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Game Developers Should Ignore Software Pirates

wraith808 points out a story about remarks made by the CEO of software and game development company Stardock about sales in the PC game industry. His suggestion to other developers is simple: ignore the software pirates. From Ars Technica: "'So here is the deal: When you develop for a market, you don't go by the user base. You go by the potential customer base. That's what most software companies do. They base what they want to create on the size of the market they're developing for,' Wardell writes on his blog. 'But not PC game developers.' Don't let people who aren't your audience control the titles you make, and ignore piracy. This is much like Trent Reznor's strategy, although the execution is different. Instead of worrying about pirates, just leave the content out in the open. The market Reznor plays to will still buy the music; he's simply stopped worrying about the pirates. He came to the same conclusion: they weren't customers, they might never be customers, so spending money to try to stop them serves no purpose."

458 comments

  1. Hmm,,, by slobber · · Score: 5, Insightful

    Perhaps this is something that Microsoft should embrace for their own good...

    --
    "You mortals are so obtuse." -Q
    1. Re:Hmm,,, by Mongoose+Disciple · · Score: 5, Insightful

      Eh... maybe, maybe not.

      Assuming we agree with TFA (and I mostly do), I'm not sure we can automatically draw the parallel that what makes sense for entertainment items (e.g. video games or music) makes sense for, say, business software. A guy who is a Nine Inch Nails fan will probably give them his money even though he can easily download their album for free. A business that wants to use Windows or Office is probably not setting aside money in their budget to give to Microsoft if they don't legally have to. I can't see getting a "We're Bill Gates fans, so we want to give him a bunch of money" line item through most corporate budget committees.

      I don't know, convince me. Specifically, that it would be in MS's economic best interests in the form of making more money or whatever exactly warms the possibly-black hearts of their shareholders.

    2. Re:Hmm,,, by Naughty+Bob · · Score: 4, Insightful

      Parent is not only correct, but behind the curve- MSFT have been ignoring piracy in developing markets for years, specifically because they know it's free advertising.

      I've discovered loads of the bands I like through 'Piracy', and have thrown a lot of money at those artists as a consequence.

      Sure, The ones I like only account for c.5% of the music I've downloaded, but I was never going to pay for that stuff anyway. The other 95% have lost no revenue.

      Also, I have a friend who was a furniture designer/maker, on a low level. As he had been talking about it, I grabbed him something like Autocad (can't remember now) as a favour. He now runs a business where I figure they have half a dozen licensed versions. He'd still be in his shed knocking up one chair at a time if it wasn't for 'Piracy'.

      --
      "Be light, stinging, insolent and melancholy"
    3. Re:Hmm,,, by moderatorrater · · Score: 4, Insightful

      There are some things the article leaves out. First, Galactic Civilizations 2 requires a valid cd key to get game updates with more content and more detailed textures. Second, GalCiv2 is an amazing game, probably as good as any Civilization game or Alpha Centauri. Third, the AI is the best I've ever played, difficult to an extreme at higher levels. While the first is the only one that contributes to their bottom line, the last two create a lot of good will. Their prices are reasonable, they don't treat me like a criminal, and they have a top notch game.

      Microsoft's updates are of the "hey, remember when we fucked up? Oops, paying customers only" variety. Windows isn't top notch per se, but its market share lets it define "good" on their own terms, so I guess they qualify on that one. The difficulty of windows is also best in genre.

      Huh, that wasn't the conclusion I was going for, but whatever fits. Once again, Microsoft excels through brute force and incompetence. Viva la clippy!

    4. Re:Hmm,,, by definate · · Score: 4, Insightful

      A business that wants to use Windows or Office is probably not setting aside money in their budget to give to Microsoft if they don't legally have to.

      I don't know, convince me. Specifically, that it would be in MS's economic best interests in the form of making more money or whatever exactly warms the possibly-black hearts of their shareholders. You're right. Good point! No business in their right mind is going to support the business that support them. That is just insane! That is why absolutely nobody pays for Linux! ... oh... wait a minute.

      </sarcasm>

      All joking aside there are other strategies which don't require the law, such as:
      1) pricing strategies (If the cost wasn't so absurdly high, most people would rather the original)
      2) value add (If you want all the driver support, update support, telephone support, forums access, etc, you need to pay for a plan)

      Additionally when talking about businesses. The majority of businesses love to support the businesses support them, the ones that don't, have a short term strategy and won't last long.

      Businesses are creative. In the absence of government beating people into paying for them, they will find a way to be profitable.
      --
      This is my footer. There are many like it, but this one is mine.
    5. Re:Hmm,,, by aleph42 · · Score: 5, Insightful

      The other 95% have lost no revenue. Except for those heavily-advertised CDs that you would have bought if you hadn't have a chance to hear how bad they were.

      My guess is that's exactly why the record labels are against downloading: they simply fear losing that safe investment that the nth album of Britney is, pretty much like a block-buster movie (lot's of advertising, direct relation between budget and revenue, low visibility of inventive competition).

      Artists at large have everything to gain of a system where people listen to a hundred time more music.
      --
      Don't take my posts literally; it's just code to control my botnet.
    6. Re:Hmm,,, by William+Baric · · Score: 4, Informative

      I don't have any statistics, but my personal experience is that not a single small or medium business I saw viewed Microsoft as a partner. I always have to fight to make them buy (some of) their softwares and there are very few which have no pirated software at all. Saying the majority of businesses love to support the businesses supporting them, does not apply to Microsoft, Adobe or most other big software businesses.

    7. Re:Hmm,,, by Naughty+Bob · · Score: 5, Insightful

      Very true. I believe that at some point, the big record labels realised that they serve 2 main demographics- Music lovers, and those who see music as another consumable fashion item.

      The first require artistry, which is fickle and hard to control. The second require 'product', upon which it is much easier to project future revenues, and all the other businessy things.

      Perhaps all we are seeing is the de-coupling of these, into two broadly separate industries.

      --
      "Be light, stinging, insolent and melancholy"
    8. Re:Hmm,,, by definate · · Score: 3, Insightful

      That is because of Microsofts predatory practices and absence of competitive pricing. Which is somewhat, what the article was addressing.

      If you don't treat your customers badly (Read: Don't unnecessarily narrow your target market), then you will have more customers and less cost, since less development time is spent on worrying about the bad people, and more is spent on producing a quality product.

      Additionally, for some reason everyone seems to assume that a lack of anti-piracy software means you are going to give your product away. This is not true, you can sell it just like you do at the moment, you just spend less money and effort trying to fuck your legitimate consumers and inadvertently developing a market for your pirated goods, which are now higher quality goods than the one you supplied.

      --
      This is my footer. There are many like it, but this one is mine.
    9. Re:Hmm,,, by definate · · Score: 1

      I think I'm the parent thread, else your post makes less sense. :-)

      --
      This is my footer. There are many like it, but this one is mine.
    10. Re:Hmm,,, by jonberling · · Score: 3, Insightful

      I don't think that the parent was suggesting that microsoft give away windows for free, just that they remove copy protection. You would still be legally required to pay for windows. I think it's a good suggestion. I have legal and free (well, someone else pays for it) access to most MS OS's. After having to call MS to varify that I don't have a pirated copy of XP/Vista running on my computer for the uptinth time, I finally said "Screw it!" and now use Ubuntu.

    11. Re:Hmm,,, by tsa · · Score: 5, Insightful

      Lately I bought XP and was then treated as a criminal by MS because I accidentally thrashed the installation. When I installed XP the second time it didn't want to 'activate' anymore. Next time I'll just download a corporate edition somewhere.

      --

      -- Cheers!

    12. Re:Hmm,,, by SanityInAnarchy · · Score: 2, Insightful

      Well, Microsoft ignores piracy, but there's still the legal pressure. So it's not a Reznor thing...

      But I think this would work much better for Apple than it would for Microsoft. Specifically:

      We're Steve Jobs fans, so we want to give him a bunch of money

      Fixed it for you.

      Not that it makes any sense, and not that they'd ever do that, but I think it might make money.

      --
      Don't thank God, thank a doctor!
    13. Re:Hmm,,, by mpe · · Score: 2, Informative

      Additionally, for some reason everyone seems to assume that a lack of anti-piracy software means you are going to give your product away. This is not true, you can sell it just like you do at the moment, you just spend less money and effort trying to fuck your legitimate consumers

      Note also that this money and effort isn't just in developing the software it also applies when your software generates a false positive.

      and inadvertently developing a market for your pirated goods, which are now higher quality goods than the one you supplied.

      Another part of the "law of unintended consequences" is that all your effort in "anti-piracy" may detract from whatever it is the software is ment to do in the first place. e.g. fixing bugs in the DRM being given a higher priority than fixing bugs in function. There also isn't a fixed relationship between how much effort you put into "protecting" vs how easy it might be for "them" to defeat this.

    14. Re:Hmm,,, by Per+Abrahamsen · · Score: 5, Insightful

      A business that wants to use Windows or Office is probably not setting aside money in their budget to give to Microsoft if they don't legally have to. They legally have to. The article doesn't advocate making freeware, it is advocating ignoring the people who violate your copyright. It is not quite the same.

      In fact, Microsoft mostly follow his advice, Microsoft products traditionally don't come with the annoying control measures of the game industry. "You can only edit word documents of you have the original Office CD loaded."

    15. Re:Hmm,,, by sir+fer · · Score: 0

      Same here...why the fuck do I have to keep ringing them up to activate something I already paid for? Oooh that's right, I'm only leasing a license or some such semantic bullshit. I've learnt a shitload more about OS's and computers in general since I ditched windows and ubuntu is so easy to get going I bet MS are crapping their pants that their days are numbered. IMO MS will go the way of the dinosaurs and linux based os's will be the future. They certainly seem to have caught up a lot in last year or 2.

      --
      Debian FTW ;o)
    16. Re:Hmm,,, by Xtravar · · Score: 5, Insightful

      While that's damn insightful, it assumes that there is a substantial rift between 'pop' music and 'real' music.

      I used to be pretty judgmental of pop music. But, shit, somebody has to write it. Somebody has to perform it. Somebody has to slave for hours for the final mix. Is the sum of all that talent worthless just because we think we're better than that? Just because there's more division of labor, does that make it any less musical? Does that mean I should snub it even if I find it catchy?

      Don't get me wrong - I'm a musician, I understand the resentment toward, what is perceived as, Wal-Mart music. I hate the music industry just as much as anyone. However, I don't think that this division you bring up is that simple.

      I know people who only listen to indie bands... just so they can say they only listen to indie bands... because for some reason, being indie makes the music more authentic. If the music were that good, you'd think the bands would be signed to a major label. Then the fans would complain that the band sold out!

      Human beings have this illogical obsession with originality and authenticity. Look at synthetic vs real diamonds, generic vs name brands, anything vs Apple, etc.

      There will always be music made for 'profit', and there will always be music made for the hell of it, but I don't think that means that one or the other will stick firmly to a specific distribution model.

      --
      Buckle your ROFL belt, we're in for some LOLs.
    17. Re:Hmm,,, by Anonymous Coward · · Score: 0

      Well, maybe, but then how do they extend and extinguish it?

    18. Re:Hmm,,, by mxs · · Score: 4, Insightful

      I know people who only listen to indie bands... just so they can say they only listen to indie bands... because for some reason, being indie makes the music more authentic. If the music were that good, you'd think the bands would be signed to a major label. Then the fans would complain that the band sold out! I don't buy your premise (music good -> major label contract). In fact, if you as a musician have half a brain and an inkling of curiosity, you'd soon realize that being signed to a major label is not, in fact, a good idea for you -- either financially or artistically. There is a reason Madonna has her own label.
      There is plenty of excellent "indie" music out there, and I'd hate to see them get the "major label" treatment.
      (There is also plenty of excellent "major label" music out there, don't get me wrong. "Major labels" are not just Britney and cohorts, there is some genuinely good stuff in there too).

      Human beings have this illogical obsession with originality and authenticity. Look at synthetic vs real diamonds, generic vs name brands, anything vs Apple, etc. That's actually all just excellent marketing -- I mean REALLY excellent marketing, with all tools of the trade (psychologically-driven branding activities, subliminal information, astroturfing, etc.). It's not really illogical -- the factors at work are well known -- "Public Relations" is a rather well-developed science.

      There will always be music made for 'profit', and there will always be music made for the hell of it, but I don't think that means that one or the other will stick firmly to a specific distribution model. And music made for the hell of it is not necessarily better than music made for profit -- nor should it be. Even music made for profit can be a labour of love -- just one that is well-marketable.
    19. Re:Hmm,,, by jimicus · · Score: 1, Insightful
      Lately I bought XP and was then treated as a criminal by MS because I accidentally thrashed the installation. When I installed XP the second time it didn't want to 'activate' anymore. Next time I'll just download a corporate edition somewhere.

      Let me get this clear in my mind:

      • You bought a product.
      • The manufacturer of said product accused you of fraud.
      • You decided that next time, you'll still use the product but you won't pay for it. As opposed to, I dunno, using somebody else's product?

      You really showed them, eh?
    20. Re:Hmm,,, by OhMickey · · Score: 1

      Artists at large have everything to gain of a system where people listen to a hundred time more music. The good artist probably benefit. The bad to mediocre artists wouldn't benefit from me having the opportunity to make better informed choices about their music. --- ...don'need no stinkin' sigs
    21. Re:Hmm,,, by lyml · · Score: 5, Insightful

      More like:

        * He bought a product
        * An automatic checker wrongly accused him of being a pirate
        * He decided that next time he'll just pirate it anyway since buying it legally doesn't do squat

      Nowhere did he say that he would pirate it to stick it up to the man as you are implying so for no reason does your argument that he should be looking at competitors hold water. Unless you are actually suggesting that he should hold a grudge to the manufacturers becouse of being accused of being a pirate.

    22. Re:Hmm,,, by asuffield · · Score: 3, Insightful

      Is the sum of all that talent worthless


      Given the amount of effort that the pop recording industry puts in to ensuring that all that talent doesn't get paid, their position would appear to be that yes, it is worthless.

      I'd have a lot more sympathy for arguments like yours if the money actually went to those people who did the work, but it doesn't. The money all goes to executives, and the "talent" gets thrown a few crumbs from their table. You simply can't build a moral argument when they're doing that.

      It's definitely not in any way necessary for things to be like this, because most of the rest of the music industry is nowhere near as bad. Interestingly enough, those sections of the industry have also shown little interest in abusing their customers. I find it likely that these two things are related.
    23. Re:Hmm,,, by montyzooooma · · Score: 1

      There will always be music made for 'profit', and there will always be music made for the hell of it, but I don't think that means that one or the other will stick firmly to a specific distribution model.
      I read a quote from Paul McCartney recently along the lines that he and John Lennon would say "Let's go write a swimming pool". It's always about the money unless the only other person hearing the music is your cat.
    24. Re:Hmm,,, by dzfoo · · Score: 2, Interesting

      >> There are some things the article leaves out.

      Actually, if you read the article (no, not the one in Ars Technica, but the original opinion piece by Wardell, linked to from there) you'll notice that he indeed covers those topics. His point is not necessarily that piracy is irrelevant, but that it is *not* the absolute reason why games are not sold. He mentions, along with the piracy bit, that designing games for a specific market -- that is, making games that actual buying customers want to play -- is another big factor. And that a profitable market it should be, as opposed to attempting to design a rock-star-cool game to the (probably) mythical uber-gamer who owns a machine with unbelievably souped-up specs, just to get "street-cred" in the magazines and blogs.

      So, those two additional factors that you said create a lot of good will, in Wardell's view, do in fact contribute to the bottom line. And indeed, the Ars Technica article touches slightly on this, though it focuses more on his radical departure from traditional anti-piracy schemes.

      Wardell's point is that the game development industry should act like any other grown-up sector of the general software industry: it should think like a business: to make money, and not like a rock-star: to be cool. As he says at the end of his piece: "I just want to play cool games and make a profit on games that I work on."

                      -dZ.

      --
      Carol vs. Ghost
      ...Can you save Christmas?
    25. Re:Hmm,,, by julesh · · Score: 1

      Microsoft's updates are of the "hey, remember when we fucked up? Oops, paying customers only" variety.

      Validation of a genuine copy of Windows isn't required for bug fixes. Only additional features (off the top of my head, I can think of 2: the platform SDK and the javascript debugger) require this.

    26. Re:Hmm,,, by Kokuyo · · Score: 4, Interesting

      If there was really that much involved in pop-music we wouldn't turn up our noses at it like we do.

      It's a sad fact that this 'consumable fashion item' we call pop-music nowadays mostly consists of remixes of old songs (usually just overlayed with some heavy beats) with some production line peroxide blondie 'singing' either the original lyrics or some new stuff. pop-hiphop isn't any better. Take a classic, throw some base drums in and 'rap' about bitches, money and all the luxury items you own.

      And when said blondie doesn't cut it as a singer, use a computer program to make it sound 'good'. Our company had some musicians over at an event. We were all supposed to sing a 'company song' together (you know, motivational crap...). It sounded like someone was torturing a hundred cats and three babies. Then they showed us how they went about it all, a little echo here, a small change of pitch there and voila, it was reduced to merely twenty cats and half a baby.

      Seriously, that is not music. That is the china-produced clothing of music. It is cheap, sold at a hefty price.

    27. Re:Hmm,,, by Naughty+Bob · · Score: 1

      However, I don't think that this division you bring up is that simple.
      It never is. You are absolutely correct in that there is a spectrum, rather than two mutually exclusive subsets, of music fans. But it helps, initially, to simplify, plus it was hard (at about 5am) to formulate a punchy comment that would encapsulate the true, infinitely more nuanced, situation....
      --
      "Be light, stinging, insolent and melancholy"
    28. Re:Hmm,,, by William+Baric · · Score: 1

      Could you explain to me how you can accidentally "trash" an installation in a way that would invalidate your activation? I installed and reinstalled a lot of computers and that never happened to me, so I'm curious about what you did.

    29. Re:Hmm,,, by Anonymous Coward · · Score: 0

      I used to be pretty judgmental of pop music. But, shit, somebody has to write it. Somebody has to perform it. Somebody has to slave for hours for the final mix. Is the sum of all that talent worthless just because we think we're better than that? Just because there's more division of labor, does that make it any less musical? Does that mean I should snub it even if I find it catchy? For me, it comes down to whether or not the music is authentic. Specifically:

      1) Someone in the band wrote it.
      2) They don't lip-synch when performing live.
      3) If it is a band, it came into existence organically from knowing each other.

      That rules out Britney and a decent amount of pop, but a lot of major label stuff could still be considered authentic. Britney may have (once had) talent, but it was as a glorified model who could dance and hit a high note.
    30. Re:Hmm,,, by Anonymous Coward · · Score: 0

      Perhaps this is something that Microsoft should embrace for their own good...

      Ah... how soon history is forgotten. (leans up from creaky rocking chair)

      Microsoft did this already back in the 80s and 90s. They allowed Windows be pirated and copied and that helped to give them overwhelming marketshare.

      (takes a sip of tea)

    31. Re:Hmm,,, by Anonymous Coward · · Score: 0

      Maybe he needs to use Windows-centric software without a viable alternative elsewhere...

    32. Re:Hmm,,, by Anonymous Coward · · Score: 0

      Ehmmm, that's why the article specifically says GAME DEVELOPERS. Read. It's cool.

    33. Re:Hmm,,, by mdarksbane · · Score: 1

      Yes. That's what happens when there's a monopoly on an industry.

    34. Re:Hmm,,, by downix · · Score: 1

      I had it happen once where I'd replaced a motherboard and CPU when they became damaged. System ran fine, but when I had to reinstall, "whoop whoop whoop"

      --
      Karma Whoring for Fun and Profit.
    35. Re:Hmm,,, by kaizokuace · · Score: 1

      I know people who only listen to indie bands... just so they can say they only listen to indie bands... because for some reason, being indie makes the music more authentic. If the music were that good, you'd think the bands would be signed to a major label. Then the fans would complain that the band sold out!


      Funny thing is that most "indie labels" are under the RIAA blanket. The big labels start or buy out indie labels and fail to let anyone know this publicly, though you can find out easily if you are so inclined as to do some reading. They sell based on the sole fact that your example of people who listen to indie just to only listen to indie music exist. A funny world.
      --
      Balderdash!
    36. Re:Hmm,,, by Anonymous Coward · · Score: 1, Informative

      Pirated software (that will never be bought) at a business I used to work at:
      Photoshop, Illustrator, InDesign, SolidWorks, AutoCAD, Windows XP Pro (some licenses legal due to coming with the computers) and more...

      Never once did I hear "Hey we should really buy SolidWorks if we're gonna keep using it!". I admit that this isn't the only way things happen though.

    37. Re:Hmm,,, by Bombula · · Score: 1
      Human beings have this illogical obsession with originality and authenticity. Look at synthetic vs real diamonds, generic vs name brands, anything vs Apple, etc.

      You might be interested in the concept of conspicuous consumption. It's the idea that humans make extravagant displays of wealth and/or power as a mechnism for broadcasting and possibly elevating social status. Something like, "Look at me, I'm so rich and powerful I can afford to buy food and clothes for prices 100 times higher than the stuff costs to make, so you should be interested in me." 'Interested' here means both sexually and socially. The peacock's tail is a parallel example: it says to other peacocks, "look how great I am, I'm so superior that I can afford to drag around and put calories into growing this ridiculous tail even though it could make me a lion's breakfast, therefore you should be interested in me."

      --
      A-Bomb
    38. Re:Hmm,,, by mdmkolbe · · Score: 5, Insightful

      I used to be pretty judgmental of pop music. But, shit, somebody has to write it. Somebody has to perform it. Somebody has to slave for hours for the final mix. Is the sum of all that talent worthless just because we think we're better than that?

      Yes.

      Value is determined by utility not by labor. I'll grant that just because it's pop music doesn't mean it's bad. But by the same token, just because someone worked hard on it doesn't mean it's any good.

    39. Re:Hmm,,, by tiny-e · · Score: 1

      Do, say, the 92 (no I'm not exaggerating) "security updates" my last fresh XP SP2 install wanted to do (and WGA was one of them) qualify as bug fixes?

      Microsoft kinda has the drug dealer, or Tommy Hilfiger*, policy on piracy (or stealing in Hilfiger's case) -- it's OK as long as it serves to increase our marketshare. But once we have everybody hooked, then we'll start actually trying to force people into paying for our software. If the "pirate" only knows how to use Word to type up a whatever, he'll mostly likely buy a copy when all of his "free" options no longer are viable. Think of how many hot copies of Office were spawned from people "borrowing" one from their place of employment.

      Think of how more intrusive the Windows/Office registration (and killswitch) process has become from Win95 to present.

      *Tommy stores were known, BITD, to look the other way when the "cool urban types" were shoplifting their wares. They viewed it as advertising/brand identification creation. Once they were ghetto fabulous, the rest of the wanna-be's would purchase their stuff to, you know, - be.

    40. Re:Hmm,,, by Anonymous Coward · · Score: 0

      Eh, I think that GP's point still holds-- it's just that the same group, and even the same song, can sometimes serve both the "music lover" audience and the "fashion item" audience, albeit for different reasons.

      It doesn't even rule out the possibility of the two industries bifurcating-- a song/group/whatever that started out in the "music as a consumable fashion item" industry would reach the end of it's useful shelf-life in that industry and then either fade away and be forgotten (if that's all it was) or drift over into the "music for music lovers" industry (if it has genuine fans on an ongoing basis.) The "fashion item" industry would just stop caring what happened to it after X number of months, rather than wasting time/money/energy trying to "protect" it after that point.

    41. Re:Hmm,,, by aurispector · · Score: 1

      What does MS have to sell that is unique? Service and support. Thats the difference between pirated and purchased software. Even open source software lacks this advantage. MS (or any other compamy) can certify support techs and provide company-backed support services.

      --
      I have mod points. The reign of terror begins now.
    42. Re:Hmm,,, by Pojut · · Score: 1

      pop-hiphop isn't any better. Take a classic, throw some base drums in and 'rap' about bitches, money and all the luxury items you own.


      A far cry from pop-hiphop, I highly HIGHLY suggest you check out Immortal Technique. More specifically, the albums Revolutionary Vol. 1 and Portable Immortal. Most honest and true political poetry I've ever heard.
    43. Re:Hmm,,, by rtb61 · · Score: 1
      I have got a better one than that, for a time my XP installation would decide that it was a new install, if you used the off switch to shut down the PC. I went through my 3 remaining activation in a coupe of days, and then had to waste time with phone calls to get the toy boot to work. It settled down after the double length licence number we think your a thief licence key.

      Didn't affect work, I'm not that silly, that's on the work boot, Kubuntu, no B$, just good code.

      --
      Chaos - everything, everywhere, everywhen
    44. Re:Hmm,,, by aliens · · Score: 1

      Um, so did you call the number and sit through the 4 minutes of "yes, no, yes" to get the activation number?

      --
      -- taking over the world, we are.
    45. Re:Hmm,,, by toriver · · Score: 1

      As opposed to, I dunno, using somebody else's product?

      Please provide a list of other Windows manufacturers than Microsoft. I mean, as an "industry standard" there must be competing implementations, right?

