Yeah, I read about this a bit ago too, and there's honestly a lot more under the surface than people may initially think about. I'll do my best to avoid ranting to the point of incomprehension:
* The used games market isn't 100% taking money out of developers pockets. There are many reasons people will buy a used game, besides the fact that they're cheaper: it's a way of gambling less money on whether the game is good or bad. Example: buying Madden 2005 used because you're new to the sports game thing. If you like it, and you have friends who play it and buy it on day one, you'd probably buy it new just to play with them. Of course that's a lesser reason, but you can't say that all used sales result in only more used sales.
* On the same note, used sales are the more sound "business choice". I'm playing devil's advocate here. Gamestop buys 50 copies of the new Final Fantasy game for every retail store. Gamestop buys these games at the highest premium, in bulk, from the game manufacturer. Let's say that the new game is a total flop. Gamestop eventually marks down the price by more than 50% to just move the copies out and make some kind of comp back for the initial purchase. Used games are nearly 100% profit for the company, minus repair cost and taxes or whatever. None of the initial payment goes back to the developer, which is what EA's new approach is trying to change. They don't want zero used sales: they want money for every copy sold, either new or used. The amount of people who have played a game never equates to how many people have actually contributed to the developer for playing it.
* I'm talking strictly console games, as PC games aren't even really part of the trade scheme anymore. Gamestop, the biggest retail store that deals in used game trade, doesn't accept PC games and has not for a long time. Also, looking at the section of PC games at a store like that shows how the majority of PC games are either available via digital distribution or can be purchased either online OR in brick-and-mortar stores. I hate to lump the entire group of PC gamers together, but everywhere you look on the PC platform, it's shifted extremely towards non-physical media distribution. As a result, PC games are more subject to piracy, which definitely takes money out of developers pockets. And the current retail solution for piracy is trending with DRM. I'm not even going to touch on the subject of DRM and how they're punishing the paying customer for the pirates, thus further encouraging people to pirate because of inconvenience; not part of the current argument.
* I see this entire approach as an extension of the popularity and profit generated from DLC usage. The nickel-and-dime approach has done wonders for making money back to publishers and, to a lesser extent, the developers. Why make a complete game when you can just sell more DLC? Why focus on getting it perfect when you can just patch it? Why not charge for horse armor? If the entire distribution of all games can't be digital, as is the case with consoles, then every method possible without losing too many smart consumers is employed to get more money. Zircon's absolutely right about the average cost to make a game today much higher than it used to be. Episodic add-ons that circumvent the retail outlets are a guaranteed way to make money and not lose it on used game sales. Because even if you buy a game used today, like Burnout Paradise, you still have to pay for all the DLC for your own account; it does not come with the purchase of the vanilla game.
I'll have more thoughts later, but only after I buy the Lunch DLC for the game "My stomach on a Friday"