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Game Piracy Results in Lower Prices?

meejahor writes "The BBC reports that Sony will soon launch the PlayStation 2 in China, following Nintendo's lead with the GameCube. Most interesting about the story is the news that, because of widespread piracy in China, PS2 games 'will cost far less than they do in the US or the UK, but still be slightly more than pirated discs.' We've always been told that pirate games push prices up, but doesn't this news suggest that piracy in China has in fact pushed prices down? The story also notes that 'only two or three games will be available at launch' which seems crazy considering the likelihood that people will pirate imported games instead of waiting for them to be released officially." While the Chinese launch of PS2 has been known for a while, the pricing of Chinese games is pretty interesting, given their long history of piracy. I imagine this sort of thing would be considered in the U.S. and other countries were pirated games as widespread as they are in China.

66 of 453 comments (clear)

  1. Lower prices by Pingular · · Score: 4, Insightful

    come from competition, not piracy.

    --

    When anger rises, think of the consequences.
    Confucius (551 BC - 479 BC)
    1. Re:Lower prices by Lemmy+Caution · · Score: 5, Insightful

      Piracy is competition.

    2. Re:Lower prices by saden1 · · Score: 5, Insightful

      maybe, just maybe, the games are way overpriced to begin with?

      --

      -----
      One is born into aristocracy, but mediocrity can only be achieved through hard work.
    3. Re:Lower prices by trompete · · Score: 4, Insightful

      Hopefully, we will break the circle of piracy. By this, I am speaking of the battle between consumers not being able to afford software and creators jacking up the prices to make up for the piracy rate.

    4. Re:lower prices by Sexy+Bern · · Score: 5, Insightful
      I think a lot of people think this way. The gap between a legitimate product and a pirate copy is too wide.

      It's a bit of a smack in the face to the rest of the world though. Play by the rules, stay legitmate, get shafted (price-wise). Pirate to your heart's content, get discounts. Nice.

    5. Re:Lower prices by Raindance · · Score: 4, Insightful

      Other than the obvious answer,

      "No, lower prices do come from rampant copyright-infringement, RTFU",

      It seems you're trying to apply canned economic theory to this situation. Is that a good idea? I'd assert that:

      1. What people call 'intellectual property' breaks canned or conventional economic theory, and that
      2. China, in particular, is hardly the playground of Western Economic Theory.

      RD

    6. Re:Lower prices by Troed · · Score: 5, Insightful

      Not really. The problem is gamers expecting motion capture animations, life-life textures, life-like physics etc - without wanting to pay for the amount of person-time that has to be put into such a project.

      It's easy to do the math. The only way out if you want cheaper games is to accept simpler games. Look at toonshading on the Gamecube - or games as simple and fun as ZooCube, Super Monkey Ball etc.

      If you want a life-like Star Wars : KotOR - expect to pay a _lot_ for that pleasure. Development takes time, and costs a lot of money.

    7. Re:Lower prices by penguinoid · · Score: 0, Insightful

      The only way out if you want cheaper games is to accept simpler games.

      Or produce them more efficiently. Long live Open Surce.

      --
      Don't waste your vote! Vote for whoever you want, unless you live in a swing state it won't matter anyways
    8. Re:Lower prices by tomstdenis · · Score: 3, Insightful

      True dat. My grief is that uber-graphics does not make for uber gameplay. That's a totally different topic though....

      One thing that beef's me though about netplay games is that you can't make your own server. If I pay 80$ for an xbox game I should be allowed to make my own server so Idon't have to play with the asshat 12 yr olds that are going to whoop my ass anyways

      Tom

      --
      Someday, I'll have a real sig.
    9. Re:Lower prices by Tim+C · · Score: 5, Insightful

      Open Source isn't more efficient, it's just cheaper, because (almost) no one is being paid.

    10. Re:Lower prices by Junior+J.+Junior+III · · Score: 4, Insightful

      Obviously, using the law to combat piracy hasn't worked. So now we're on to economic solutions.

      The idea behind economic solutions to piracy is to make the technical challenge of pirating the games so difficult that it is both easier/cheaper to buy the game from the legitimate manufacturer. This can be done via copy protection and product activation, but these anti-piracy measures have technical countermeasures which, once discovered, return the advantage to the pirates once more.

      However, if the cost of the pirated game is not a great deal cheaper than the cost of the legit copy, then it makes sense to just buy the game and forget about pirating it. This kills piracy as a business model.

      Of course, if the anti-piracy technologies hamper the legitimate purchaser's ability to, for example, play the game or make backup copies of the media, then from a consumer standpoint it may still make sense to make use of piracy.

      So the pirate's tools may yet have some legitimate uses even for players who bought legit copies. Ironically, it's for the very techniques the manufacturers use to deter piracy!

      --
      You see? You see? Your stupid minds! Stupid! Stupid!
    11. Re:lower prices by LostCluster · · Score: 2, Insightful

      Yep... we're now seeing what would have happened in the USA should the DMCA not have been passed. Giving copyright holders more power increases the value of their content, giving them less power decreases the value...

    12. Re:Lower prices by Adolph_Hitler · · Score: 1, Insightful

      Creators? You mean publishers and digital rights owners. The owners jack up the price to make more money regardless of piracy. Piracy is not as popular in the USA and our copies of Windows and our movies and music was selling at almost $25 and headed toward 30. P2P came along and changed the dynamics and now the price for music is going down. Seems to me the only way to fight a monopoly is with piracy because as long as they have complete power over you it makes perfect business sense to set your product at as high of a price as you think we will pay. Guess what, its the piracy which brings prices down, if everyone stopped pirating and suddenly Microsoft earned more money, Microsoft would just raise the price and try to earn even more money, raising the price each year by a dollar or so.

      --
      People don't exist to serve systems, systems exist to serve people.
    13. Re:Lower prices by n.wegner · · Score: 2, Insightful

      >Console games which are diffucult to copy have always been more expensive then normal pc games

      PC developers do not pay to make a licensed game, are not charged royalties per copy, and do not need special equipment to burn and test their product. Developing for the PS2, as an example, requires a license from Sony, royalties to be paid to Sony, and a PS2 developer's kit.

