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Piracy Helping Larger Game Developers?

Carlos Camacho writes "Piracy has been in the news recently within the game developer, and game player communities. You've seen all arguments against piracy in the past... Or have you? GBA and Mac game developer Aaron Fothergill of Strange Flavour Software wrote iDevGames a guest-editorial that will hopefully lead more users who copy games to re-think exactly it is that they are hurting. 'One of tenets of the software thief, is that "software is too expensive." They will then usually go on to bemoan how the 'giants' of the industry treat users unfairly and how stealing their software is their way of getting at 'the man.' Unfortunately, little do they realise, that the opposite is happening! Instead, rampant software theft benefits the 100 stone gorillas at the expense of new products that would otherwise be able to compete on price and features, resulting in only the big monopolistic companies keeping their products in the market and being able to control it'."

112 comments

  1. Thank you, Captain Obvious! by orkysoft · · Score: 5, Insightful

    I guess it still had to be said for the clue-impaired.

    How do you think Microsoft got so big? People used to copy DOS and Windows, and when their companies were getting computers, guess what software their employees were familiar with, and which was thus bought?

    Same thing with Photoshop. It's really expensive, and gets pirated a lot. Instead, people could have bought Paint Shop Pro or downloaded The Gimp.

    Software piracy makes you serve as free advertising for the "victim" company, and when it feels like it, it can sue you for megabucks. Do the math, people (preferably not using a pirated copy of Mathematica. Get GNU Octave instead)!

    --

    I suffer from attention surplus disorder.
    1. Re:Thank you, Captain Obvious! by Pluvius · · Score: 3, Insightful

      Same thing with Photoshop. It's really expensive, and gets pirated a lot. Instead, people could have bought Paint Shop Pro or downloaded The Gimp.

      That's the way it works with applications (though I don't agree with your DOS/Windows example). Games are slightly different, because they don't directly compete with each other (except in scattered cases, like HL2 versus Doom 3). In this case, we assume that people pirate games from both small publishers and large ones (not exactly a stretch). The large ones can take the hit in profits, but the small ones can't, so they go out of business.

      As far as the argument itself goes, it's something I haven't heard before, but it still seems to rely on the idea that all piracy translates into lost profits (which is almost certainly not true). I do agree that if you're going to pirate, you're better off pirating the big games and buying the small ones (assuming that the small ones are worth buying, obviously).

      Rob (There's also the fact that just because pirates allow publishers to charge $50 a game doesn't mean that the publishers have to)

    2. Re:Thank you, Captain Obvious! by orkysoft · · Score: 1

      Yes, I agree that with games it is different than with other applications or operating systems, except for games that resemble eachother very much, like those FPS games.

      Of course I know that not every instance of piracy equals a lost sale. I also think $50 for one game is ridiculous. Prices have been like that since at least 1990, and it seems like people have just gotten used to that, and find it normal nowadays.

      But since software has such a low per-unit cost (all the costs go into development), they could probably easily lower the price a lot and make up those profits in volume. But they don't, probably because their statistics show this is the price for maximizing profits, and also because they can just lower the price later, and get a) $50 from eager games, and b) $20 from less eager gamers.

      The high price is actually a good strategy for games publishers.

      Of course they're going to blame copyright infringement. It's the perfect scapegoat for those high prices. Complaining about might even cause some infringers to purchase the game after all. Of course they know they can't stamp it out, and I doubt they'd really want to, since it does provide mouth-to-mouth advertising, the best kind of advertising. Plus, a publisher would rather have you copy and play their game, than buy/copy and play another publisher's game.

      It's a tangled mess, that's for sure.

      --

      I suffer from attention surplus disorder.
    3. Re:Thank you, Captain Obvious! by robson · · Score: 4, Insightful

      There's also the fact that just because pirates allow publishers to charge $50 a game doesn't mean that the publishers have to

      You know, this diverges from your main point, but I'd like to point out that games have a fundamental economic problem moving forward: The cost to make games is rising, but the price of games isn't.

      Atari 2600 cartridges, the first mass-market home video games, cost about $30 each. Fast forward 25 years. Last week I bought "The Suffering" for the PS2 for $45.

      Now, I don't have precise numbers for the cost of development of 2600 games, but I know most were created by a single person who did all the programming, art, music, etc. Compare that with development today, which involves massive teams with dedicated departments for engineering, design, art, animation, and music. However, because of market forces, developers/publishers can't charge more for games today. The effect is that only the big, big hits make their money back. There's massive risk involved in simply developing and publishing a video game.

      Thus, you see publishers trying to reduce risk wherever possible, and what could be more risky than innovation? If you complain about clone after clone, look carefully at your own buying habits. (Obviously, I'm not talking to you, Pluvius -- I'm just speaking generally.)

    4. Re:Thank you, Captain Obvious! by Pluvius · · Score: 2, Interesting

      The only problem with this line of argument is that after development, games only cost maybe $5 per unit to make. It's possible that if prices were lowered, the lower profit per unit would be made up in volume. Of course, it's really hard to tell if game prices are on the wrong side of the cost-sales curve or not, especially since different games can have different curves.

      Rob

    5. Re:Thank you, Captain Obvious! by Echnin · · Score: 2, Insightful

      Also consider that games today are selling way, way more copies than they ever did back in the Atari 2600 days. Really makes it a bit easier to earn back revenues.

      --
      Lalala
    6. Re:Thank you, Captain Obvious! by eraserewind · · Score: 1
      Games are slightly different, because they don't directly compete with each other (except in scattered cases, like HL2 versus Doom 3).
      I disagree with this. Every game out there is in direct competition with every other game, no matter what the genre. If I spend $50 on a game. That's $50 that's not going to be spent on any other game.
    7. Re:Thank you, Captain Obvious! by DerekLyons · · Score: 1
      I guess it still had to be said for the clue-impaired.

      How do you think Microsoft got so big? People used to copy DOS and Windows, and when their companies were getting computers, guess what software their employees were familiar with, and which was thus bought?
      Well, I must count *you* as the clue impaired. When companies started getting computers, what was virtually the only OS available? Thaaaat's right! DOS and/or Windows.

      As far as software goes, I guess you weren't around in the early days when there were literally dozens of spreadsheets, word processors, etc.. etc.. etc.. around. Back then nobody had a lock on the market. But gradually as the others made one screwup or another, and Microsoft produced a functional and interoperable suite, Microsoft won out.
    8. Re:Thank you, Captain Obvious! by mattgreen · · Score: 1

      Except PSP or the Gimp simply cannot touch Photoshop for even moderately demanding users. Photoshop is CHEAP as professional-grade software.

    9. Re:Thank you, Captain Obvious! by orkysoft · · Score: 1

      If it's so cheap, go ahead and buy it. I never said I was a demanding user, so I'll just stick with The Gimp.

      Funny, how so many people consider themselves demanding users, yet find Photoshop too expensive to buy...

      --

      I suffer from attention surplus disorder.
    10. Re:Thank you, Captain Obvious! by danila · · Score: 2, Insightful

      Guess what, I'd rather use a pirated version of Photoshop or PhotoImpact and live with the fact that I am not stimulating competition, than part with a few hundred dollars. I happily buy pirated games, simply because I don't care that much about the market. Let the big market players, or small players, or medium-sized players win, I don't care. And I don't care if game players lose. I personally win.

      You need to realise that the consumers can be divided into two groups - those who pay for software and those who don't. Those who pay for it, vote with their dollars. Those who don't, have no influence on the result, but they are happy with that. It's the same as with the presidential elections, some people will come to the voting booths and case their vote, others will spend the time the way they want it, but will have no influence on the outcome. You can't blame the second group, because it's their right to make such decision. And if they don't care, it's the correct decision.

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    11. Re:Thank you, Captain Obvious! by danila · · Score: 1

      I don't think it's a problem. Free market is good at one thing - finding equilibrium. Since 1970s the market for videogames increased, development costs increased too. This allowed developers to keep the price pretty constant at the cost of reducing profit margins. But we have nothing to worry about. There are some factors driving development costs down too, like better modelling, animation, programming and other tools, ready-made game engines, etc. The price for the games is what people are willing to pay for 20-50 hours of entertainment. It's optimal and it's pretty much fixed. But development costs (the investment you make in the beginning) is a variable and you determine it based on the projected market and selected genre.

      If this investment will keep rising, it's not because game suddenly became more complex, it's because developers decided to invest more in a more complex game in the hope of selling more copies. It will stop rising precisely when it is no longer profitable to spend more on a game, nothing more, nothing less. But it will not spell out the sudden death of video games or a decline in quality, that's for sure...

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    12. Re:Thank you, Captain Obvious! by Pluvius · · Score: 1

      Every game out there is in direct competition with every other game, no matter what the genre. If I spend $50 on a game. That's $50 that's not going to be spent on any other game.

      That's not direct competition; that's indirect competition. Direct competition is when two or more applications do basically the same thing (e.g. Photoshop and GIMP, or IE and Mozilla). This doesn't really fit with games, as you rarely see two games that do the same thing. If you buy Photoshop, you have no reason to use GIMP, but if you buy Halo, you have no reason not to buy KOTOR (besides budget, which is where the indirect competition comes in).

      About the only exception I can see to this is MMORPGs. Due to the ridiculous amount of time and money that goes into making a good character, most people stick to one MMORPG at a time.

      Rob

    13. Re:Thank you, Captain Obvious! by Jarlsberg · · Score: 1

      I'd like to add that a lot of C64 games retailed at 1.99 - 4.99, with "big name" games retailing at 14.99-16.99. Amiga games usually retailed at 24.99-29.99. Of course, usually none of them were cartridges.

    14. Re:Thank you, Captain Obvious! by Schemat1c · · Score: 1

      How do you think Microsoft got so big? People used to copy DOS and Windows, and when their companies were getting computers, guess what software their employees were familiar with, and which was thus bought?


      I thought Microsoft got so big because you paid for DOS/Windows on your new PC whether it was installed or not. So if you bought your PC with no OS and then went out and bought a copy you were actually buying it twice. Or maybe I'm not remembering correctly.

      --

      "Nobody knows the age of the human race, but everybody agrees that it is old enough to know better." - Unknown
    15. Re:Thank you, Captain Obvious! by Zwilnik_SF · · Score: 1

      Hopefully the article would be pretty obvious to Linux users. If you've already made the choice to go with an alternative rather than just copy the 'standard' then you've probably already worked it out for yourself ;) To put the article in context btw. It resulted after observing a big row on iDevGames forums and chat about software theft and whether it's morally correct or not when it's a Microsoft game, brought about by the release of Halo for the Mac (pretty much the same argument on several Mac sites, it gets boring pretty quickly). Most of the iDevs users are relatively new Mac game developers, so I hope this article brings up a new issue for discussion for them. As far as the morals of software theft are concerned, I'm a developer, so I have a biased opinion, but I hope I was successful in keeping the article away from any discussion of the morals of the issue and just on the specific effect that I wished to bring up for discussion. (if not, then I'm a terrible article writer and I'll go back to games instead ;)

    16. Re:Thank you, Captain Obvious! by Anonymous Coward · · Score: 0

      Say what you will about most market leaders, but give credit where credit is due. Photoshop is so widely used because it's the best thing out there--nothing else even comes close.