    46. Re:Hmm,,, by leenks · · Score: 1

      That's rubbish - you just needed to contact Microsoft to reactivate it and wouldn't get off your high horse to do so, or you are making it up. Even when substantially upgrading hardware (motherboard, hard drive, etc) on dozens of machines I've been able to ring Microsoft and reactivate within a couple of minutes, and without having to speak to anyone.

      Oh, and for the record, I don't enjoy Microsoft products at all (indeed, my home machines are now all MacOSX or Linux)

    47. Re:Hmm,,, by tsa · · Score: 1

      Exactly.

      --

      -- Cheers!

    48. Re:Hmm,,, by smchris · · Score: 2, Interesting

      Heh, heh. Not to mention that the original Galactic Civilizations was OS/2. Protection through obscurity. It had a pretty benign one-time code recognition to activate.

      Could be worse. Installed Chuck Yeager's Air Combat in a qemu session the other day. I had thankfully forgotten that each boot requires looking up a trivial fact in the manual. Similar to 688 Attack Sub.

    49. Re:Hmm,,, by tsa · · Score: 1

      It was a bit complicated. I first had a bootcamp partition with an 'illegal' version of Windows on it. I wiped that partition and put my legally bought Windows on there. That worked fine. Then I rebooted in OSX, and started Parallels. However, I forgot to tell Parallels I had a new Windows install on the Bootcamp partition. So Parallels didn't know about the new install, and completely destroyed it. And for some reason that was enough for Windows to consider me a criminal the next time I installed it.

      --

      -- Cheers!

    50. Re:Hmm,,, by thePowerOfGrayskull · · Score: 1

      How for their own good? They're certainly not going to start failing any time soon if they don't begin doing it.

    51. Re:Hmm,,, by Anonymous Coward · · Score: 0

      Actually some of my FAVORITE songs are Techno DJ's unauthorized remixes of old tunes. I have a copy of "Crazy Train" that is incredibly good.

      I dont like techno as a Genre, but I do like some of the artists out there violating copyright and making remixes that are in fact better and fresh. Way better than some 16 year old with implants singing yet another version of a Richard Marx song while doing her Jailbait dance. (Note: most pop music is written by older pop musicians. Richard Marx is one that is getting disgustingly rich off of the fact that most Pop stars are useless in talent outside of singing and shaking their moneymaker.)

      I like seeing the booty shake, but then they turn into piles of fecise like Brittany Spears, and the cute hottie turns into a "ewww SKANK" within a few short years.....

      I prefer some slightly homely chick out rocking harder than some of these "dudes" that think they are rockstars. That chick from Evanescence is hotter than hell once you listen to her.

    52. Re:Hmm,,, by nutrock69 · · Score: 1

      That's rubbish
      Nope. I can vouch - had the exact same thing happen to me.

      Lost my motherboard shortly after a fresh install of a store-bought copy of XP. On reinstall, alarm bells went off during the online validation, and Micro$oft refused to validate it over the phone (multiple attempts at calling them) - their words: "Each copy of XP is tied to a 'computer', a new motherboard changes that computer so that copy of XP is no longer valid. Refund? Sorry, you can't have a refund since the product key was used and is now invalid."

      Oh - and I had to speak to a person, the automated system would take my key and then forward me to a live person instead of simply giving back the validation code. If only my electric company would get me to a live person that efficiently...
    53. Re:Hmm,,, by Hatta · · Score: 1

      1) Someone in the band wrote it.

      Why is that so important? There are a lot of amazing musicians who play other peoples songs because they're good songs. Go to any bluegrass show, someone's going to pull out a Bill Monroe or Stanley Brothers original. What would jazz be without standards like Take the A Train, or So What, or Manteca, or When the Saints Go Marching In? I'm going to guess that you don't listen to much classical music either.

      There's nothing inauthentic about playing music you didn't write, if you do it well.

      --
      Give me Classic Slashdot or give me death!
    54. Re:Hmm,,, by Schnapple · · Score: 1

      Lost my motherboard shortly after a fresh install of a store-bought copy of XP. On reinstall, alarm bells went off during the online validation, and Micro$oft refused to validate it over the phone (multiple attempts at calling them)

      the automated system would take my key and then forward me to a live person instead of simply giving back the validation code
      I'm pretty sure you're either leaving out some details or just plain lying. I've done this exact thing about four times with the same purchased-from-the-store copy of XP Pro, and never had a problem, ever. I think you either bought an OEM copy (which is indeed tied to a particular motherboard, that's why it's cheaper) or you used a pirated copy.
    55. Re:Hmm,,, by camg188 · · Score: 2, Insightful

      Your criteria could also rule out Steely Dan and any other band that uses session musicians. It would also rule out almost every blues band as it's traditional for blues bands to do covers and songs from traditional origins.

    56. Re:Hmm,,, by DinDaddy · · Score: 1

      After cleaning my glasses, the quote "Let's go write a swimming poo" made far more sense.

    57. Re:Hmm,,, by u-235-sentinel · · Score: 1

      Perhaps this is something that Microsoft should embrace for their own good...

      The problem Microsoft is facing today is nobody wants to Pirate Vista. :-)

      --
      Has Comcast disconnected your Internet account? Same here. You can read about it at http://comcastissue.blogspot.com
    58. Re:Hmm,,, by huckamania · · Score: 1

      Or he could just call tech support or send an email or maybe google it.

      At some point you have to face Aspergers head on.

    59. Re:Hmm,,, by Moridin42 · · Score: 1

      Where, in all of this, did you get the idea that it would become legal to not pay?

      This, as far as I can tell, is merely suggesting that developers stop making the legal customer's experience an annoyance. For game studios, hunting down the pirates probably isn't worth their time. But they're still willing to fail gloriously at keeping gamers from copying the disc, regardless of the negative consequences to actual consumers. If Microsoft did the same, they could, at their discretion, file suit against any corporation without the appropriate license. They just wouldn't annoy users with their various "features" that (fail) to protect against piracy.

      --
      I don't expect morality, equality, consistency, or justice from the law. I expect only legality.
    60. Re:Hmm,,, by SoupGuru · · Score: 2, Interesting

      I listen to indie bands a lot. Not *because* they're indie but because they are making cool music.

      Compare music with food (not cars, sorry /.ers!). Take your global franchise like Applebees or Olive Garden. Do you know why they're popular? Because they have a decent-ish product, they're consistent, they're everywhere, they're marketed, and their food is engineered to appeal to the broadest cross-section of people as possible. They make sure they don't offend anyone's tastes. If you want Mexican food, do you go to Taco Bell or the taco shop on the corner owned by Mr. and Mrs. Garcia?

      So I listen to more indie stuff because they're going farther out on limbs and taking more chances because they don't care about offending 5% of the market's tastes. I like music that takes risks sometimes and I'll rarely, if ever, find that in top 40 music.

      --
      What doesn't kill you only delays the inevitable
    61. Re:Hmm,,, by tsa · · Score: 1

      I don't want to show them, I just want to have their product without hassles.

      --

      -- Cheers!

    62. Re:Hmm,,, by tsa · · Score: 1

      Thank you. I couldn't have said it better myself.

      --

      -- Cheers!

    63. Re:Hmm,,, by Deliveranc3 · · Score: 1

      Example: Kanye's "Stronger" No admission of remix in the title... what a load of bullocks. Catchy though...

    64. Re:Hmm,,, by bob.appleyard · · Score: 1

      I'd have a lot more sympathy for arguments like yours if the money actually went to those people who did the work, but it doesn't. The money all goes to executives, and the "talent" gets thrown a few crumbs from their table.

      Welcome to capitalism.

      --
      How dare you be so modest!! You conceited bastard!!
    65. Re:Hmm,,, by Peter+Cooper · · Score: 1

      It's not a "remix" of Harder, Better, Faster, Stronger by Daft Punk. It just happens to use one loop and some samples from it. Daft Punk were in full support of it, and even appear in the video!

      We share tons of DNA with other animals, but are humans and apes the same? Stronger might share quite a bit of musical DNA with the Daft Punk track, but the outcome is radically different. It's certainly no "remix."

    66. Re:Hmm,,, by Peter+Cooper · · Score: 2, Insightful

      "Pop music nowadays" is not entirely oriented around Paris Hilton. "Pop" is an extremely large genre, with massive variations in production and song quality. There are both big name and unknown pop artists who write their own music and engage in extremely original, even groundbreaking, productions. You have decided to hold up a small fringe of pop music as representative of the whole. This is as dumb as when "regular" folks hold up fat, greasy, DND nerds as being representative of a "geek!"

      Sure, there IS a lot of trash that meets your definition, but it's not representative of "popular" music as a whole. Further, covering old tracks, throwing some "base" drums in and rapping about "bitches" is hardly representative of rap or hip hop as a whole. You've basically taken the popular (not as in "Pop"), low quality fringe (in terms of total output) of some musical genres, and held them up as being entirely representative of those genres. You're free to do that, but it's very sad that enough people here have such little knowledge of music to mod you up.

    67. Re:Hmm,,, by KZigurs · · Score: 1

      using cd keys from your office pc stickers, aren't you?

    68. Re:Hmm,,, by L0rdJedi · · Score: 1

      No, it sounds a bit more like:

      1. I bought and installed XP.
      2. I was surfing some questionable sites and ended up getting some nasty virus/malware and my system got totally hosed.
      3. After I reformatted, XP wouldn't activate because it's already activated.
      4. Now I'm to lazy to call support to get the activation cleared so I can reactivate.

      Seriously. As far as the software knows, he bought a new PC and is attempting to install it a second time. Maybe he should be a bit more careful about the sites he visits and his other actions in the future.

      Every software product on the planet does this now (oh, except free software). And they all have one thing in common. If you end up thrashing it and need to reinstall, a quick call to tech support gets the activation cleared. It's sure a hell of a lot easier than some of the high end engineering packages I work with. Those are tied to the computer name and have, if I remember correctly, a 5 step process just to get a license key.

    69. Re:Hmm,,, by Anonymous Coward · · Score: 1, Insightful

      I have a copy of "Crazy Train" that is incredibly good.

      So do I - it was recorded by Ozzy Osbourne's band in 1980, by real musicians with real instruments. Slapping a shitty sequenced beat over it doesn't make it any better, and it certainly doesn't make it more "fresh."

    70. Re:Hmm,,, by Anonymous Coward · · Score: 0

      ReactOS comes to mind, though I wouldn't go so far as to call it usable.

    71. Re:Hmm,,, by jonberling · · Score: 1

      Nope, MSDNAA. One of the best things microsoft has done ever.

    72. Re:Hmm,,, by FlyingGuy · · Score: 1, Troll

      Also, I have a friend who was a furniture designer/maker, on a low level. As he had been talking about it, I grabbed him something like Autocad (can't remember now) as a favour. He now runs a business where I figure they have half a dozen licensed versions. He'd still be in his shed knocking up one chair at a time if it wasn't for 'Piracy'.

      Does he, or is he simply installing the copy you stole from AutoCad on his new computers?

      Thats the problem with thieves like you. You just don't care, to you its "Ohh I am just taking care of a buddy, how nice of me..". Let us presume he now has 5 new workstations and he installed the cracked AutoCad on each one. Autocad sells for about what $700.00 per copy, so thats about 3500.00 in revenue that Autocad cant use to pay its bills, fund further development, etc. etc. the whole litany of why what you are doing is just plain theft. How much more money is this guy making because of your theft? Lets say he quadrupled his income? So now he is making 4x more based on theft. If he has purchased licenses than he is an honest person, and god on him, but if he has not, then you are both guilty of theft. This is why they go after you for more then just the cost of the software, because your theft of property is now translated into profits that would have not been realized without theft, and therefor should be forfeit . It is called "Ill Gotten Gains" .

      --
      Hey KID! Yeah you, get the fuck off my lawn!
    73. Re:Hmm,,, by RAMMS+EIN · · Score: 1

      ``I used to be pretty judgmental of pop music. But, shit, somebody has to write it. Somebody has to perform it. Somebody has to slave for hours for the final mix. Is the sum of all that talent worthless just because we think we're better than that?''

      It's not (at least for me) about being "better than that". It's about what comes out of that process, and if you like it. A lot of pop music just isn't my cup of tea. A lot of the music that I listen to isn't most people's cup of tea - else it would be pop music. I don't think either music is better than the other; there's just what I love, what I like, what I don't like, and what I can't stand. That's not a judgment about how good it is, just about how well it goes with me (which depends on my mood, too).

      --
      Please correct me if I got my facts wrong.
    74. Re:Hmm,,, by Captain+Nitpick · · Score: 1

      If you want Mexican food, do you go to Taco Bell or the taco shop on the corner owned by Mr. and Mrs. Garcia?

      Trick question, Taco Bell does not serve Mexican food.

      --
      But then again, I could be wrong.
    75. Re:Hmm,,, by SoupGuru · · Score: 1

      Ah hah! You've fallen into my trap!

      Top 40 isn't music either.

      --
      What doesn't kill you only delays the inevitable
    76. Re:Hmm,,, by Blakey+Rat · · Score: 1

      Why are you all talking about music? This is in the GAMES section! Talk about video games, PLEASE! (There are already dozens of stories about music piracy every week, please wait for one of those to talk about music, thank you.)

    77. Re:Hmm,,, by framauro13 · · Score: 1

      This happened to me once. XP supplied me with a number to call to verify the installation. I called it, talked to a Microsoft Rep, gave them the license key, and after about 10 minutes on the phone I was issued an activation number that worked. Never had a problem reinstalling afterwords.

      Sometimes I think people jump to conclusions a little to fast. You botched the installation, therefor it's Microsofts fault and they lose you as a customer. That really makes no sense.

      --
      In an effort to conform with internet communication standards, please note that the above comment is 100% biased opinion
    78. Re:Hmm,,, by Radical+Moderate · · Score: 1

      "I can't see getting a "We're Bill Gates fans, so we want to give him a bunch of money" line item through most corporate budget committees."

      No, but you can get a "If we get audited and caught with pirated software they'll sue our pants off" line through. No company with any brains uses pirated software...I realize that doesn't rule out all of them.

      I honestly think MS is shooting themselves in the foot by DRMing Office. Suppose I have Office at work, and I want to put it on my home machine. If I have a choice of spending a couple hundred bucks or installing Open Office for free, I'll grumble a little but try Open Office. Once I find Open Office does what I need, I'll start questioning why we need to be paying for Office at work. So DRM is negative marketing. Thanks for promoting open source, Microsoft!

      --
      Never let a lack of data get in the way of a good rant.
    79. Re:Hmm,,, by Buran · · Score: 1

      Way to go, being a jerk even after the two magic words, "licensed versions", were put in front of you.

    80. Re:Hmm,,, by sjames · · Score: 1

      Specifically, that it would be in MS's economic best interests in the form of making more money or whatever exactly warms the possibly-black hearts of their shareholders.

      It calls for a similar approach, but not exactly the same. For example, MS could continue making it clear that their software is strictly pay to license, but not expend so much effort (and code) degrading the paying user's experiance with various buggy licensing checks, baroque rules that even they can't figure out and various 'just enter the simple 23 million digit licence code and preserve this bit of paper until the universe implodes' style of checking that actually drives some people who would pay (or even that have paid) to download the cracked version.

      In other words, once the software design becomes too much about preventing user actions rather than facillitating them, the product becomes crap and customers start looking for a way to go elsewhere.

      As for bottom line arguments, the market is changing. They have a government body controling most of a continent routinely questioning their business practices. The alternatives to their products are quite credible and getting stronger daily. This is a really bad time to have headlines about how their licensing scheme (and checking) is creating business risks and actual lost productivity. It's bad enough that bugs in their products are said to have caused billions in economic losses (and people wondering if that's because they're too busy working on WGA to fix bugs).

    81. Re:Hmm,,, by nutrock69 · · Score: 1

      Might have been an OEM copy, now that I think of it. I'm pretty sure I wouldn't be stupid enough to call MS to validate a pirated one. :)

      As for the 'being tied to a motherboard' part, the stores back then (about 4 years ago) were selling the OEM versions as being tied to any piece of hardware. Any. A hard drive. A stick of memory. Even an empty case. The contract they had with MS was that a single component was all that was needed to sell the OEM to a customer. At least that's what they told me. I didn't find out different until MS themselves named the motherboard as the only official tied component and refused to revalidate.

      And it still doesn't fix the problem that I paid for a valid license and MS decided to refuse my use and keep my money anyway. Explaining to them about the hardware failure/replacement doesn't make them care, but as someone said above: this is what a monopoly does.

    82. Re:Hmm,,, by Mozk · · Score: 1

      He was making the point that without the experience garnered by the use of the copied software, his friend never would have ended up purchasing it (I'm assuming that he did). It's the same with Photoshop: Many students learn the Photoshop environment by pirating it, to later purchase it when they have the money. Most students are not be able to pay $649 for the standalone version of Photoshop, let alone $1199+ for the Creative Suite bundles, so Adobe almost seems to turn a blind eye to the piracy of its software because it knows that it is gaining future customers.

      As a side note, copyright infringement is not theft. They are two legally different things.

      --
      No existe.
    83. Re:Hmm,,, by Anonymous Coward · · Score: 0

      I think the problem with this is that the performer is the one getting all the credit, while the actual songwriter is in the shadows getting none of the fame and probably only a fraction of the profits.

      When Gwen Stefanie did a cover of "It's My Life", how many teenagers (her main demographic) thought she wrote it? While at the same time scoffing at any music over 3 years old? A good majority, I'm sure.

    84. Re:Hmm,,, by tsa · · Score: 1

      I did contact MS, and we got it working again. But still, why go through all this when I paid for their bloody product? I paid for it and still they regard me as a shoplifter or whatever. I absolutely hate that. And there is nothing you can do about it, except being glad to live in the Netherlands, where downloading for your own use is still legal. That's the problem with all these anti-piracy 'features': they make piracy more rewarding for the customer because they get something that is relatively hassle-free.

      --

      -- Cheers!

    85. Re:Hmm,,, by SoulMan007 · · Score: 1

      Chick from Evanescence = Amy Lee, and indeed she is smokin'.

      --
      - SoulMan "Drink Life As It Comes." ~ Gavin Rossdale, BUSH
    86. Re:Hmm,,, by Schnapple · · Score: 1

      Sorry if my reply up there was rude, but yeah - you've run up against Microsoft's OEM policy. I don't recall if it was in effect from day one with XP or if it just took a while before people ran up against it or if it took Microsoft a while to start enforcing it or what but yeah, if you activate an OEM copy of XP with a particular motherboard, you don't get to re-activate it with a different motherboard. The theory is if you bought, say, a Dell PC with an OEM copy installed (it works a little differently with Dell in particular but go with me here) you could potentially swap out many parts in the Dell machine, but once you swap out the motherboard they consider it a new machine. Your OEM copy is tied to that machine and the motherboard is where they draw the line. You and the OEM both paid less for this copy in order to have this proviso.

      Now it's possible you were shystered in which case I'd call up Microsoft and say you were sold an OEM copy as a retail copy. It's a stretch but it might work.

    87. Re:Hmm,,, by halycon404 · · Score: 1

      Its not really a radical departure. He's been saying it for years. He said it when GalCiv 1 came out, he said it when GalCiv II came out, and now that Sins is out. He's saying it again. Hell, Slashdot covered it back when GalCiv 1 came out as well. So really.. this falls into the "no news here, more of the same."

    88. Re:Hmm,,, by FlyingGuy · · Score: 1

      A note to your side note... This has nothing to do with copyright infringement, it has to do with having a non-licensed copy of the software installed on your machine. Like it or not, it is theft. They grant you a license to use the product based upon a given price. You don't like that price, then use any of the other CAD tools out there. There are lots of $free$ ones and very low cost ones out there. But to obtain a copy of AutoDesk's software, that has had their authorization scheme crippled, and then install it on your computer, is theft, pure and simple.

      As to students... EVERY software company out there that makes hi-end hi-priced software practically gives it away to students who are enrolled in school, so again the assertion that theft is ok in that regard is specious.

      Do many companies turn a blind eye? Yes they do; however, that does not alter in anyway the fact that pirating software is simply theft.

      --
      Hey KID! Yeah you, get the fuck off my lawn!
    89. Re:Hmm,,, by lessthan · · Score: 1

      I don't mean this cruelly, but you aren't the end-all of good taste. It is different strokes for different folks. I like some pop music. Does that make me wrong? There will always be different tastes of even the most basic things. My brother likes death metal. He even 'sings' along. Is he wrong? No. You shouldn't trivialize someone's contribution because you don't like it.

      --
      Space Shuttle was a program that strapped humans to an explosion and tried to stab through the sky with fire and math
    90. Re:Hmm,,, by Anonymous Coward · · Score: 0

      Vendors should consider "pirates" as they would any other competitor:- create loyalty by creating a better product and offering better service. Customers don't just buy a product - when they hand over the money they are also investing in their own futures. So be something worth investing in.

    91. Re:Hmm,,, by CSMatt · · Score: 1

      Are you a troll or just an idiot? Whether or not you call it theft, you can't deny that the official legal charge is that of copyright infringement. Saying "this has nothing to do with copyright infringement" shows complete ignorance of the law.

    92. Re:Hmm,,, by Captain+Nitpick · · Score: 1

      Well played.

      --
      But then again, I could be wrong.
    93. Re:Hmm,,, by Alarindris · · Score: 1

      If you want Mexican food, do you go to Taco Bell or the taco shop on the corner owned by Mr. and Mrs. Garcia?

      Trick question, Taco Bell does not serve Mexican food.

      Bingo. And yes, I regularly go to Sr. Garcia's. That's a really ridiculous question actually. Quality > 2 * price_of_shitty_food (and TBell doesn't serve alcohol either). Seriously, who the hell would rather eat TBell over authentic mexican food unless they are broke or its 2am?
    94. Re:Hmm,,, by Alarindris · · Score: 1

      Many students learn the Photoshop environment by pirating it, to later purchase it when they have the money. I really really really doubt that. UNLESS it is for a business and not personal use. Who in their right mind would download software that works without a hitch and then drop $1000 for a copy of what they already have? No one. I don't buy that argument for a second.
    95. Re:Hmm,,, by mjwx · · Score: 1

      There are some things the article leaves out. First, Galactic Civilisations 2 requires a valid cd key to get game updates with more content and more detailed textures. Second, GalCiv2 is an amazing game, probably as good as any Civilisation game or Alpha Centauri. Third, the AI is the best I've ever played, difficult to an extreme at higher levels. While the first is the only one that contributes to their bottom line, the last two create a lot of good will.
      Sorry but you're wrong. Points number 2 and 3 contribute more to the bottom line than any kind of restriction no matter how lax or draconian could ever hope to. You seem to be operating under the principal that one is obliged to buy their product, Stardock produce entertainment products, we'll for the sake of argument class them as luxury items. One is not forced to buy luxury items so if I am to sell my luxury item (game or movie) then I must entice my customers to purchase my item. This is why the second and third points are by far more important.

      When a game made by EA fails EA doesn't look at the game itself, it looks at why the marketing failed, was it pirated and so on. Companies like EA never actually consider that their customer base simply didn't like the game, Mainstream game producers treat their product like it is a necesity rather than a luxury. Stardock on the other hand have a firm grasp of the concept that their customers don't have to buy their products and so will attempt to entice (offering a good game, listening to feedback, reducing prices and not treating people like criminals) their customer base into purchasing their product.

      The impression that I get from Wardell and Stardock is that, it's not that pirates don't matter, its that pirates don't count (they don'ta get a say in what happens next). In other words, Wardell only has to worry about his paying customers. I purchased Gal Civ II (The expansion as well) and Sins of a Solar Empire and have not been let down by either which is more that I can say about other companies (EA, that piece of limping dog crap you called C&C3 cost me AU$90 and I want it back). Sins of a Solar Empire has failed Activation twice (I re-installed my OS last week), I let stardock support know via email do and they don't know why it failed but this doesn't seem to stop the game from running so it's really a non issue. As well, I'm paying the same as the US for video games, the AUD is between .92 and .94 USD but I am still paying AU$90 minimum at EB (the big name titles like COD4 are AU$99). Even Gal Civ 2, which I bought boxed only cost me AU$70. Stardock seems to be creating a better business model, the rest of the industry needs to adapt or die (I'll accept either outcome).
      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    96. Re:Hmm,,, by elh_inny · · Score: 1

      You must be new here.

    97. Re:Hmm,,, by CarlosM7 · · Score: 1

      You decided that next time, you'll still use the product but you won't pay for it. As opposed to, I dunno, using somebody else's product?
      Some people buy the software, but also dowload a cracked copy to avoid DRM inconveniences, like for example, the no-cd crack. May be he meant something similar, as in buy windows licence, use corporate version to avoid activation problems.
    98. Re:Hmm,,, by rsilvergun · · Score: 1

      I think to point of his post was there's a difference between a music lover and a music consumer. You can still be a music lover and listen to pop music, but a music lover is choosier about which pop music he buys because he's actually listening to it. The record companies know if they spend $X dollars promoting a band the consumers will buy it, be cause they're buying just for the sake of buying. The music lovers they don't know about.
      Look at the early days of pop music. We laugh at how bad some of the major bands where. That's because they were marketing to music lovers instead of consumers. The record Co.es didn't know what to market, so they through stuff at the wall to see what sticks.

