits these days is because publishers spend way to much money trying to make games that appeal to everybody (see: re6) instead of focusing on making a quality game for it's own audience. Dark Souls for instance was a game that didn't have a huge budget but instead focused on what made the previous installment good and made it great. Because of this Dark Souls didn't have to sell the 6 million copies required to break even, and managed to become a huge monetary success while "only" selling 1.5 million copies.
The games industry is mass market, niche games can run on a smaller budget and still break even relatively easily (Demon's Souls had quadrupled Atlus' top projections by April 2010) a runaway success like that comes so rarely that it's success in itself was a relatively big story. It's also one of the few games by Atlus that has thrived in the Western market.
If you treated and marketed it as a AAA game then it would have been a huge loss for the company and would have been a story for the opposite reason.
Also game development is a hellishly expensive business, fighting game Skull Girls asked for $150,000 through crowd-funding to add a character to their game. This is how it broke down.
$48,000: Staff Salaries - 8 people for 10 weeks
$30,000: Animation and Clean-up Contracting
$4,000: Voice recording
$2,000: Hit-box Contracting
$5,000: Audio Implementation Contracting
$20,000: QA Testing
$10,000: 1st Party Certification
$10,500: IndieGoGo and Payment Processing Fees
$20,500: Manufacturing and Shipping Physical Rewards
Bare in mind that the developers are based in Los Angeles, $600 a week is not much there at all. Skull Girls is also a small indie game. Imagine a game like Hitman: Absolution or Tomb Raider selling 3.5 million units and you can easily see how that number may not necessarily turn the game profitable.
That's why I believe it's not the used games business model that's hurting the publishers, it's the publisher's own crappy business modelling that's hurting them and they're just trying to blame it on retailers.
I agree, business models other than buy disc, play game need to be explored. It's just not that simple though even stuff like DLC is seen as money-grabbing in some cases when it's often the way the publisher can turn even a successful game into a profitable one.
All this considered, I am a fan of the idea of using the online service as a means for people to directly sell games, that's a good idea.
That I can get behind. Personally it's not for me, I've never bought a used game and it's unlikely I ever will (primarily because I'm trying to make reviewing them and writing about them my job). I do realize that for some people it's a necessary evil though.