    17. Re:Thank you, Captain Obvious! by Frizzle+Fry · · Score: 1
      I'd like to point out that games have a fundamental economic problem moving forward: The cost to make games is rising, but the price of games isn't.

      It only loks like a problem if you leave out a fundamental part of the equation, which is more units being sold. If you sell more games at the same prices you've always charged, you can afford the higher cost of making games.
      --
      I'd rather be lucky than good.
    18. Re:Thank you, Captain Obvious! by Frizzle+Fry · · Score: 1
      This doesn't really fit with games, as you rarely see two games that do the same thing.

      I see tons of games that do the same thing. While I agree that there are more people who want lots of similar games than there are who want lots of similar software of other kinds (like your photoshop example), there are still lots of us for whom similar games are directly competing for our money. For example, if I were to buy one football game, I would probably not choose another football game as my next purchase since it "does the same thing". Similarly, if I already own a several racing games, I would generally choose to buy an action game or a fighting game rather than another racing game.

      I understand that there are people who will buy every rpg, or every first-person shoter, etc., but for many of us, similar games really are directly competing.
      --
      I'd rather be lucky than good.
    19. Re:Thank you, Captain Obvious! by Frizzle+Fry · · Score: 1

      That's ridiculous. Buying a product doesn't only serve to "vote" for it, it also serves to fund it. I don't see how you can ignore that. If half as many people voted in an election, but the votes were distributed in the same way, there would be the same outcome. If half as many people paid for the products in a given market, the results would be very different because the companies make them would each get half as much revenue (or the consumers who paid would pay more, or some combination of these).

      --
      I'd rather be lucky than good.
    20. Re:Thank you, Captain Obvious! by Pluvius · · Score: 1

      Ah yes, I forgot about sports games. But anyone who says that they wouldn't buy more than one FPS or RPG because "they're similar" obviously isn't a big fan of FPSes or RPGs. Most FPSes or RPGs (or games of most other genres) are sufficiently different from each other to justify buying more than one of them.

      Rob

  2. That's an interesting argument. by 00420 · · Score: 3, Interesting

    I've never thought of it that way before.

    Personally the reason I don't have any pirated software is I've found everything I need on packages.gentoo.org, and freshmeat.net. (With the exception of a few games, which I was glad to pay for).

    I do understand why people pirate some software, like Photoshop, Autocad, etc... They're industry standard and too damn expensive. And, I can see how this could potentially block out smaller competitors.

    However, due to the continuing growth in popluarity of OSS, the software industry is destined to change. Piracy isn't any concern for OSS.

    1. Re:That's an interesting argument. by leviramsey · · Score: 4, Insightful

      However, OSS won't become dominant unless and until piracy is eradicated. Freedom doesn't matter to most users (for all the pontificating about the draconian EULAs that you read on Slashdot, Microsoft et al are smart enough to know not to be too draconian on the common man). The only valid arguments for OSS that remain are quality and price (which are combined into value).

      The quality argument is difficult to assess, and it varies from program to program. GIMP is still fairly far from Photoshop. OSS GUIs are playing leapfrog with Windows (KDE/GNOME have the lead on XP at the moment, but the next revision of Windows will likely see Windows retake the lead in that competition) and are probably somewhat behind OS X. And even quality won't necessarily beat an entrenched base, due to market inertia.

      That leaves price. If OSS costs nothing, but so does pirated software, then it's a push, so the value judgement is deferred to quality, with inertia playing a role.

      Now, if all of a sudden, everybody was forced to buy Office at full-price, OpenOffice would gain so much traction in the marketplace, it would likely be at parity with Office in a year and have hegemony in the market thereafter.

    2. Re:That's an interesting argument. by gl4ss · · Score: 1

      ..and what comes to games most of them are not worth buying, as in people who are copying them could easily live without them as well(and would choose to put their money into something else were it up to that).

      then there's games that wouldn't deserve(yes in my narrow scope of view that's my opinion) to be selling are raking in big bucks(the newer wrestling games for one).

      however the current state of things doesn't much differ from 10 or 15 years past. only thing that has changed that computer games are more popular(hence, they're copied more, and the business has grown). the methods of making the copier harder hasn't changed much at all(except all the _cool_ copy protection schemes have disappeared).

      and oh the hypocracy of the game developer who says he hasn't copied anything ever(especially those whose roots are in sub culture tied to _copy_parties from 15 years past..).

      --
      world was created 5 seconds before this post as it is.
  3. Re:*SIGH* by Anonymous Coward · · Score: 0

    Yet another pro-piracy Slashdot story.

    So you saw the word piracy and decided it was pro-piracy? RTFM!

  4. How will DRM change this? by polyp2000 · · Score: 2, Insightful

    DRM ... Is supposed change this,making piracy so difficult though, but will this have the opposite effect? I doubt it, The fat cats are just going to get fatter and the skinny kittens are just going to get skinnier.

    The article seems to be an anti-piracy article in some sort of disguise.

    In the end the consumer will decide and with the advent the choice will be a lot clearer. Let the Fat-Cats extort your money because you wont be able to use illegal software you obtained for free; or Take up on Open Source and discover that quality software is available free, and best of all its legal.

    --
    Electronic Music Made Using Linux http://soundcloud.com/polyp
    1. Re:How will DRM change this? by leviramsey · · Score: 2, Interesting

      Of course DRM will entrench the fat cats, possibly to a greater degree than they are entrenched now.

      However, ending piracy voluntarily would end the advantage that the fat cats get over the skinny kittens from piracy.

      DRM will not be that draconian. Everybody but the mental midgets at the RIAA realizes that pissing off the customers enough for them to decide to go elsewhere. As long as the DRM allows a certain amount of leeway, consumers will continue to lap it up.

  5. See, as far as I'm concerned by Snowspinner · · Score: 2, Insightful

    The main person piracy helps is me. It's effect on the developers was never really a factor for me - if anything, their insistance on the validity of intellectual property made me actively unsympathetic to their desires in the whole process.

    1. Re:See, as far as I'm concerned by 2nd+Post! · · Score: 3, Insightful

      As long as someone else pays for the development, of course.

      As soon as a company goes out of business (have you been keeping track? Thief, for example? Origin? others?), then you lose too.

    2. Re:See, as far as I'm concerned by Snowspinner · · Score: 1

      And this is one of the reasons I think PC gaming is doomed. Because you look at something like the Gamecube, and piracy becomes a much smaller issue. Sure, now people can do it over the network card, but it's a pain in the ass. Much harder than "Dump the image files to a disc and away you go."

    3. Re:See, as far as I'm concerned by Echnin · · Score: 1

      Don't even have to burn the downloaded ISOs of a PC game -- just mount it with Daemon Tools install, play, unmount, delete ISOs. Frighteningly practical.

      --
      Lalala
    4. Re:See, as far as I'm concerned by 2nd+Post! · · Score: 1

      So you're saying you can see the entire ecosystem dying because of your actions, and you don't seem to care?

    5. Re:See, as far as I'm concerned by Snowspinner · · Score: 1

      Consider me a cultural Darwinist.

      Or, put another way, if the entire ecosystem is founded on flawed and immoral premises, its death may not be an entirely bad thing.

    6. Re:See, as far as I'm concerned by TheLink · · Score: 2, Insightful

      I see software patents, 90+ year copyrights and stupid stuff like DMCA as a bigger threat and greater evil to the future.

      When the time comes when you can have artificial auxiliary memories (and interfaces), stuff like copyright laws etc will really get in the way.

      In the RIAA/MPAA dream future you might be paying for each memory you share with your friends (virtual telepathy - wireless + aux mem), or heck you might even have to pay just to recall a movie you watched.

      And you'd have to pay someone each time you mentally turn on your airconditioner or get your autokitchen to cook spaghetti just the way you like it (macro). Someone will patent that equiv of one-click if they can.

      Copying isn't stealing/theft because the original owners still have free access their owned works. They just don't have free access to your money, but I don't think copyright laws should guarantee them other people's money.

      In contrast extending copyright terms is closer to stealing because the public loses free access to stuff that would have ended up in the public domain when the terms expired.

      So who are the real thieves?

      Lobbyists are asking for tight monopolies. Tight monopolies don't scale very well - if 6 billion people have original ideas and all refuse to let others use them it would be hard to move forward.

      It scales worse if there are 60 billion or more people spread across star systems.

      --
    7. Re:See, as far as I'm concerned by 2nd+Post! · · Score: 1

      Hey, you're the one losing the games, not me, I own a Mac, a GBA, and a PS2, one doesn't have games, and the others get 99% of the games out there!

    8. Re:See, as far as I'm concerned by Snowspinner · · Score: 1

      I own a GBA, a PS2, a GC, and an XBox, so, really, I'm not losing games eiher.

  6. The gaming arena hasn't had a big change... by Ceyan · · Score: 2, Interesting

    It was mentioned earlier about applications like Photoshop, or the Windows OS, have drastically increased in price due to piracy. That's probably true. However, how has the gaming arena changed? Not very much.

    As a matter of fact, it's more easy to argue the relatively small price increase of games reflects inflation and the steady increase of standard pay for programmers in the 90's. Quite frankly piracy doesn't do jack to the gaming industry, other than to cause game developers to whine and moan. Had the concept/practice not come about, we'd still be in the same situation. The only possible benefit that would come from the lack of piracy is the possible improvement in game quality since companies spend a lot of time and money on trying to keep their games from being pirated (which always fails, I've yet to see a game that hasn't been cracked except for the online aspect of Neverwinter Nights).

  7. Small developers... bad games. by Leffe · · Score: 2, Interesting

    I think the article is a bit wrong: You do not pirate the big games, you pirate the good games! And most good games are big. Also, most good games are from big companies, that's true most of the time, and even if you are a small company that makes a good game, you will get a crapload of money off the sales and eventually become a big company, just look at Valve.

    Valve doesn't even sell games anymore, they sell CD-keys :D

    1. Re:Small developers... bad games. by DeadScreenSky · · Score: 2, Informative

      Valve isn't a good example - they were founded by a bunch of rich guys, so of course they were able to maintain enough control, etc. to be profitable. Most new developer groups don't have that kind of luxury.

      --
      There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
    2. Re:Small developers... bad games. by Anonymous Coward · · Score: 1, Insightful

      You do not pirate the big games, you pirate the good games!
      Wrong, people pirate the games they consider good. The average person determines this by reading reviews (sometime big companies affect the rating in popular magazines through their ads), seeing an ad (the larger the company, the more often you see it), or chosing games from publisher you know have produced a good game (the larger the company, the more games, the more likely this happens.)

  8. Not a good argument.. by CashCarSTAR · · Score: 2, Insightful

    Although this does make a lot of sense when it comes to business software, and it's very true. Copied software creates more educated users of that product, making business take-up that much easier.