    14. Re:Lower prices by GoofyBoy · · Score: 5, Insightful


      >Is there any way openness could be less efficient than closed?

      Set timelines. (Closed: I can set a deadline and everyone will work towards that goal. Open: Its done when its done.)

      Definite commitment to the project. (Closed: people have alot invested to make sure that the project is a sucess. Open: I can leave the project at a drop of a hat and have very little repercussions)

      Startup (closed: I just have to convince upper management that people should be working on my project. Open: I have to convince everyone that they should work on it)

      --
      The surprise isn't how often we make bad choices; the surprise is how seldom they defeat us.
    15. Re:Lower prices by Anonymous Coward · · Score: 1, Insightful

      Technical Challenge will never work. You can design the best protection in the world, but it only takes 1 smart person to figure out how to break it. or 2 people, or 10, or 100, the odds are always going to the pirates.

    16. Re:Lower prices by Anonymous Coward · · Score: 5, Insightful

      So suppose you have a store which sells TV's. On the nearest street corner, a guy sells stolen TV's from the back of his car for half the price of yours. He's committing a crime, does that mean he's not competition?

      What the original poster meant was that piracy is competition, not that the competition commits piracy (there's a difference). Just the basic fact games in china will sell for less is proof that piracy IS competition.

    17. Re:Lower prices by Kleedrac2 · · Score: 2, Insightful

      I would argue a slightly different point;
      Piracy doesn't affect price, price affects piracy!

      Here's my explanation. I have Windows XP on my main machine (I play games ... sue me) and I would buy Windows XP if it cost $100~$200CDN. But the fact that Windows XP Home costs a ridiculous $300CDN I pirate it. I really don't need support. So why the hell would I buy something when I can pirate it and support it myself? If the price were dropped to a reasonable rate I would buy it. I bought MS Office 2003 because they're new "Student & Teacher" edition that costs $200CDN and liscenses 3 computers is worth it. Why would I pirate it when this is easier and a reasonable price. Of coarse if I wanted access the price shoots up to $600 (MS Office S&T $200 + MS Access 2003 $400) and that is retarded. But I try not to use access anyway. I believe the same can be held true for games. When Freedom Force was new I tried the demo and really enjoyed the game! But at the time it was new it was selling for $80CDN and I couldn't justify that to complete the game. Now that it's in the bargain bin for $15CDN I picked it up and am enjoying it again! I know this is a petty excuse to justify software piracy. But I do believe I have a valid point.

      Kleedrac

      --
      Sure we wang, can.
    18. Re:Lower prices by silas_moeckel · · Score: 2, Insightful

      In the US this is the way it's supposed to be but China is still officialy communist where it's from the people to the people paying for something intangable like IP is absurd in that mindset sure pay for the copy even pay enough to cover the salery of the people that made it but paying millions to sockholders and ceo's isn't inside there political mantra.

      --
      No sir I dont like it.
    19. Re:Lower prices by jfholcomb · · Score: 3, Insightful

      I don't think that people that buy alot of pirate games would buy the retail versions if the bootleg ones were not there. I mean I might try a game for 5 bucks but 50? No way. The game compaines need to reduce the price to what the market will pay or pay the price. Peace.

    20. Re:Lower prices by Lemmy+Caution · · Score: 4, Insightful

      Dead on. Also, consider that the prices of goods like games are not determined strictly by the cost to produce them, but by a complex network of considerations, including the size and wealth of the target market (costs are substantially lower in China, which puts them in the odd situation of having electronics hardware made locally which are far, far cheaper than the imported software and media products that get played on them) and the effect that a price-point has in communicating market expectations (if people get - legally, even - a great game for $3.00, it will be harder to sell them another one for $40.00).

      After all, the SRP for a game in US is higher than the average monthly salary in most of China - or in much of Latin America, for that matter. You might think that would mean the game companies would simply give up on those areas, but insofar as the marginal costs of a game are virtually negligible, there's real reasons why they might not want to.

      It's a tricky situation for game developers, who want to access the economy of scale on those other markets while still protecting the high mark-ups in cash-rich countries like the US and Japan.

    21. Re:Lower prices by Raindance · · Score: 4, Insightful

      To respond to each of your attacks,

      1. "Economic theory is very happy with property rights... property in the abstract including IP, your house, the local park or the outback."

      You missed my point, friend. I'm saying that the existence of non-material, non-intrinsically-scarce, copyrighted works challenges the very idea of property.

      2. "This is the same 'Western Economic theory' that came up with Marxism (err, Marx was the economist in question) which led to consumism [I believe you meant communism- RD] etc... and that China in its communist heydey, the USSR etc employed orthodox economic theory just as the FED or EU does today."

      Perhaps my point is that Classical Economics, as the above poster appeared to be using, has difficulty during periods of transition- doubly applicable to China, as both China itself and the items we're talking about, copyrighted works, are undergoing significant change. If this was a long-established, unchanging-in-nature market item in an economy and system not undergoing rapid evolutionary change, I'd give you your point. As is, I withhold it.

      I appreciated your comment on the nature of economics. For your first and last snide comments, however, STFU Troll.

      RD

    22. Re:Lower prices by Coryoth · · Score: 4, Insightful

      The creators are greedy for profit, their excuse of jacking up prices because of piracy is bull! If they can sell a $5 item for $500, and people will pay, why not?

      The consumers likewise are greedy, afterall the best things in life are free, their excuse of stealing because of high cost is bull! If It is worth $50 and you sell it for $25, and they can get it for free with little effort and without getting in trouble with the law, they will do it guilty free!


      Yes, both sides a greedy for their own gain. The principle is, however, tht there is some agreeable middle ground where supply and demand meet nicely.

      Currently either side is busy pushing the extremes. The publishers keep pushing prices up, and the consumers keep balking and pirating. Someone needs to take a step back, realise this is a self perpetuating cycle, and agree to step into the middle ground. It looks like this is what is happening in China. Sony may make a loss having to sell their games a little below cost, but the people might decide it's worth spending the few dollars extra to get a proper version of the game. Eventually, hopefully a balance can then be struck.