      --
      Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
    99. Re:Hmm,,, by FlyingGuy · · Score: 1

      I am neither and it is you who are ignorant.

      I suggest you read up a little. I have included for your perusal section 502 of the California Penal Code, which points out, quite clearly, that is is theft and is punishable by a $10,000.00 fine and or up to 16 months in state prison, but read for yourself California Penal Code Sections 484-502.9

      It never ceases to amaze me when people like you attack any argument that gives those who create software ownership and therefor the right to control the dissemination of that software in the way they see fit. You are quite free to write a program that performs in a way that people find valuable and then give it away for free and that is your right and I for one would not even dream of infringing on that right. But for people to say they have a right to give away, regardless of the entity that created it, and to further break mechanisms that are explicitly intended to control the dissemination of a software product, is completely and utterly devoid of any possible supportive argument(s).

      MANY people do create software that they actively encourage to be given away and distributed in any manner possible. This is what FOSS is all about, and I applaud it, and I use it (yes I am writing this on a SUSE System, using FireFox ) I also use closed source proprietary software that I pay for, normally after I have used an evaluation version or have heard from colleagues is suitable to that task that I need to perform.

      Have I let others come and sit in front of my computer and use said licensed software, yes many times. Is that sort of borderline, quite possibly. I really appreciated the old Borland "No nonsense License Agreement" which in essence said, and I am paraphrasing here, "Treat this software just like a book, make as many copies as you like, install it on as many computers as like as long as only one copy is being used at any one time". It was simple and relied on the honesty of the person who purchased the software. No activation codes, no phoning home, nothing, just buy it, install it and use it.

      --
      Hey KID! Yeah you, get the fuck off my lawn!
    100. Re:Hmm,,, by CSMatt · · Score: 1
      Disclaimer: IANAL

      I suggest you read up a little. I have included for your perusal section 502 of the California Penal Code, which points out, quite clearly, that is is theft and is punishable by a $10,000.00 fine and or up to 16 months in state prison, but read for yourself California Penal Code Sections 484-502.9 That section (and yes, I read the whole section) deals with typical computer crime acts that harvest data from computers without the knowledge of the owner of the computer or the person who made the source copy. Someone who hacked into your system and copied your MP3s would be guilty of this law, but someone who downloaded them out of your shared folder would not be, because "owned" in this sense is not in the case of copyrights but the case of who is in possession of the copy itself (you). As much as the RIAA would like us to believe otherwise, they don't own our ripped MP3s. We do. They do, however, own the copyrights on the content in those MP3s. The same analogy could be made in the physical world to discs and data on those disks. You own the CD you purchased your software on, however you are licensed the right to use the software contained on it.

      Of course if you have a court case that rules otherwise, then please link to it.

      The rest of your post is a straw man. I wasn't arguing that everyone has the inherent right to distribute in my post, and if that was the implication then I'm sorry for not making myself clearer. What you were suggesting is that distribution of copyrighted material without a license or other written permission that isn't protected under the terms of fair use is somehow not an infringement but falls under a different law dealing with a different concept of property. Even if that were the case, at the very least the act is still copyright infringement in addition to whatever other laws apply to the situation. However I would like to apologize for my rudeness. It was late and I couldn't get to sleep.
    101. Re:Hmm,,, by FlyingGuy · · Score: 1

      Gracious words go so much farther than an apology, but I accept it in the vein it is given, which I believe to be sincere and indeed gracious.

      In precise terms I agree with your assertion that it is indeed copyright infringement. My point is that binary code, source code, a book, or other creative work that is transportable via media that is commonly used for the dissemination is real property, not just intellectual property and should be treated as such because I believe that in essence everything that an entity creates is in point of fact an intellectual property because the very existence of the object derives from the mind of its creator, irrespective of its realized form.

      That the property is owned by an individual or a corporate entity is irrelevant to the notion of its value. A software program or a book about writing programs by say, Knuth is still valuable property.

      Frame the debate in those terms and I think the conclusion is inescapable, but I welcome vigorous debate on the subject.

      Best Regards

      FG

      --
      Hey KID! Yeah you, get the fuck off my lawn!
    102. Re:Hmm,,, by Anonymous Coward · · Score: 0
      I just wasted a lot of moderator points replying to this..... Anyway, I'm one of those students. I've had pirated copies of Photoshop since version 3. (Not to be confused with CS3.) I've put them to use and learned quite a bit. My talents don't really lie in the visual arts, though, so I don't think I'm ever going to make any money with the work I do in Photoshop. However, for a time there, I thought I might be getting off the ground as a web designer. The instant it started looking like I might actually make a living with my design and with Photoshop, I started looking into getting a legitimate copy. Before I could figure out how to get the money together, though, the whole thing fell out from under me and I returned to being a pure hobbyist with cracked software.

      The point is that once my living was going to be dependent on the software, it was well-worth it to put out the money, regardless of the cost. If I hadn't, I would have seriously been running the risk of losing my livelihood as well as whatever other penalties might have been thrown at me. Big companies may ignore small time pirates who use their products in non-commercial ways, but once those pirates start to make money, I'll bet they take a bigger interest.

    103. Re:Hmm,,, by StingRay02 · · Score: 1

      This is where I found that Stardock Games really did something right. I couldn't understand when I opened up my copy of Sins of a Solar Empire why there was a license key inside it. I knew that they didn't use copy protection on their discs, so I was confused. But, when I wanted to update the software, I had to register at their site using the key. Not only are they offering updates this way, but bonus content as well, and it's only available with a valid key. Since it's their website, any bogus keys can easily be culled. Granted, there are ways around that, too, but it was a lot more elegant approach and the fact that they shipped a finished product, rather than a bug-ridden beta version (I'm looking at you, Loki), really helped cement me as a fan of their approach.

    104. Re:Hmm,,, by ShadowsHawk · · Score: 1

      Heh, I lost the manual for one of the Police Quest games back on the Apple 2GS. Sucked since I couldn't play the game any more.

    105. Re:Hmm,,, by Alarindris · · Score: 1

      Thats exactly what I said. Unless it was for business reasons, people aren't going to buy it.

    106. Re:Hmm,,, by Kharny · · Score: 1

      So by your rules, neither jimmy hendrix nor pink floyd count as authentic :D

      --
      Make a man a fire and he will be warm for a day, set a man on fire and he will be warm for the rest of his life
    107. Re:Hmm,,, by Z34107 · · Score: 1

      Link

      I've had to do this before. My friend successfully installed and activated XP, but over the years upgraded his computer piece by piece. Motherboard, CPU, video card, sound card, etc.

      Microsoft notes your hardware when you activate. If it changes significantly, it thinks it's on a new computer. So, you call a human and ask politely. 9 times out of 10 (another friend works in a repair show downtown) they'll reactivate your XP, no questions asked. Friend got his XP working again.

      But, your problem was you "thrashed the installation." So, I assume you formatted your drive, reinstalled XP, and it wouldn't activate?

      If that's the case, try installing your drivers before activating. Without any drivers, Windows thinks you have different hardware than you do with drivers. Different computer = no activation.

      I had the same problem. I upgraded the RAM. Then I upgraded the video card. Then I added a sound card. There's a fudge factor, but these three components was enough to make my XP machine do another activation check. I just had to say "Okie-dokie, reactivate" and it worked.

      Try installing your drivers again and reactivating. Otherwise, there's a phone number, and a nice human operator will fix your install.

      --
      DATABASE WOW WOW
    108. Re:Hmm,,, by bentcd · · Score: 1

      The peacock's tail is a parallel example: it says to other peacocks, "look how great I am, I'm so superior that I can afford to drag around and put calories into growing this ridiculous tail even though it could make me a lion's breakfast, therefore you should be interested in me." In the case of the peacock, I think the message is rather that "look, I am so healthy that I can spend considerable spare resources into growing a magnificent tail, and my DNA is so undamaged that the result is perfection itself as you can clearly see". Even the less successful tail-growers are good lion snacks, after all.

      Humans largely transition away from health-based criteria when standard of living improves, although we seem to retain some symmetry-based ones (which may or may not help indicate health and DNA quality).
      --
      sigs are hazardous to your health
  2. They May Become Customers by TheMiddleRoad · · Score: 3, Insightful

    But copy protection still stops a lot of piracy, especially for shareware authors and multi-player games.

    1. Re:They May Become Customers by Brian+Gordon · · Score: 1

      Nobody said they still had to provide services to pirates.. a WoW server doesn't have to let you make a character there without a valid account. Other forms of copy protection are completely worthless.

    2. Re:They May Become Customers by Anonymous Coward · · Score: 0

      But copy protection still stops a lot of piracy, especially for shareware authors and multi-player games.

      That's a common sense argument, but do you have any statistics to back it up?

      Furthermore, who cares if copy protection inhibits piracy, the only thing that matters is if it increases profits.

    3. Re:They May Become Customers by iminplaya · · Score: 1

      Maybe so, but does it net them any more profit?

      --
      What?
    4. Re:They May Become Customers by c_forq · · Score: 1

      Are you sure? I know tons of people who have cracked shareware (in fact the pirate bay is filled with shareware files with a key or key generator). And most multiplier games that I know of don't really employ copy protection, they just require you to have an account that is paid up to play. I know a handful of people who play WoW and downloaded the client from torrent sites.

      --
      Computers allow humans to make mistakes at the fastest speeds known, with the possible exception of tequila and handguns
    5. Re:They May Become Customers by Runefox · · Score: 1

      If this is meant to be funny, I apologize ahead of time.

      I don't know about you, but I haven't seen a single retail box game (barring things requiring online accounts like WoW) that hasn't been cracked in some form, and yet they still trust their software with invasive, abrasive protection methods like Starforce. Even games that are solely online-playable are capable of being cracked to connect to alternative, privately-run server software (Phantasy Star Online, World of Warcraft, etc). Copy protection is a hurdle that generally takes maybe a few weeks at most to crack, and that's a reality. I haven't done it in a long time (right around the time I got a job and became able to pay for software), but that still seems to be the case. But big deal, people who own PS3's get to wait far longer than that to get their fix. And hell, if copy protection worked, Windows Vista should be uncrackable, given the loving care Microsoft put into the activation and authentication system. Such is not the case. Even WGA, their major weapon against piracy, can be bypassed in almost every regard. It's simply more work, and that's the same deal with pirating copy-protected games.

      Point is, it's pointless, like TA says.

      --
      Screw the rules, I have green hair!
    6. Re:They May Become Customers by Kenoli · · Score: 1

      I don't think Blizzard cares much how you get the client. You just pay to play on their servers.

    7. Re:They May Become Customers by Broken+scope · · Score: 1

      Well unless they are playing on private servers, they could just download it from blizzard. The 7 and 14 day trials are essentially free a free client.

      Really, blizzard sells accounts not the software.

      --
      You mad
    8. Re:They May Become Customers by Protonk · · Score: 1

      as long as the price paid is above the average cost of making it....uhhhhhh, yeah. What kind of question is this?

    9. Re:They May Become Customers by Anonymous Coward · · Score: 0

      as long as the price paid is above the average cost of making it....uhhhhhh, yeah. What kind of question is this?

      It is exactly the question that any sane business-person should ask. If the cost of creating DRM protection exceeds profits supposedly gained from implementing such protection, then you would have to be fucking insane to implement said protections. The problem is, most businesses are insane.

    10. Re:They May Become Customers by Protonk · · Score: 1

      Well, most businesses are insane because the managers are in some sort of KEEERAZY world where perfect DRM is right around the corner and it will only be a matter of time before every instance of every digital product is paid for. Some of them (like id, blizzard, valve (sometimes)) understand the nature of the copy protection problem they face and respond to it appropriately. Some don't.

      Still, the cost paid for DRM is sunk. Marginal costs are very low. The companies face a declining average cost curve. IF your price is higher than the average cost (including DRM) they make money (and thus will sell the game). If selling to you would be a loss (and it isn't a razor blade situation), they won't do it.

      Sensible, non-intrusive copy protection like a saner version of steam is a perfectly reasonable solution. A rootkit is not.

    11. Re:They May Become Customers by iminplaya · · Score: 1

      Ok, let me put it another way. Do you think Bill gates would ever have been the world's richest person if he could/would have prevented his software from being pirated? Or would Adobe be as big as they are? A simple hardware dongle puts a pretty dent in piracy. Why are they not employing it? I believe you know the answer to that.

      --
      What?
    12. Re:They May Become Customers by Protonk · · Score: 2, Funny

      Those are bad examples. Why don't you pick id software or some other game company. Adobe and Microsoft are some of the strongest anti-piracy developers in the business. Adobe throws LOTS of money down the hole trying to stop piracy and turn in distributors. Microsoft went through the WGA debacle to get people to buy windows software. neither of them can be rightly accused of deliberately fomenting piracy in order to generate sales if you are going to also accuse them of acting rationally. Also, a huge percentage of the clients for both microsoft and adobe are firms whose liability is too large to choose to pirate software all the time, so they are likely to strongly prefer to buy software, even expensive software.

      Both adobe and microsoft are where they are for many reasons. Aiding piracy is not among them.

    13. Re:They May Become Customers by Maltheus · · Score: 1

      But copy protection still stops a lot of piracy Bull. You can download any game you want (cept for server only games). I don't bother buying games anymore, I haven't in years. But I did buy Sins of a Solar Empire, precisely because it came without any copy protection. I'm sure that not having to pay for the copy protection is also the reason it was $10 cheaper than other new games.

      This guy sees the obvious. Pirated games are superior in quality at no cost. It's one thing to convince someone not to steal, it's quite another to ask them to accept an inferior product in return for their virtue. Same goes for MP3s. I never bought an MP3 until Amazon starting offering DRM-free tunes at acceptable quality. Now I buy them regularly. Freedom itself works on market principles. The less of it there is (in all aspects of our lives), the greater the demand is for it. There is a lot of money to be made, for businesses that understand this.
    14. Re:They May Become Customers by TheMiddleRoad · · Score: 1

      Ask shareware authors what happens when they get effective copy protection on a title. They'll tell you you're wrong. As for buying SoaSE, not many pirates will buy a game just because it doesn't have copy protection. There is a difference between ineffective and intrusive copy protection, which a lot of commercial titles have, and effective yet convenient copy protection, like the ones that take a unique assigned code and online verification to run for the first time.

  3. Public companies can't -- or shareholders will sue by mlts · · Score: 4, Insightful

    Devil's advocate here:

    Public game companies can't just ignore pirates because shareholders will be all over them for not doing anything about such a big "loss of revenue".

    Yes, to us, CD-ROM protection and such is worthless and only encourages cracks, but a lot of companies use it as CYA, mainly to fill out the "due diligence" checkbox for the blank of "stopping IP loss", so when the copy protection stuff does get cracked, the company can shed crocodile tears, tell their shareholders at the next quarterly meeting that they did their best, but the old evil pirates beat them again.

    Private companies, or those not shackled to having to keep their quarterly profits up, to heck with anything else, its different In the long run, not having some form of copy protection brings in more revenue because more people see the game and will at least pick it up, especially if it has expansions.

  4. Not really by Daengbo · · Score: 2, Insightful

    These days a lot of the money from games comes from places other than boxed sales. There's add-on content and online play. If you charge $5 a month to play the game, who really cares if the player pirated it or not?

    1. Re:Not really by Mongoose+Disciple · · Score: 2, Interesting

      These days a lot of the money from games comes from places other than boxed sales. There's add-on content and online play. If you charge $5 a month to play the game, who really cares if the player pirated it or not?

      I think this is what has driven games to online play over the last several years more than anything -- online play as copy protection, or alternately online play as making game piracy mostly pointless. Yes, a lot of people are trying to make the 'next WoW' now, and that's driving a lot of games and dev teams towards online play that probably never should be, but ask yourself, why was there a WoW in the first place?

      Although there were subscription-model MMOish games earlier, I think the success of Blizzard's Battle.net was the first big success story of online play. You could easily find a key generator to 'crack' any of their games... but not so easily to play online on their servers, and for most people, you wanted to. Online play drives sales drives word of mouth drives more sales, and before you know it the laws of gaming thermodynamics have been broken and a perpetual money-printing machine has been created.

    2. Re:Not really by RobBebop · · Score: 2, Insightful

      That's right! The value, the thing people are willing to pay for, is not the bits which load the game onto a computer. The magic of increasing sales is in the experience that is offered. More often than not, DRM does not improve that experience.

      And following up on the example from the story, the experience can be worth significantly more than can be earned from sales through a traditional RIAA member company (who are notorious for skimming 80-90% off the top anyway). Instead, NIN cashed in on their album by offering a "Deluxe Package" and made $750,000 in the first 4 or 5 days after the release. On top of that, I know people who spent $5 for the full 2-hours of Ghosts who have not purchased music in 5+ years (not me personally, but I still have not taken the time to listen to the Ghost I, which I had gotten for free).

      --
      Support the 30 Hour Work Week!!!
    3. Re:Not really by WaltBusterkeys · · Score: 4, Insightful

      Don't forget that a few games have found a form of "copy protection" these days through the physical hardware that comes with the game. It's awfully hard to pirate Rock Band or Guitar Hero; by the time you make your own big plastic guitar you might as well have bought the original. Same with Wii and emulators -- it's not worth programming your desktop computer to emulate a Wii without the fancy controllers.

    4. Re:Not really by tepples · · Score: 1

      It's awfully hard to pirate Rock Band or Guitar Hero; by the time you make your own big plastic guitar you might as well have bought the original. But if you have one game's plastic guitar, can't you pirate it and patch it to work with the other game's plastic guitar, and then pirate Konami's Guitar Freaks (Japan version) and patch it too?

      Same with Wii and emulators -- it's not worth programming your desktop computer to emulate a Wii without the fancy controllers. PCs running Windows have a mouse, which I assume can emulate a lot of the function of a Wii Remote that a given game requires.
  5. The purpose of anti-piracy actions should be... by Anonymous Coward · · Score: 0

    The purpose should not be to stop copying, but to convince those who would otherwise get a free pirated copy that getting a hold of that pirated copy will not be something easy to do. If all it takes to get a free piece of software is downloading some file, you'll have many more people copying. While most of those people wouldn't buy the game regardless, some would have. The point? Make some security, just so that those who would by don't become convinced that it's really easy to copy. Do everything you can without impeding upon the normal, legal user's experience.

    1. Re:The purpose of anti-piracy actions should be... by mlts · · Score: 1

      Perhaps, if there has to be any protection, the best would be to have a multiplayer network, but only one of the same CD serial number can be on at a time. This would encourage people to purchase the game.

      For example, Neverwinter Nights 1 and Warcraft 3 as of now has the CD protection patched out, but people definitely still buy the game to access multiplayer features such as server lists.

    2. Re:The purpose of anti-piracy actions should be... by niteice · · Score: 1

      That's essentially what Steam does. In fact, the CD key isn't even needed, as evidenced by the fact that loads of people purchase games entirely online. Valve just associates a game with an account.

      --
      ROMANES EUNT DOMUS
    3. Re:The purpose of anti-piracy actions should be... by SanityInAnarchy · · Score: 1

      If all it takes to get a free piece of software is downloading some file, you'll have many more people copying.

      That is all it takes. That will always be all it takes.

      Do everything you can without impeding upon the normal, legal user's experience.

      Which means, do absolutely nothing. Even entering CD keys is kind of a pain in the ass.

      Now, I'd suggest a middle ground -- CD keys are fine, network authentication is fine (either opportunistically, or require it exactly once), but spyware, driver/hardware examination/mutilation, and process blacklists are just going to be an endless arms race between you and the pirates, and will drive legitimate users away.

      --
      Don't thank God, thank a doctor!
    4. Re:The purpose of anti-piracy actions should be... by norite · · Score: 1

      The problem with that of course, is what happens when you want to close your account, and give the game to someone else because you've finished playing with it, or simply don't like it? What if you want to play the game again after a few years, but have removed the account and password and can't remember what they are? What if your interent connection is down for the evening - you cannot play your game in the meantime...I have these kinds of issues with HL2. And because of this, I will NEVER buy another valve/steam game ever again.

      --
      -- Fuck Beta
    5. Re:The purpose of anti-piracy actions should be... by TheRaven64 · · Score: 1

      With Red Alert 2, they came up with a great way of making that CD Key Experience even more fun. If you entered it wrongly, it would still install, but all of your units would explode about 4 seconds into the game. There was no way of fixing this other than to reinstall, which took about 15 minutes. Oddly enough, that's the last Westwood game I bought.

      --
      I am TheRaven on Soylent News
  6. If only it were that simple... by dpx420 · · Score: 4, Funny

    For a moment I read the title of this article as "Game Developers Should Ignore Software Patents"

    1. Re:If only it were that simple... by Runefox · · Score: 1

      So I wasn't the only one. :P If only.

      --
      Screw the rules, I have green hair!
  7. You're missing the point. by Mr2001 · · Score: 5, Insightful

    TFA says "stopping piracy" is irrelevant.

    That is... it doesn't matter to you, the profit-minded game publisher, how many people play your game. All that matters is how many people buy the game. If spending money on copy protection doesn't actually increase sales, then that money has been wasted: you would've been better off using it to make the game better, or just keeping it in the bank.

    Strong copy protection might stop people from playing games they haven't paid for, but that doesn't mean it makes them go out and buy legitimate copies of those games. It might just make them move on to a different game (freeware or more easily cracked payware), or spend their time watching TV instead.

    --
    Visual IRC: Fast. Powerful. Free.
    1. Re:You're missing the point. by Protonk · · Score: 5, Insightful

      But presumably someone who pirates the game and plays it won't buy the game. That's not a bad argument.

      Here's the deal sparky. Money spent on copy protection sees some pretty high diminishing marginal returns. The first few bucks (say, on actually having a CD key) stop the 8-12 year olds who would just download it and play it. The next large chunk of money (some online authentication) stops another class of people from just getting the iso and the crack and running it. After that you are investing HUGE amounts of money pissing people off with rootkits and background processes and not deterring too many pirates per dollar.

      Having diminishing returns on the dollar does not automatically mean that the first dollar shouldn't be spent.

    2. Re:You're missing the point. by Bill,+Shooter+of+Bul · · Score: 1

      Plus, if you can actually reuse that same copy protection on multiple games, you can achieve economies of scale.

      --
      Well.. maybe. Or Maybe not. But Definitely not sort of.
    3. Re:You're missing the point. by TheMiddleRoad · · Score: 1

      You underestimate the power of video game addiction. People will pirate the next version of Avernum if they can, but a lot of people who would pirate it will cave in and buy. The same thing goes for many other games. The right copy protection can and does increase sales.

      And yes, at the same time, there's no use in caring what somebody who will never pay is doing with your software.

    4. Re:You're missing the point. by moderatorrater · · Score: 1

      The first few bucks (say, on actually having a CD key) stop the 8-12 year olds who would just download it and play it. CD keys come with the download (or so I hear). Besides, what 8-12 year old is going to go out and buy a turn based strategy game with their allowance?

      The next large chunk of money (some online authentication) stops another class of people from just getting the iso and the crack and running it And what percentage of people who actually bought the game are going to get burned by this? What about people without internet? What if your server goes down? I've seen downloads that include the crack right in the installer so you'll never need the cd. That's the beauty of piracy: people working together to make it easier for everyone. In this case it's unethical and illegal, but that doesn't change the fact that one talented person (out of the thousands doing the pirating) is all it takes to enable everyone to pirate the program with less hassle than getting a legitimate copy.

      So, instead of spending any money on copy protection, why not spend that money on making your game better through a series of patches? Give people the feeling that they're getting a lot of value and continuing value and they'll pay. This is the great secret of the internet and piracy: as long as they don't require a connection to your central server (like an MMO), you'll never be able to keep the pirates from pirating your game. Once your game has been pirated by one person, they'll make it so that other pirates don't need to duplicate their labor.
    5. Re:You're missing the point. by Belial6 · · Score: 1

      I know that my software purchases have reduced to basically 0. Why? Because I expect to be able to pull an old game out of the garage that was fun in the decade I bought it, and still be able to play it. I also don't want to have to reinstall my OS after installing a few different games. I know that I haven't all but given up on PC gaming because consoles are better. I have given up on it because the software manufacturers have driven me off. Well not entirely, I still play some flash games.

      So, I guess the correct statement should be that I have not given up on PAYING for PC games because consoles are better. I have have given up on PAYING for PC games because the software manufactures of FOR PAY games have driven me off.

      I still remember the final straw. It was "Freedom Force". I bought the game, and when I got it home, I found that they had not packed the CD-Key in with the game. When I called their tech support line all it was was a recording saying that to get a key I would have to mail, yes mail, them a photocopy of the cd, and wait for them to mail me a key. I hung up and went online to find a 'pirate' key. That was the last commercial PC game I ever bought. I figured if I had to go to the trouble "pirating" the game anyway, there was no point in paying for it. When it came down to it, it turned out that buying the game was part of the fun, and it wasn't worth the effort to me to copy commercial games.