    But when it comes to games? Frankly, it's barking up the wrong tree. I don't see how piracy would help the big guy over the small guy. I mean, it's not like there's not millions of keygens floating around for all those small download games..right?

    In any case, I don't think it's piracy that hurts creative industries at all. I really don't. People who tend to do that obsessivly (meaning they don't buy anything..there are quite a few like that), wouldn't have a preference over one thing or the other. You're not going to get them to buy anyway.

    Not so much for the PC market, but especially for the console market, what is really hurting them is the presence of the used/pre-owned game. The same thing that is really hurting the movie industry. This creates a new sub-market for such goods that the producers don't see a penny out of. Every person that buys, for example, Metroid Prime for $20..

    #1. Doesn't have that $20 to spend on another shrinkwrapped budget game..you know, one someone actually gets paid for?

    #2. Considering that the shrinkwrapped price is near 20, it actually denies the producers rewards for their production. This is exactly the argument they make against piracy. But they can't do anything about this because it's above the law.

    So I think complaining about piracy frankly, is half-assed until they start cracking down on used/pre-owned copies. Of course, legally, they're not on firm ground here. However, a widespread advertising campaign and pickiting campaign may convince people that going into that used-media shop is ethically wrong.

    1. Re:Not a good argument.. by Swanktastic · · Score: 2, Insightful

      Not so much for the PC market, but especially for the console market, what is really hurting them is the presence of the used/pre-owned game.

      I don't think you're correct here from an economic standpoint-- which makes the ethical question irrelevant.

      I've studied a lot of pricing theory, and one of the tenets is that resale value is factored into the value the consumer is willing to pay for a new product. Say you intend to buy a car and get $10,000 value out of it over 5 years. Say the car will have a resale value of $10,000 in 5 years. The rational buyer will pay $20,000 for that car. The manufacturer of the car should price the car at $20,000. The fact that market exists really doesn't damage the manafacturer's bottom line-- they're still selling cars at the higher price.

      You may say, "Well that's killing the manufacturer's opportunity for sales at the $10,000 price point." This is not the case. They made that sale already when you paid $20,000 for the car. You can almost think of it as though they sold 2 products then... A new car to you, and a used car to the person you resell to.

      Unless there's something I'm missing, console games sales should work similarly... Add to this the fact that most stores give you store credit for games that you trade in. People have only so much disposable income to dump into video games, and used games doesn't change the amount flowing into industry coffers.

    2. Re:Not a good argument.. by Anonymous Coward · · Score: 0

      I believe Japan has made the sale of used games illegal.

  9. small companies need to be doubly competitive by hak1du · · Score: 1

    Unfortunately, little do they realise, that the opposite is happening! Instead, rampant software theft benefits the 100 stone gorillas at the expense of new products that would otherwise be able to compete on price and features,

    And if it wasn't unlicensed copying, it would be loss leaders and differential pricing from the big guys. The big guys just have more money to absorb costs and losses, to price their product aggressively, and to get their product out there. Either way, the small players have an extra hurdle. But small players also have some advantages.

    One thing is certain: whining about piracy isn't going to help; small players need to figure out how to survive in the market as it is.

    And small players should also be aware that stronger "copyright enforcement" is probably going to hurt them in the long run: the more widely accepted DRM schemes and raids on users become, the harder it will be for small players to get their product to market and for users to install and use it safely.

  10. The motivation of a software pirate by Wonko42 · · Score: 1
    There are software pirates who pirate software to resell it and make money and there are software pirates who pirate software because free is a better price than $49.95. The majority of software pirates are of the latter variety.

    I've known many people who pirated software and none of them did it to hurt The Man or because they didn't like the developer. They did it because they wanted software and they didn't want to pay for it. That's all. If anyone ever said they were fighting The Man by pirating software, they probably just had too many weevils with their Cheerios that morning.

    1. Re:The motivation of a software pirate by GlasWolf · · Score: 2, Insightful

      I agree, the author is barking up the wrong tree in terms of the pirates' motivation. Most people will naturally try to justify their decisions with some sort of argument, and in the case of piracy it's do deflect the blame onto something else. In this case, the obvious target is the big, bad publishers who are already raking in more money than they know what to do with (until they go bust, of course).

      I doubt anyone REALLY pirates applications for any other reason than to avoid paying. Anything else is just a self-satisfying cover story.

    2. Re:The motivation of a software pirate by Zwilnik_SF · · Score: 1

      Very true, the background behind the article though is from a long set of arguments on iDevGames' (and pretty much every other Mac games site) forums and chatrooms about software theft in the light of Halo's eventual release on the Mac. Several (usually younger) posters claimed they were on the moral high ground when downloading Halo, because it was owned by Microsoft, so it's ok to steal it. Its relevance is more towards apps than games, although not totally. Its aim was to try and provoke discussion, which seems to have worked. You could probably write a very large book on all the possible motivations, moral arguments etc. behind software theft. If you let everyone download pirate copies of it, you could probably make a fortune on the lecture circuit as your book would become the standard overnight.

    3. Re:The motivation of a software pirate by ksiddique · · Score: 1

      To further this point... there are software pirates who pirate software and never actually use the software because they are more interested in collecting and/or trading.

      I've known people who pirated software and they never did get around to running the software (i.e. playing the game) until a few years later due to time constraints and whatnot.

  11. Not So Obvious by MiceHead · · Score: 4, Insightful

    How do you think Microsoft got so big? People used to copy DOS and Windows, and when their companies were getting computers, guess what software their employees were familiar with, and which was thus bought?

    This seems more anecdotal than anything else; CP/M and DR-DOS were pirated, but that didn't do much for them in the long run. You could argue that MS-DOS was pirated more, and therefore became more popular. I think the more "obvious" explanation is that MS-DOS was popular, and therefore more widely pirated.

    As a profitable third-party games developer, I don't think that piracy has hurt us in terms of pricing versus first-party developers; people assign some value to software based on price, and if anything, The big-name, $50-$60 games are pushing our prices higher rather than lower. Most people, upon seeing a $9.95 game, think, "crappy puzzle game."

    Software piracy makes you serve as free advertising for the "victim" company

    Dollar-for-dollar, I'd prefer to have the money, and put it towards development or media.

    1. Re:Not So Obvious by Goldberg's+Pants · · Score: 4, Interesting

      The entire software industry is based on theft, if only of ideas.

      Piracy is a problem for smaller companies and that sucks, but when you get scumbags like Electronic Arts releasing games like the recent MVP Baseball that only works with "approved" gamepads, leading you to spend two hours hacking around in your system registry to bypass it, I don't care if I get modded as a troll, but those fuckers deserve it.

      There is no excuse for pulling this shit, and a lot of people have been screwed over by EA on this, as playing the game with the keyboard is virtually impossible, and after shelling out $50 for a new game, you shouldn't then have to go out and buy a new controller just because EA are money grabbing bastards. (For the record, my "not approved" Gravis Xterminator from about 5 years ago works just fine in the game once I hacked the registry to make the system believe it's a Logitech Dual Action Gamepad.)

      I hate to advocate piracy, but companies that mislead and deceive, like Electronic Arts, really do deserve to be punished. Whether that be through pirating rather than buying, or just flat out not bothering at all, whatever the case, making it so they lose a sale is no more than they deserve.

      Piracy can help smaller companies though. For a great example of how piracy helps the smaller companies, Id Software would never be as prominent as they are now without Doom and Quake being widely pirated. I also remember a few years ago there was a rather persistent rumour that Lucasarts were deliberately leaking their games onto the net to build buzz for them. Seemed to work too.

      I'm glad to support the smaller developers. My pre-order for Out of the Park Baseball 6 is already in:) This is an unpopular opinion, but piracy is not without it's benefits. One pirated game does not equal one lost sale. Piracy has also driven computer sales. The Commodore Amiga, by Commodore's own admission, was as popular as it was due to the rampant software piracy.

      I've pirated stuff in the past, and ultimately wound up buying a game I pirated because I liked it. I would never have bought it had I not pirated it.

      For all these doomsayers about piracy, the fact is, while there are many negatives, the positives are largely ignored.

      I fully expect to -1, troll now, but ah well. Someone has to post the unpopular opinion:)

    2. Re:Not So Obvious by orkysoft · · Score: 3, Interesting

      If they pull stunts like that, it's best to not bother with the game at all, and not pirate it either. Tell all your friends about it, so everyone knows not to bother. Pirating the game doesn't equal punishing the company: they still get the exposure, and other people you invite in, who try the game, might actually buy it. If you don't have it, you can't promote it that way.

      Weren't early iD games released as shareware? That seems like a good distribution method, which combines legality with low distribution costs with try-before-you-buy.

      --

      I suffer from attention surplus disorder.
    3. Re:Not So Obvious by Goldberg's+Pants · · Score: 1

      MVP Baseball: None of my friends like baseball, so sadly I won't stop any sales, because there weren't any in the first place:) But hopefully someone read my post here and changed their mind about buying the game...

      Id: Yes, Doom was shareware. I don't recall if Quake was. I know you get the first episode for free, but have no idea if it was shareware or regular channels you got it through.

    4. Re:Not So Obvious by Anonymous Coward · · Score: 0
      Piracy is a problem for smaller companies and that sucks, but when you get scumbags like Electronic Arts releasing games like the recent MVP Baseball that only works with "approved" gamepads, leading you to spend two hours hacking around in your system registry to bypass it, I don't care if I get modded as a troll, but those fuckers deserve it.

      The bigger idiot is you, for even considering playing any EA Sports games on a PC. Those games were meant for consoles (PS2 and Xbox) and getting it for the PC is stupid and reduntant. What is more fun and more social... sitting hunched in front of a monitor or in front of a big TV with friends? Do the math. troll.

    5. Re:Not So Obvious by Goldberg's+Pants · · Score: 0, Offtopic

      1) Who said I bought it.
      2) I already have a PC.
      3) I can't afford a console, or more specifically the obscene prices for the games, nor do I have anywhere to actually put one.
      4) Since I live overseas from my friends, a console is a shitty idea.
      5) Who gives a fuck about social. I play games to get away from it all.
      6) Fuck off, console loving whore.

    6. Re:Not so obvious by Troed · · Score: 1

      Asides from you indicating (at least) a 50% increase in price

      Have you ever heard about something called "inflation"?

      Guess what $30 in 1980 is in today's dollars.

    7. Re:Not So Obvious by erasmus_ · · Score: 1

      Quake was definitely shareware - I remember picking up a copy of the first episode on CDROM by the cash register at a computer store (MicroCenter) and racing home to play it. I'm sure I still have that disk somewhere.