      Jedidiah

    23. Re:Lower prices by nyseal · · Score: 2, Insightful

      I love the economic debate in 'piracy'. The bottom line is if people can obtain something for free they will. Econ 101 folks.

      --
      [SIG] Remember Mattel handheld games?
    24. Re:Lower prices by Anonymous Coward · · Score: 1, Insightful

      Umm, because we're trying to protect our markets. It doesn't do the United States - or any other country - any good if we allow foreign competitors to kill off domestic producers only to jack up the prices. I think Microsoft did this same thing in France a few years ago.

      If China feels that there is a threat from American companies dumping product then they have the same right to protect their markets with new duties.

    25. Re:Lower prices by Anonymous Coward · · Score: 3, Insightful

      I love the fact that people dont know about China's Bootleg industry. We arent talking about getting it for free piracy. We're talking about buying a crap copy from the street corner for 3 bucks.

    26. Re:lower prices by flink · · Score: 2, Insightful

      Civil disobediance means you break an unjust law in full view of the authorities, and potentially go to jail for it. The rest of society sees your plight, and hopefully becomes sympathetic to your cause. I don't really see this happenning with music downloading. Nobody is sitting outside the Whitehouse with a wireless laptop, downloading music, and getting arrested in front of the press.

      It's one thing to get the crap kicked out of you by the police for sitting at the wrong end of the lunch counter, it's another to get slapped with a tort for violating copyright. The first paints a sympathetic picture in the press, the second does not.

      I don't like the current system of music cartels anymore than anyone else here does, but I don't think blithely ignoring the laws is going to do much good, especially in parts of the world with a strong copyright regime. I think change really has to come from the ground up, because I don't see the RIAA getting hit with any serious ani-trust penalties anytime soon.

      And I think things are changing a bit. I think indy labels are stronger and more popular than they were 10 years ago, thanks partly to online purchasing and freely downloadable MP3s. Maybe it means artists won't make huge bucks from their music, but very few do with the big labels anyway.

    27. Re:lower prices by TekReggard · · Score: 2, Insightful

      I dont see anyone who is posting how this works. Piracy as a way to decrease sales cost is a known thing. In the US companies are trying to fight it because it is not something the public is familiar with, and therefore *wont understand*. (Ya right.)

      I've seen pictures of markets in china lined with pirated CDs and other such material. Games included. If someone in China can buy a Pirated game fo 2$ (US), as compared to 50$ (US) they will no doubt buy it for 2, even if it is pirated. I myself will not buy pirated games, or download them, because its not the same as having a legit copy. I dont care for the handful of people who say "well thats not how it is." Sorry I know lots of gamers from working at gamestop, most of them really _enjoy_ the stuff in the box. -- Although, when it really comes down to it, if they can save 96% of their money, they will.

      So that brings me to the next part of the point I'm trying to make. Sony still has products with original box art, manuals, discounts, etc. The pirates most likely do not, unless they are really tricky and have printing presses and the like. Sony can drop the price down within a reasonable range from 2$(US) to say 5$(US) and sell it on the basis that it is a legit copy with more goodies.

      This is a piracy fighting technique. This is not just sony being dumb brained and thinking dropping prices will attract the sales of people who out and out do not want to spend money on anything.

      -TR_v

    28. Re:Lower prices by Rob+Simpson · · Score: 2, Insightful

      Couldn't the United States stop blabbing on about free trade and NAFTA while slapping ridiculously high tariffs on imports so their industries can remain inefficient? (Softwood lumber, steel, etc...)

    29. Re:Lower prices by DeadScreenSky · · Score: 3, Insightful

      Like the economic failure of bottled water?

      --
      There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
    30. Re:Lower prices by Beardydog · · Score: 2, Insightful

      Books uused to be a pain in the ass to write, and a pain in the ass to duplicate. Software is a pain in the ass to write, but it's never been as difficult to copy as copying a book by hand, even when it involved floppy discs and pretty boxes.

    31. Re:Lower prices by arose · · Score: 2, Insightful

      So where are my cheapass, unencrypted ebooks?

      --
      Analogies don't equal equalities, they are merely somewhat analogous.
  2. what an idot by bobbagum · · Score: 5, Insightful

    They are pusing down the price to combat the pirated games that's available cheaply, thus puttinng on the cost elsewhere ie. the western world, buy yourself some clue

    1. Re:what an idot by Rahga · · Score: 2, Insightful

      What cost? There's not a drastic ammount of difference between the cost of resources involved in publishing 10,000 CDs and 10,00,000... The real money gets absorbed by the publisher as profit, with additional bits going here and there to the developers, marketing folk, and retailers.

      While this makes the publisher sound like they've got a really sweet deal, a ton of games are indeed flops and don't make enough money to pay off the developers, marketing, and distribution efforts.

    2. Re:what an idot by Krapangor · · Score: 2, Insightful

      I suspect it is impossible to find a buyer who speaks Chinese to play the game.

      --
      Owner of a Mensa membership card.
    3. Re:what an idot by drinkypoo · · Score: 2, Insightful
      China will only get the proven titles. They're not releasing the full catalog over there or anything. I doubt they will port all their in-house games, let alone will everything else make it over there. Meanwhile we already pay more than games are "worth", in terms of how much it actually costs to make them, in almost all cases.

      All they have to do is translate a few games and they can pull in a bunch of cash. Sounds like a winning situation to me. In the old days that used to be hard, games didn't have a lot of space and if your translation was longer than the original text then you had to implement compression, and do it quickly on a machine which maybe had what, a 16MHz processor or less, maybe as little as 2 or 4MHz? And 8 bit I might add, though in this case that is probably a boon. :) But now games are on CDs and if you need 100MB or so you can just recompress the video at a slightly lower quality, or by the time you need to do this, the encoder may have improved enough to save you that much space. The game content for a console game has usually been pretty small, because they simply don't have room for large textures and such. A lot of games have used CD audio and that does eat up a lot of storage but that is not necessarily the case.