    6. Re:You're missing the point. by Protonk · · Score: 1

      Here's why. Because if something has a marginal product that is dropping fast (large diminishing marginal returns), that means that those first few dollars are REALLY, REALLY worth it. In a way, this makes sense. Word of mouth is STILL an important evenue for game advertising. If the word is "F this, just download it", then you have not only lost one potential sale but 2. As you raise that number, network problems ((2^n)-1) work against you. What is that 10-20k (just sptiballing) better spent as? Some more flashes in a battle sequence? Hiring Spock instead of Chekhov for voice acting?

      I'm not making an argument FOR 100% piracy protection. That's lunacy. I'm saying that it is WELL worth the money to prevent the simplest attempts at piracy.

      How that impacts paying users is important. But...only so. For one, if the choice is between a few slashdot types getting their panties ina twist about putting a cd key in and 500,000 dollars in sales, the answer is clear. But it should NEVER come to that. Design should be such that piracy protections are transparent. When designers find that tradeoffs become unbearable, they should be able to show this to the producers and recommend throttling back on the restrictions. Your satisfaction as a paying user should be important to the company, but that doesn't mean that anything that you might consider an inconvenience should be jettisoned.

      The work of the company should be in making it less difficult to get a legitimate copy. That's the other half of copy protection. Digital distribution is the way to do that. I bought wow at 10:30 PM. It took about 20 minutes to download, about the same time it would have taken me to get to best buy. Blizzard would have done better by updating their digital distribution version to the newest live rev, but whatever. The idea was that both sides of the equation need to be dealt with.

    7. Re:You're missing the point. by Protonk · · Score: 1

      have you considered the possiblity that there are probably other, larger forces driving you away from PC gaming than middling copy protection? I mean, I'm not excusing the stupidity of the freedom force people....but that doesn't mean that DRM has caused you to buy 0 games necessarily. I barely buy any PC/Mac games anymore, but it is because I'm getting older rather than some anger over copy protection.

    8. Re:You're missing the point. by teabag_46 · · Score: 1

      I agree with this, I had a conversation with a cinema manager about this subject a couple of years ago; talking about video piracy. He asked why people would buy a pirated film, his position being that you wouldn't have as good an experience as if you saw the same film at the cinema. My answer was that most of the people buying pirated films probably wouldn't go to the cinema anyway, so the cinemas haven't actually lost any money - they just haven't made any!He got the point! I don't advocate piracy, and I only have open-source/freeware games, so personally, it's a moot point; however, I do know people that have played pirated games, and then gone on to buy and play legitimate versions of the same game, so in that sense, you could argue that piracy is free advertising!

    9. Re:You're missing the point. by Protonk · · Score: 1

      it is free advertising, as long as the advertising is "this game rocks, go get it" not "this games rocks, to pirate it." Presumably, if a game is widespread enough, they could aim for 100 pirated copies leading to one sale, but that is hoping for a huge market. if your game appeals to such a large market (like a casual game), then this is a great model. Give the game away (basically) but wait for suckers like grandma to buy it. If your production costs are much higher and your potential audience smaller (for a FPS, say), then that is much harder to do. It is more likely your pirated copies crowd out potential customers rather than attract them.

    10. Re:You're missing the point. by SanityInAnarchy · · Score: 1

      But presumably someone who pirates the game and plays it won't buy the game. That's not a bad argument.

      It only makes sense if someone who can no longer pirate the game will buy the game. And that is a pretty bad argument, because I honestly don't see how that works, in most cases. Exactly what demographic are you targeting who will download a game, and surf around shady sites for a crack, but who would also be willing to buy the game if you made it just a little bit harder? And how, exactly, do you think you're going to make it that little bit harder to where there isn't a crack for it?

      The first few bucks (say, on actually having a CD key) stop the 8-12 year olds who would just download it and play it.

      Those 8-12 year olds likelyknow more about piracy than you do. They can and will just download it and play it, if it's at all popular.

      The next large chunk of money (some online authentication) stops another class of people from just getting the iso and the crack and running it.

      Except the iso and the crack will usually stop that online authentication.

      The only thing which has been shown to work is to either not use copy protection, or not much copy protection; see just about any Linux port of a game, for some reason, they never port the copy protection, and you don't even need an ISO, it'll just play with no CD -- or to turn it into a service; see WoW.

      Now, I'll buy the shareware argument, simply because these games probably aren't popular enough to be cracked -- although that doesn't always stop people; see Uplink (and later Darwinia).

      But I'll tell you what -- I don't care about CD keys, and I don't care about online authentication. As long as you don't run a rootkit, or make me physically push in the CD, or do stupid things like check to make sure you're not running on a network share, I'm willing to jump through a couple of hoops. But your best bet is to make it as easy or easier than console games -- Steam being an example of this.

      --
      Don't thank God, thank a doctor!
    11. Re:You're missing the point. by Mr2001 · · Score: 1

      But presumably someone who pirates the game and plays it won't buy the game. That's not a bad argument. It's not the same argument at all. You can't presume that someone who can't pirate the game will buy it.

      Here's the deal sparky. Money spent on copy protection sees some pretty high diminishing marginal returns. The first few bucks (say, on actually having a CD key) stop the 8-12 year olds who would just download it and play it. How many 8 year olds have the money to go out and buy games? If they aren't going to be customers anyway, it doesn't matter whether they download it or not.
      --
      Visual IRC: Fast. Powerful. Free.
    12. Re:You're missing the point. by Protonk · · Score: 1

      First, I don't presume anything. It isn't a presumption to look at potential game buyers thusly:

      -Those who will buy the game, always.
      -those who might buy the game, but might pirate it if it sucks, is to expensive, or other stuff.
      -Those who are likely to pirate the game, but might buy it if piracy is hard.
      -those who are going to pirate it either way because DRM is for suckers and they can break it.
      -other (includes altruism, etc).

      Second, of course the 8 year old isn't going to buy it, he'll make his mom do it. why do you think there are so many 12 year olds on wow and xbox live? don't be obtuse.

    13. Re:You're missing the point. by mpe · · Score: 1

      That is... it doesn't matter to you, the profit-minded game publisher, how many people play your game. All that matters is how many people buy the game. If spending money on copy protection doesn't actually increase sales

      It's very unlikely that it will increase sales. From the POV of the purchaser all it can possibly do is make it harder to play the game...

    14. Re:You're missing the point. by Anonymous Coward · · Score: 0

      I, for one, have downloaded quite a few games. Most I have played as demos (under 1-2 hours). I played one game through to completion in under a week. I went to a store and bought it and its prequel. I have since played both several times. Who says all pirates are devoid of a sense of morality? I have yet to seriously play a pirated game without buying it.

    15. Re:You're missing the point. by Anonymous Coward · · Score: 0

      Yeah, as the years go by I find myself buying fewer and fewer games each year. Two or three years ago I'd have some problems here and there getting a game I bought to work but now it's almost a given that it isn't going to work out of the box. Why? Who knows what the technical reasons are but the error messages are always with the securom or whatever crap. Sometimes you have to email to beg for a new exe, which usually isn't up to date with the latest game patch, and even then doesn't always work. Or sometimes there's been no recourse, they don't know why it won't work and basically say thanks for the money, no refunds.

      I get pissed and don't buy anything for a while, then forget how pissed I was, think something looks good and get bit again. All this hassle combined with MS screwing PC gaming with Vista and the xbox and I'm just really really pessimistic about PC gaming now.

    16. Re:You're missing the point. by chthon · · Score: 1

      I am glad you said presumably.

      Somewhere in the beginning of the nineties, I copied two games : Civilisation and SimCity 2000.

      With Civ, there was a kind of playing protection. If you could not answer some questions, for which you could obtain the answers if you had the manual, your built units deserted somewhere around 2000 BC, and you had to rebuild them. Luckily, I had also a copy of the relevant pages in the manual. In SimCity there was not even such a thing, but it was difficult to play without manual.

      I learned to play Civ without manual, but I bought SimCity 2000 very quickly, because I needed the manual. A couple of years later, I wanted to purchase Civ, not because of the manual, but because I wanted to have an original copy, just to make sure that I had the means to play it whenever I wanted. I was lucky, MicroProse had bundled them with Railroad Tycoon Deluxe, Pirates II and Colonisation.

      I had the same experience with A-Train from Maxis, first copied it and played it, then later bought a genuine copy.

      I did not do it out of remorse or something like that, but if you can first know a game by playing with it, then you know also if you like it enough to shell out some dough for it. If you really like the game, then you can budget for it and buy it afterwards. If I really like a game, and play a lot with it, I feel like something is missing if I do not have an original copy with all the manuals and the box.

    17. Re:You're missing the point. by TheRaven64 · · Score: 1

      If spending money on copy protection doesn't actually increase sales, then that money has been wasted In my case, it's been entirely wasted. I started gaming in the Wolf3D era. When Quake came out, it took a big chunk of disk space. The first LAN party I went to (1996), my machine was the most powerful there and it only had a 1GB disk. Quake took 50MB, plus a few tens of MBs of mods. Since we played other games, like Red Alert and Duke3D, all except one person would delete their installs after playing a game and then copy them across the network next time we wanted to play - it was only a 10Mb/s net, but it was faster than installing from CD.

      Then came CD keys. They were irritating, because I always forgot to take the box with me, and so I had to hunt for a crack when I wanted to reinstall. Then came the games that required the CD in to run. They weren't so bad at the time, but a couple of years later I switched to using laptops exclusively and having the CD in the drive pushed up the heat output (meaning I couldn't comfortably play the game with the machine on my lap) and drained the battery so I couldn't play anywhere not tethered to a power cord.

      Then came things like Steam, which randomly forced me to wait for a couple of hours before playing a game I'd bought. At this point, I gave up. I can download things like Vega Strike or Battle for Wesnoth, play them immediately, and even hack on the code if I want. My gaming time these days is divided about evenly between simple online games and larger Free Software games. The traditional PC gaming industry successfully managed to drive me away from their platform, because I value my time and when I want to relax playing a game I don't want to have to fight the publisher to let me.

      --
      I am TheRaven on Soylent News
    18. Re:You're missing the point. by DrSkwid · · Score: 1

      The original SimCity asked for the populations of various World cities listed on a card in the packaging. The card was printed in black on dark red to prevent photocopying.

      --
      There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
    19. Re:You're missing the point. by TheRaven64 · · Score: 1

      I'm not the grandparent, and I still play games quite a lot, but I haven't bought any for a while. In the last few years I've developed the irrational belief that computing should be easy. If it isn't, it's broken. If it's hippyware, I have a chance at fixing it. If it's closed-source, I just put it down and move on. For me, Steam was the thing that drove me away from buying games. It's more convenient if it happens to work, but it didn't work well for me and so I gave up. Now I enjoy games like Vega Strike and Battle for Wesnoth, and a host of flash games. I expect to be able to start playing a game very quickly, not have to hunt for CD keys or passwords. And, I've discovered, games written by a team of people who love the game and are willing to devote their spare time to improving it are a lot more fun than games written by over-worked, under-paid teams of deadline-driven corporate employees. Odd that.

      --
      I am TheRaven on Soylent News
    20. Re:You're missing the point. by harl · · Score: 2, Interesting

      You are completely missing the point.

      There is no diminishing returns. The first penny spent is waste. The premise is that copyright infringers are people who are not going to buy your product. So you ignore them. Copy protection is incapable of increasing sales.

      It is impossible for copy protection to work since the end user has both the key and the lock.

      Copy protection costs money. Spending money on something that doesn't increase sales is the same as burning money. What they're saying is stop burning money on copy protection.

      --
      I find being offended by me offensive.
    21. Re:You're missing the point. by Jax+Omen · · Score: 1

      Besides, what 8-12 year old is going to go out and buy a turn based strategy game with their allowance? I did. Missionforce:Cyberstorm, way back in the day.
    22. Re:You're missing the point. by Goldsmith · · Score: 1

      I think you're missing the point. You're talking about CDs, isos and a bunch of stuff that has nothing to do with the business model Stardock has set up. Just having to install a game from a CD is a form of copy protection, and it's a pain in the ass. I don't doubt that copy protection at some level leads to more sales and potentially more profits, but so does making the game easy to find, install and use. Most of us aren't kids anymore and don't want to spend time mounting virtual drives on our laptops that don't have CD drives. They sell their games to an adult, educated market, and they've figured out that for that market, copy protection does not give them much return.

      Stardock does have online verification and keys and all that, but it's transparent, and from a customer's point of view, not copy protection. They use that stuff to make sure that I, as a paying customer, am always able to get the game and any updates and free expansions. I can go to any computer I want, put in my e-mail address and download the games I have bought from them, as many times as I need to. I can put the install file on a USB drive and use it wherever I want. Once having bought it, I also have online access to the game's install files forever. I don't actually need to have any keys, just access to my e-mail address. I can also buy new games or expansions very easily. By focusing on making the game finding, purchasing downloading and installing process very easy for the paying customers, they've taken away the main reason to pirate games. By offering frequent updates and expansions, they've taken away more reasons to pirate the game. If they focused more on copy protection and making sure I couldn't send the install files to my friend, it would be harder for me to load a game on a new computer, and less likely that I would buy new games and expansions from them. For Stardock, the point of diminishing returns on copy protection was pretty low.

    23. Re:You're missing the point. by geekoid · · Score: 1

      "The first few bucks (say, on actually having a CD key) stop the 8-12 year olds who would just download it and play it. "

      No, it doesn't. Only takes one crack. Which usually is on the internet before the game is on the shelve.

      It gets you nothing. I can't think of any game I couldn't just download right now if I wanted to. I buy the games I play...and then immediatly download the No CD crack.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    24. Re:You're missing the point. by Belial6 · · Score: 1

      I have considered that possibility, I then dismissed it, as I do still play games on the PC. I just don't BUY games. When I think about buying games, I start thinking about all of the hassle it is to buy the game. Things like, having to keep the CD out because they won't allow a full install for copy protection reasons, they are likely to start installing non-game related stuff to my hard drive, degrading my system, and increasing the likelihood that I will have to do a reinstall. They just might install a root kit that will do who knows what to my system. If I put the game away for a couple of years, I might not be able to play it later due to some artificial reason. I will have to make sure that I don't misplace the paper sleeve, as that is likely where the CD-Key is, and if I do, the game can never be reinstalled. Then there is the non-DRM related peeve of mine that they don't include artwork for me to put the CD in a gem case. Even when they do provide a gem case, they often only put the front cover, so you can't read the spine when it is on the shelf.

      If didn't play games on my PC, your hypothesis could be correct, but I just play too many games on my PC for that to be the case. If I didn't want to spend the money, you might be right. But, no, I want to go out video game shopping. I want to give them my money, but when I consider it, I know that as soon as I get home, I'll be pissed off. That is why I don't buy commercial games.

    25. Re:You're missing the point. by Anonymous Coward · · Score: 0

      "The first few bucks (say, on actually having a CD key) stop the 8-12 year olds who would just download it and play it."

      1. Stop 8-12 year olds from playing your game
      2. ????
      3. Profit!

    26. Re:You're missing the point. by masterzora · · Score: 1

      I don't know about the rest of the world, but I'm a college student and, even from the pirates, I'll usually hear "this game is good, you should play it", "this game isn't really worth buying, but it's worth playing", or "this game sucks". Note that the middle one is the only one that (even implicitly) encourages piracy, but it's of the form that, without piracy, would just be "don't buy it", so yeah, I'd say it's free advertising in the general case.

      --
      Remember, open source is free as in speech, not free as in bear.
    27. Re:You're missing the point. by Anonymous Coward · · Score: 0

      No, chances are he/she got it and heard that argument before to boot. In all honestly though that is one false dichotomy. I know plenty of people who wait when something comes out before pirating it, and their limits all vary based on numerous factors. If that time limit passes they'd either forget about the game or buy it (50/50 either way). So one friend of mine bought all his Wii games since A. he wanted to play ASAP, and B found the whole process of pirating too convoluted. On the other hand all his Nintendo DS games are pirated since he didn't want the system so soon, and pirating for that handheld is beyond trivial.

  8. PC games are dying compared to consoles by adisakp · · Score: 0, Offtopic

    FTA "So even though Galactic Civilizations II sold 300,000 copies making [eight] digits in revenue on a budget of less than $1 million, it's still largely off the radar. I practically have to agree to mow editors' lawns to get coverage... [Sins of a Solar Empire] has already sold about 200,000 copies in the first month of release. It's the highest-rated PC game of 2008 and probably the best-selling 2008 PC title. Neither of these titles have CD copy protection"

    The game I work on, Mortal Kombat, sold close to two million units on all SKU's on the last release. Guitar Hero sales have just racked up $1 billion for the franchise. That's correct, $1 billion. When you're the top selling title of '08 on the PC and you're gonna make $2-3 million that's nothing compared to being just a contender on the consoles where you can make $10-20 million.

    1. Re:PC games are dying compared to consoles by Runefox · · Score: 4, Insightful

      No, see, that's not it at all. The biggest problem plaguing most PC releases nowadays is that in order to keep up with the high power of most console games, a huge amount of PC horsepower is required; Hell, the X-Box 360 is more powerful than my PC. The Wii probably is, for that matter.

      So, PC game developers whip up these massive, beautiful games (Crysis), wherein no earthly system of the time can possibly run it at a decent speed, and what can people do? Your $500 Dell desktop isn't going to cut it. You'll need at least $1000 ($1400 for a laptop) worth of hardware just to hope to be able to play the game at a playable speed, and you'd better hope you didn't skimp on the video. The problem with this is, not many people opt for the heavyweight PC; Most families, companies, bachelors, etc will want to run as cost-effectively as possible and thus won't bother with expensive video cards (the ones in question being at least $200 and at most $600-$700). There's really a very small market for "hardcore" PC gamers (the ones who want a 360/PS3-style experience and are willing to spend the sum of both consoles' worth in high-end gadgetry to do so), though it's very, very lucrative for hardware manufacturers.

      So, why should I, stuck with my crappy old Radeon 9600 Pro, go out and buy Crysis, even if I really wanted to? The answer is: I shouldn't. There's no possible way I could even squeeze 2FPS on that one. That's one sale gone. And what about all those people with $500 Dells who are also gamers? There's more missing sales.

      The point is, you can't blame software piracy for making a piece of software so unwieldly that only a niche market of users can actually hope to run. At least a 360, Wii, or PS3 will, hopefully, be capable of playing anything certified for release on it. The PC doesn't have such luxuries, and that's where the stumbling block is. Until IGP chipsets become powerful enough to compete with discrete graphics solutions (never), you'll never find the massive reception that you would otherwise find on a platform that's actually genuinely capable of pushing the graphical "wow" you want. End of story.

      In summary, you're comparing apples and oranges. PC's have wildly varying specs, and even users interested in playing your game, in many cases, may not be able to. Consoles are rigid, and have typically zero differences between variations of the same model in terms of horsepower; Thus, anyone who owns a 360/PS3/Wii will also be able to, without question, play your 360/PS3/Wii game.

      --
      Screw the rules, I have green hair!
    2. Re:PC games are dying compared to consoles by Ihmhi · · Score: 1

      So, PC game developers whip up these massive, beautiful games (Crysis), wherein no earthly system of the time can possibly run it at a decent speed, and what can people do? Your $500 Dell desktop isn't going to cut it. You'll need at least $1000 ($1400 for a laptop) worth of hardware just to hope to be able to play the game at a playable speed, and you'd better hope you didn't skimp on the video. The problem with this is, not many people opt for the heavyweight PC; Most families, companies, bachelors, etc will want to run as cost-effectively as possible and thus won't bother with expensive video cards (the ones in question being at least $200 and at most $600-$700). There's really a very small market for "hardcore" PC gamers (the ones who want a 360/PS3-style experience and are willing to spend the sum of both consoles' worth in high-end gadgetry to do so), though it's very, very lucrative for hardware manufacturers.

      This is all very true. However, if it weren't for games like Doom III and Crysis pushing the limits, I do not know if companies would be working so hard to get out the next-gen graphics cards.

      There literally is no forseeable ceiling to graphics power - at least in terms for what the consumers will want. Oh, photorealistic graphics? Well, how long until you can render an entire city in photorealism? How about an entire state/province? Country? World? Galaxy?

      As much as people might hate games like Crysis, they are a necessary evil. And this is coming from someone running a RADEON 9250 PCI card. I can play WoW and Half Life 2. d:

      So, why should I, stuck with my crappy old Radeon 9600 Pro, go out and buy Crysis, even if I really wanted to? The answer is: I shouldn't. There's no possible way I could even squeeze 2FPS on that one. That's one sale gone. And what about all those people with $500 Dells who are also gamers? There's more missing sales.

      This is true. This is why World of Warcraft and similar games are so successful. Smarter companies have turned away from graphics or used smart design compared to making something that requires a miniature nuclear reactor for a power supply and a graphics card that can render every pixel on Doom Guy's face in glorious HD 14 billion megawhatzits quality.

      Remember though, gameplay, not graphics, is what has always mattered. Think of some of the most revered and/or innovative games in the last ten years. Viva Pinata. Katamari Damacy. Rollercoaster Tycoon. The Sims. Starcraft. These are not exactly graphics powerhouses, but they're fun, and there's millions upon millions of people who are running $500 Dells (the poor bastards) and buying them up.

      Aside: did I mention you can pick up Rollercoaster Tycoon deluxe for like $15 with shipping to pretty much anywhere in the States? What a steal for a good bit of nostalgia, especially since my original three game discs were stolen. >:

    3. Re:PC games are dying compared to consoles by Eighty7 · · Score: 1

      So, why should I, stuck with my crappy old Radeon 9600 Pro, go out and buy Crysis, even if I really wanted to? The answer is: I shouldn't. There's no possible way I could even squeeze 2FPS on that one.
      Probably a bad example. I can confirm crysis will work with a radeon X600, 3.4GHz P4. Doesn't look good at lowest settings, but I did get enjoyable speeds. Download the demo & try it out.

      Your $500 Dell desktop isn't going to cut it. You'll need at least $1000 ($1400 for a laptop) worth of hardware just to hope to be able to play the game at a playable speed, and you'd better hope you didn't skimp on the video.
      The hell? Don't buy gaming rigs from dell. Again I can personally confirm a $700 desktop from newegg (not including the LCD) will run crysis at all but high settings.
    4. Re:PC games are dying compared to consoles by satoshi1 · · Score: 1

      The Radeon X600 is a recent graphics card. The Radeon 9600 that the GP talked about is a card I bought with my computer almost five years ago. And even then, it wasn't all that new. There's no way in hell the GP can play Crysis with his 9600.

    5. Re:PC games are dying compared to consoles by Runefox · · Score: 1

      All good points, though I'm not partial to World of Warcraft. However, I am currently playing Warrock, which is a graphically mediocre game with excellent gameplay, especially in the team-based side of it. It's a lot of fun with voice chat going with a clan all in the one map, and it's a lot of fun alone, too, for anyone who likes online Battlefield/Counterstrike-style FPS games. This game also runs pretty well on even IGP chipsets, which is a complete departure from the norm. And I like it. The games that push the envelope are indeed a necessary evil, but as long as they push it faster than the hardware does, low to mid-range graphics solutions won't cut it for pretty much anyone who wants to do some gaming. I'm of the firm belief that IGP-friendly settings, even if they look like absolute crap, should be incorporated into releases. It'd be weird playing CoD4 with pretty flat textures and polygons more at home in the first Rainbow Six, but hell, if I could play it on a $500 Dell, who's complaining? How much extra work would it be to shrink/compress textures and down the polycount? How much extra space would it take up? I can't imagine very much.

      But the reason behind the PC market struggling to keep up with the X-Box 360/PS3 in terms of graphical prowess (and the reason for no IGP friendly graphics options in most cases) is simple: Nobody wants the PC gaming market to die off, much less to consoles, whose traditional role in the world of gaming has been a back seat to the mighty PC, even if only armed with an S3 Virge back in the days of software rendering. Graphics don't make the game, but to many people I talk to, it's common to hear "this game's graphics suck" or "I don't want to play that, look at how shitty it looks". However, they're mostly console gamers, and again, there's where the emphasis comes from. Consoles have evolved such that they rival high-end PC's in terms of raw graphical power, and because of their price tag, one might wonder why their $500-700 budget PC can't run games as well or that look as good as their $400 X-Box 360. They don't really care much about the gameplay, or why it happens to be.

      But, those that HAVE found games that conform to their budget PC's that happen to actually be really great games are likely to know what to look for in a game. The unfortunate truth about these games, though, is that their follow-ups are very likely to be far more graphically intensive than these systems can handle. That said, in the coming years, more and more IGP's are shaping up to be capable game performers (the integrated Radeon HD 3200, for example, and its ability to scale in "hybrid" mode with other Radeon HD's provides excellent expandability and initial performance for an IGP, especially in comparison to the current standard), and video card tech is moving along at a rapid pace, making mid-range cards today sell at low-end prices tomorrow. The only problem there is, by tomorrow, they really will be low-end. It's an unfortunate treadmill.