      --
      Please subscribe to see the more insightful version of th
    8. Re:Not So Obvious by CFTM · · Score: 1

      I too have pirated games that I went on to buy, the most prominent of these games was WarCraft II. Had I not pirated some archaic alpha version (you had to mine ore as well as wood, gold and oil) and been slightly interested in the game I *NEVER* would have bought the game in the store once it was finally released. Furthermore, I liked Warcraft II so much that I decided to buy every game Blizzard has ever released since then (expansions, treasurer chests, battle.net editions etc etc). So ultimately Blizzard made an assload of money off of me getting a copy of the game illegally. I'm not saying that my acts were "ethically" right but I'm just attempting to illustrate the fact that sometime piracy helps game developers big time. That being said I miss the days of freeware and demo's. I hate having to spent $7 at Blockbuster to rent a game just to see if it's worth buying :-/

  12. Re: Picketing campaign? Ethically wrong? by MajikMan · · Score: 3, Insightful

    So I guess it was just as ethically wrong the last time I bought books at the local Salvation Aarmy? That kind of used-goods market just takes money out of the hands of the publishers who made the books to start with? By holding a yard sale, would I be subverting the capitalist system as we know it? ...my god, what about all the pawn shops? Gun and jewelry manufactures could be bringing in thousands of additional dollars if we just forced everyone to buy their products retail.

    The fact is that, while game makers can choose to whine and complain about used game sales, that's where their action will end. They can't do anything about used game sales, and quite frankly, I think it's silly to consider something like second-hand marketing ethically wrong. Whenever a game ends up in the used bin, that mean's that someone else paid retail for the same. At some point, the company got their money for that unit. People spending $20 or less on two-year-old used games are people who most likely would never have paid for the game if it weren't sitting in the cheap bin.

    --

    "Infants flesh will be in season throughout the year." -Swift

  13. Meh by IanBevan · · Score: 1

    I think that anybody who thinks that the eradication of piracy would lead to the big companies lowering their prices is very sadly mistaken.

    1. Re:Meh by meta-monkey · · Score: 5, Interesting

      I think you're missing the point. Right now, the situation is:

      BigAwesomeSuperGame2004 costs $49.95. Joe wants to play a game and knows BASG2k4 is hot right now, but doesn't want to pay $49.95 for it, so he pirates it. Joe completely ignores PrettyCoolAlternativeGame from Small Software Co for $24.95.

      If there were no option to pirate the game, it might work like so:

      Joe doesn't want to pay $49.95, but knows that's the only way to play BASG2k4. Instead, he wanders up and down the software rack and finds PCAG for $24.95 and buys that instead.

      Piracy is hurting the small game developers, not just because their software is getting pirated, but because people won't even consider it if they can pirate the big name games instead. Maybe if the big companies actually felt some pressure from sales lost to smaller companies with less expensive games, they might change their pricing.

      --
      We don't have a state-run media we have a media-run state.
    2. Re:Meh by MMaestro · · Score: 2, Insightful
      That is unless Joe is an average gamer who doesn't know squat about gaming news, doesn't read reviews, and doesn't even bother to ask the sales associate for his opinion on the game (assuming the sales associate plays video games). It'd be like walking into a candy shop and deciding on what to buy.

      Do you reach for the classic tried-and-true Hershey chocolate bar at $1, or do you go for the no-name store made brand which no one seems to buy at $0.25? In cases like these, most people are willing to reach for the tried and true brand names of things rather than try things new in some cases.

      And on top of that, there are advertising factors, appearance of box art, and the popularity of the type of game genre you're talking about. (We all expected Quake 2 to blow away Half-Life since it was id Software. Boy, were we wrong!)

  14. Wrong: "piracy doesn't do jack" by AHumbleOpinion · · Score: 2, Insightful

    Quite frankly piracy doesn't do jack to the gaming industry, other than to cause game developers to whine and moan. Had the concept/practice not come about, we'd still be in the same situation.

    That is an amazingly ignorant statement. Piracy has had a huge effect on the industry. It raises the barrier to entry quite high. The "big" developers can survive it, but the small companies and the startups who already have enough problems can easily be taken down by piracy. Piracy helps keep the big guys big, and helps force the small to give up their independence and become a "studio" of the big in an attempt to survive. This sort of crap has been going on for decades. And pirates have been making the same lame excuses and denying their negative contribution for decades.

  15. Piracy kills small companies, have to admit it by AHumbleOpinion · · Score: 1

    One thing is certain: whining about piracy isn't going to help; small players need to figure out how to survive in the market as it is.

    Another thing is certain: Piracy makes the small developer's already tough job that much harder and can easily turn an otherwise survivable situation into failure.

    1. Re:Piracy kills small companies, have to admit it by hak1du · · Score: 1

      Yes, and as I was saying: deal with it. There just isn't a good alternative: whining isn't going to change things, and lobbying for stronger copyright enforcement is likely going to backfire.

      Small companies need to figure out how to market and sell their products so as to avoid piracy. It's hard. Life sucks sometimes.

  16. Re:*SIGH* by CycoChuck · · Score: 2, Insightful

    You don't sound like you're trying to take a position for or against piracy. It sounds like to me that you're attacking Linux and claim that Linux users are pirates.

    We also know that warez trading is prevalent among Linux-run IRC servers

    I know several people who warez trade using Kazaa runnining on Windows.

    Quit stealing source code: SCO, Windows 2000.

    Correct me if I'm wrong, but as far as I know there is not one line of SCO or Windows (9x, NT, 2000, or XP) code in Linux.

    Quit trading in illegal MP3s and Divx movies.

    Mp3 and Divx trading happens on almost every OS. I've seen users from Windows, Linux, and MacOS all trade mp3s and movies.

    I do agree with your last statement though. And definitely start paying money for your games! People should get paid for their product. But I can admit that there has been a few times that I downloaded a warez copy of software to try it out or because I was strapped for cash at the time. But I did buy a valid copy if I liked it and saved the money for it.

    --
    Windows is as solid as quicksand.
  17. Re: Picketing campaign? Ethically wrong? by CashCarSTAR · · Score: 2, Interesting

    Sorry, I apologize. Ethically wrong was the wrong term to use. I shouldn't presume to judge, especially since I personally don't think there's a clear answer one way or the other.

    The real term to use is ethically equivilant.

    And yeah. When you buy used books it's akin to piracy, at least from the perspective of the producer. The producer receives no additional benefit for your enjoyment of the work. Maybe it's right, maybe it's wrong, but there's absolutly no difference from the perspective of the producer between downloading a PDF or a book and getting it at the library.

    Absolutly no difference.

    Maybe you somehow feel justified in doing one but not the other, but you have to realize, they are the same.

    Yes. I have rather extreme views of this. It's just that any other way of thought to me is hypocritical. They are either both right or both wrong, at least from the view that the reason you buy something is to reward the producer. (if you're against piracy because you're an elitest prick, then you have some other problems.)

    What can the game companies do? They can refuse to give stock to the EBs of the world that have pre-owned stock next to new. As well, like I said, they could get well known game designer companies to have information pickits to get the word out to buy new or don't buy at all.

    Myself? I think that anti-piracy laws should be strictly focused on commercial avoidance of producer renumeration. In other words, any company or group who makes a profit out of facilitating people avoiding rewarding the producers should be strictly illegal. Non-commercial file-sharing? Harmless in the wide scheme of things.

  18. Agreed. by Bagels · · Score: 1

    Having spent a bit of time in the amateur game dev arena myself, I have to agree; a large corporation can easily absorb the losses from piracy, but a small bedroom coder affair needs every single sale it can get. It's extremely frustrating to see cracked shareware games... it seems like a much more personal thing, precisely because fewer people would typically be interested - in me, it would lead to thoughts of "whoever cracked this must have it in for me."

    --
    --- Bwah?
  19. They are small BECAUSE they suck. by Anonymous Coward · · Score: 0

    What if I'm perfectly willing to purchase a game, and have been thwarted around each corner?

    Take "X2: The threat" as an example.

    Amazon.com does not deliver in my country and the online stores that I have tried either does not take my local currency/credit cards or they don't have stock anymore.

    Some people just seem to ignore the niche market. And thus they will not get global acceptance.

    I really try and buy anything I can.

    I've bought Opera 5 and 7 (for win and linux) I've bought Win98, NT4 (2 copies), win2k prof and server, OSX 10.2 and 10.3 and even a RedHat CD set.

    Then I've also purchased Total Comamnder, Forte Agent 1.x, Eudora, and many more utilities for many different platforms.

    I can safely say it's not piracy that kills a product, but accessibility and crappy programming.

    Piracy only lets you see how bad something can be before you buy it. I have spent all my available cash leaglizing, and piracy helped me decide to spen it worthwhile and not waste it on bad games/software/programmers.

    Piracy/shareware has gotten me to buy more software than a magazine or store ever could.

    Anyway, 'nuff ranting.

    PS: Blizzard, Bioware and Id software rock... I would buy every version of their software out of principle... they make great software that does not have draconian copy protection, and thus I can easily use software such as Daemon Tools.

    Also, even though Id software only requires a key of "blahblahblah..." to play, I have nonetheless bought 3 copies of Quake 3 (Mac, win32, linux) as well as two copies of Team Arena (one got stolen)

    So there...

    1. Re:They are small BECAUSE they suck. by BizidyDizidy · · Score: 1

      Yes, products are killed because you don't buy them. People in your ridiculous situation make up the majority of the viable market, I'm sure.

      Go sell your crazy somewhere else, we're all stocked up here.

      --
      The safest way to approach lava is to have another person with you and he goes first.
  20. My "justification" by SmallFurryCreature · · Score: 2, Interesting
    I got tons of legal software. Well not tons. A stack of about 30 centimeters of legit cd's (granted about half of that is phantasmorgia) , an even greater stack of floppies and I am fed up.

    Why did I pay big money for games that often are broken and were never repaired? If they were normal physical products each and every game company would be in court getting its ass chewed out by consumer watchdog agencies.

    And it just doesn't look like it is getting any better. Hell with "copy-protection" schemes it even gotten worse. Buy the legal product and you end up with something you can't copy to preserve the orginal CD, wich is a legal right in holland, and no way to get new cd's (only often send to american residents).

    Where as if you download the game you can archive it as much as you want, you have no bloody keys to keep, and because they rip out the cd checking code the game frequently even runs faster. I lost 1 cd to my legally own "the longest journey", got the box if you don't believe me, I downloaded the game and notice how playing it from virtual cd's is a lot faster. No waiting for the CD to spin up to play a movie.

    So game companies should get their act together. I was a paying customer who bought all his games except doom, no credit card. I now got even more money then when I was a kid and you lost me. Spend some time figuring that out. I tended to buy at least 1 game every single month and frequently more.

    Have I just become a thief or am I rebelling against being ripped off by selling me broken products?

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  21. Re: Picketing campaign? Ethically wrong? by John+Gaming+Target · · Score: 1

    Maybe it's right, maybe it's wrong, but there's absolutly no difference from the perspective of the producer between downloading a PDF or a book and getting it at the library.

    Absolutly no difference.


    Wrong! Actually so wrong it hurts.

    Piracy of theft of property, intellectual, physical, whatever.

    Used games/books/whatever are the second sale of property. After something has been bought at retail it becomes property and whatever a person chooses to do with his own property is his business within the bounds of the law. And selling used items will never be illegal.