      They will probably also decrease the quality of the packaging, thus saving themselves more money. And the games are being played there already, they might as well make some money on it. They won't make as much as the pirates, of course, especially not considering ROI, but this is basically free money. You don't even have to advertise because there's practically nothing on the menu. Just put it in the stores and out it will go.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  3. If Piracy of PS2 games was so rampant... by clifgriffin · · Score: 2, Insightful

    and uncontrollable here in the US, it would push the prices down. Most piracy here in the US is of PC games...not exactly the same can of worms, or political situation. Clif

  4. Lower prices? or litigation... by gregoryb · · Score: 2, Insightful

    I imagine this sort of thing would be considered in the US and other countries were pirated games as widespread as they are in China.

    Or you might just end up with a situation like the one in the music industry. Some sort of video game RIAA that is formed and then proceeds to try to regain control via lawsuits.
    ~gb

  5. China is communist by BillsPetMonkey · · Score: 5, Insightful

    and only capitalism details that IP and copyright are capital goods. Sure, they might make some concessions to attract investment but ultimately if it suits China they'll tear up any agreement to recognise Western-derived copyright. This is how it's always been.

    Piracy effectively becomes "exercise of the People's right to pool and share resources".

    --
    "It's not your information. It's information about you" - John Ford, Vice President, Equifax
    1. Re:China is communist by tehanu · · Score: 4, Insightful

      China is effectively a capitalist country now. Granted a very very very corrupt capitalist country but the Communist (as in party) in China has always been extremely corrupt from its earliest days (as my grandmother likes to put it, it was basically "Pay us, or we'll beat you to death."). Copyright and IP and capitalism are not necessarily tied together you know. Neither is democracy and capitalism.

      The reason why China doesn't really recognise copyright and IP laws right now is because it doesn't suit their developing economy. Just like why they don't float their currency. If you look at the past history of Europe and America, when those economies were developing, they had very loose IP laws (or loose enforcement). For example British authors used to be totally pissed off with the very widespread and blatant piracy of their books in America. It was only when their economies were developed enough to actually make them think they have something worth protecting from new upstarts that they started getting concerned with copyright. Stealing IP from smuggling plants out of a country to pirating entertainment seems to be the common way for developing nations to get a step forwards...

    2. Re:China is communist by Simonetta · · Score: 2, Insightful

      It was only when their economies were developed enough to actually make them think they have something worth protecting from new upstarts that they started getting concerned with copyright.

      I'm always amazed when the Chinese think nothing of copying every program offered for sale in the USA. But, when I want a program that does Optical Character Recognition on Chinese characters and converts them to Unicode, and just ask for a free copy, they're just stunned and amazed that I would assume that they would give it to me without my spending many hundreds of dollars for this precious resource.

      The willingness of the Americans to allow their software to be copied and distributed throughout Asia for the past fifty years must be viewed as a form of long-term investment in intellectual property. The assumption on the part of the Americans that they can copy and freely distribute amoung themselves advanced programs developed recently by the Asians should be seen as a return on this long-term investment.

      By the way, does any one know if OCR programs for Chinese characters really exist?

  6. Re:It will not change anything by mystran · · Score: 2, Insightful

    The thing is, if a game costs $2, you just might want to pay for the legal right to play the game, instead of loading it from a warez site. If it costs $40, you probably can't afford to try if the game is worth buying, and once you've already got the game, why bother to buy it anymore..

    --
    Software should be free as in speech, but if we also get some free beer, all the better.
  7. Communism by strike2867 · · Score: 1, Insightful

    China is still a Socialist Nation. Any mention to US companies to lower prices, and they will automaticaly point out that China is not a capitalist nation. Which is pretty far from the truth when you look at their economy. But the argument will still stand, and will stand for a while since the opponents will have less media exposure due to lack of funding. And our prices stay just as they are, most consumers will never even hear about the prices in China if the capitalistic companies here can help it.

    --

    Vote for new mod!!! Score:-2,Imbecile
  8. Re:Money grubbing bastards by SirSlud · · Score: 3, Insightful

    The publishers make good money if the game sells appropriately .. the content creators, true to western economy form, get fleeced.

    AS usual, control over the distribution channels is where the money's at. It's the 1600's in England all over again. Guess what law they created to break the monopoly that the distributors had over the profits from publishing .. thats right .. Copyright law! (Probably the best way to prove that copyright law has long stopped serving the people it was meant to benifit - the content authors.)

    --
    "Old man yells at systemd"
  9. Re:We need a face-off with china now by vranash · · Score: 2, Insightful

    More importantly, think how much more expensive nike's will be without all that cheap chinese labor.. do you know what war with China would do to many of america's current businesses? There's a reason we haven't gone to war with china, and 'freedom' has nothing to do with it. -- vranash

  10. Golden Times of 8-bit Atari by SharpFang · · Score: 5, Insightful

    ...or story of authors and pirates coexisting peacefully.

    Shortly after capitalism was introduced in Poland, many software companies emerged, producing games for most common computers - primarily 8-bit Atari. I was a lucky owner of one at that time, and I recall that times with some nostalgy.
    Multitude of games was written. Some of them really exceptional. Spy Master, platform game with built-in 'DOS' in which you could launch mini-games from floppies you found thorough the game. Viki, a game with over 1000 rooms (on 64K RAM!), Barahir, really exceptional graphics, 'Dwie Wieze', gfx imported from Amiga, many, many more.
    And the companies were pretty successful, despite the fact piracy was widespread and legal. How?
    The games always did have some copy-protection scheme, but not uncrackable one. More skilled pirates did circumvent it. BUT the games were released at prices very comparable to the pirates. Usually one game costed the same as one disk (with 5 or so games) from a pirate. And people were buying them, because they were very available at affordable prices, and every Atari user held it as a point of honour to support the authors... Well, with exception: games that sucked ;)

    Time passed, Atari died and even best Atari games couldn't compete with Amigas and PCs. No local 'scene' for games for such appeared - all was either import or pirates.