      --
      Screw the rules, I have green hair!
    6. Re:PC games are dying compared to consoles by prockcore · · Score: 1

      The biggest problem plaguing most PC releases nowadays is that in order to keep up with the high power of most console games, a huge amount of PC horsepower is required


      I agree, and it's not just the big games like Crysis. A friend of mine bought the Lost video game, only to find it won't run on his computer. He lent it to me to try out. Even though my computer meets all the box requirements, it is completely unplayable. I literally get like 2fps at 800x600 with all the bells and whistles turned off.

      I'm not going to spend a dime to upgrade my computer, and I'm not going to spend a single dime on another PC game ever again. I can go get the 360 version and be guaranteed that it will work.

      PC gaming is dying, and good riddance.
    7. Re:PC games are dying compared to consoles by Runefox · · Score: 1

      Probably a bad example. I can confirm crysis will work with a radeon X600, 3.4GHz P4. Doesn't look good at lowest settings, but I did get enjoyable speeds. Download the demo & try it out.
      The Radeon 9600 Pro was recently rebranded, repackaged, and resold. It's now the X1050, which is subpar for an IGP these days, much less an X600 (which, while also a rebranded 9600, and not much faster, is PCI-E and comes stock with better memory and higher frequencies, which gives it an edge at higher loads) or any respectable discrete solution. So even though I'm not using onboard graphics, I may as well be at this point.

      The hell? Don't buy gaming rigs from dell. Again I can personally confirm a $700 desktop from newegg (not including the LCD) will run crysis at all but high settings.
      No, of course not, but while people may not buy gaming rigs from Dell, they'll buy a Dell and then try to run a game on it. You have no idea how often I have customers coming into our shop complaining that their system is too slow (or objects are solid white, crashes, etc), only to pop an eMachines or a Dell onto the counter with an Intel (or SiS!) integrated chip in it looking to run Call of Duty 4 or similar. The fact that their machine is totally incapable of doing so is a stumbling block for PC gaming. It's not the software devs' fault, but it's definitely something that those devs should take into consideration if they want to expand to the widest possible audience.

      That said, I was estimating a full system, from scratch, and if you are building a PC specifically for gaming, then you're already several steps ahead of what I'm talking about here. Usually, Ma and Pa won't buy a computer from Newegg though, and while you can get a much better deal building one yourself that way, it's much easier to just buy a Dell, Gateway, HP, or *insert brand name here*. And that's the truth for the majority of PC's out there; I would be very surprised if there were more "white boxes" in the world than brand name PC's, and even so, "white box" PC's are typically either already gaming rigs, or filled with more bottom of the barrel budget parts. That said, they're usually far more expandable, which is a definite plus to any Ma or Pa who shops at a local computer shop instead of Best Buy.
      --
      Screw the rules, I have green hair!
    8. Re:PC games are dying compared to consoles by Runefox · · Score: 1

      It's actually too bad that it's dying this way; I remember the days when Rainbow Six and Unreal Tournament were released. Rainbow Six: Rogue Spear ran excellently on everything I've tried it on, all the way down to a P2 333 with a Voodoo 3 card (which exceeds the minimum requirements, admittedly, but it ran like silk and looked good doing it). Hell, I could play Unreal Tournament at low settings on a P233 with 64MB of RAM and an S3 Virge in software rendering mode (which also exceeds the minimum spec), and it not only didn't look half bad, but at the time, looked particularly stunning at max quality with all the bells and whistles turned on, and required only a modest system to come close to it (that P2 333 did pretty well). I know several people who still play it, in fact, and again, it still looks good. What the hell happened? Why the sudden lack of support for those low-end systems? In my opinion, there hasn't been that great an increase in visual quality to warrant such requirements nor slowdown, and to this day I continue to complain about muddy textures and poor polycounts in supposedly graphically-stunning games. I feel like I'm stuck in 2002.

      And why the hell are the system requirements simply the bare minimum to *run* the game?

      None of it makes any sense. If software devs want their product to reach the widest possible audience, which is always a Good Thing (TM), then they need to realize that low end stuff is the norm, unlike the consoles they're porting to/from. Crysis was just one big shot in the foot, as far as I'm concerned; Which is OK, because it's just trying to sell the engine more so than the game itself, just like Half-Life 2 (which was a good game all told) and Doom 3 were. However, what good is an engine that powerful if it requires a system more powerful than currently available to fully take advantage of it in "HD" quality (and a system at least of the mid range to even run it at an acceptable speed)? ... Get off my lawn!

      --
      Screw the rules, I have green hair!
    9. Re:PC games are dying compared to consoles by Anonymous Coward · · Score: 0

      "So, PC game developers whip up these massive, beautiful games (Crysis), wherein no earthly system of the time can possibly run it at a decent speed, and what can people do? Your $500 Dell desktop isn't going to cut it. You'll need at least $1000 ($1400 for a laptop) worth of hardware just to hope to"

      Here's the fun thing.

      It's because the PC developers do this that speed up PC's gaming powers with more and more sound and graphics cards at explosive rates. Eventually within a few years those 2000 dollar PCs are now under 1000. And that blazing 360 and PS3 start looking a little old.

      So Console manufactures do a redesign and release a new console that totally smashes your PC.

      The cycle begins anew. :)

    10. Re:PC games are dying compared to consoles by Charcharodon · · Score: 1
      No, see, that's not it at all. The biggest problem plaguing most PC releases nowadays is that in order to keep up with the high power of most console games, a huge amount of PC horsepower is required; Hell, the X-Box 360 is more powerful than my PC. The Wii probably is, for that matter.

      No the biggest problem plaguing most PC releases is that the typical gamer is barely smart enough to hook up a 360 much less set up a proper PC.

      PC hardware and software developers are to blame, they've skimmed along for years depending on all the "Hard Core" types to educated their friends, set up their games and machines, and troubleshoot problems. How many times have you bought something only to have to dig through the forums because the Dev's can't be bothered to actually host it in the download section of the games website and their Update function in the game doesn't work, or piece of networking gear that has almost no instructions, and they wonder why people gravitate towards consoles. This type of behavior can be seen in all aspects of the PC industry.

      PC gaming isn't dying, its just shrinking back to the niche market its always been since their original core group of gamers have all grown up and have better things to do and the younger generation find the consoles good enough in a McDonalds sort of way and a hell of alot easier to deal with.

    11. Re:PC games are dying compared to consoles by bm_luethke · · Score: 1

      PC games are trying to compete where the consoles win throughly and that is going to be a loosing war. You don't fight a war where your strength is at it's lowest.

      As you say the consoles win in many areas and will continue to do so for A LONG time. The companies have a huge amount of control over them and software just works. Graphics wise it is nearly impossible to keep up with them in a general purpose computer - mine also has to run applications that are VERY much not games, and run them well, for me to even begin to think of purchasing said PC. It is first and foremost a work machine, a gaming secondly. You are 100% correct in that analysis.

      All that being said the PC has some real strengths. At one time this is why people played a PC, but they aren't as safe (from a companies return point of view) as console games and, while they can have great profits they can also have great losses.

      One is cost in development - SDK's are fairly easy to obtain and many are even fairly open. You don't *have* to pay a fortune to MS, Sony, or Nintendo to get your stuff out there and this should allow a greater amount of innovation. To some extent DirectX has hurt this because many feel they have to pay Microsoft and if doing that they might as well go all 360 - however there are other nice 3D packages out there.

      Another is expandability (though being able to ship poor products and patch later is one of the things that really hurt PC games) - Neverwinter Nights, Half-Life, and a few other RPG's are a *great* example of this. Unfortunately too many companies see this as being a competitor instead of an asset as they would prefer to sell their game engine for a few tens of thousands to a single company instead of to a few tens of thousands gamers (though as the above games showed - lots of money in the latter case).

      And, while the last big win listed not really the last one over all, we have interface. FOr many styles of games a keyboard/mouse offers an unparalleled gaming experience - RPG's come to mind. To a lesser extent FPS are so also, but that probably ends to be overshadowed by the whole "control the hardware" thing from a developers standpoint.

      *Shrug* PC's died as a gaming platform when they decided to take on consoles on their own turf instead of doing what they do best. Games like Half-Life, Neverwinter Nights, and quite a few others would *never* have done what they did on consoles. Unfortunately game companies

      For myself gaming has been on the down slide since around the late 90's, I'm a puzzle/RPG fan with a side interest in strategy games. Consoles do bad there, though a few CRPG's do stand out (Final Fantasy VII for instance) and some of the tactics games have done well. While my genre has never been one of the large multi-tens of millions profit centers we are fairly dedicated and have nowhere to go as there has been VERY few games released that are decent (not a MMO fan - I'm not going to pay a monthly fee for other user to create crappy content).

      I still expect games to slowly move back into that sector as they mature (just as other entertainment forms matured back into story/fun driven modes) but unfortunately I will most likely be in my 40's or even 50's by the time this occurs though I still expect to be gaming then. I find it sad that the current pinnacle of those games occurred in the late 90's early 00's as those games weren't really that good compared to what is possible - just that gaming companies abandoned them as it had better margins to produce flashy graphics (though I also admit I like those graphics and have a few games just because of them). Flashy graphics are reaching their limits and hopefully within the next 20 years will shift back towards fun gaming - which the PC is very well suited for several genres.

      --
      ------- Sorry about the spelling, I suffer from two problems. Dyslexia makes it difficult to spell well, lazy makes it
    12. Re:PC games are dying compared to consoles by Anonymous Coward · · Score: 0

      i played through crysis with my radeon 9700. sure everything was on low but it still looked good and was playable. i recently built a new computer for about $500 minus hard drives and a case which i already had and now i can run it with everything on high and it looks beautiful.

    13. Re:PC games are dying compared to consoles by esocid · · Score: 1

      So, PC game developers whip up these massive, beautiful games (Crysis), wherein no earthly system of the time can possibly run it at a decent speed, and what can people do?
      My brother's setup can run it just fine, and it looks fan-fucking-tastic if I say so myself. I wouldn't say that it is unreachable for most PC gamers, since the only upgrade that I would need would be a DX10 gpu, and i would think that most people who would classify themselves as PC gamers have built their own PCs, and haven't been ripped off by buying some stock PC. While I agree with you that the console market is designed for allowing for any game that developers release on it to be played on it, but that limits the developers to what the console can do.

      PC devs can design practically anything that is capable of being run on a top-line computer. So right now I have two PCs I built that outdo anything consoles out there can do, but what happens when the consoles fall far behind? You wait until another one comes out and you can shell out another $300-500 for it, maybe even more. But all I have to do is possibly purchase a new gpu.

      You also fail to see that most people who do have a console will also have a PC. So why spend $500-1000 on a PC or laptop, plus $300-500 on a console when you can invest in a superior PC that will outdo both of those?
      But like I said earlier, my biggest gripe is that the console is physically limited with what you can do. You can't upgrade, you can't use it for anything else than what it is designed for (with the exception of modded consoles). People like me like flexibility with what they can do. That's why pointing out one or two PC games which your specs aren't capable of reaching doesn't signal that the PC gaming market is dying. PC games which are outperforming console games are still the same price, if not less, than those console games. So I wouldn't say either one is dying, they just have a different market.
      --
      Absolute power corrupts absolutely. indymedia
    14. Re:PC games are dying compared to consoles by adisakp · · Score: 1

      The biggest problem plaguing most PC releases nowadays is that in order to keep up with the high power of most console games, a huge amount of PC horsepower is required; Hell, the X-Box 360 is more powerful than my PC. The Wii probably is, for that matter.

      ...

      So, why should I, stuck with my crappy old Radeon 9600 Pro, go out and buy Crysis, even if I really wanted to? The answer is: I shouldn't. There's no possible way I could even squeeze 2FPS on that one.


      You really don't know what you're talking about here. Your Radeon 9600 Pro is orders of magnitude faster than the Wii graphics chipset (which is basically just an update from the GameCube. If you think that consoles are even remotely close to being as fast as a baseline PC with a decent modern video card, you've been drinking the marketing Kool-Aid that's been around since before the "Emotion Engine" was supposed to be so powerful that it would render images that would make you cry when you played PS2 games.

      The reason that good games run decently on consoles is the small group of really smart programmers who spend several man years optimizing each game plus you have another team of really talented artists who massage the hell of out the content. All of the "wow" in console games comes from knowing where to cut corners plus a lot of sweat and hard work.

      BTW, if you want a glimpse of publicly available CELL code (no NDA info) that shows just what sort of hoops actual console game programmers are willing to jump through for a couple extra clock cycles, check out Mike Acton's site.

    15. Re:PC games are dying compared to consoles by Anonymous Coward · · Score: 0

      "Information wants to be fwwweeeeeeeeeeee" (Thought I'd put in that obligatory /. justification, I haven't seen that here in a while.)

    16. Re:PC games are dying compared to consoles by Anonymous Coward · · Score: 0

      I'm glad somebody pointed this out.

      All the console gamers who think they own little engines of hi-performance awesomeness are kidding themselves. First, the games can be massively optimized for that specific platform. Secondly, the cost of the console hardware is often recouped through increased game prices. Sort of like how printers are cheap, but ink is expensive?

      So when you complain about hardware... Despite what Microsoft, Sony, or Nintendo are trying to tell you, there is no magic free lunch, and consoles do not contain alien technology unavailable at comparable pricing to PC owners.

    17. Re:PC games are dying compared to consoles by wraith808 · · Score: 1

      I call BS to this whole supposition also. Personally, there's more to the story in my opinion. Game developers are alienating their users, but the only way the users can really strike back without ruining their own enjoyment is going to affect the retail channel. I was not enamored with digital distribution- especially since they're charging the same price with a negligible cost for their distribution channels. But then I began to see that I don't need to put the DVD in the drive- without having to hack my legitimately purchased game! Now I only buy digital, and have decided not to buy a few new releases because they don't have a digital option. And the National sales figures suffer as a result- you *have* to buy console releases from B&M so they all get included- digital distribution channels are *not* included in the sales figures.

    18. Re:PC games are dying compared to consoles by Anonymous Coward · · Score: 0

      Turn down the graphics settings, or is that too complicated for you?

    19. Re:PC games are dying compared to consoles by cliffski · · Score: 1

      so fucking what?
      How much of that 10-20 million did you get personally?

      --
      DRM-free indie games for the PC and Mac: Positech Games
    20. Re:PC games are dying compared to consoles by adisakp · · Score: 1

      This has to be slashdot for an actual video game developer gets modded down as offtopic while the response that's full of technical errors about pc vs console performance gets modded "+5 insightful".

      Sigh... oh well, that's probably why there are so few posts from actual people in the industry here.

    21. Re:PC games are dying compared to consoles by tepples · · Score: 1

      While I agree with you that the console market is designed for allowing for any game that developers release on it to be played on it, but that limits the developers to what the console can do. And more importantly, to what the console makers will allow. Historically, console makers have banned games designed for adults only, games by smaller developers, and (often) applications that are not games.
    22. Re:PC games are dying compared to consoles by tepples · · Score: 1

      Turn down the graphics settings, or is that too complicated for you? A lot of games for Windows won't run well on older PC hardware, even when the graphics are set to lowest.
    23. Re:PC games are dying compared to consoles by adisakp · · Score: 1

      so fucking what? How much of that 10-20 million did you get personally?

      It's not all about the money but to answer your question, Midway actually does have a royalty plan and higher selling games do get royalty bonuses for the team. The team splits a fair share of the profits after development, marketing, and distribution costs are covered. Games right now have a larger development cost so royalty expectations are more modest but there's nothing that would keep the team members personally from taking home wheelbarrows full of cash for their share of royalties if the next game is one of the top console sellers (and the chances of that happening on a console game are quite a bit higher than PC games right now).

      However, like I said, it's not all about the money. It just feels GOOD to have your game be purchased and played by over two million people. It's something to be proud of on a personal level. And it's a lot harder to get all that excited in developing new content for the PC market where the only games in that range is WOW. The next PC contender for 2007 was pushing merely one forth of that which was a Sim's add-on module. This years top PC game according to other posts in this thread (although slashdottter posts are hardly a reliable reference) is doing 1/10th as well as the game I work on.

  9. Dying? by Mr2001 · · Score: 1

    I won't believe it until Netcraft confirms it.

    --
    Visual IRC: Fast. Powerful. Free.
  10. This is TERRIBLE advice by Protonk · · Score: 4, Insightful

    I don't mean to sound like a copyright hawk (I'm not), but this advice is awful for game makers outside the freeware/shareware model. for one, no large game company is going to listen to this guy, so this ends up another tidbit for armchair game developers on slashdot to tell each other and assume it is true.

    For another thing, it isn't true. It's bad advice on face. Any product which takes significant production costs but can be gained for the use of a user's time (read: free) will lose money if the product is sold at marginal cost--or, if the product is offered at some rate above marginal cost but that cost is avoided for most users. The nature of game design is huge up front costs and a probable revenue stream to make up for those costs and generate a profit. If the average user out there can costlessly pirate the game, a good deal of that revenue stream is lost.

    This does NOT mean that games should have 100% piracy protection features. That's also stupid. It is arguably physically impossible to prevent a (non-remotely authenticated) game from playing on a computer where the user has custody. All of the required parts are there--it's the same argument for DRM. No one is going to generate a copy protection scheme for computer games with 100% efficacy. What it SHOULD mean is that a reasonable protection should exist to prevent most copying, just like plenty of games have now. No spyware, no intrusive checks. Just some reasonable authentication measures. All you need to do is prevent a good percentage of people who would pirate it costlessly by downloading it. Not everyone.

    Steam is a flawed example of what might work very well. Steam can (probably) be spoofed, but who cares? Most of us don't spoof it. WoW is another good example, their game works on a subscription model, so it is almost pointless to pirate it. Q3 is close to the extreme--it's probably pretty easy to pirate it and the demo basically includes the game (for the most part).

    the right answer is to find an envelope type solution. Envelopes don't prevent people from stealing or reading your mail. They don't even ensure that you can check 100% if your mail has been read in transit. but they deter the least motivated due to the minimal effort required (versus a postcard) and they deter others based on the threat of detection. there is no reason to build a piracy scheme similar to the HDMI demands--don't get me started. but it also is not even remotely realistic that major software companies will take a shareware outlook to piracy in the near future.

    1. Re:This is TERRIBLE advice by Anonymous Coward · · Score: 0

      His "ignore the problem" advice wouldn't work for those securing computers. Why should it work here? The success rate for those doing security isn't 100% so why shouldn't they give up? All or nothing advice usually ends up being bad.

    2. Re:This is TERRIBLE advice by LordLucless · · Score: 2, Informative

      Any product which takes significant production costs but can be gained for the use of a user's time (read: free) will lose money if the product is sold at marginal cost--or, if the product is offered at some rate above marginal cost but that cost is avoided for most users.

      Probably true. But the question is, does having copyright protection change the number of users who would avoid paying the game significantly? This guys argument is that it doesn't. The people whom copyright protection thwarts are the people who probably wouldn't try to pirate it anyway. Anyone who is even marginally determined can google a crack pretty quickly.

      As far as I can tell, piracy rates have only increased along with increased copy protection. Now, there have been other factors of course: the growth of the internet, the growth of the gaming industry, the increasing technical competence of the average user. But still, I've never seen copyright protection suddenly stop game piracy, and I've been playing computer games since the C64 was around.

      The point of the article is, it's going to happen. You can try to stop it, but you won't. So fighting the perpetual copy protection arms race just costs you money (and the opinion of those who do pay for your software if it becomes too intrusive).

      I still don't expect games companies to follow it, but I wouldn't expect it to make much of a difference to their bottom line if they did.

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
    3. Re:This is TERRIBLE advice by hao3 · · Score: 2, Insightful

      Bullshit. Economics 101. They will also gain loads of customers who's Marginal Utility from the good is greater than or equal to Marginal Cost, but lower than the price it was when they had to spend money on costly DRM. i.e. demand will increase if they lower the price. If the consumers's Marginal Utility is lower than Marginal Cost (or whatever the price was before) then it will always be cheaper for them to get pirated products, in which case they will never be potential customers. (Assuming of course that pirated products cost less than or equal to the consumer's Marginal Utility, which in this case is less than or equal to Marginal Cost) If the product is not worth it to them, adding DRM won't make it any more worth it, it will probably make it less so. Stop looking for customers who aren't paying, and look for ones that will pay. Saying no DRM lowers the cost of pirating doesn't work either. They would only pirate if the product was worth less to them than the asking price in the first place (since pirating still has a positive Opportunity Cost). All this assumes Demand is Elastic, which it clearly is in the case of entertainment. I would think this probably doesn't apply to software (most people don't care if their computer runs Microsoft or Linux, they just want it to work.) Maybe DRM might work in that case.

      As for the post below about bootleggers, that is also bullshit. Just flip the problem around. In this case, bootleggers are suppliers. They can spend time and resources on developing their own product, but it will always be cheaper for them to crack the DRM of anything else and sell it as their own. Bootleggers will always crack any DRM, no matter how hard or complicated. This is clearly the case in practice. It is already addressed through other laws, it's illegal for them to deceptively pass off some product as their own, DRM or not. DRM is also a waste of money in this case. Stop 'em through other means.

      --
      "Impartiality is a pompous name for indifference, which is an elegant name for ignorance." - G.K. Chesterton
    4. Re:This is TERRIBLE advice by Per+Abrahamsen · · Score: 3, Informative

      I don't mean to sound like a copyright hawk (I'm not), but this advice is awful for game makers outside the freeware/shareware model. You are aware that Stardock is neither a freeware, nor a shareware company. He is not an armchair philosopher, he is describing a business model that works.

    5. Re:This is TERRIBLE advice by Protonk · · Score: 1

      RAWR. Let's get a few things straight. DRM is a sunk cost. It increases average cost, but not marginal cost. Relative to the production cost of modern games, DRM is not a significant factor in the sunk (fixed) costs overall. And remember, average cost is the key. The firm has to produce and sell above average cost to make a profit in the long term. For large lot sizes, the constiuent of average cost that represents DRM will be very, very small. If DRM costs 100,000 to add and the publisher sells a run of 10M games, the cost is a penny per disc, explicit cost.

      Cost to a consumer: Pirated cost includes time and effort spent getting the pirated copy. This is heterogeneous--you and I face different opportunity costs for pirating something. Legit cost includes time spent buying the product AND the explicit cost. You are correct in saying that the net implicit and explicit costs of piracy will be less than purchase for some goods for some people. My mom probably won't pirate something because she faces different tradeoffs for doing so. In high school I pirated lots of stuff because cash was precious, my time was cheap and I knew where to look (my cost to search was low). This is all assuming that piracy is 100% successful and there is 0% chance of being caught (there basically is). Change that and the numbers change accordingly (even for risk neutral actors).

      So we have a small increase to average cost (dictating a small increase in the price seen by the consumer) and a change in the effort required (implicit cost) of piracy. We have to assume that in equilibrium without piracy there are some marginal pirates. Those pirates would be dissuaded by an infinitesimal change in the cost of piracy (or the price of the good), regardless of the method that presents the change in cost. empirically, we can gage the distribution of pirates. More are liable have high opportunity costs than low opportunity costs, as specialization (in learning about piracy) forces tradeoffs. As the cost of piracy increases, fewer and fewer pirates are expected to be dissuaded per dollar (we face diminishing marginal returns for out anti-piracy dollar, an uncontested point). Consequently, it behooves us to invest in DRM (assuming that is our only option) until the average cost rises to meat the marginal revenue.

      Moving on from econ 101, we realize that people don't respond classically to these stimuli the way you expect them to.

      there are network externalities at work, both positive and negative, to piracy. There are non-monetary signals sent by packaging a product with DRM and scary messages about copying (they work more than we would like to think). There are (obviously) people who make seemingly irrational choices to reject what they see to be stupid DRM beyond what economic analysis would suggest (Sony, Amazon Unbox, etc). The list goes on.

      Protip. don't bust out "econ 101" on someone already talking about diminishing marginal returns.

    6. Re:This is TERRIBLE advice by SanityInAnarchy · · Score: 1

      Mentioning Reznor in TFA really clouds the issue, I think.

      I don't think any gamers are claiming that games should be free. Sure, it's great when they are, but we understand (somewhat) that it costs money, and always will. Some of us even want to be game developers when we grow up. (I'm grown up, and I still want to be a game developer when I grow up.)

      The more important point is, games should not come with copy protection. It is a waste of time and money, and won't significantly change the number of people who pay for your game.

      Now, your point about Steam is a valid one, but I think the more important point about Steam isn't that it could be an anti-piracy tool, but that something like it, even if there was no actual DRM in place, would still be a reason to buy the game. With Steam, you get to hook into a community of people -- your friends are on the friends list, you can click on them to join a game, you can actually play online with them on any decent server (instead of having to maintain your own pirate server, and memorize the IP address or register a hostname)... All of this can be done with very basic username/password authentication, and that's really it.

      Even if you could create your own pirate Steam network, it's still probably not going to catch on, again because of this network effect. WoW has been reverse-engineered, and there are multiple open source WoW server projects, and many instances of them live on the Internet. But the real thing still has some 10 million subscribers. That's subscribers, not one-time purchasers, so there's that much more motivation to pirate it, if it were that simple. WoW does use some DRM-like schemes locally, but that seems to be really geared more towards stopping cheating, rather than towards preventing piracy.