    Libraries are also not "pirates" because they buy every item they have in their collection at retail. So the publisher has already received their royalty. And by allowing people to "borrow" said item, they are within the bounds of the law.

    You're wrong, deal with it.

  22. Price=piracy? by dporowski · · Score: 1

    -----quote-----
    Same thing with Photoshop. It's really expensive, and gets pirated a lot. Instead, people could have bought Paint Shop Pro or downloaded The Gimp.
    -----end quote-----

    True, they indeed could have gotten PSP or The Gimp, but something tells me they wanted to actually be able to get some work done doing image processing, retouching, etc, etc.

    Unless this is one of those "Gimp is as good as Photoshop" things. (I love those. They're so CUTE... Wrong, but cute.)

    1. Re:Price=piracy? by orkysoft · · Score: 1

      I don't know whether Gimp is as good as Photoshop. I can't afford Photoshop, so I use Gimp, and even then I only very occasionally need to do something to an image. I'm not qualified to troll about whether it's good enough.

      --

      I suffer from attention surplus disorder.
    2. Re:Price=piracy? by Delphiki · · Score: 0

      "Gimp is as good as Photoshop" isn't true. "The Gimp is good enough for most people' is true.

      --

      Feel free to mod me "-1 - Angry Jerk".

    3. Re:Price=piracy? by Frizzle+Fry · · Score: 1
      True, they indeed could have gotten PSP or The Gimp, but something tells me they wanted to actually be able to get some work done doing image processing, retouching, etc, etc.

      All of them? There is no one pirating photoshop whose needs couldn't be met by psp or the gimp? I'm sure there are plently of pirates who legitimately need the functionality that photoshop provides above psp and the gimp, but there are also plenty who don't, so I think the parent's point is valid.
      --
      I'd rather be lucky than good.
  23. Wrong: "companies spend a lot of time on piracy" by AHumbleOpinion · · Score: 2, Interesting

    The only possible benefit that would come from the lack of piracy is the possible improvement in game quality since companies spend a lot of time and money on trying to keep their games from being pirated (which always fails, I've yet to see a game that hasn't been cracked except for the online aspect of Neverwinter Nights).

    Developers do not spend much time or money on anti-priacy. It is a pretty small amount of time overall and does not really take away from real development efforts.

    Even when developers are not interested in copy protection or other anti-piracy efforts they often are forced into it by publishers or distributors.

    Copy protection and other anti-piracy efforts do work. No one expects them to be 100%. The fact that a handful of more sophisticated users, and that phrase is used lightly, are able to get around anti-piracy is irrelevant. What is relevant is the fact that more casual users are stopped. More often than not someone tries a burned copy of a game, can't get it to work, and then goes out and buys the cd.

  24. Problem with the "I Pirate Quality!" argument by inkless1 · · Score: 2, Insightful

    People have to understand how voting from the wallet works (and you should after reading this article).

    The problem with the "I only pirate good games" argument is that you're missing the core point of the article. If you didn't pirate anything you would have to weigh the merits of software in terms of their real cost.

    Most small dev shops may not be capable of the quality of the big ones, but their stuff usually doesn't cost as much either. So Paint Shop Pro might not be as powerful as PhotoShop, but it also costs 1/10.

    When pirate software, that fact just becomes irrelevant. Worse, you aggravate the situation by widening the gap between the developers - in effect degrading the quality of small software devs by siphening their revenue.

    This is doubly painful for games - where smaller shops might need to try something innovative or different, which is harder to market when people are more like to try and pirate UT2004.

    You can justify it any way you want - but the reality is: piracy sticks it to nobody but the little guy. So when every year games become more and more mainstream, less innovative and EA buys another license - just look to you hard drive and you might know why.

  25. Re: Picketing campaign? Ethically wrong? by CashCarSTAR · · Score: 1

    Who cares about the legal definition of piracy or the "bounds of the law"

    I'm talking about ethical matters.

    As far as I know, copyright and IP law exists to make sure the producers get rewarded for their work, in order to encourage more to be produced. At least that's the commonly acknowledged reason...it's a good reason too.

    If 500 people copy a game off a friend's CD, doesn't that cost the producer 500 sales?

    If 500 people read a book through the library, doesn't that cost the author 500 sales?

    What's the difference?

    There isn't any, at least from the POV of the producer. Sure, it's legally protected, but it's very ethically challenged. (The library is pretty safe, as for the most part they are non-profits, but tell me your local used-media shop isn't trying to make money off the backs of others)

    People say if piracy was reduced, then producers could afford to lower prices (Yeah right). Well doesn't that go the same that if second-market sales were reduced it would be the same thing?

    For my own? I just wish people would make up their minds. Are we just looking for articifial scarcity to maintain high prices or are we looking to reward producers?

    I fully support the second. For the first? Well, if that's the case, I don't think anybody deserves any legal protection for ANY IP.

  26. What exactly prevents the guy from getting both? by newsdee · · Score: 1

    Except if Joe doesn't want to pay at all, he won't pay for any of both games. So nohing would prevent him from getting both!

    Besides, if the cheaper game is not a basic clone of the other, there's no reason why having one will prevent playing the other.

  27. Blah by Anonymous Coward · · Score: 1, Insightful

    I don't pirate games to "FUCK WITH THE MAN," I pirate games because I can't return them. It's simple, I download a game. If I like the game and want to continue playing it after a few hours, I go purchase it. If I find out that the game is a piece of crap, I delete it.

    I downloaded two games recently. Secret Weapons Over Normandy and Battlefield: Vietnam. I purchased SWON after only an hour or so playing around with the warez. It was a fun game and I wanted to support the developer, and let the publisher know I wanted more fun games like this. I was *happy* to give them my money.

    Battlefield Vietnam got deleted in about 5 minutes. Besides the damn-near offensive in-game "history" (one piece of text describes the Viet-Cong as "nationalist freedom fighters" trying to "liberate" South Vietnam, come on, even Tom Hayden would laugh at that), the game itself is a buggy piece of shit. If I had been stupid enough to purchase this game at EB or wherever, I'd be stuck with a $50 turd.

    Therefore, I download ISOs before considering a purchase. I find this perfectly ethical. If I go to purchase something, I ought to be able to inspect it and make sure I want it, within reason. If I go to buy a used car, the seller lets me have a mechanic check it out (if he's ethical, anyway). If I go to buy furniture, I find the piece I want and have it delivered. If it comes all banged up, I tell the deliveryman to send it back and get me one he didn't play rugby with in the back of the truck. This is simply good ethical business practice.

    The gaming industry practices unethical business by refusing to allow a proper inspection of the product. They give you a load of bullshit, and then expect you to gamble on whether or not the product will live up to enough of the bullshit to justify your purchase. A demo does not constitute the product, nor does the text on the back of the box. "REVOLUTIONARY 3D GRAPHICS?" Let me be the judge of that, thank you. How many games advertise "250 different fatal errors because our paki coder doesn't understand you can't divide by zero!" on the box?

    Just as the seller has the responsibility to make a profit, the consumer has the responsibility to defend himself. In this case, the only way the consumer can defend himself is by pirating software and using that pirated software to make an informed decision.

    Unfortunately, I'm in the distinct minority here regarding my motives for downloading games. The gaming industry could be cleaned up REAL quickly if folks simply stopped patronizing "no return" retailers and buying shitty games. But neither of those things are likely to happen, due to the addiction most video gamers have to their hobby -- and there's something to be said for consumer irrationality, to boot. And let's be honest, piracy will never stop, because we all know that most folks lack the ethics or simply intelligence to stop STEALING things that can be easily stolen without immediate repercussions.

    "I HVAE A RIGHT TO PLAY VDEO GAMEZ!!!111" said the pirate, who soon found that there were no more video games worth playing.

  28. Not so obvious by xoboots · · Score: 1

    Explain the movie industry, then ;)

    Asides from you indicating (at least) a 50% increase in price, there is the economies of scale to consider. That Atari 2600 cartidge you refer to did not have 100 million+ potential customers. Further, the available technology was far more expensive at the time those older games were made. The marginal cost of game production has likely gone DOWN since those early years, even though overall budgets are staggeringly higher.

    The potential payoffs today are far higher than in the past and that is what helps mitigates the risk. Unfortunately, like Hollywood, this means that the money lenders will back 9 dogs for every classic because on average, at least 1 of those 9 dogs will have a decent return. Have you noticed how front-loaded box-office receipts are? The make or break for movies is now the first 2-3 weeks after release. This is staggeringly different than what was prevalant even 10 years ago. The cost of creating games is not the issue: it is the cost of marketing games and spending money on many games knowing that only a few will be successful (the others big money losers) that most affect the price of games. The price of a game you buy (at least from a large producer) includes the cost of their failed projects as well as the cost to create the game.

    Does anyone find the underlying argument of the article as amusing as I do? It seems to suggest that higher prices for consumer games is a benefit to game buyers. For shame. There are well known economic principles that help explain the aggregation of capital interests. This is not something unique to game producers or software developers. The idea that "piracy" is the driving force behind this phenomena is simply a layman reaction. Commentors like the one in that article ought do at least some preliminary study on the topics they pontificate on, lest they prove that outside of their domain of study, they are blabering idiots.

  29. Re: Picketing campaign? Ethically wrong? by vadim_t · · Score: 1

    If 500 people copy a game off a friend's CD, doesn't that cost the producer 500 sales?

    No. I might have decided that the game is crap so why bother paying for it? Or my computer wasn't powerful enough. Or I didn't have enough money.

    Here's a serious example of not enough money. One russian user on a game company's website admitted that she pirated the $30 or so game. The developer flamed her for that of course.

    Now, from the US this is all clear. But think of this: In Russia, at that time, my aunt's wage was $100 a month. This is the wage of an university teacher. Nobody there is going to spend $30 on a game, don't even think of it. You may say all you want about that the game shouldn't have been pirated, but the end result is this: The developer wouldn't have got any money in any case.

    Nobody in their right mind would spend 30% of their wage on a game ($1000 maybe?). So the end result comes to this, you get no money, but the end user either gets one or doesn't. If the user gets a copy you can at least have some benefit from the extra advertising. If the user doesn't, you get nothing at all.

    Alternatively, you could sell the game for $1 in russia. Of course then I'd ask my aunt to buy the game in Russia, and send her $3.

    If 500 people read a book through the library, doesn't that cost the author 500 sales?

    No. I have bought books that I've read in the library. Sometimes I like the book and want to have it permanently as a reference. The library then served to find a book I like.

    What's the difference?

    The difference is that when somebody steals a book, somebody loses their book, while when somebody makes a copy of some software nobody loses their copy of it.

    The other difference is that you think of books and games as if they should disappear instantly after being used. They fortunately don't. Authors already know that most books will be read by more than one person. And there's nothing wrong with that.