    Once originals prices suddenly rose from like, 3 zl (our prices) to 100 zl (western prices), sales suddenly died. Despite introduced anti-piracy law, piracy was more widespread than ever before. It just wasn't legal, small firms that made profit on it, just mafia sindicates. Hardly anybody buys originals nowadays. "We suffer from low sales because of piracy" claim the releasers and increase the prices more to increase profit from the few games they sell even more. And users, just pissed off, "How DARE they to demand such money for that", just buy pirated games instead.
    And almost nobody remembers that selling and buying original games in Poland at one time was not only very comon, but quite profitable - and the key was LOW PRICES.

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  11. If only ... by Carch · · Score: 2, Insightful

    I really wish some of you pro-piracy folks would work really hard on something that you care about for a long time and then have it stolen by thousands of people. Maybe then you'd wake up and smell what you're shoveling.

    --
    _/\ - Sturgeon's Law: 90% of everything is crud.
  12. Makes good sense by TyrranzzX · · Score: 3, Insightful

    High prices creat piracy. It can be plotted on a cartesian coord plane. The price on the y axis, and the number of people buying on the x axis. As the price goes down, more people will be able to afford and therefore, buy stuff. This is what the idea of a sale is; you normally sell your pants at $100, if you sell them for $90 demand will increase and if it's during a busy season, you'll move more merchandise and therefore, creat a higher profit than you could before.

    When prices are high, piracy/theft/ect are going to be high aswell. When prices are low, the same things are going to be low. Why do you think the p2p networks are so huge? Because people's opinions differ from buisnesses and the goverments , just about every one of them infact.

    The really sad part about this is that if the trend continues with people thinking that piracy is ok, xyz gaming corp will creat an awesome game and nobody will buy it, and they'll go out of buisness instead of making new games. After the RIAA and MPAA are deceased, cd's are cheaply baught at $2 and $3 a cd with extra's and a movie is around $5 opening night. Will piracy decrease or will it continue to rise?

    As for software, I'll agree as much with the next guy that when I go into a store and buy a software package and it sucks, I'm pissed and can't return it. As for games, there's a lot of cookie-cutting going on as there always has been in the computer industry. Doom came out, and then you got blake stone, duke nukem, etc. BF1942 came out, and now we've got mohaa and it's expansions, ET, call of duty. All of them are based off of the same engine (afaik) and all of them have similar gameplay.

    My worries aren't the monumental failures when corperations spend millions building a cookie cutter game and loose millions. My worries are when xyz corp creats the super ultra neato game and puts it out and the overall reputation and respect for gaming softare is so low that nobody will buy it for fear that, even though there's hype in the magazines, hype in the stores, hype in the forums and hype in the news and even a good playable demo (which everyone knows is bribed because they'v been burned before) will xyz corp be able to make any money for making a truely excellent game? Will xyz corp go out of buisness?

    Cartels like the riaa make a bad name for companies like xyz corp. The major reason people go out and buy anything is because they think it is good, well, if they're a thinking consumer.

  13. Re:Communist tyranny instead of freedom by Canadian_Daemon · · Score: 1, Insightful

    I fail to see how the DMCA means freedom, along with corrupt senators and elections. But yah, you go ahead and think you have all the freedom you can get....
    sheep

    --
    This sig is definitive. Reality is frequently inaccurate.
  14. Old Games by Apreche · · Score: 4, Insightful

    The game Sony is probably releasing over there are really old games. Games where the developer has already made back their development costs and profited. Games where the publisher has already made back their marketing cost and profited. The only costs of selling these old hits will be manufacturing and distribution. All revenue greater than that cost will be pure profit because the US, Japan and Europe have already paid for all of those other 1 time costs. Because of this they can afford to drop the prices like a rock.

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  15. Mass Marketing by BuckaBooBob · · Score: 3, Insightful

    Game Manufacturers don't seem to be following a business model for Mass Marketing... They seem to prefer to use a model where they are priced as high as possible to maximize profit per copy rather than a model where profit comes from mass copies.

    Its this business model that fuels the majority of piracy in North America.. If a game were 25$ and I could walk and pick it up in 15 mins at the game store near by.. Or spend 1-2 days downloading it... I would rather pay the 25$ if the company/game had a good rep for playability.

    Its hard to shell out 40-80$ for a game that may only have 2-3 days of playibility to it. That also fuels piracy... So they have a few obstices to overcome in that reguard.

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  16. Re: piracy and countermeasures by King_TJ · · Score: 2, Insightful

    Personally, I think the single most effective "leverage" game makers have found in recent years to combat piracy is the creation of multiplayer titles that require a server-verified key in order to allow online play.

    To be perfectly honest about it, that's what made me go out and purchase both Warcraft 3 and the Frozen Throne expansion. I really have a problem with Blizzard's legal attack on people creating freeware alternatives to their "Battle.net" servers, yet I was really looking forward to playing WC3. If it was as easy as just downloading a "warez" copy, I probably would have done so (justifying it in my mind as better than the alternative of contributing more funds to Blizzard). But alas, the "key generators" don't seem to make keys that their Battle.net server thinks are real, valid key codes. So to ensure I could play it against other people online, I had to go buy it.

    That said, though, lowering game prices would certainly help improve sales and fight piracy. The people "cheap" enough to keep wasting time downloading programs they could buy for $10 or less aren't really the "target customer base" to begin with. Eventually, they'll go out and get jobs - and start realizing that "time is money". Then, they'll become customers for the reasonably priced game titles too.

  17. Charging more by imnoteddy · · Score: 4, Insightful
    Of course it is obvious that no one RTFA (or at least was paying attention) because the article says:

    The console will go on sale on 20 December at a price of 1,988 yuan ($240), compared to $179 in the US.

    So Sony is raising the price of PlayStation 2 in China and lowering the price of the games.

    I'll restate this for the reasoning impaired: They're taking their money upfront on the console, rather than later on the games.