      Either of those are valid ways of providing even indie games (Peggle, Darwinia, and others) without actually relying on any DRM at all. And it's not a shareware model -- Peggle looks like it could be shareware, and indeed, you get a limited version of it with the Orange Box. But there's also Half-Life 2 (and episodes), arguably one of the larger productions, and Portal, arguably one of the best games, ever.

      The point is not to make the average user unable to pirate the game, or too afraid to. It's to make the average user not even want to pirate the game.

      If you'll allow me my moment of 2 AM hyperbole, part of the reason Portal exists is that Valve is a game development company, not a DRM-development company. They spend resources on building games, not on locking them down.

      --
      Don't thank God, thank a doctor!
    7. Re:This is TERRIBLE advice by Protonk · · Score: 1

      He isn't, but the people who will listen to this advice and quote him endlessly are. And Stardock is a shareware company that has made good. That doesn't make them bad people. bungie is a shareware company made good.

      My argument is that the business doesn't support it in the long run for games with production costs, higher costs of delivery (can't be easily downloaded) and smaller potential markets.

    8. Re:This is TERRIBLE advice by Wordplay · · Score: 1

      I don't believe Stardock has ever released a piece of shareware. GalCiv OS/2 was third-party published, and their Windows stuff has all been commercial. They have the occasional freebie or demo, but they're primarily a commercial company.

      They also had the Steam/Stardock Central model going before Valve did, and Wardell knows a little something about the entertainment software industry.

    9. Re:This is TERRIBLE advice by Protonk · · Score: 1

      Windowblinds, desktopX, and others are shareware (including some token mac products, but those hardly count because god damn everything for mac is shareware). Those aren't meant to denigrate the company. They have a good subscription model down for their b2b software. they made good games. he knows something about software design. I just don't think he is right.

    10. Re:This is TERRIBLE advice by malkavian · · Score: 1

      The real crux of this matter is that he's not interested in being right. Merely making a profit by selling software.
      The sales figures on the games he's selling (and the other software) say he's doing a good job on the assumptions he's making. No money spent on DRM, and sales in excess of what some 'big label' software achieves.
      Could he make an extra few sales by using DRM? Perhaps. Would he lose some? Definitely (I'd be one; I don't buy many games these days, mostly due to DRM. No Bioshock for me, and no I've not pirated. Just won't buy anything that crippled, despite it looking like a great product from the demo). Would it return more money than the DRM cost?
      Probably not. Would it affect good will? Massive negative hit.

      So, right or wrong, he does exactly what businesses are supposed to do. Pay staff, make a product and make a profit. His balance sheet shows his decision to be a viable strategy, so he's happy with that. A very honourable and enlightened way to do business. Just like it always used to be done, with a gentleman's agreement.

    11. Re:This is TERRIBLE advice by asuffield · · Score: 1
      Do you have any actual evidence to support your claims? You've written a long post where you do nothing but beg the question - with all the excess verbosity trimmed, it seems that all you have to say is "What I/we are doing is right".

      The subject under dispute is precisely that you don't lose any revenue from people who can "costlessly pirate the game", because they were never going to buy it anyway, and that you can't decrease the number of people who can "costlessly pirate the game" (no matter how hard you try), so you don't gain anything from trying.

      Let's consider two hypothetical games, one with horrible anti-user bugs, and one without. For the game without the flaws, the casual downloader does the following:

      1. Download the image from TPB
      2. Burn or mount the image
      3. Install the game
      4. Play the game


      For the game with the bugs, the user instead has to do this:

      1. Download the image from TPB
      2. Burn or mount the image
      3. Install the game
      4. Copy the crack from the image to the install directory
      5. Play the game


      Why do you believe that there are people who can do the first but not the second?
    12. Re:This is TERRIBLE advice by pandrijeczko · · Score: 1
      Agreed, but you've totally avoided answering the core question, namely:

      What is the justification for games companies punishing legitimate users with ever-more restrictive copy protection mechanisms?

      Stardock have just got rid of the protection mechanism and denied copied games owners access to online updates. To me that seems one reasonable answer to that question.

      You're talking about all the different mechanisms for protection but, as a buyer of the games I play, I just want to be able to play the game, store the CD/DVD on a shelf once I've installed it (because there's no chance of getting a free replacement from the games company if it gets damaged), get updates if they're needed and then be left alone and I don't want to see ANYTHING that makes it more difficult for me to do those things.

      --
      Gentoo Linux - another day, another USE flag.
    13. Re:This is TERRIBLE advice by Blakey+Rat · · Score: 1

      Starsiege Tribes is/was perhaps the greatest team-based FPS game ever made. It had no copy protection. A massive percentage of the people playing online where software pirates. Or remember the recent news about Halo on Macintosh? For every copy they sold, there was a pirate copy out.

      Saying that piracy on games is no problem at all is ridiculous if you know anything about the industry.

      Now, that said, there's a definite argument about *how much* piracy is enough. For instance, it's enough on Xbox to have the disk in the drive, but for PC games you have to also enter a serial key as well. I'm calling that twice as annoying as requiring a disk alone. Then again, if you have a laptop, you'd probably love to be able to just use a serial key and not need the disk... you can play your games anywhere your laptop is without lugging disks around. It's a delicate balance.

      (There's also the technical issue that a PC game, even one that's virtually identical to a Xbox game like Oblivion, requires massive quantities of disk space when on Xbox it requires almost no disk space... WTF game developers? If Oblivion doesn't require a HD on Xbox, why does it on PC? It's the SAME GAME!)

      I used to be a huge PC gamer, but the combination of PC game companies that don't give a flying crap about the quality of their product, and intrusive and buggy cheat/copy protection, I've moved almost entirely to the Xbox unless the PC game is free. I mean, Vista's been out and in betas for well over a year, and PunkBuster still isn't Vista-compatible!? Christ. Why the hell does *any* video game require administrative access? Blizzard, the only games company that seems capable of producing half-decent software, doesn't require administrative access for World of Warcraft... how come a FPS game like America's Army does?!

      I mean, some Xbox games suck, but at least they're thoroughly tested to make sure they don't crash every 10 minutes.

      The PC gaming industry is pathetic. We can only hope Microsoft's Games For Windows certifications introduces them to the concept of "products that don't suck ass" soon... when that happens, you can find me playing my Xbox.

    14. Re:This is TERRIBLE advice by Anonymous Coward · · Score: 0

      how is steam a flawed example? it requires onlione authentication in order to play the games. If you spoof it, you don't get updates and can't play witht eh vast majority of (legit ) players.

      Same with wow, except a monthly subscription is what allows you to play on the authentic servers (just as steam).

  11. Re:Public companies can't -- or shareholders will by mabinogi · · Score: 1

    Public companies can do anything the hell they like, as long as the inform their shareholders - if they tell their shareholders they're not going to worry about piracy anymore, then those shareholders can feel free to sell and invest elsewhere if it bothers them.

    --
    Advanced users are users too!
  12. Bull by Oddster · · Score: 5, Informative

    Firstly, I would like to say that I work for a major games label, and I have specific knowledge of why we do put DRM on the discs, and I call bull on this CEO. I dislike DRM just as much as the next /.er, but we actually do have a damn good reason for DRM, and it has nothing to do with preventing you from making copies of the game for backup, or your friends, or putting it up on a BitTorrent tracker - honestly, we don't care about the individual small-scale pirates. That's why there is not Game-Developer-IAA hunting after college kids.

    What we do care about is when somebody in the mastering lab, or somewhere else along the line in between when the title goes to manufacturing and when it hits shelves, decides to take the game to a wholesale bootlegger. What we do care about is when a bootlegger makes half a million copies of our game and gets wide distribution to retail stores that either don't know any better or don't care. This is a major problem in Asia, particularly China. Bootleg retail copies hurt us in two ways: (1) Obviously, we lose revenue, but just as importantly (2) Customers tend to blame us, and not the bootleggers, when something goes wrong with a store-bought game because it was a bootleg (CD's that start flaking, etc) - it's a major problem for the brand-name.

    Yes, it sucks that backup copies are collateral damage in this battle. But you tell me a better method for us to guarantee that no wholesale bootlegging will occur, and I'll take it to my superiors.

    1. Re:Bull by c0d3g33k · · Score: 3, Interesting

      Yeah, and it also sucks that you aren't getting any money from me because I won't buy your game due to DRM. Which is the point of TFA. I've been playing PC games since the late 80s and used to buy nearly every game on the shelves (there weren't that many). I don't any more, primarily due to DRM. I'll probably never play Bioshock or lots of other games, not that I care anymore at this point. (No, I don't pirate them - I don't buy and don't play.) And I'm not alone. So did stopping teh evul bootleggars get you enough sales to make up for the ones you lost? Plus some extra to cover the money spend on DRM? If not, or if you broke even, then you wasted your time and money that could have been devoted to getting sales from me. Which, if you did a good job, would have guaranteed you a sale on your next title too. So what did chasing down the bootleggers gain you exactly?

      I *will* buy Sins of a Solar Empire. Not because of the absence of DRM, but because it sounds like a good game that I would want want to buy, and there's no DRM to turn me away. If I like it, StarDock just found themselves a new long-term customer. One that you could have had. So "Bull" right back at you.

    2. Re:Bull by ZeroNullVoid · · Score: 1

      Which brings up smart-tags and RFID in packaging and product. The US tends to see this as the future of thwarting counterfeit drugs. Just have the retailers verify it with a online activation list at the register or upon shipment unloading. The unique id is expired or the tag is reissued another verification hash which is stored centrally to keep track of inventory.

    3. Re:Bull by Creepy+Crawler · · Score: 1

      For starters, DRM is beaten by cracking, and these guys are smart.

      Secondly, "in-tuh-lectu-all property" in China doesnt mean squat, and there's nothing you can do to change that. That's a Chinese decision that they have to come to terms to. If they dont, then you all can punish them by not migrating software to Mandarin. You arent going to fix another government when they dont want to be fixed.

      And lastly.. I thought you all could punish the stores that sell bootlegs. Copyright allows that kind of violation, doesnt it? If ol Mal-Wart starts selling your game but bought a bunch of rip-off disks, sue them for the 750$-35000$ per copy, just like the music industry is doing ;) (yeah, tounge in cheek).

      --
    4. Re:Bull by Protonk · · Score: 1

      Not to be offensive, but you aren't the target of the DRM solution. you probably don't buy games like bioshock because you've grown out of them. EXPLICITLY, the reason for game DRM is to stop the people who would buy the game but would rather pirate it. If you wouldn't pirate it or buy it, then who cares what you think? I would bet that the mere absence of DRM isn't what brought you to sins of a solar empire.

      The reason for that DRM is based on that concern. It is a design problem to make sure that you aren't put off by it as a paying consumer. That's it. It should be up to a software designer to make a DRM scheme that doesn't screw customers over. Unfortunately, it is and will remain a design need to have DRM on these games. This doesn't mean it needs to be intrusive. I would prefer it not act like microsoft or generate too many false positives. I would honestly prefer that it be invisible, known only to the user if there is a problem. Unfortunately right now our software designers seem to be pumping out DRM that is in everyone's face. That will change.

      The market just doesn't work like video and music. The arguments are different.

    5. Re:Bull by Anonymous Coward · · Score: 0

      Why would your copy protection work any better against professional bootleggers than it does against the general hacker public?

      If Joe Q Hacker can get a copy protection crack program written in the first two weeks of a game hitting the shelves, what makes you think your copy protection scheme is doing anything vs. the professional pirates who are motivated by money?

      If you were genuinely concerned about piracy in China, you'd have your CDs pressed in a country where that kind of thing isn't common. Instead you're pursuing a scheme that obviously doesn't work, fails to punish the right people, and eventually irritates your paying customers.

      The only people I see benefiting are the ones who sold you the copy protection scheme and got you to buy into the idea that their magic software can stop professional pirates. The customers aren't getting any benefit and you're not getting any benefit, so hey - maybe that extra five cents you save by going through communist China instead of a country with more effective copyright laws wasn't worth it after all.

    6. Re:Bull by Anonymous Coward · · Score: 0

      Logic flaw alert: Copy protection does not stop bootleggers with distribution channels capable of moving 500,000 units from paying people to crack protections.

      If it did, you might have a point. Unfortunately, Gamecopyworld.com demonstrates otherwise. Do you think these people are cracking the games out of the goodness of their hearts, or over payments from the black market?

    7. Re:Bull by Anonymous Coward · · Score: 0

      "Firstly, I would like to say that I work for a major games label, and I have specific knowledge of why we do put DRM on the discs, and I call bull on this CEO. I dislike DRM just as much as the next /.er, but we actually do have a damn good reason for DRM, and it has nothing to do with preventing you from making copies of the game for backup, or your friends, or putting it up on a BitTorrent tracker - honestly, we don't care about the individual small-scale pirates. That's why there is not Game-Developer-IAA hunting after college kids. "

      Point noted, however technology turns anyone into a potential bootlegger as far as scale of effect. Also I'd argue that much like the illlegal drug market. Both markets are fueled by end-users.* There's little difference between someone who buys a hot disc on an asian street vs someone sittting at home and illegally downloading your products.

      *So's the spam market and no one here would argue that the end-user has no effect on the rest of us so why should household piracy get a free pass in the discussion?

    8. Re:Bull by Anonymous Coward · · Score: 0
      Look, I'm sorry, but that's an awful argument.

      You seem to be under the impression that DRM will both stop bootlegged copies, and that they are the target. If that's so, someone's been sold fairy dust.

      I can download copies of any game released. That means there is a copy, somewhere of whatever DRM'd game you pick. So how the fuck do you imagine a well-funded bootlegger is unable to duplicate your game, when the average technically-minded idiot can?

      That's a joke of an argument, a pretty rationalisation sold to employees. There is no technical means to prevent bootlegging, therefore justifying DRM in that way is a sham.

    9. Re:Bull by Runefox · · Score: 5, Informative

      That's nice, but as you say, the small-time pirates can crack it pretty easily; What makes you think that the bigtime folks in China, Malaysia, Hong Kong, etc are less skilled in doing so than Cousin Timmy?

      The real solution (aside from digital distribution) is to pull the game from the shelves altogether in these places. This will save your company the time, money, and effort of localizing, manufacturing, marketing, and competing against bootlegs, which should save you guys tons of cash. Chances are, the bootleg copies cost less and sell far more quickly than the real deal, if the real thing actually sells to begin with, and chances are your market really doesn't exist there (or barely exists), as such, because of it. Observe the rampant piracy of Vista in these areas. Why did Microsoft continue to attempt to compete with it? To spread their OS, same reason they "tolerate" piracy with WGA. What's your company's reason, it being a company creating entertainment software? Why should we Canadians, for example, have to sacrifice our right to a backup copy of (x) software because the Asian market is flooded with counterfeits? Why should your company have to spend money on DRM/Antipiracy software when it's only going to be cracked a few weeks after release? Does your company not realize that people are employed full-time in these areas to reverse engineer this software? No software is uncrackable (oh, except BD+. BD+ is God. Right, Sony?), and the sooner the software industry realizes it, the better it will be for the consumer.

      --
      Screw the rules, I have green hair!
    10. Re:Bull by PopCulture · · Score: 2, Interesting

      "This is a major problem in Asia, particularly China."

      what are your prices in China, and do they factor in the large PPP disparity found between there and Europe and America? Would they really be honest paying customers?

      --

      Here's to finally giving Bush his exit strategy in November
    11. Re:Bull by moderatorrater · · Score: 2, Insightful

      Digital distribution and don't send physical copies to countries where this is a problem.

      You can make it out to cash, thanks.

    12. Re:Bull by SiriusStarr · · Score: 2, Interesting

      This is absolutely not true. I, for one, am anxiously awaiting playing Bioshock. It is supposedly a fabulous game, and I fully intend to purchase it legally. There's just a slight catch, that being Securom. I will go to the store and buy Bioshock the day they release it without their rootkit in it. I will happily pay their $40 for it, but I want it DRM-free. This isn't because I want to do anything they would possibly object to with the game; I don't. It's simply that I don't want to willingly put a rootkit on my computer. Windows is awfully vulnerable as it stands, and I really don't want to open up another potential vulnerability. Not to mention its interference with process explorers.

      I know few will believe me and most will simply say that I obviously don't want the game that much, but oh well... Honestly though, the only thing that has kept me from purchasing the game is the DRM.

      --
      Fear the penguin.
    13. Re:Bull by Erpo · · Score: 2, Interesting

      Yes, it sucks that backup copies are collateral damage in this battle. But you tell me a better method for us to guarantee that no wholesale bootlegging will occur, and I'll take it to my superiors.

      I'm totally against copyright/DRM/preventing private copying, and it seems like most people on slashdot feel the same way, but you might actually get some constructive responses to a reasonable question like this. I'm totally willing to think about the problem, and if I come up with the winning solution I won't try to charge you a dime. I'll be happy if you just use it. Please, consider submitting this question as an "Ask Slashdot" for a variety of responses.

      Just to be sure I understand you, you have two goals:

      1. You want to ensure that people who are willing to pay for the game will send their money to the people who actually authored it.
      2. You want to ensure that people who buy discs are receiving quality goods.

      Here are my thoughts:

      1a. Ransom licensing (i.e. only take preorders). Not only does it totally eliminate the freeloader problem, but it ensures that there won't be any profit in making knockoff discs. Ransom licensing would work best for a big company with a solid reputation for making good games. However, this is a big departure from the way games are traditionally financed, and big game developers seem to be quite risk averse/conservative.
      1b. Holograms, maybe? I don't know how good people are at duplicating those.
      1c. Program the game to ask for the retailer's name during registration, and explain why you want to know. Normally I feel that it's my own business how old I am and how many TVs I own, but if you explain your plight to a gamer who honestly wants to send money to the developers, I'm sure he or she would be willing to register and help you check if the disc came from your company.

      2a. Digital distribution. Either a digital download is bit for bit identical to the original or it isn't. There's no such thing as a file that is pretty much OK today but rotten next week because it was fabricated poorly. If my hard disk or CD-R holding the download fails, that's my fault as a consumer, not your fault as a game developer. For extra brownie points, let me use my serial number to download additional copies of the game installer in case I lose my original.
      2b. As a last resort, publish CDs but don't use any physical-medium-based DRM. If your game discs can be copied using standard, cheap CD-Rs and don't require sophisticated mastering machinery, commercial pirates will be more likely to gravitate to more readily available, more mature duplication techniques that are more likely to produce quality goods. It's not an ideal situation, but it won't reflect as badly on your company because Takamura's Shady CD House is the only company in town who can duplicate Madden 2010 DVDs and all of the discs coming out suffer bit rot after a month.

    14. Re:Bull by Anonymous Coward · · Score: 0

      What we do care about is when a bootlegger makes half a million copies of our game and gets wide distribution to retail stores that either don't know any better or don't care.
      Except that doesn't really work. For the most part, I can find games prereleased through bittorrent, pre cracked and in iso form(ready to be burned en masse) before they come out legitimately - just like I can find DVDR copies of movies to download. Watch gamecopyworld, the nocd crack/patch or backup mini image are almost always out before the game is. HOODLUM released San Andreas to top sites a whole month before it was even in stores stockrooms, and Oblivion was out about two weeks before it was in stores. If it's not already out and cracked before your release date, it will certainly be cracked and released on the day of, or shortly after it's release. Many groups like deviance do it for the challenge of doing it, and they almost always get prereleased copies to play with, making it fairly easy to find a copy with no protection what so ever on release date.
    15. Re:Bull by Anonymous Coward · · Score: 0

      I'm not sure which bit of 'we don't develop games for the Chinese market' you didn't get?

    16. Re:Bull by Protonk · · Score: 2, Interesting

      Fair enough. I forgot the BS rootkit nonsense in bioshock. That's not an example of good copy protection. Let's pretend that bioshock had you log in to a steam style system (with a reasonable provision for a server outage) to install or asked you for a unique CD key? Would that prevent you from buying it? That's a better question.

    17. Re:Bull by Anonymous Coward · · Score: 0

      What we do care about is when a bootlegger makes half a million copies of our game and gets wide distribution to retail stores that either don't know any better or don't care. Copy protection DOES NOT STOP professional bootleggers. 99%[*] of the time, the bootleggers have the game before the retail outlets, fully cracked and region-free.

      [*] Yes, number pulled out of thin air, but a fair assessment I think...

      when something goes wrong with a store-bought game because it was a bootleg (CD's that start flaking, etc) - it's a major problem for the brand-name.

      Yes, it sucks that backup copies are collateral damage in this battle. But you tell me a better method for us to guarantee that no wholesale bootlegging will occur, and I'll take it to my superiors
      And backup copies aren't the only collateral damage, protection schemes can prevent customers from being able to use their legally bought software. Some even causing system instability and other issues when not even running the game (Starforce, looking at you).

      You are making your products WORSE trying to prevent something you have no control over.

      I only buy games without copy protection. Almost exclusively Stardock now. I don't want *MY* games to decide to stop working because I install a different DVD drive or "restricted" software (ala daemon tools). I don't want *MY* games to constantly phone home whenever it feels like it. I want to play *MY* games when I want, where I want and on any equipment I want.
      If I can't with games developed by your company, I'll buy from someone else.
    18. Re:Bull by c0d3g33k · · Score: 2, Insightful

      Thanks for the lecture, sonny. I understand the purported arguments and rationalizations in favor of DRM. No, I haven't "grown out" of games. I play nearly every day (either older games, games w/o intrusive DRM like Introversion's stuff, or FLOSS games). I have grown into an income that lets me buy what I want, when I want it.

      "If you wouldn't pirate it or buy it, then who cares what you think?"

      You weren't listening. You should care what I think because I have abstained from buying games that I WOULD buy because they contain ever more potent DRM. I represent a lost sale based on a feature of the product that devalues it for me. How does that land me in the "irrelevant" group exactly?

      "I would bet that the mere absence of DRM isn't what brought you to sins of a solar empire."

      Again, you weren't listening, because that statement is correct, so fails as a challenge to me. If SOASE sucked, I would NOT buy it just because it lacks DRM. That's just stupid. But I would REFUSE to buy it if it did not suck but contained DRM. Because DRM diminishes the overall value of the software for me.

    19. Re:Bull by b0rsuk · · Score: 5, Insightful

      [quote]As evidence that more accessible titles do better, Wardell points to not only the success of games like The Sims, but also of Sins of a Solar Empire--a low-budget, real-time strategy game published by Stardock that's reportedly sold 200,000 copies in its first month already. To put things in perspective, Call of Duty 4: Modern Warfare sold 383,000 units within its first couple of months of release. Unlike COD4, Sins of a Solar Empire didn't benefit from huge media coverage, and it doesn't even have copy protection--something Wardell says Stardock chose not to include because "the people who actually buy games don't like to mess with it." He adds, "Our customers make the rules, not the pirates."[/quote] http://techreport.com/discussions.x/14383 I'd say this guy knows what he's talking about.

    20. Re:Bull by Protonk · · Score: 1

      You explicitly stated that you aren't buying a large fraction of PC games and you aren't pirating them either. If you didn't need the lecture then you already knew that the people copy protection is aimed at are those who might buy a game but pirate it instead for whatever reason. Copy protection is a way to address ONE of those reasons. It doesn't address all of them, and it isn't the only way to solve the problem, but it is one.

      If you refuse to buy games on the basis of the existence of copy protection but you would buy them otherwise you might be more relevant than you originally suggested, but only so much. a sale to you costs EVERY lost sale to piracy that might have been avoided by minimal DRM. That's a pretty steep tradeoff.

      And Don't lump my arguments in with all of those made for DRM on all formats on all media. Not all media is the same. Not all markets are the same. not all production is the same. To assume that the solution for ensuring people making stuff get paid would be the same is silly.

    21. Re:Bull by Reziac · · Score: 1

      Fair enough, but what I think that tells you is that your price point in Asia is probably too high, whereas the commercial pirates there are in the sweet spot. It may be a lot more worthwhile to market language-specific versions at different price points (obviously your average American kid isn't going to want a game that comes up in Cantonese) and make the language module hard to hack, rather than worrying about DRM that the commercial pirates may well strip, or redirect to their own authenticating server if they're really clever.

      --
      ~REZ~ #43301. Who'd fake being me anyway?
    22. Re:Bull by SanityInAnarchy · · Score: 2, Insightful

      Or digital distribution, period. The places where people have money to spend on games are also getting faster and better Internet. And yes, game data is getting bigger, but if you remember, Half-Life 2 was a little under a gigabyte -- and the original Half-Life is playable without downloading the whole game first.

      So, your users can handle it. The only problem left is you managing all that bandwidth, and Amazon pretty much has you covered -- it'll cost you $0.18 per gig, flat rate, less if you let them be a torrent seed. So your raw material cost is $0.18.

      --
      Don't thank God, thank a doctor!
    23. Re:Bull by c0d3g33k · · Score: 1

      "You explicitly stated that you aren't buying a large fraction of PC games and you aren't pirating them either."