  30. Re:Wrong: "companies spend a lot of time on piracy by TRACK-YOUR-POSITION · · Score: 1

    More often than not someone tries a burned copy of a game, can't get it to work, and then goes out and buys the cd. More often than not someone just downloads the cracked copy from their favorite P2P network and bypasses the whole mess. That's what I started to do when I got one too many game with a completely broken CD-check. Pay less money, get a non-broken product. Practically all games have some limited copy protection these days (or at least that seems to be the case to me judging from the trouble I'd have running completely legitimate copies) so if casual piracy like the type you describe were truly the source of the problem, there wouldn't be a problem, would there?

  31. Holy crap, this article is really stupid. by TRACK-YOUR-POSITION · · Score: 1
    There's a number of serious logical difficulties in this article. Foremost, the article only makes sense if you think that piracy somehow magically takes money out of the pockets of developers. Like, I download a copy of your game, and your bank account balance automatically decreases $20.00. Obviously, this is crap. If I choose to buy your game, then you get $20.00. If I choose to pirate your game, then from your perspective as a seller, it's like I never existed at all.

    The thing is, the total number of video game users has been escalating for a very long time. Piracy or not, that means the number of paying video game customers has been increasing. Is anyone here going to seriously doubt this assertion? The sales figures are through the roof. There is a whole lot more money being spent on games right now than there used to be. And, after all, the name of the game isn't to decrease piracy, it's to increase sales. So if sales are increasing, then piracy or no piracy, developers should be better off now than they used to be.

    Why are the gaming companies becoming larger and more risk-averse? I dunno, we can all speculate plenty of reasons for this, but there's no possible way you can blame piracy--consumers are spending a mind-boggling amount of money on video games, more than the world has every spent on video games ever before.

    A: Too much piracy B: Lack of sales

    A->B not B Therefore, not A.

    Sorry, anti-piracy zealots, but modus tollens says you suck. Really, the whole idea of competing in a games marketplace on the basis of price is ridiculous--the price of a video game is the time I invest playing it, not the paltry $50 I plunk down to pay for it.

    1. Re:Holy crap, this article is really stupid. by oskillator · · Score: 1
      Foremost, the article only makes sense if you think that piracy somehow magically takes money out of the pockets of developers.

      No, piracy takes money out of the pockets of developers through thoroughly non-magical means. Inserting the word "magically" into an assertion doesn't automatically make it dumb.

      Like, I download a copy of your game, and your bank account balance automatically decreases $20.00. Obviously, this is crap.

      Yes, it is. Giving a ridiculous example based on your twisted interpretation of an assertion doesn't make the assertion dumb either.

      If I choose to buy your game, then you get $20.00. If I choose to pirate your game, then from your perspective as a seller, it's like I never existed at all.

      Software sales generally come from people who meet both of the following criteria: "want the software," and "don't already have the software." If you pirated a game, you obviously met the first criterion, but you've removed yourself from the second one. That's one potential sale down the drain. The company has lost value. Not $20, but some percentage of it.

      If you don't see how a potential sale has value, consider the following scenario: you're given the opportunity to invest in a software company. If you do you'll get a return based on the company's sales. Market research shows that millions of people want to buy this company's product: these people are potential sales. You figure that a significant fraction of these people are going to buy the product, and you give the company your money based on this. The software developers have recieved money based on something that might happen in the future.

      If piracy of this product is worse than you estimate when making your decision, you're probably going to lose your shirt, and you'll unlikely (or unable) to invest in software in the future. No more money for software developers from you.

      I didn't follow most of the rest of your argument, so I won't reply to it, however:

      [...] So if sales are increasing, then piracy or no piracy, developers should be better off now than they used to be.

      Not if production costs are increasing faster.

    2. Re:Holy crap, this article is really stupid. by TRACK-YOUR-POSITION · · Score: 1

      No, piracy takes money out of the pockets of developers through thoroughly non-magical means. Inserting the word "magically" into an assertion doesn't automatically make it dumb. You're right, it's pretty fucking retarded all by itself with no insertion of words necessary. Software sales generally come from people who meet both of the following criteria: "want the software," and "don't already have the software." If you pirated a game, you obviously met the first criterion, but you've removed yourself from the second one. That's one potential sale down the drain. The company has lost value. Not $20, but some percentage of it. So if I remove myself from the second criteria, then it's like I never existed at all. See? If some strange holocaust killed all software pirates, it wouldn't change the revenue of software companies at all. You need to add one more criteria: "willing to pirate software". There are people who are willing to pirate, there are people who will only use software they have acquired legally. There are probably a whole lot MORE legitimate users than pirates, not because users are particularly scrupulous, but because pirating executable code is more inconvenient and dangerous than pirating music or movies. And looking at the sales figures, there are fantastically more legitimate users today than there ever were at any time in the past. Not if production costs are increasing faster. Right, something other than piracy is the source of independent developer's woe. You could blame the increasing costs of production--though I'm not sure that's really true. It costs a whole lot more to make the state of art 3d shooter than it cost to make a 2d platform game back in the day, but it's way the heck easier/cheaper to make a 2d platform game today then it has ever been in the past. I suspect that as time goes on, making 3d games is going to be easier and cheaper. 3D models will always be more expensive to build than 2D sprites, but the diminishing marginal returns of 3D graphics are starting to kick in, as games displayed on televisions and computer monitors aren't going to be able to look too much better than they do now. Which means that games using cheap, easy to use pre-packaged 3d engines will become visually indistinguishable from games developed with expensive 3d programmers. You could blame users for growing sick of the desktop computer as a gaming platform--consoles are a much larger percentage of the marketplace than they used to be, but are vastly less friendly to independent developers. (The web is more friendly to indies, but users aren't as willing to pay.) You could blame the thousands and thousands of available classic titles, usually available at low cost somewhere or another. Whether I choose to pirate Warcraft III or keep playing my old copy of Command and Conquer Red Alert, I'm definitely not going to buy your new independent strategy game. You could blame the power law. As the number of users and developers increases, it's just plain natural for a small set of powerful developers to make most of the sales. Or you could blame users again for wanting big, complicated games, instead of small innovative games. That's not to say that a pirate shouldn't think twice about stealing an indy game they like if they'd like to see more of that sort of game in the future. But that's no more true today than it was in the past, and piracy is definitely not the reason large game developers are winning.

  32. Sorry, this is what I meant at the end. by TRACK-YOUR-POSITION · · Score: 1

    A: Too much piracy
    B: Lack of sales

    A->B
    not B

    Therefore, not A.

  33. Re: Picketing campaign? Ethically wrong? by CashCarSTAR · · Score: 1

    Basically, for you, you want to try before you buy, no matter how far you want to go.

    That's fine. That's a personal choice. What my posts are more about are talking about why nobody talks about the used market in the same light as they do about piracy. It's something that mystifies me, and makes me think that the anti-piracy forces just arn't serious about what they say they are, rewarding the producers, and instead they're just being pricks.

  34. Monopoly-sharing by Deraj+DeZine · · Score: 2, Interesting

    Why isn't this a main page topic? This is most certainly an important topic for anyone involved in the business side of software.

    But the real point of my comment is to introduce a name for this side-effect of piracy, and it is monopoly-sharing. I chose this name since piracy usually occurs on file-sharing networks, but the sharers are actually perpetuating monpolies. The link is to my blog post about the topic.

    --
    True story.
  35. Re: Picketing campaign? Ethically wrong? by MajikMan · · Score: 1

    What can the game companies do?

    If they felt it was that much of a problem, they could simply quit selling to ED, Babbages Inc (Gamestop), FYE (which I think it Transworld Media...), Blockbuster, etc. I don't think game companies are worried about used sales in the least. By the time people are buying used copies of the game (at least in my experience working at a Gamestop), customers who were interested in paying retail have already got the game. Most used game sales are made up of games that are months or years old, whose sales have already dropped off the charts enough to not really be missed by game publishers/developers. Before that amount of time, it's just not very economical to buy the used game....the difference between it and the new price is almost negligible, and most people go for new. Maybe if publishers started lowering their prices on new titles much more than they already do once the games have been in circulation for some time and ebbed in popularity, they would be loosing more from used game sales.

    --

    "Infants flesh will be in season throughout the year." -Swift

  36. Re: Picketing campaign? Ethically wrong? by Londovir · · Score: 1

    I think the difference in opinion is that people, myself included, don't consider there to be a moral or ethical dilemma in selling or purchasing used goods.

    I work in retail, and have done so for over 6 years. I cannot begin to count the number of pieces of product I have been forced to see destroyed because of lack of sales. You might be inclined to say that is because of piracy, because of secondhand sales, or some other causitive reason.

    Regardless of the reason, the bottom line is that the producer of that item was paid cost for each copy that is sitting on the shelf in my store. It becomes a financial loss for our business if we fail to sell that item. As time passes, we will mark down our pricing until it moves, or until we "buy it out" and destroy it. In none of those cases was the producer out any money. With only rare exceptions are software sold on consignment; 99% of the time if a box of software sits on a shelf in a local store, it's because the store paid the producer for that physical copy.

    In a way, it's an interesting quandary of ethics, and I'll pose it this way: Determine which is ethically "worse". Is it worse to buy a used copy of an item, thereby infusing the economy with money, purchasing a legally owned copy, or is it worse to force individuals into always buying at full retail, thus relegating all previously owned copies to landfills when their owners no longer desire to possess them? Furthermore, when consumers are spending more money per item, they are likely to purchase less items per annum (due to reduced funds), thus causing a ripple effect in the economy.

    In fact, by being able to purchase used titles, consumers are more often able to afford and discover games that might otherwise have never been purchased in the first place. In those instances, they may find something appealing, and then look for other titles by that publisher/creator, possibly generating more revenue for the producers -- not less, as you seem to imply in your ethical concern. In fact, whether a consumer buys a new copy in my store, or a used copy down the street, that physical box in their hand (plus the one in my store) were both already bought from the producer. He has the money, has already invested it, and his shareholders are already happy.

    As an example, consider companies like Nintendo who advertise 500,000 Gameboy Advance SP sales in a week at launch. That figure is only how many they have sold to retailers worldwide for resale, not necessarily how many consumers bought. Does Nintendo care? No -- they've received their money from the retailers. By your contention, the producers have been rewarded.

    The bottom line is there is a serious and definable line both legally, morally, and ethically between piracy and the secondhand market. In a secondhand market a sold item generates revenue multiple times: the producer gets full cost for the first time it is sold to a store for retail sales; a consumer gets revenue when they sell the copy to a store that buys used games; a consumer who thus sells a used copy to a store will very often reinvest that profit into another game, quite often a game at full retail (trade in 2 games and get XXXX for only $10!); the used copy will generate revenue again when sold to someone purchasing the used copy; in some cases, the used copy will generate revenue for the producer should a warranty issue come to play, since the producer will charge a fee for assistance/replacement due to the out-of-warranty condition of the copy.

    Piracy, however, generates revenue only once: a producer gets revenue for selling a copy to a store. That's it.