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    No electrons were harmed creating this post, though some may have been subjected to electrical and/or magnetic fields.
  18. Re:Yeah right. The matrix revolutions, $8 by Adolph_Hitler · · Score: 2, Insightful

    That's absurd. The market for movies is huge, compared to the market for PC games. Actually the game and movie market are compareable. Do your research or shut the hell up. Game development shops, for the most part, run small, low margin businesses. Your calculation is absurd, because the game that sells a million copies returns about 2 million to the developer, 3-4 million to the publisher, 3 million to retailers, and the rest to assorted other folks. I said a game which costs 3 million dollars to make. This includes publishing and everything else. Games usually cost between 3-5 million dollars total, which means this is how much money the game company needs to make to break even. That includes paying for everything including marketing and publishing. As for whether publishers and distributers take a bigger cut in the gaming business than the movie business, that's a toughie - I don't know enough to say for sure. But a successful movie might take in 50-100 million dollars so there is more to go around. A successful game such as Final Fantasy, or an EA sports game like Madden can easily take in 50-100 million dollars. PC games like Starcraft which were very cheap to make, take in hundreds of millions of dollars. Starcraft is one of the best selling PC games of all time, sold well over 5 million copies, and at the time under 5 million to make. When each copy sells for $20, thats 100 million dollars from 5 million sold. Try writing a 3D game, which has to run on EVERYBODY'S PC and compare to doing some animations in Maya, which just have to look good from one angle and get rendered once. Not dissing on the Matrix or other heavy-FX movies, but it's really a hell of a lot of work to support and distribute a modern 3D PC game. What if I told you I have? Listen you do not know shit about the game industry. Game companies do not write 3d engines they license them from other companies, or use open source engines and add onto them. Sega was one of the few companies which did not do this and they went bankrupt after making games like Shenmue. Most smart and profitable game companies however use the same engine over and over again for all their games. This, of course, is why nobody really wants to develop for the flooded PC market and why the console market exists, if you are well capitalized and can afford to hire the right people, get all the SDKs and negotiate good terms. The problem with the PC market is the hardware keeps changing, and its the most competitive market. People do develop for the PC market, where do you think new companies start? The PC market is where you make your first couple of hits and then you move on to the console market, its rare for a company to start in the console market because you have to pay Sony, Microsoft and Nintendo a fee just to make games for their system. The fee is not small. Please do some research before you comment again. 1 Games cost around 3 - 5 million to make, except for the rare Sega game like Shenmue which costs 50-80 million to make and 50 million more to market. 2 Game companies license 3d engines from other companies and rarely develop their own. This is done to save money, you cannot do this in the movie industry. 3 Game companies make sequels which require almost no new code, with added levels, a new musical score, and some new marketing, its basically repackaging the same game over and over and profiting off of it. Check out Tomb Raider and Madden. 4 The PC market is the only market you can start in because the console market is for big compaines only. You will pay so much in license fees that you'd be better off making your game for the PC.

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  19. Not applied to the right market by ThisIsFred · · Score: 4, Insightful

    Okay, doesn't look like this is being applied to the right entertainment market. I don't have a problem with game prices at all. There is generally a lot of creativity and work that goes into them, and the prices do fall after the item has been on the market for a while, even if it's still popular. That doesn't seem to happen with music or movies (or Microsoft software).

    Still, it's backwards. High prices encourage "piracy". And lowering the prices enough will make casual users of illegally copied material say, "hey, it's more convenient to just buy it." Of course, there still has to be some enforcement of copyright for this to work. I see hints of this happening in the music biz, but I've yet to see real price competition between labels. Thank heavens we are seeing a real-world example of this, and hopefully it will give the anti-entertainment-cartel crowd some ammunition.

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    Fred

    "A fool and his freedom are soon parted"
    -RMS
  20. You'd fail in the gaming business by Adolph_Hitler · · Score: 2, Insightful

    You'd hire your own programmers, write your own 3d engine, spend millions of dollars writing it, and release a piece of crap game which has good graphics. Look, people can license a good 3d engine, and theres many to choose from. There is no reason to write your own realtime 3d engine when theres a million companies trying to license them to you. Turbine licenses 3d engines, pay them and you can use their state of the art engine. Basically, you need the eye candy to sell the game, but the eye candy support in the API layer is shitty and nonstandard. It's tough, so you try to make tradeoffs that will let you sell well to the high end gamer market without losing too much of the casual gamer market, and deal with undiscovered hardware dependencies though patches. Eye candy alone does not sell games. Quake does not sell because of eye candy, the game looks ugly, its in a closed in area, its dark, it sells because its a shooting game that people like. Look I could find an open source 3d engine, and hire programmers to make a game out of that. I admit the engine wouldnt be as good as an expensive licensed engine but i'm proving to you there are ways to save money. If you are doing a big budget 3D game you can afford a horde of testers with a sufficiently broad variety of test hardware to detect _most_ of the major issues up front, but this requires a substantial budget. You pay one or two testers, then you offer a demo or announce on your website you are looking for beta testers and let the world test it for free. You do not have to pay alot of beta testers.

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    People don't exist to serve systems, systems exist to serve people.
  21. Re:It is not about piracy! by HeghmoH · · Score: 3, Insightful

    This would make sense if China were poor, but it's not. It's poorer than Japan, the US, or Western Europe, but it's not a particularly poor country. There is an enormous middle class with as much disposible income as your average middle-class American (as measured by the exchange rate, not compared to the cost of living). The absolute salary of a middle-class wage earner in China is lower, but the cost of living is incredibly low, so there's a lot left over. China is the second largest economy in the world, with a GDP of $5.7 trillion. A lot of that is due to the enormous population, true, but compare with India, which has nearly as many people, but a GDP of only $2.66 trillion. Africa and China are not even remotely comparable. You are correct that a US-like price will lead to few sales, but incorrect about the cause. It's not because nobody can afford it, plenty of Chinese people can. But buying a shiny round piece of plastic for $50 is looked on as total insanity. You can buy a nice DVD for $1 on the street, and games are priced similarly. Nobody will buy real games with pirated versions available at those prices, no matter how rich they are.

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  22. Re:Money grubbing bastards by HeghmoH · · Score: 3, Insightful

    You can divide the costs of a game into two pieces; one-time costs and per-unit costs. One-time costs include things like paying your programmers to code, electricity for the building they work in, marketing, etc. Per-unit costs are things like printing the manuals/booklets, making the cases, stamping the CDs. A pirate doesn't really have any one-time costs, he only has to pay per-unit costs.

