Bethesda's Pete Hines has stated that pre-owned games are "a concern", but that additionally the industry has not yet found the best way of balancing consumer expectation and valuation of the products they buy, retail interests in securing profits from traded second-hand games, and the needs of developers and publishers to recoup some of the money that they're losing on pre-owned sales.
"Absolutely it's a concern," said Hines. "We have tried to mitigate it by creating games that offer replayability, by supporting them with DLC that's worth hanging onto the game for, or offering tools that let them take things further.
"There's no doubt that being a videogamer is expensive. Games are not cheap to buy because they're expensive to make, and people are looking for ways to keep it affordable. I'm not sure anyone has figured out a solution that works for everyone, and there simply may not be one until someone figures out how to include developers and publishers in the loop on used games sales instead of keeping it all for themselves."
Of course, Bethesda haven't always gotten it right. Oblivion's infamous 'Horse Armour' debacle caused a rather large outcry at the time. The irony, of course, is that what was controversial has now become de rigeur and Bethesda are now trying to find ways of going above and beyond what other companies are peddling in terms of DLC.
"Horse Armor was really the first time anyone had tried any real DLC, and was us taking a shot in the dark as far as what DLC might look like or include. We obviously evolved from there both in terms of what we offered, and more importantly what we charged for it. So I think it was partly what the very first one happened to be and how everyone reacted to the very idea of any DLC. If the first DLC had been 'Fighter's Stronghold', we probably still would have seen a reaction, but I don't know if it would have been the same kind of reaction.
"[...]We do like to try to make DLC a bit more substantial and haven't done the things a lot of other folks have tried that you mentioned. There are a lot of ways to do DLC, we've tried to stick with what feels right, what fits the game, and what can be successful. Every game is different and the size of the DLC and timing is always going to change based on what the team wants to do, how long that will take, what other project(s) they need to move onto, etc. I can't say what will or won't work for anyone else, just that we're very pleased with the reaction to the DLC we've done over the years and we're going to continue to try to do things that fans want and enjoy." [Destructoid]