      What I stated was that as a gamer I used to buy a lot of PC games but I don't any longer, and that change is specifically because of the escalation of DRM, not because I don't play anymore or don't want to. The increasing levels of DRM are actively deterring me from making purchases I would normally make.

      "If you refuse to buy games on the basis of the existence of copy protection but you would buy them otherwise you might be more relevant than you originally suggested, but only so much. a sale to you costs EVERY lost sale to piracy that might have been avoided by minimal DRM. That's a pretty steep tradeoff."

      True, and that's the dilemma. A purchase is at its core a moral act: mutually beneficial exchange of goods. I can tolerate minimal DRM because it detracts little from my benefit while providing a company the benefit of more sales. I just refuse to place the need of a company for more sales above my need to recieve a product of quality.

    24. Re:Bull by Protonk · · Score: 1

      Well, if you're deciding that a purchase is a moral act, that's your business. If we assume morality isn't involved then all that need be true is that the net pleasure you expect to get from a game (so fun-annoyances) is at least equal to the cost of getting that game (whichever method you chose). If you add another element, then it tips the balance, but it doesn't change the nature of the equation.

      I guess I have to take you on your word that you don't make purchases because DRM has gotten worse. I can say personally I make fewer purchases just because I've gotten older and most of the PC games don't interest me anymore, DRM notwithstanding. To be fair, I didn't buy bioshock, I never had a problem with steam and I've never had a real problem with copy protection since losing the manual to MOO. So I probably don't see the same frustration you do.

      In the end the solution will come in part from more widespread digital distribution of games, better middlware allowing for lower production costs and pricing models with more choices. The "need" for copy protection will drop as the price drops and the legitimate path to the consumer becomes easier.

    25. Re:Bull by imbaczek · · Score: 1

      The CEO in question got plenty rich in the last year using this strategy, so maybe, just maybe, you should rethink your position.

    26. Re:Bull by Anonymous Coward · · Score: 1, Insightful

      Not to be offensive, but you aren't the target of the DRM solution Just because we're not a/the target doesn't mean it doesn't directly effect us.
      We may not be the target of Anti-terrorism laws, doesn't mean they don't effect us.
    27. Re:Bull by Protonk · · Score: 1

      Of course. I agree with you there. My point is this: if you aren't the target market for an advertisement the fact that you don't appreciate the advertisement isn't really important to the company who bought it. You still have to hear it, but your disapproval isn't really key.

      If I make software with copy protection and you are someone who will never buy software with copy protection on it, what do I care what you feel about my product. You'll never be a customer.

    28. Re:Bull by Anonymous Coward · · Score: 0

      oh, except BD+. BD+ is God. Right, Sony?
      Tongue in Cheek? I could swear I saw an article on Digg (Digg is teh evil, I know) yesterday about it finally being broken.
    29. Re:Bull by Anonymous Coward · · Score: 0

      No software is uncrackable (oh, except BD+. BD+ is God. Right, Sony?) Alas, i saw a post of the New AnyDVD that allows you to make your backup copy with the option to turn BD+ on or off at your leisure, or whas the remark sarcastic, then yeah!
    30. Re:Bull by asuffield · · Score: 1

      What?

      Where did you get the idea that large-scale bootlegging was in any way impaired by the presence of anti-user features on the original disks? Are you completely blind to all the large-scale bootlegging that is going on, where they apply the relevant fix to the disk and then stamp a few million copies? Did you completely fail to check whether they were bootlegging your games anyway? Because they are, and you don't appear to have noticed.

      You are not guaranteeing that no wholesale bootlegging will occur, because it is occurring right now. You are in fact wasting time and accomplishing nothing to stop them. The only people that you stop are people who are smart enough to go to TPB and download the image, but not smart enough to read the .nfo file on the image and apply the crack that's been included - this is a really narrow segment. So we're left with collateral damage and money that has been taken away from the game development to pay for this worthless crap that nobody wants.

      In a hundred years, history students are going to be taught about this in school, along with the doctors who used leeches on people with the flu and the people who paid money for pet rocks, and they're going to laugh.

    31. Re:Bull by rastoboy29 · · Score: 1

      Yes--don't have any copy protection at all, and there will be no reason for anyone to buy a "retail" copy at all, but only directly from you. That's what I'm trying. Please, for God's sake, pirate my game! Here's a link to the tracker on Pirate Bay (which I put up) here.

    32. Re:Bull by Anonymous Coward · · Score: 0

      A bootleg copy of say movies could be taken inside a US theatre, or stolen somewhere along the chain of production from an insider. What is wrong with your mentality is this: when ever you think of pirates, you think of individuals. Actually, they are organized crime. Those who has the resources to mass produce cd/dvd, are run by criminals. DRM only hurt your paying customers, it make absolutely NO SENSE at all. Nowadays, "gamers" spent much more to buy virtual items than the actual cd/dvd medium, the spending habits has changed, get used to it.

      While virtual money exchange became profitable, you will encounter virus/trojan looking for online games accounts and so on. MS lower their price in Asia because they saw the opportunity, but it was too little too late. They should have done it during the days of Windows 3.0. Taking MS as an example: you have the PRODUCT, you've done the PROMOTION, but you put up a high PRICE in a PLACE where most people cannot afford -- a black market is formed. Its Marketing 101.

    33. Re:Bull by Anonymous Coward · · Score: 0

      Let's pretend that bioshock had you log in to a steam style system [...] Would that prevent you from buying it? It didn't prevent me from buying Half-life 2, but that's because I didn't know about Steam. It *will* prevent me from buying Half-life 3, or any other game with such a PITA system.
    34. Re:Bull by ortholattice · · Score: 1
      Yes, it sucks that backup copies are collateral damage in this battle.

      So why don't you at least offer to replace scratched CDs/DVDs for a nominal fee, instead of demanding the full price for a replacement copy? Sorry, until you do that at least and guarantee that such a replacement will be available for x number of years even after the game is out of print (ideally where x = the length of its copyright term), then even if I buy the legit copy I'll also go for the cracked pirated version that I can backup, keep forever, and move to any new PC I buy. And since you've motivated me to get a pirated version anyway, it's natural for me to wonder, what's the point of my buying a legit copy?

    35. Re:Bull by Anonymous Coward · · Score: 0

      What we do care about is when somebody in the mastering lab, or somewhere else along the line in between when the title goes to manufacturing and when it hits shelves, decides to take the game to a wholesale bootlegger. What we do care about is when a bootlegger makes half a million copies of our game and gets wide distribution to retail stores that either don't know any better or don't care. This is a major problem in Asia, particularly China.

      If you read all the way back to the blog post that the article is a report on, you'll see that he addresses that:

      We also don't make games targeting the Chinese market

      When you make a game for a target market, you have to look at how many people will actually buy your game combined with how much it will cost to make a game for that target market. What good is a large number of users if they're not going to buy your game? And what good is a market where the minimal commitment to make a game for it is $10 million if the target audience isn't likely to pay for the game?

      If the target demographic for your game is full of pirates who won't buy your game, then why support them? That's one of the things I have a hard time understanding. It's irrelevant how many people will play your game (if you're in the business of selling games that is). It's only relevant how many people are likely to buy your game.

      Stardock doesn't make games targeting the Chinese market. If we spent $10 million on a PC game explicitly for the Chinese market and we lost our shirts, would you really feel that much sympathy for us? Or would you think "Duh."
    36. Re:Bull by toriver · · Score: 1

      Sooo...

      Basically you make the consumer's choice into this:

      1) Your legit copy, with various annoying hurdles due to the DRM which might even make the install not work because of the drive they uses to install it (some DRM solutions historically refused to install if the drive was a DVD burner for instance) or with this annoying "have to have CD in drive to start playing" crap, or...

      2) The DRM-free, cheaper, possibly no-CD-patched pirate copy. Which is also cheaper.

      Gee, what to choose...

      The DRM does not prevent the bootleggers which often get their masters from shady individuals in the mass-production companies you use to make the legit copies anyway. DRM just annoys the legit user.

    37. Re:Bull by LilBlackDemon · · Score: 1

      I was wondering when someone was going to bring up the bootlegger argument.

      That said, there are still ways around bootleggers. A simple CD-Key should defeat anyone attempting online play. Also, securing distribution channels (such as presses and mastering facilities) would help prevent early leakers.

      Personally, I've bought games that don't include copy protection for that reason. Company of Heroes, Dawn of War: Dark Crusade, GalCiv II, SoaSE, etc., have all been added to my collection through legal means. Each one of these relies on a CD-Key with some type of online check.

      Out of everything I've seen, though, CoH does it best now. If you have an online connection, a valid CD-Key will let you play without the disc in the drive. Offline, a disc is required.

    38. Re:Bull by c0d3g33k · · Score: 1

      You're assuming that attributes of a product like DRM are tightly coupled to the very nature of the product or at least have only positive or neutral effects, and can't act as a deterrent. You're also forgetting that the choice of whether to make a purchase lies entirely with the potential customer, so you always have to care what they think - that's what business is.

      To paraphrase and analogize:

      "If I make food from meat and you are a vegetarian who will never buy food made from meat, what do I care about what you feel about my product? You'll never be a customer".

      True, because one can't really take something from meat and make it not meat, or less meat. Then you can rule out vegetarians as a customer. Whoops, maybe you can't entirely, since vegetarians might not object to meat strongly, so might buy it for family or friends. So even here "never be a customer" is an assumption that might lose you a sale.

      But that's an extreme example, since DRM isn't in any way an intrinsic part of the product. It's much more like a food additive. Insert "MSG", "high fructose corn syrup", "peanut oil", "trans-fats", "pesticides", "growth hormone" or the like into the base statement. These things might have a benefit on sales (because they make the food taste better, bigger or more attractive) but can also act as a deterrent to those who object to such things. Leaving them out doesn't change the essential nature of the food, but does remove the objectional nature of the product and results in greater sales, if that's what people care about.

      That last part is crucial, because even with food additives, the marketplace changed over time so businesses had to adapt. People didn't care so much about such things, now they do. I'd say that DRM is getting to be like that. As more people understand what it is and what it's effect is on a user, they care about it. The problem is, it's damned hard to discover whether a product contains DRM, since it's rarely announced on the packaging. Why is that? Probably because if people knew, they might not buy a product, or favor one with less restrictions (I wonder what effect a "Contains no DRM" sticker would have on sales?). The fact that DRM is frequently employed steathily rather than being clearly announced is telling.

    39. Re:Bull by Hatta · · Score: 1

      Absolutely, I have not bought or played Half-Life 2 for exactly that reason. Neither do I buy or listen to songs from iTunes. I will not ask for permission to play media I own.

      --
      Give me Classic Slashdot or give me death!
    40. Re:Bull by Hythlodaeus · · Score: 1

      What's really bull is the idea that DRM on games is aimed at major professional pirates rather than average users. There is no such thing as unbreakable DRM, at least not until the "trusted computing" hardware gets in the wild, and even that's not certain. The professionals have the will and resources to break whatever lock you put on. It's only the gamers who are not really that motivated to make copies that get stopped.

      Oh, and "CDs that start flaking" would be a non-issue if you didn't check for a CD in the drive on a game that's fully installed to the hard drive.

      --
      For great justice.
    41. Re:Bull by moexu · · Score: 1

      I also stopped playing PC games because of intrusive copy protection. I used to buy a couple of games a month but now I've switched to console gaming. I know there's still DRM but it's never stopped me from playing a game that I bought.

      --
      "Seek first to understand." - Socrates
    42. Re:Bull by brkello · · Score: 1

      I bought Sins and sort of regret it...it really isn't that fun. That is just personal preference though, I have a co-worker that really is in to it. But liking or disliking the game isn't my point. Right now Sins is trying to appeal to the Slashdotter for sales. This is all basically a marketing ploy that seems to be fairly effective. A lot of people hate all the restrictions and so consumers want to reward this company for doing what they believe is right.

      But, like everything, I think there is a happy middle ground for both the companies and the consumers. The over-reactions I read on this site to DRM blow me away sometime. Can't get through a Steam article without someone saying they won't buy a game through the service no matter how good the game. I understand the objections but since I actually buy and play these games, I find my experience to be positive and it makes the other people look like paranoid nerds in their basement wearing tin foil hats.

      In any case, if you want to miss out on great games because of some principle that will change nothing, feel free. But you have to realize both the futility of it and the fact your concerns are exaggerated. It reminds me of the old "slippery slope" argument. The NRA says "if we let any laws pass on guns, they will take all our guns away!!!". Where there are certainly a place for some sane gun laws. Same here, DRM when executed in a sane matter, is not a problem and is a way companies can protect themselves.

      --
      Support a great indie game: http://www.abaddon360.com
    43. Re:Bull by DaveGod · · Score: 1

      What we do care about is when a bootlegger makes half a million copies of our game and gets wide distribution to retail stores that either don't know any better or don't care. This is a major problem in Asia, particularly China. Since you missed it:

      We also don't make games targeting the Chinese market

      When you make a game for a target market, you have to look at how many people will actually buy your game combined with how much it will cost to make a game for that target market. What good is a large number of users if they're not going to buy your game? And what good is a market where the minimal commitment to make a game for it is $10 million if the target audience isn't likely to pay for the game?

      If the target demographic for your game is full of pirates who won't buy your game, then why support them? That's one of the things I have a hard time understanding. It's irrelevant how many people will play your game (if you're in the business of selling games that is). It's only relevant how many people are likely to buy your game.

      Stardock doesn't make games targeting the Chinese market. If we spent $10 million on a PC game explicitly for the Chinese market and we lost our shirts, would you really feel that much sympathy for us? Or would you think "Duh." Unfortunately, your DRM presents problems for your consumers and a minor irritation for your bootlegger. All of your customers have to deal with the DRM every time; the bootlegger deals with it once and the bootlegger's customers never see it.

      It seems so very strange to afflict your customers when you say that your problem lies "in the mastering lab, or somewhere else along the line in between when the title goes to manufacturing and when it hits shelves". So here's your better method: target the problem.
    44. Re:Bull by c0d3g33k · · Score: 1

      "I guess I have to take you on your word that you don't make purchases because DRM has gotten worse. [...] So I probably don't see the same frustration you do."

      I guess you do. I'm not sure why the notion is so inconcievable that it has to be openly doubted and met with skepticism. And I never claimed to be frustrated. My objection to DRM isn't just about the degree to which it inconveniences me, it's based on the degree to which I'm willing to let myself be controlled for the benefit of someone else. The latter is a much stronger motivator than the degree to which a DRM scheme causes me inconvenience.

    45. Re:Bull by SirSlud · · Score: 1

      wholesale bootlegging occurs because nobody in those markets was going to buy it anyway

      thats pretty much the whole point hes making

      I work on console games as a software developer, and stupidity seems to be a valued resource in publisher land .. I've never met folks so desperate to spend money on stuff that won't produce a return on investment

      --
      "Old man yells at systemd"
    46. Re:Bull by RAMMS+EIN · · Score: 1

      ``Yes, it sucks that backup copies are collateral damage in this battle. But you tell me a better method for us to guarantee that no wholesale bootlegging will occur, and I'll take it to my superiors.''

      Does the DRM stop wholesale bootlegging from occurring?

      --
      Please correct me if I got my facts wrong.
    47. Re:Bull by Protonk · · Score: 1

      I'll take your analogy. I'm pretty sure that if I'm a butcher I'm never going to worry about the wishes of vegetarians. Ever. :)

      As for treating DRM like food additives....eh. I mean when you get down to it the basic problem remains. The company has to make money selling something that can be costlessly copied and redistributed by other people. Until companies can make their distribution netwroks such that the majority of the 'cost' to get the product is the price, they need DRM.

      I don't steal music because itunes is easy to deal with. When there wasn't something like itunes out there, I did steal music. I download Tv episodes that don't come out on dvd because the company wants to string people along. But when the dvd comes out, I might as well buy it.

      Let's put it this way. Would it be a good business practice to include, on the company's website, a link to a cracked version of a game next to a link to download a 30 dollar legitmate copy? NIN and Radiohead aside, does it make sense to do that? I don't think so. I think that is the first step. If it doesn't make sense for a company to offer a free product next to a costly product (for some companies it does), then that is the first step in reducing piracy. Those people who would otherwise have clicked "I would rather like this for free" versus "I would like to pay for this" are the first people deterred.

    48. Re:Bull by Anonymous Coward · · Score: 0

      Hahaha, your employer has deluded you. The bootleggers crack the DRM and then still sell bootlegs. What have you solved by putting DRM? Nothing but annoying the customers of the legitimate copies.

    49. Re:Bull by SiriusStarr · · Score: 1

      Steam actually does prevent me from buying games. I do not have internet access on my gaming computer (I only have an EVDO modem for internet on my laptop), and so getting internet to register a game is a long and complicated process of getting Windows to connect to a shared dial-up connection (this is neither fun nor easy). Thus, I tend to avoid games with Steam-like copy protection. I do, however, have no problem with entering a CD key for installation. As stated elsewhere in this thread, it's a matter of scale. It costs little to add CD key protection and really does not annoy users at all (so long as they don't lose their case). A Steam-like system, however, is more expensive, and you run the risk of alienating those without easy internet access (like me). And then their is the pure insanity that it rootkit/sony/securom/starforce. Add one of those, and what do you get? Bioshock was cracked and available on Bittorrent the day of its release. So, effectively, all they achieved with their DRM was the alienation of the technologically-savvy crowd.

      --
      Fear the penguin.
    50. Re:Bull by aj50 · · Score: 1

      Steam sucks big-time for single player games.

      • Updates whenever the hell it feels like. I don't care if there's a fix for a small bug I haven't encountered when I want to play my game now. Yes I will download it at some point, but when I'm trying to start the game it's not the best time.
      • Slow. Why the hell does steam take so long to load anyway. This is exacerbated by the horrible quality of virgin media's adsl service in the evenings which sometimes cause steam to take five minutes to start (for most of that it doesn't even appear to do anything but complains if I try to start it again).
      • Requires an internet connection. Yes I could enable offline mode but since I usually use it for playing online games it wouldn't be what I want most of the time.

      Having said that, I love steam, the friends system is awesome and it works excellently for online games. I just wish it was less inconvenient for offline games.

      To actually answer your question: No, it wouldn't. Admittedly my first action after buying a game is to crack it so I don't have to put the CD in but if I crack wasn't available I would probably shut up and live with it. Incidentally, I haven't cracked CoD4 because the multi-player doesn't need the disc. I find this to be a nice compromise.

      --
      I wish to remain anomalous
    51. Re:Bull by c0d3g33k · · Score: 1

      "I'm pretty sure that if I'm a butcher I'm never going to worry about the wishes of vegetarians. Ever. :)"

      Remind me never to go into business with you.

      Scenario 1: Butcher to vegetarian - "How are our animals treated? We kill em!! Har har. Get the fsck out of my store, you fscking hippie communist treehugger!!!". Vegetarian leaves w/o making a purchase and vows to convert her friends and family to vegetarianism.

      Scenario 2: Butcher to vegetarian - "We only accept humanely treated free-range beef w/o HGH treatment and the animals are sacrificed under humane conditions (details available on request). Vegetarian: "My mother asked me to pick up a ham for easter on the way home. Though I don't eat meat myself, I'm happy to purchase a ham for my mother from you. Thanks for responding to my inquiries. I'll take one ham, please. And could you please give me some copies of your pamphlets to give to my non-vegetarian friends? I'd like to encourage them to visit your shop."

      Who is the better businessman?

    52. Re:Bull by Protonk · · Score: 1

      You don't get what I'm saying. I'm not suggesting that you denigrate anyone who doesn't agree with you. I didn't say that butchers should accost customers. Don't be obtuse.

      But vegetarians prefer dishes without meat. Butchers sell meat exclusively. It's almost a total waste of time to change the habits of the butcher to suit the vegetarian.

      Vegetarian: "Hey, Mr. Butcher, I don't like meat, but celery is neato."

      Butcher: "Well, I don't know anything about buying, keeping or selling vegetables, but I'll be sure to take shelf space that would be granted to meat in order to serve all the vegetarians who come into my store."

      Vegetarian: "That's great, of course, since I'm a vegetarian I probably won't set foot in your establishment and I probably have a good grocer to get celery from anyways."

    53. Re:Bull by Shaterri · · Score: 1

      Also unlike COD4, Sins doesn't have console versions available for every system under the sun (pun not really intended). Yes, what Sins has done is remarkable, but comparing Sins PC sales to COD4 PC sales is apples to oranges, because PC games of virtually all console titles are cannibalized by the console sales. (For reference, the XBOX 360 version of COD4 sold 750K copies its first *week* -- http://www.vgchartz.com/aweekly.php?date=39397&boxartz=1 has the numbers).

    54. Re:Bull by Anonymous Coward · · Score: 0

      Interesting, but those COD numbers are very misleading. You're only looking at the PC sales.

      COD4 sold approx 5.2m copies on the X360, and 2.6m on the PS3... suddenly puts that 400k into perspective, eh?

      I somehow doubt that the market on the pc is 1/20th of the console market...

    55. Re:Bull by pugugly · · Score: 3, Insightful

      Except, here's the thing. I will accept that I can put up with the network check of a program if I'm collateral damage to keeping it from being pirated.

      However, actually, I'm collateral damage and stuff gets pirated anyway. You want to make me wait an extra minute while your overloaded server does a check so you can stop pirates, then by god, you need to actually stop pirates. Otherwise, you're putting yourself in the situation of competing with pirates putting out a superior version of your product.

      I don't mind being moral and ethical - I do have some objections to being punished for it.

      Pug

      --
      An Invisible Entity of Vast Power whose existence must be taken on faith alone: Liberal Media
    56. Re:Bull by Anonymous Coward · · Score: 0

      1. You are talking about counterfeiters, not pirates.
      2. If you really want to collect those sales in Asia, lower your prices there.
      3. If you know beforehand that this stuff is going to happen, you should (and did) budget for it. Which is kind of Wardell's point. Don't pretend that the pirates are eating your lunch. You did business without relying on their phantom purchases. So why complain about them now?

      Perhaps Wardell's point, in a more succinct manner of speaking, is not to "ignore" pirates, but to stop pretending that they're a threat to your existence and profitability. Your business model should be (and it is) based on A)what it costs to make something and B)how much revenue you can expect to receive. The fact there are pirates is equally as mundane as the fact that you will have to pay taxes. They're both known factors in calculating whether or not it's worth going into this business. And you apparently decided that it was worth it. So just stop trumping up the fallacy of lost revenue and you're good to go.

      Yet another way of looking at it is to look at retail goods. Wal-mart opens a store knowing that they're going to lose a certain number of thousands of dollars to shoplifting each month. Yet they are mature enough to accept this as a cost of doing business, and they know as well as we do that the net profits are well worth the losses. So I guess maturity is also a part of the equation. The difference is that when you buy something legitimately, the theft prevention crap stays at the store. You don't have to keep wearing those ink tags around with you, nor is your new camera chained to their demo table. But games DO make you do that, forcing you to put the CD in even when all the content is on the hard drive; preventing you from making legitimate backups; requiring you to receive "authorization" from a remote server, etc. This is all bullshit that should have stayed at the store.

    57. Re:Bull by Anonymous Coward · · Score: 0

      Do you know what cannibalized means? Why would anyone with a computer capable of running COD4 choose to run it on a console and pay more money for it?

      Also, the US is not the world. In Europe PC-gaming is quite healthy so you console saturation is not readily comparable to ours.

    58. Re:Bull by Raenex · · Score: 1
      This is one of the points mentioned by the original article (not the re-hashed blog post):

      We also don't make games targeting the Chinese market

      When you make a game for a target market, you have to look at how many people will actually buy your game combined with how much it will cost to make a game for that target market. What good is a large number of users if they're not going to buy your game? And what good is a market where the minimal commitment to make a game for it is $10 million if the target audience isn't likely to pay for the game?

      If the target demographic for your game is full of pirates who won't buy your game, then why support them? That's one of the things I have a hard time understanding. It's irrelevant how many people will play your game (if you're in the business of selling games that is). It's only relevant how many people are likely to buy your game.

      Stardock doesn't make games targeting the Chinese market. If we spent $10 million on a PC game explicitly for the Chinese market and we lost our shirts, would you really feel that much sympathy for us? Or would you think "Duh."
    59. Re:Bull by ShadowsHawk · · Score: 1

      "1a. Ransom licensing (i.e. only take preorders)."

      Sorry, you just lost a customer. I'm tired of getting burned on crap games, so I don't buy games without trying them out. Either put out a demo prior to release or I'll download it. Chances are, the bigger the pain in the ass to try the game out, the less likely I am to make a purchase. Borders doesn't try to prevent me from reading the first few pages of a book.

    60. Re:Bull by ShadowsHawk · · Score: 1

      I wish I had mod points because this is probably one of the best comments of the day. Cheers!

    61. Re:Bull by 42forty-two42 · · Score: 1

      Bioshock is, in fact, sold over Steam. However, they added their own layer of copy protection in addition to steam's as well. Had it been pure steam I might have even bought it.

    62. Re:Bull by Erpo · · Score: 1

      Would you be willing to preorder a ransom-licensed game if you liked the demo?