    The problem comes in when you see how the costs are divided. A modern game will cost millions of dollars in one-time costs, but it costs maybe fifty cents per unit to actually duplicate the disc and produce the packaging. This means that, unless the game is popular beyond all belief, the one-time costs dominate, and so the game's price has to be set much higher than the per-unit cost in order to make money overall.

    The thing is, once your one-time costs are paid for, they're done. No more worries. Introducing games into, say, China, comes with nearly no one-time costs. They have a bit of marketing to do, and they'll probably want to do a translation, but these are very cheap compared to the original production costs of the game. Since those have already been paid for by customers in Japan, the US, and Europe, you can sell the game at a much lower price, the per-unit cost plus a markup.

    Pricing is a fundamental difficulty in industries like this, including software, music, film, and drugs, because in all of these industries the one-time costs are way higher than the per-unit costs. But the market doesn't like paying a large markup. People know that the $12 CD they just bought only cost 25 cents to make, and they don't like that.

    All of these industries see pricing structures like this. You spend a lot of money to create a product, then sell it at a very large markup in your primary market, which consists of people used to paying higher prices. Once your one-time costs are paid off, you can sell the same product for a much lower price in your secondary markets, and continue to make a profit. This happens with software, drugs, and media.

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  23. Re: Guantanamo instead of freedom by Anonymous Coward · · Score: 1, Insightful


    1) Routine torture of prisoners.
    2) No chance of a fair trial - ever.
    3) Government imposed murder of the unborn children.
    4) Crackdown on Christians.


    Sounds like you are describing that freedom loving Guantanamo bay not China

    torture of prisoners ? check
    no chance of a fair trial ever ? check
    Crackdown on Christians ? s/Christian/Islam/ check
    Government imposed murder of the unborn children ? check

    yeah sounds like you are living in a great free country, maybe a mirror is whats needed before condemming other countries political systems

  24. Re:Piracy is GOOD by drinkypoo · · Score: 4, Insightful
    You don't have to be moral or legal to be correct. While he is oversimplifying the case to further his own agenda, he is essentially correct. If there is no piracy then people will simply gouge for as much as they can get. Most people will pirate pushed hard enough, especially if they can get something cheap enough. Also, the used market would be much more significant; Used games, music, and all other copyright-protected media would have a higher value, so people would take better care of them, and there would be more used sales. Then, they really lose, because so many people will wait until they can get something used before they use it. Pushing out tons of cheap trash dilutes the value of media and keeps the system under their control, to some degree. A strong degree, while they own (All your playlists are belong to us) 75% of the nation's radio stations, for example.

    The best way to make money has always been to make a whole lot of something. The somethings get cheaper over time, if for no reasons other than that technology marches along, and that the research costs will eventually taper off to virtual nothingness alongside the cost (and benefit) of production. Only a few people will save up their pennies and buy one thing that will last them a long time. They're distracted by loud noises and flashing lights, and they'll buy the cheap crap. Besides, if you're poor you probably live somewhere where nice shit is in serious danger of being jacked when you're gone for the weekend. I don't even have anything particularly nice (Just a bunch of medium-nice things) and a whole bunch of not worth stealing items that a junkie would probably run off with anyway, and I'm concerned about my belongings. Don't give me that look when I say Junkie, this is a town that both makes and takes an awful lot of speed.

    Oh and stop bringing up Hitler. No one's getting out the Zyklon B. Commercial copyright violation surely deprives people of money and devalues their product, but the only reason they're upset about the latter is that it typically has little intrinsic value to begin with. They simply hype it up until it has spin value. Then they spin up the next thing and send it our way. They're treating us like pigs out for slop, and that's what we get, because we'll eat it... certainly this relationship works both ways.

    There are basically two ways you can go to fight them. You can go both ways at once, too. One way is to produce or promote (either with effort or money) independent media. You can buy shareware games, you can buy indie CDs, etc etc. And you can be a "pirate". One way is legal, one way isn't. One way is clearly moral, one way is murkier, but there's really no proof that anyone's getting hurt. It seems to usually be a good thing for artists; there are exceptions I'm sure but they seem to be in the minority.

    I think we can all agree that the saying about how people wouldn't buy the software anyway is about fifty percent bullshit. It's just easier to download music and not pay for it than it is to go to the store and find out your chosen music is out of fashion this week and they'd have to order it for you. The music industry has been promising us custom CDs for ages but they never have been able to agree on how to cooperate. Piracy has simply forced them to start selling music online, or be left behind. In this case it has driven progress; the technology has been there for some time, in fact it's a cheaper way to distribute music than making CDs in some central location and shipping them.

    Assorted businesses are now having to come up with new things to charge for, new items to market. Technology does that. People want information to be free, and conciously or subconsciously, they work toward that end. There are notable exceptions who have discovered ways to make money off making it not free.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  25. A little knowledge is a dangerous thing by gradji · · Score: 2, Insightful

    There are some major misconceptions spread on this site in the name of basic economics. Often, the arguments are a partial application of economics, creating misleading conclusions.

    For this article, the misleading economic argument is that piracy has lead to lower prices and that this is a justifiable result of piracy as competition.

    First off, there are two basic types of costs driving the gaming industry: fixed and marginal. Fixed cost is the development and marketing cost incurred by Sony and the developers whose value roughly does not vary with the number of sales they make (obviously, the fixed cost differs if you plan to sell 1 million copies as opposed to 100 .. but the cost does not differ for 100,001 compared to 100,000). Marginal cost is the pure production cost, the incremental cost of pressing and retailing an additional copy of the game.

    For most console games (if successful), the fixed cost are recovered during the initial sales in fully developed countries with defined property rights, namely U.S., Japan, and Western Europe. Economics shows that once fixed costs are recovered, competition can drive prices such that they reflect only marginal cost ... this is the famous P=MC result.