    To me, I see no ethical challenge or dilemma. If you can establish beyond doubt that every single copy of a used game sold directly causes the immediate loss of a sale at full price for the same title, then I might concede there is a feduciary concern -- not ethical. In any case, the producers were always rewarded, which was the point you kept raising. It's really the retailers who w

    --
    Londovir
  37. Re:Wrong: "companies spend a lot of time on piracy by AHumbleOpinion · · Score: 1

    so if casual piracy like the type you describe were truly the source of the problem, there wouldn't be a problem, would there?

    No, you are mistaken. The trivial piracy that common anti-piracy methods prevent is a different and larger problem that is largely addressed. The remaining problem with non-trivial piracy still exists and for smaller developers can be catastrophic.

    To give you an idea of how bad things could get without the simplest copy protection I'll mention some chemistry software required for a freshman chemistry class. The first semester it was unprotected and only a handful of copies were sold. This occurred on numerous campuses so the publisher added copy protection. The next semester software sales was much closer to textbook sales. Chemistry students, who you would think would be a little more sophisticated than the average gamer, typically only stole software when it was trivially easy to do so.

  38. That's not a good argument either. by Anonymous Coward · · Score: 0

    Two problems:
    1) That assumes that the consumer is selling to another consumer. Your own store credit example belies this. If a consumer sells the game to Electronics Boutique for $10 and EB resells it for $25, only the $10 gets factored into the original sale price via consumer preference, but the used game sale replaces a $25 new game sale, so the company still loses $15.
    2) Although the second "sale" does indirectly go to the company, the company doesn't control its size, but it replaces a sale whose size the company does control. In other words, if I value a game at $45 and can sell it at $10, I'm willing to pay $55 and the company is making two sales, one indirect, but that's nowhere near as good for the company as if they just made two *direct* sales, since they could make both direct sales at $45 each and total $90 instead of $55. (You might argue that if the company can make the second direct sale at $45 I should pay $90 for the game and make a second sale at $45 too, but for several reasons that doesn't work.)
    3) In order for this idea to work, the company would have make the games more expensive if you intend to resell than if you don't. That's not possible; the best they can do is have an intermediate price which overcharges the non-resellers and undercharges the resellers and (because it is not optimum on a per-customer basis) is not as good for the company than if there was no reselling at all.

  39. Re: Picketing campaign? Ethically wrong? by CashCarSTAR · · Score: 1

    You're talking about it fromt he PoV of the retailer.

    I'm talking about it from the PoV of the producer.

    There is a clear line legally..what I'm saying is that if the goal of copyright law is the reward the producers, then there shouldn't be that clear line. Because like it or not, when you buy a used game rather than a new one, the producer really is losing a sale. It's not even just a potential sale, a hypothetical one as you see with normal copying.

    In a way, if I was a producer, I'd be crying bloody murder. Seriously.

    It's not straight ethically wrong. Both sides have good merit.

    On one side, the producers should receive their cut no matter what.

    On the other side, consumers have the real power and should have the power to copy/share/etc, and the producers get what they get.

    The problem is when you try to have both.

    What bothers me, is that at the same time as the media groups are trying to shut down such useful services for consumers as P2P, they're doing absolutly nothing about this other black hole they have in their market. And then they try to shove DRM down our throat in an effort to maintain that.

    Legally, they can't do anything about it. But why don't they talk about it? Why don't they put all this stuff in a realistic light?

    Maybe so we could actually have a real conversation about IP law and actually have them make some sense.

  40. bad formatting, read this instead. by TRACK-YOUR-POSITION · · Score: 2, Interesting
    Jesus, when am I going to learn to preview before submit?

    Inserting the word "magically" into an assertion doesn't automatically make it dumb.

    You're right, it's pretty fucking retarded all by itself with no insertion of words necessary.

    Software sales generally come from people who meet both of the following criteria: "want the software," and "don't already have the software." If you pirated a game, you obviously met the first criterion, but you've removed yourself from the second one. That's one potential sale down the drain. The company has lost value. Not $20, but some percentage of it.

    So if I remove myself from the second criteria, then it's like I never existed at all. See? If some strange holocaust killed all software pirates, it wouldn't change the revenue of software companies at all.

    You need to add one more criteria: "willing to pirate software". There are people who are willing to pirate, there are people who will only use software they have acquired legally. There are probably a whole lot MORE legitimate users than pirates, not because users are particularly scrupulous, but because pirating executable code is more inconvenient and dangerous than pirating music or movies.

    And looking at the sales figures, there are fantastically more legitimate users today than there ever were at any time in the past.

    Not if production costs are increasing faster.

    Right, something other than piracy is the source of independent developer's woe. You could blame the increasing costs of production--though I'm not sure that's really true. It costs a whole lot more to make the state of art 3d shooter than it cost to make a 2d platform game back in the day, but it's way the heck easier/cheaper to make a 2d platform game today then it has ever been in the past. I suspect that as time goes on, making 3d games is going to be easier and cheaper. 3D models will always be more expensive to build than 2D sprites, but the diminishing marginal returns of 3D graphics are starting to kick in, as games displayed on televisions and computer monitors aren't going to be able to look too much better than they do now. Which means that games using cheap, easy to use pre-packaged 3d engines will become visually indistinguishable from games developed with expensive 3d programmers.

    You could blame users for growing sick of the desktop computer as a gaming platform--consoles are a much larger percentage of the marketplace than they used to be, but are vastly less friendly to independent developers. (The web is more friendly to indies, but users aren't as willing to pay.)

    You could blame the thousands and thousands of available classic titles, usually available at low cost somewhere or another. Whether I choose to pirate Warcraft III or keep playing my old copy of Command and Conquer Red Alert, I'm definitely not going to buy your new independent strategy game.

    You could blame the power law. As the number of users and developers increases, it's just plain natural for a small set of powerful developers to make most of the sales.

    Or you could blame users again for wanting big, complicated games, instead of small innovative games.

    You could realize that computer software is what microeconomics textbooks call "a natural monopoly"--the marginal costs of producing new copies is near zero, so the market gravitates toward a few dominant players.

    That's not to say that a pirate shouldn't think twice about stealing an indy game they like if they'd like to see more of that sort of game in the future. But that's no more true today than it was in the past, and piracy is definitely not the reason large game developers are winning.

    1. Re:bad formatting, read this instead. by Have+Blue · · Score: 1
      The rule as I've heard it goes: 10% of the people will steal anything that isn't nailed down. 10% of the people won't steal anything, ever. Forget both of those groups and concentrate on the other 80%.
      If some strange holocaust killed all software pirates, it wouldn't change the revenue of software companies at all.
      A much more interesting question is, what would happen if some strange holocause killed IRC, Usenet, DC, and all the other "sharing" tools. How many people that would have pirated the game would go buy it? You say it's zero, the software companies say it's large. The correct answer is in the middle somewhere, but you can't argue that piracy has *zero* effect on the market.
    2. Re:bad formatting, read this instead. by TRACK-YOUR-POSITION · · Score: 1
      A much more interesting question is, what would happen if some strange holocause killed IRC, Usenet, DC, and all the other "sharing" tools.

      It is the wrong question. It is still the case that pirates have no effect on your business-it is like they do not exist. It is well known that there are more legitimate users that there were in the past, therefore things should be better than they used to be for developers--whether there are more pirates than before does not enter into this equation.

      Your question is basically "what if something forces pirates to have an effect on the industry like other consumers." Well, seeing as how the small developers are suffering so much now with a larger user base, I fail to see why they'd do any better with an even larger user base. More money would be spent on the big corporate games, the "natural monopoly" effect becomes even more powerful, and more small developers are crowded out.

  41. the Slashdot Boycott by Anonymous Coward · · Score: 0

    This is the fifth time in less than a year's time that copying has been referred to as 'theft' or 'stealing' in an article post, with nary an eyeblink.

    While I agree that illicit copying of software is ungood, plusungood even, the doublethink that facsimile is equivalent to theft is impossible for me to comprehend, as it should be to all ethical geeks.

    Considered with the similar trend of promoting the DMCA as 'accepted reality one can make compromise with' rather than an unholy dragon that must be slain in full, I think it's clear that slashdot is moving itself out of the center of a Venn's diagram charting the overlap between geekdom and mainstream existence - and it's moving the wrong way IMO.

    I can understand when corporations with something to protect defend such laws or promote the use of exaggerated negative language for propaganda purposes. But I don't understand or support it when sites I enjoy regularly engage in it.

    I can't support this site any longer. Who's with me? Neidhart?

  42. Re:Wrong: "companies spend a lot of time on piracy by TRACK-YOUR-POSITION · · Score: 1
    Well, fine, there's two types of piracy, social network and computer network. Software required for a Chemistry class is a bad example, because a very small user base is concentrated into a very small area--a single classroom. Social network piracy is easy--just trade a disk among your classmates. Computer network piracy is very hard--who the heck is going to bother releasing a crack for such a limited audience? How much luck are you going to have finding it on warez sites?

    Computer network piracy is difficult for obscure software (which sort of nullifies the "piracy attacks smaller developers" argument).

    In any event, if trivial piracy is the bigger problem, then it's the bigger problem, period. Remember, the goal is maximize sales, not eliminate pirates. (It's really easy to eliminate pirates, just don't release any software.) Anyone selling information--be it games, newspapers, movies, or music, is just going to have to get over the fact that some percentage of people are going to be able to use your information without filling your wallet, and you're going to have to settle for selling to those people who actually do pay.

    Look at it this way, there may be millions of people out there using your program illegally. But there are billions of people out there who have never heard of your program. I suspect you will have more luck increasing sales by targetting the latter group. Indeed, the pirates might actually be helping you by spreading word of your great yet obscure products to non-pirates.

  43. Re:Wrong: "companies spend a lot of time on piracy by AHumbleOpinion · · Score: 1

    Software required for a Chemistry class is a bad example, because a very small user base is concentrated into a very small area--a single classroom. Social network piracy is easy--just trade a disk among your classmates. Computer network piracy is very hard--who the heck is going to bother releasing a crack for such a limited audience? How much luck are you going to have finding it on warez sites? Computer network piracy is difficult for obscure software (which sort of nullifies the "piracy attacks smaller developers" argument).

    You are mistaken. The chem software has cracks available for it. A simple google finds many sites offering it.

    Indeed, the pirates might actually be helping you by spreading word of your great yet obscure products to non-pirates.

    Actually paying customers do a far better job at that. One pirate kiddie turning another pirate kiddie onto a game doesn't really help anyone. People have tried using that rationalization for decades. Its been debunked many times.

  44. Re: Picketing campaign? Ethically wrong? by Londovir · · Score: 1

    Perhaps I wasn't clear in my response. I was discussing it from the PoV of the producer. You're just not seeing the discussion.

    Explain to me how a producer is losing a sale when a used copy is purchased. Again, the physical copies of the software sitting on every shelf were already purchased by the retailers from the producers. Whether or not you purchase the new shrinkwrapped copy or not, that piece of software on the shelf was already paid for. Now, if you try to claim a causality chain, such that if I buy a used copy then a new copy sits on the shelf and thus an order for a replacement copy wouldn't take place, then that's not the case either.

