Jim Leonard stated:
>
>thing that it would be impossible to tackle it with any degree of 
>accuracy.  For example, knowing production numbers isn't enough -- there 
>are games that had extremely high production numbers that fetch high 
>numbers on ebay; by the same token, there are games that had very low 
>production runs (10000 or less) that are not in demand and sell for 
>prices in the single digits.  So it is my personal opinion that any sort 
>of rarity scale would have no common frame of reference or definition.

Jim, I think you're mentally associating terms that don't necessarily
go together.  I see a similar problem in the MobyScale FAQ, now that I
look at it:

   "Rare" isn't an indication of condition; it's an indication of value. 

This is incorrect.  "Rare" is an indication of how easy or hard it is
to find an item.  Rarity and demand combine to create the game's
value.  As I believe you yourself have said previously on this list, a
game can be extremely rare, but if no one's interested in it, the
price (value) remans low.

If one could attain omniscience, one could instantly assign a rarity
to any computer game given an agreed upon scale.  (Agreeing on the
scale is a whole other matter.)  It would only change when sufficient
copies of the game were destroyed to knock it up to the next level.

Given our limitations, though, we can only make educated guesses for
rarity.  There would be regional differences, but those would
theoretically even out (I think).  Also, if a large stash of a
particular game were found, the rarity might go down.

A rarity list is certainly possible, however it would take a lot of
work by a dedicated group of collectors over a long period of time.

-- 
Lee K. Seitz
[EMAIL PROTECTED]

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