    However, at P=MC, fixed costs cannot be recovered. While P=MC may be a competitive outcome in the short-run, with the fixed costs of existing games already sunk, it is not a long-run equilibrium as no firm would continue to operate under the prospect of not fully recovering it's fixed cost. Note: the fixed cost is often referred to as "capital cost" in some popular press ... this is what people usually refer when they say that they need to earn a reasonable rate of return on their capital ... they need to earn enough to cover the f ixed cost and the opportunity cost associated with sinking the fixed cost in this endeavor as opposed to another.

    Of course, this applies to other published products such as movies, books, CDs. This is why we see reduced prices for these items later on, after their initial release (bargain bin books/paperbacks, "budget price CDs," and second-run films): the idea here is that firms can charge closer to marginal price now because they had already largely recovered their fixed costs earlier with the more expensive first-run products.

    So the lesson for console games and China? Sony and Nintendo are willing to charge lower prices in China precisely because they were able to charge higher prices in the U.S., Japan, Europe earlier. This is also the same reason why pharmaceuticals are (sometimes) willing to offer drugs to Africa at a much reduced price (they're much less worried about drug "piracy" ... although it does happen to a much lesser extent in the form of generics).

    That said, are prices in these traditional publishing industries "too high" ? Absolutely. But let's use the right arguments instead of simply trying to legitimize piracy.

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  26. No surprise by localman · · Score: 2, Insightful

    Of course piracy pushes the price down. I guess most corporate leaders haven't thought this through. There is always a black market, and it grows in proportion to the price of the legitimate goods. Any company raising their prices to recoup profits "lost" to the black market is insane.

    Seems there are a lot of insane companies out there.

    It's funny how easily we buy into their story about evil pirating driving up prices. It's _their_ job to figure out how many people will buy a product at a given price, then spend less than that on developing the product.

    Cheers.

  27. Re:Free as in... by Carch · · Score: 2, Insightful
    Ask any maintainer of a high-profile Free Software package.

    Oh? What is this "Free Software" of which you speak? People should have a choice as to whether they want their software to be free. If you choose not to make your software free, piracy takes away both your software and your freedom to choose.

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    _/\ - Sturgeon's Law: 90% of everything is crud.
  28. Re:Nothing to do with piracy by grover83 · · Score: 3, Insightful

    games are not a monopoly product. for a product to be a monopoly there must be 1 dominant software producer ie microsft which creates all games. This is not the case. there are westwood, blizzard, microsoft etc.......

  29. it comes down to simple economics by CAIMLAS · · Score: 2, Insightful

    piracy comes down to simple economics: if someone can't afford something, they won't buy it. Likewise, if they can get it in another fashion for less (off the street or via download), with a similar enough product to make it worthwhile, they'll do that too.

    For instance, if you make a single player game, and sell it in stores for $50, with the CD in a jewel case, no manual or game material (such as the books, maps, etc. that come with Baldur's Gate games), and just a couple pictures on the box, people have absolutely no motivation to purchase the game over pirating it. There's no functional difference, and there's hardly any perceived difference. The cost of finding it online (at most, several hours of searching online and then maybe a couple days downloading it - basically just your time to find it: say, 4 hours), or the cost of getting it from your friend or the guy down the street for a couple dollars, is negligable compared to the 50$ box price.

    There are several things that companies can do to increase both revenue and sales. Part of the equation is lowering the price so the investment differential between a pirated copy and a legit copy is less. The other half of the equation is providing game content that doesn't suck.

    Let's draw this scenario up in terms of the price of the product. On the 'buying legit' side, I would likely have to download a 200+Mb demo to find out if i like the game, play the demo, (and if I like it) go to the store, buy the game, come home, uninstall the demo, install the game, and (likely) play over the same exact part of the game that was available in the demo - and that's just not cool. I spend $50 of my money and invest (say) 3 hours of my time to get this game. I could also have just gone out and gotten the game and then been disappointed, and returned it, or not gotten the game at all after playing their wretched demo.

    On the pirating side of things, I could see an add for a game, read a review or two, and then either ask a friend for the game, or search the web for a little while for the full version - obscenely easy. I might invest a total of 4 hours of active seeking in trying to get the game. I'll install it, and if I like it, I'll keep playing it. At this point, I have no desire to pay for it, since i already have it, and buying it offers me no added benefit (more times than not). If the game sucks (which is much more than likely nowadays) I'll simply remove it and have only lost (say) 5 or so hours of my time. This second approach is the one that seems to be the most common among gamers in my experience: they're a highly social group of folks amongst themselves, and getting an ISO or CD from a friend is much easier and a LOT cheaper than going to the store to buy it, and there's much more benefit.

    Neither of these options seem terribly viable for the game producer, in my mind. Here are several options that, too me, seem to be much more viable - either by themselves or in combintion.

    1) Sell the games for a lot less money - $15 or $20, or maybe even $10 seems reasonable to me for most of the games out there. I'm much more likely to go to the store and pick out a cheap game for the hell of it on a rainy Saturday than I am ot pick out a $40 or $50 game. I, as well as most gamers aren't diehard gamers, and aren't willing ot spend an arm and a leg for a game unless it warrants it.
    2) Provide some sort of positive incentive to purchase the game. Note: the incentive must be positive! This means that throwing in some sort of 'required license key registration' into the installation process would not be a good idea. Instead, go the extra step (it's just a step, when you consider it, compared to the initial mile of actual development) and add some content into the box: maybe a sticker or two, maybe a poster, a nice game manual (whether the game needs it or not, if the game is good, people will read those manuals), and various other "we care about you" gestures. Adding in a license key requirement to get to the more significant part o

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  30. Re:Nothing to do with piracy by Sivaram_Velauthapill · · Score: 2, Insightful

    Actually, most of what hte original poster referred to are due to monopolistic practices. I will guarantee you that if a movie, for example, can be released by many companies, you wouldn't get the region encoding thing (which does very little from a fan point of view). Region encoding (in DVDs) is simply a marketing thing to control markets.

    Price discrimination is, for example, when a movie theater charges different prices for different ages. This, to me, is different from the above case...

    Sivaram Velauthapillai

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    Sivaram Velauthapillai
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