    The bottom line is there are some people who won't pay full retail regardless of whether or not used copies exist. They might be kids on allowance, they might be adults on a budget, whatever. If no used copies existed, they would simply wait until the game was out long enough to normally drop in price (say NFL 2002, down to $19.99 from $49.99). If they then bought that copy, it's so far out of the normal product lifecycle that the store could not even buy another new copy to replace it since it's out of print! Thus, again, the producer's rewards weren't impacted, or at least were impacted in the exact same manner used copies impact their rewards: a sale did not occur at full retail. Bottom line.

    I would ask you another question: do you shop at Wal-Mart, K-Mart, Target, Kohl's, or any grocery store? I would imagine that you do. Now, does every single item you buy from those retailers come from the retailer themself, such as Wal-Mart generic branded medicine or soda? If not, if even a single item you buy in a store could be bought directly from a manufacturer via phone/mail/internet, then you are in ethical distress by your own contention. Why? Because Wal-Mart (and others) buy their items from the producer at cost, and if you buy from them, you aren't paying the full retail directly to the producer, but rather to Wal-Mart, who takes their cut off the top. All of retail is the resale of used goods, economically speaking, since you aren't the first buyer of those products. That's how retail works: I pay a producer a lower price negotiated by us in the hopes of getting a consumer to pay me a higher price so I can make money.

    Here's a good example: In my hands is a novel I bought at Wal-Mart. It's Prey by Michael Crichton, by Avon Books. I paid $5.97 for it. Now, in the back of the book is a page with an order sheet where I can buy this same book from Avon Books directly for $7.99. Thus, I am ethically distressed, by your admission. I bought this copy new (not used!), yet I paid $5.97 to Wal-Mart when I could have paid $7.99 to the publisher themself. Thus, the producer was "cheated" out of at least $2.03 by my buying it from Wal-Mart instead of them ($7.99 retail - $5.96 minimum cost Wal-Mart paid to publisher for copy of book).

    Thus, if we as citizens of Earth buy anything from anyone other than the original maker/producer, we are ethically wrong. That is a surprisingly and dangerously narrow vision of the world. I won't even get into the ethical morass that would result in forcing schools to always buy new textbooks each year for each new grade of students, regardless of whether or not they could reuse them. We wouldn't want to be ethically distressed. Of course, the cost of education would then exponentiate overnight, and we couldn't handle the burden in society for this cost. Is that ethically right or wrong? I wonder....

    --
    Londovir
  45. Re:Wrong: "companies spend a lot of time on piracy by TRACK-YOUR-POSITION · · Score: 2, Interesting
    You are mistaken. The chem software has cracks available for it. A simple google finds many sites offering it.

    Look, I steal a lot of software, so while I may be mistaken in this specific case (although since you haven't named the program, there really isn't a specific case to be mistaken about) I'm not mistaken about the general case. Even if the crack available, it's still vastly easier to exchange software by trading cds around IN A CLASSROOM--i.e. your example still is not generally applicable.

    One pirate kiddie turning another pirate kiddie onto a game doesn't really help anyone.

    Doesn't really hurt anyone either. A non-sale is a non-sale. If we're talking about obscure software, then the probability of a pirate turning a legit customer to the dark side is low, because the number of intersections between your legit and pirate set of people are smaller. This rationalization has been TRUE for decades. That even in the post-linux era people still don't understand this is mind-boggling fucking stupidity. IBM doesn't see all these desktop running linux with no IBM hardware and start bemoaning "geezus, those stupid hackers are STEALING all of our Linux research and development costs!" It sure seems like major corporations aren't buying into your "debunking".

    On the other hand, encouraging legit users to be pirates by forcing them to download cracks to make their product work at all, as has happened to me with several games, definitely decreases the number of legit users in the future, by getting people in the habit of piracy--or driving them away from the PC onto the consoles, where games just freaking work. Surely consoles are vastly more small-developer hostile than PC, piracy or no piracy.

    It seems to me people selling information need to remember that prayer about "the courage to change what I can, the serenity to accept what I cannot." By trying to get every last possible sale from the last few holdouts, sellers of games are alienating those who DO purchase their products. I've got no sympathy for them.

  46. Re: Picketing campaign? Ethically wrong? by CashCarSTAR · · Score: 1

    Usually what happens is that the retailer marks it up. However, the producer/distribitor specifically has authorized for them to carry the product. When you buy directly, usually they are just cutting out the middle man and giving you what the stores would take as profit/operating costs.

    Regarding the first point, you are aware that the exact same argument can be made for piracy, right? That the $0 price tag is just another price level to be competed with.

    School textbooks? Frankly, I think companies should be LONG out of that game. I think textbooks should be published by non-profits and advised by leading brains in that particular field.

    Back to the first point.

    It's a good point, what if something is out of print? Easy. The way I see things, Out of print==Public domain. Copyright law is far too out of hand.

    In other words, I REALLY resent having to pay $20 to some company that never had ANY interest in producing the game/software if that's the only way I can get it, and yet continuing to have such insane length of copyright laws where things that are OoP don't fall to public domain.

    Think SNES roms, for example. (A good majority)

  47. Re:Wrong: "companies spend a lot of time on piracy by PhoenixOne · · Score: 1
    "More often than not someone just downloads the cracked copy from their favorite P2P network and bypasses the whole mess. That's what I started to do when I got one too many game with a completely broken CD-check. Pay less money, get a non-broken product."

    If saying that makes you sleep better at night then good luck with that. You are still ripping people off.

    If your are having problems with CD-check then 1) call tech support, 2) return the product (don't take no for an answer, they will take it back if you talk in the right ear), and 3) post which games are using broken CD-checks on the web. Doing this will cost the company money and, in time, they may actually learn not to treat their customers like thieves.

    I hate CD-checks myself, waste of everybody's time, but I'm not going to hurt random people just because some idiots don't get it.

    --
    Spell cheek you've failed me four the last thyme!
  48. Re:Wrong: "companies spend a lot of time on piracy by Frizzle+Fry · · Score: 1
    we're talking about obscure software, then the probability of a pirate turning a legit customer to the dark side is low, because the number of intersections between your legit and pirate set of people are smaller.

    I disagree. People frequently have friends with similar interests to themselves, which means that those pirating "obscure" software will likely know other people with an interest in the software. You are trying to treat the users of obscure software as being distributed uniformly at random throughout society, which isn't true. The reality is much closer to the chem class example than you seem to be willing to acknowledge.
    --
    I'd rather be lucky than good.
  49. ... flexible licensing might help ... by ninjagin · · Score: 1
    My game group (we're all engineers of one stripe or another) often runs into the situation where three-out-of-five like a game enough to buy it and play it on the days when we don't meet. The other two might play if everyone's playing together, but won't consider it important enough to go out and buy.

    What ends up happening is either 1) we pass a cd around to bootstrap those people who don't have a copy (only works if the game doesn't cd-check during play), 2) find a hacked .exe that doesn't do the CD check and hand that off to the guys that don't have a legit copy, or 3) share the second cd with a partner that doesn't have their own copy (this only applies to those games that have multiple install CDs and any of them will work when the check takes place).

    Add to this the fact that the copy protection that's on many of the newer titles we play often prevents us from duping the play disc. If you can dupe it, it sometimes requires a pricey CD copying tool that will render a good copy. (Seems to me anyhow that if I bought and paid for a game, I should have the right to make a playable copy as a backup. CDs don't last forever, after all.)

    Now, even though our group collectively spends nearly a thousand dollars on legitimately-acquired and licensed game software annually, we still get caught performing these types of pirate-ish workarounds to get everyone playing. As someone that works in a software shop, I feel pretty strongly that you oughta buy what you play, but it has happened that I've been the guy who didn't want to fork over the bux for a title I just knew I would not play outside of game night. It sticks in my craw, you might say.

    I'd like to float the following suggestions:

    1. What if (apart from the standard single-user license) you had the chance to buy a club license for three times the cost of a single user license, and would get five legitimate registrations out of it. If you bought a club license, you should have the ability to turn off the CD-check.

    2. Assuming that you could have such a thing as club-licensing, how about having a way for a single user registrant to convert their single user copy into a club-licensed version online. You could have a seperate registration for each additional registrant on the copy, and ask for immediate payment by cred card for each additional individual applicant to the club license (at, say, %50 of the retail price).

    3. Let people copy the CDs, install, and register themselves just as they would if they had bought it retail, only knock off %50 because the'res no additional cost to the game co. to produce another copy, another manual, or another pretty box.

    Now, I know that this doesn't cover all the different ways and reasons people have for pirating, but it might bring more than a few pirates in from the cold, and make up for at least some of the lost revenue.

    Just a thought, anyhow.

    --
    .. pa-ra-bo-la, pa-ra-bo-la, 2 pi R, 2 pi R, where's your latus rectum, where's your latus rectum, 2 pi R
  50. Re:Wrong: "companies spend a lot of time on piracy by TRACK-YOUR-POSITION · · Score: 1
    You are trying to treat the users of obscure software as being distributed uniformly at random throughout society, which isn't true. The reality is much closer to the chem class example than you seem to be willing to acknowledge.

    If we're talking about obscure games, then I would indeed believe it's distributed in sufficiently uniform manner. If I manage to steal some obscure simulation game, chances are I'm only going to be able to find one or two friends who would also want to play it, and probably none who were thinking of buying it.

    If we're talking about programs for creative or productive use, than most of those users who would have any possibility of purchasing the software are probably corporate, and, in America at least, businesses have far more incentives to purchase software legitimately than ordinary mortals--if you get caught making money from something you stole, you're in big trouble. Students and hobbyiests love to steal this stuff, but they probably wouldn't buy it anyway even if piracy weren't an option.

  51. Re:Wrong: "companies spend a lot of time on piracy by Jeff+Reed · · Score: 1

    I don't see why that's a much better idea. If I buy a game and REALLY want to play it, and the copy protection makes me unable to do so, I'm not going to fight with the store/publisher for a refund. I'm going to crack it and play the game. I'm not going to be denied a chance to use something I bought because of futile attempts to keep others from playing without paying.

    Remember also that those who pirate games outright will likely cost the company MORE money than someone who buys the game, then forces a refund. Not that I'm saying you should always pirate games.

  52. Re: Picketing campaign? Ethically wrong? by Etosoerc · · Score: 1

    If 500 people read a book through the library, doesn't that cost the author 500 sales?

    Not necessarily. Here in the EU the author gets paid each time his book gets lended at the library. I remember having read that the same system exist in the US, but I might be wrong.

    --

    "What's in the public interest, isn't what the public is interested in" - Terry Pratchett
  53. On the other hand... (slightly OT) by cardshark2001 · · Score: 1
    Piracy prevention methods only punish legitimate users. I'm referring specifically here to cd "in the drive" copy protection. Pirates make short work of that sort of copy protection, but legit users often go through the hassle of putting the disk in the drive, either because they don't know about the crack, or don't want to run it for fear of viruses and the like.

    I doubt this style of copy protection has ever caused a single sale. It's just annoying to those of us who actually buy the game (like me).

    --
    WWJD? JWRTFA!