    63. Re:Bull by ShadowsHawk · · Score: 1

      Absolutely. I have no problem preordering (a week or three in advance, not 6 months) if I enjoy the game. I purchased far more games back in the mid to late 90s when they still published demo discs with magazines. I'm not trying to screw developers and I expect the same.

  13. Just use Steam by Anonymous Coward · · Score: 0

    It is going to become the defacto distribution for PC games and maybe even other opportunities with media.
    Their library of games is huge and you can take them with you anywhere to play.

    1. Re:Just use Steam by SanityInAnarchy · · Score: 1

      While I've brought up Steam several times in this discussion, I'm going to advise against it.

      Absolutely provide a downloadable version, and maybe use something like Steam. But don't use Steam itself.

      As a user, no, I can't take them with me anywhere I play. Sometimes, I play on Linux. Sometimes, on OS X. Support on each is limited, and is hacked together with things like Wine and Parallels.

      --
      Don't thank God, thank a doctor!
    2. Re:Just use Steam by sponga · · Score: 1

      On Linux and OSX?
      I will not even respond to that because of obvious reasons but I will put my own story in.

      I played Steam perfectly on my home Windows desktop and than when I was going to watch the college games at my buddies place I thought I would back-up Call of Duty 4 to a DVD with Steams backup option. Sure enough I installed steam on his computer, put in the 2 backup DVDs and installed within 10 minutes.
      The game ended and a buddy of mine saw that I was playing it, he was interested so I gave him my steam ID and password so he could go home install steam and redownload it there to play because by than the DVD disc had a big scratch already from some drunk buddies.
      I long the days when people predicted Steam would be a big failure, all the threads on how bad Steam was on WON for CS and all the DRM fear mongers around here claimed it the devils mark. Well the WON system is gone for CS and now everybody uses Steam perfectly fine with their library growing in size almost daily.
      Some of you Atari fans should be happy they imported a big collection of those games.

  14. Pirate conversion. by davolfman · · Score: 3, Informative

    Actually there's a very valid reason to consider pirates: possible conversion into paying customers. If you provide a reason for someone who has already pirated to buy the game then piracy becomes a sort of free advertising. This is one of the good things about unique CD-key requirements on online games: it doesn't really prevent piracy, but it provides something extra for pirates to come into the fold in the form of multiplayer. It can even be legal. Just look at the spawn-copy and CD sharing systems blizzard implemented in Warcraft 2, Starcraft, and Diablo. Shareware also served much the same purpose. Sure you could get a full copy of a game off a pirate BBS back in the day, but if you already knew you liked the game you couldn't shake the lingering feeling you were being a total scumbag as you did it.

    1. Re:Pirate conversion. by Anonymous Coward · · Score: 1, Interesting

      Actually there's a very valid reason to consider pirates: possible conversion into paying customers. If you provide a reason for someone who has already pirated to buy the game then piracy becomes a sort of free advertising.

      And conversion doesn't have to take place on the same product. That's something that doesn't make business sense for the EAs and Vivendis of the world, but it can help within the context of indie houses.

      I warezed (shame on me!) the first GalCiv back in 2003. It was fun, but pretty unpolished. No crashes, but there were typos everywhere, and once I discovered the AI would sell me gamebreaking technology for cheaper than it would cost me to design it myself, that was that. Still, an interesting game. If I'd played it another week, I'd have bought it.

      But it must have stuck with me, because I'd completely forgotten about it until I read the Wired review of SoaSE this morning. Something about that game sounded familiar... As soon as I found out who was behind SoaSE, I bought it. Sight unseen, demo undownloaded.

      When a large game house does something cool, it's usually an accident, or it's because they bought the talent rather than developing it in-house. (EA, I'm looking at you!)

      But when an indie studio does something cool, it's usually not an accident. I bought Introversion's DEFCON on the strength of its demo... and when I saw they had PC, Mac, and Linux ports, I paid for Darwinia and Uplink sight unseen, and was richly rewarded in each case.

      Same with Stardock. Bought SoaSE sight unseen this morning on the strength of the company's brand -- said strength from a drive-by warezing of a proof-of-concept game five years ago. I didn't buy SoaSE of guilt for warezing GalCiv, I bought it I wanted to see what they'd done over the past five years, and even though it's only been a few hours, I like what I see. I like it a lot.

      I don't know what Stardock will come out with next. But they're now firmly on my radar as a company to watch. Like Introversion, these guys get it. I want more, I'm delighted to pay for it, and I just wish I'd paid more attention (and money!) to them five years ago.

    2. Re:Pirate conversion. by Runefox · · Score: 1

      That brings to light an interesting conversation I had with my boss. He was saying how a number of releases of keygens, cracks and serials are supposedly created by the very staff who wrote the software to begin with, the major reasoning being that eventually, if the software is useful and/or entertaining, it will likely turn into a sale; Marketing disagrees with that, however. This is why we've seen a decline of "shareware"/"trialware" and a rise of "demos", which are crippled in almost every fashion imaginable. I remember back in the days of Duke Nukem 3D and Doom, having an almost complete game in front of me - for free - but the full version offered three times that, plus new weapons and enemies. Needless to say, when I got the chance, I ran out and got them, gleefully installing the full versions and spending hours more at it. Hell, Duke Nukem 3D came with the full versions of all the other Duke Nukem games, plus shareware versions of a number of other great games.

      It's pretty much inarguable that today's demos are hit or miss with regard to length and quality, and in some cases, whole games can feel like a demo. By comparison, most demos like what we have today are almost like watching a trailer. They're typically incomplete, pre-release, and only a single level. Not only that, but they're huge! ... Get off my lawn!

      --
      Screw the rules, I have green hair!
    3. Re:Pirate conversion. by smorken · · Score: 1

      Its called shareware.

    4. Re:Pirate conversion. by Anonymous Coward · · Score: 0

      Yeah. He mentioned shareware. Way to read, moron.

    5. Re:Pirate conversion. by davolfman · · Score: 1

      Sorta how the "borrowed" copy I had of Civilization in elementary school got them sales of Civnet, Civ 2, Civ 3, Alpha Centauri & Alien Crossfire in the long run?

  15. Better idea by iamacat · · Score: 3, Insightful

    Find out why the piracy happens in the first place. Most PC users will not think much of spending $20 for a reasonably entertaining game or $50 for a great one. What went wrong? Lack of being able to complete the purchase 100% online? No substantial demo to help one evaluate if the game is worth buying or works on a particular computer? Need for "$2 per level pricing" so that people who loose interest do not hesitate to buy the next game? Lack of differential pricing for developing countries.

    Most restaurants do not have problem with patrons running off without paying the bill. Game/general software industry needs to figure out how they encourage the behaviour that hurts them.

    1. Re:Better idea by tigersha · · Score: 1

      Most restaurants do not have a problem since they know the guy is gonna call someone to run after you or eventually ou would get issues with law enforcement. Never mind that you will never put your foot into that restaurant again. Ie, people do not do it because they know they cannot get away with it.

      Software is different. It is trivial to get away with it so everyone does it.

      --
      The dangers of excessive individualism are nothing compared to the oppressiveness of excessive collectivism
  16. Entirely different businesses... by feepness · · Score: 1

    Trent Reznor's cost of manufacturing is quite low in comparison with the amount of effort spent on copy protection. A game that costs $200 million to make and hopes to earn $250 million can afford to throw $500K into copy protection without really hitting the bottom line.

  17. Punishing Customers. by headkase · · Score: 1

    As long as the Internet remains a free and open protocol (with the same effect seen in the sneakernet before it) then absolutely nothing will stop a pirate with half a brain cell. The trick is to find a way to not punish your customers who actually bought the product along the way. I hate the inconvienience of digging through a pile of hopefully unscratched from the digging discs to find the one I want to play. Fair-dealing here in Canada lets me use cd-cracks to avoid that hassle. I wouldn't mind seeing a two stage system for games, if you're online contact a authorization server to play (yes single player) so you don't have to have the disc in the drive *or* if the server is unavailable then require the disc in the drive. For me this would mean not even going into the grey area of cd-cracks because the hassle would be mitigated - I wouldn't be punished because others steal the effort of the developers.

    As an aside, Information should be free in a perfect world but until shelter and food is then damn well pay what someones asking for their effort. You pay the publisher they pay the developer, they pay their employees, they pay their rent. Until that last requirement is removed then a effort sharing system (aka capitalism) is just required for luxury items. Linux is an example that sidesteps the monetary requirements in that the effort is spread around enough people that the cost per person is actually minimal. If entertainment matured more towards current open-source models then it could benefit from the same situation: organization - open model, sound, geometry, engine packs would mitigate entertainments profit dependence.

    --
    Shh.
    1. Re:Punishing Customers. by Protonk · · Score: 1

      Your first paragraph offers a very sane solution. I think most games should be authenticated or delivered through a Steam style system with a "cd key" as an offline backup.

      debating your second paragraph is a task for another thread, but I don't feel that you are correct. Work doesn't get done without a promise of repayment. That payment doesn't have to be monetary, as we learned with Linux, but most people learned the wrong lesson. People thought that the Linux lesson was that the appropriate payment was ZERO. That's not true, there are payments made to the makers of open souarce software, most of them just aren't monetary. Status counts, in a big way. Status explains why schoolteachers in singapore are largely talented and highly competent where in the US they are much less so (no offense to any teachers, but you know what I'm talking about). For people not motivated by status, monopoly rights on information (which can't be secured any other way, obviously) allow for some motivation to create. This doesn't mean I support the CURRENT US copyright scheme, which is asinine in so many ways. But the basic idea is sound.

    2. Re:Punishing Customers. by headkase · · Score: 1

      Thank you for the first paragraph.

      To elaborate on the second, I believe that right now game developers in specific deserve to be compensated for their effort. For the fact that division of labor is of a much rougher granularity in that area. Linux is composed of hundreds of thousands (give or take what I'm wrong) packages that happen to get packaged together in tens of major distributions. The sheer number of packages means that an individual can concentrate on a very small focus and still meaningfully contribute to a project. Game development on the other hand is a much more vertical development process. Small concentrated teams of artists and programmers work together in concert over a period of a year or three and in contrast each individuals contribution to the project is of a greater ratio than an individuals contribution to a distribution. This is not counting areas in Linux where corporate sponsoship come into play although. But the point I'm trying to get across is that a person developing games to produce something top-notch needs to devote much more of their time across the same number of years than an equivalent developer in the open world working in a much smaller focus to produce something noteworthy. Open-source has the advantage of reusability games tend to be mostly custom per project work wise so more effort needs to be expended on them. And everyone has to buy food.

      --
      Shh.
    3. Re:Punishing Customers. by Protonk · · Score: 1

      Oh, I see. Well, then we are pretty much in agreement. :) hear, hear!

    4. Re:Punishing Customers. by pandrijeczko · · Score: 1
      Look, I'm a geek computer user with 80% of my time on (Gentoo) Linux and 20% on XP so I know how my bread is buttered, okay? Plus me being a Brit and you being a Canadian we both quite like "'Er Majesty" and enjoy free healthcare so we're kind of Linux brothers across the sea, as it were - but leave the Linux advocacy for another thread, will you? It just starts all the Mac/Windows people off about zealotry and god knows what else and we should both be above that.

      Anyway, onto your subject of CD cracks. Yep, they may be officially legal in Canada but anywhere else I doubt anyone with an official copy of a game is ever going to be hauled up in front of a judge for using one.

      As for having to put the CD in to play it, that's a hangover from when PCs first started getting CD-ROM drives. Go back to a game like Redneck Rampage (a true-to-life depiction and social statement of a typical American family and their struggles against adversity and farmyard animals) and to avail your ears of the most excellent Beat Farmers singing "Baby's Liquored Up" (R.I.P. Country Dick Montana) while playing the game, you had to leave the CD in the drive - that was good because hard disks were small then and the game installer copying all the CD tracks to hard disk would have filled the drive up quickly.

      So the fact that CDs/DVDs need to be put in drives started out as mainly a technical requirement but the fact that not too many people complained about it then gave the games companies the go ahead to keep doing it, even though these days just about everything on the CD\DVD gets put on the hard drive.

      Whilst I rightly agree that all Starforce programmers should hereby be rounded up and sodomised with a baseball bat with nails in it, I don't think it's a big issue having to get a CD crack for a game to be able to put the game CD on a shelf somewhere.

      I do think it's the quality and price of games that is the real big issue here though.

      --
      Gentoo Linux - another day, another USE flag.
    5. Re:Punishing Customers. by headkase · · Score: 1

      I actually own Redneck Rampage, that disc is sitting in a box behind me. I should rip the CD tracks! Your point is supremely valid with that example too: Redneck Rampage was the first game that made me fully savor the feeling of being ripped off. The music is worth more than the game.

      --
      Shh.
    6. Re:Punishing Customers. by Anonymous Coward · · Score: 0
      I don't think the game was that bad, it survived long enough to have 2 expansion packs done for it after all.

      The real problem with it was the Duke Nukem 3D came out with the Build engine in early 1996, Redneck Rampage was at least a year later on the same engine so of course it was starting to look a little dated. Also, we had Shadow Warrior and Blood on the Build engine, they again weren't as good as DN3D but were more polished than RR.

      But I have a strong affection for those 4 games (I never tried any of the other Build games) due to them all having a warped sense of humour and they're still fun to play even today.

      Plus I ended up becoming a fan of The Beat Farmers and Mojo Nixon as a result of the CD tracks.

  18. I knew I had heard it before ... by xkr · · Score: 3, Funny

    Whining about pirates is like complaining about all the girls you could have dated. But didn't.

    --
    I will create a sig when innovation restarts in the U.S.
  19. Do those really stop anyone? by Anonymous Coward · · Score: 0

    > The first few bucks (say, on actually having a CD key) stop the 8-12 year olds who would just download it and play it. The next large chunk of money (some online authentication) stops another class of people from just getting the iso and the crack and running it.

    Given the level and sophistication of the cracks out there, I'm not convinced that any of those measures stop very many people. Even an 8-year-old can download a crack these days!

    Hell, there's even bnetd, which I'm pretty sure you can still find online, in spite of the lawsuit, which basically killed even the online authentication bit.

    1. Re:Do those really stop anyone? by Protonk · · Score: 1

      they stop people who don't know that first level. that might be a huge fraction, depending on the game audience. I'm not advocating just using CD keys. I personally think that some variant of Steam is preferred because it offers the most chance for authentication with the least intrusion.

      I'm not disputing that the cracks are easy to find, but the that doesn't change the basic argument. some large chunk of people will be tempted to say "fuck it, I'll just buy it at EB" rather than d/l a gigabyte game and find a crack.

      This will get EASIER, not harder, as digital distribution makes it so that it is reasonable to distribute say, Madden online for a credit card charge. Then the choice is download it for free and mess around w/ the crack or pay 30 bucks and download the game in the same time.

    2. Re:Do those really stop anyone? by p0tat03 · · Score: 5, Interesting

      Think about what you're saying for a second. Sure, a tech-savvy kid can easily find cracks and apply them, but such skills are still relatively rare in the marketplace as a whole. Not to mention the fact that if you picked 1000 random people out of game shops around the world and asked them about bnetd, the VAST majority would probably not know what it is!

      I still remember when Counter-Strike got popular... All the kids at school were playing it, and the VAST majority had legal copies - despite being otherwise shameless pirates in every other way. Some enterprising individuals tried to circumvent the protection via key sharing, etc, but in the end all of THEM just went out and bought it for sheer convenience (having WON kick you off for duplicate keys sucks). I have ZERO doubt in my mind that Valve took a fair chunk of piracy out just by using something as simple as a CD key.

      Then there's the other end of the spectrum... Splinter Cell: Chaos Theory. It ran random crap in the background that will refuse to run if ANY semblance of a virtual CD driver is present, or certain models of CD drives... Suffice it to say it generated LOADS of false positives and was a pain in the ass. IMHO that game is the TEXTBOOK example of how NOT to implement anti-piracy in your software.

    3. Re:Do those really stop anyone? by Protonk · · Score: 0, Offtopic

      In re: tags. Eat me. Hitting shift is easier than inlining .

    4. Re:Do those really stop anyone? by Anonymous Coward · · Score: 1, Informative

      That's called StarForce 3.6 Advanced with drivers, probably the most feared copy protection on earth (except perhaps for its later versions, which have not been cracked for years).

    5. Re:Do those really stop anyone? by Imrik · · Score: 2, Interesting

      they stop people who don't know that first level. that might be a huge fraction, depending on the game audience. I'm not advocating just using CD keys. I personally think that some variant of Steam is preferred because it offers the most chance for authentication with the least intrusion. While not bad in theory, I feel compelled to say something in response. I bought Half-Life 2 when it first came out, Steam made me want to pirate it afterwards just so I could play without the hassle and resource consumption.

    6. Re:Do those really stop anyone? by toejam316 · · Score: 1

      What really irks me about the software industry, especially games, is this.
      Why do pirates get the better copies of games, which have NO CD checks, no "Hey I think you mightn't have brought this game, GO AWAY" bullshit, and NO problems playing online amongst themselves.
      The legitimate users, hopefully, get a slightly larger base of people to play multiplayer with.
      I mean, whats the real benefit? Its GOOD when gaming companies take a leap of faith and at most leave in the basic CD Check and CD Key. That means they're willing to trust their fanbase and people who may well like the game.
      Oblivion is a great example. It sold well, it was a decent game (not amazing, just decent), and it had minimal copy protection.

      Basically, what I'm getting at is this.
      Pirates get their games for free, and they're of a higher quality.
      Consumers get shat on, and have to hand over their cash.
      Now, what I'd like to know, is why the fuck they think that making people who brought generic game X suffer through a whole bunch of crap to play their game which they're not even that happy with, while pirates get to play the game just fine and can decide "Hey, it wasn't worth paying for" and just delete it.

    7. Re:Do those really stop anyone? by mrvan · · Score: 1

      I own at least (bought and payed for) 5 Civilization CD's (including expansion packs). Because of the new 3D hardware requirements I downloaded Civ IV and played it for half a year before buying it. I never installed the bought version and the first thing I did after buying each expansion pack was downloading a cracked .exe to avoid having to have the CD in the drive. For me, the lessons are:

      - your core audience will pay for the game, whether you have copy protection or not. The fringe (which is almost always bigger than the core) might well be more inclined to buy a game if they can't easily download it.
      - requiring the CD in the drive is annoying and stupid (eg my subnotebook does not even have an optical drive and can still (barely) play Civ IV)
      - having to go to a store and buy physical stuff is really annoying. If a game is decent, I would never download it "illegally"* if I could download it from the company web site for a reasonable sum (which is lower than 20$). .02 etc

      *) of course, being in a civilized country there is no such thing as illegal downloading, and pirating has something to do with ships and bloodletting... maybe "downloading from an unofficial source" would be the best euphemism...

    8. Re:Do those really stop anyone? by brainlessbob · · Score: 1

      The copy protection for Splinter Cell: Chaos Theory did its job quite good. If i remember correctly it took around 6 months before a cracked version was out on the scene. You could play it earlier but usually it was a bigger hassle that it was worth.

    9. Re:Do those really stop anyone? by p0tat03 · · Score: 1

      On the contrary, it failed terribly at its job. While it's true that it took forever to crack, it also dragged countless legitimate customers in with it. Many people who bought the game were *unable* to play it due to StarForce and its paranoid level of "protection".

    10. Re:Do those really stop anyone? by Protonk · · Score: 1

      you know once you activate hl2 you can just disable steam's online mode, right?

    11. Re:Do those really stop anyone? by Anonymous Coward · · Score: 0

      Actually, it was a year before it was properly cracked. Ubisoft really fucked up on that one though. People who had the 64 bit version of XP couldn't play the game at all. Even though the game was compatible with XP64, the protection drivers were not. Everyone blamed StarForce, and StarForce blamed Ubi because they had released a 64-bit version of their protection, but Ubi had to re-wrap the game with this new version and then release it as a patch to the customers. They didn't bother..

      So, once again, the cracked version is more preferable than the original version. You don't need the disc, you don't need the idiotic drivers running in the background (that require a reboot to install, btw), and you get to play it on a few more platforms that you originally couldn't.

      I love the SC series, but I didn't buy this game until the crack was released. Chalk up another loss for copy protection.

    12. Re:Do those really stop anyone? by Alarindris · · Score: 1

      I may misunderstand you, but I recently just moved and was without an internet connection for a week and decided to play HL2. "Sorry, Steam cannot connect to the network." Couldn't play it.

    13. Re:Do those really stop anyone? by Protonk · · Score: 1

      You may not be reading, but I meant playing hl2 after installing and verifying the copy. I installed hl2 on this laptop (the windows partition) and a desktop. I played hl2 one the desktop while underway on a submarine--most definetly not connected to the internet. :) I'm not sure if they have changed it since last august, but steam can be run in offline mode AFAIK.

      IMO, steam isn't the best solution (Stardock's actually is pretty nice, but isn't as far removed from steam as they would have you believe), but it is a good one. It beats cd checks, which are stupid anyways (GG morrowind cd check crashing the game).

  20. Re:Public companies can't -- or shareholders will by Protonk · · Score: 2, Informative

    Shareholders aren't managers. A company's discretion is not changed wildly by their public/private status. Shareholders may vote, choose new managers, or in RARE cases, sue, but they usually don't get (or want) control over the day to day running of a business. Most shareholders aren't active investors concerned with specific policies. they are mutual funds, sovereign wealth funds, pension funds and the like. They don't know and don't care. They invest based on fundamentals and their needs to diversify. That they would become involved in an issue this arcane is silly.

  21. Re:Public companies can't -- or shareholders will by sznupi · · Score: 1

    In my case approach of Stardock worked the other way - I have boxed versions of Both Galactic Civilisations and GalCiv II...and I even not really into 4X strategies! (though GalCiv II might be changing that, not sure yet...)

    I wonder if they sorted out availability of Sins of Solar Empire in EU...not only I'll buy this game because it DOESN'T MESS IN MY OS (similar to..."scene" cracked versions of many other games), but I might actually like it a lot.

    --
    One that hath name thou can not otter
  22. Raise your glass and say cheers, someone gets it! by ZeroNullVoid · · Score: 1

    Raise your glass and say cheers, someone gets it! The people who pirate seem to have a common bond, they are not willing or able to pay for it. Ignore them and they will walk all over you, but at least your not wasting your potential profit trying to stop them. It's a "cat and mouse" game. If the cat catches the mouse, it just craps it out... there always seem to be more mice. Mice find ways around obstacles, even if they have to chew through it (reverse engineer) or sacrifice one of their own (get someone on the inside.) Mice tend to want to help one another. For the people willing to pay for it, they will buy it. Some want to taste the milk before buying the cow, even if it means draining an entire cow and buying another cow (beating the game and then buying it because they liked it). By putting a copy protection on a game, it just means that once the company goes under, legitimate owners of a media will not be able to recover or play an old archived version of a game. Many purchase the products and use cracked or patched games to get rid of the need for media insertion. This is especially true for laptops that make a humming noise when a disc is in or creates vibrations you feel while gaming. Don't waste money to create an hassle for the consumer. Waste the money to make it better for the consumer. Everyone hold up your glasses and say cheers. If you are not wearing glasses then hold up a glass. If one is not around you than pretend to hold up a glass (if you have no arms and cannot physically hold up a glass than you can still pretend to.)

  23. I call BS on Brad Wardell by brit74 · · Score: 4, Insightful

    "Brad Wardell, CEO of Stardock, has a much different point of view: the pirates don't matter.... ignore piracy"

    Uh huh. I call BS. With his Galactic Civilizations II, they didn't use DRM. You know what they did do, however? They enticed users to own legitimate copies by limiting updates and bug fixes to those legitimate users. At that time, he argued that DRM could be cracked and was burdensome on legitimate users. But - by offering upgraded service to legitimate users, he was aiming to make sure pirates had a weaker experience of his game. Brad Wardell is *not* ignoring the pirates - he's got his own ideas about dealing with them, but "ignoring them" is not his strategy.

    1. Re:I call BS on Brad Wardell by Anonymous Coward · · Score: 0

      Brad Wardell is *not* ignoring the pirates - he's got his own ideas about dealing with them, but "ignoring them" is not his strategy.

      How do you come to that conclusion? He is doing nothing to deter the pirates, and instead is concentrating on pleasing his legitimate users. That certainly sounds like "ignoring", to me.

    2. Re:I call BS on Brad Wardell by kongit · · Score: 1

      Stardock has used this model for updates and bug fixes for many years. It is very close to steam in experience. This isn't drm, and it does not effect the use of their product by paying customers. If a person buys their game they can get updates and bug fixes easily. I will admit that I like Stardock. I use Windowblinds on windows because I do not like the way windows looks by default and I prefer some of the themes that only work on windowblinds and not with the uxtheme hack. I have never had any problems with their update software, and it provides a very convenient way of installing their software and keeping it up to date. A simple username and password is all that is required and once inputted you never have to deal with putting it in again. While this method does discourage pirates, it has other benefits that make me like it just like I like steam. In fact, steam makes me buy stuff when maybe I shouldn't because its so easy. A simple method for discouraging pirates that makes the users happy sounds like a good idea to me.

    3. Re:I call BS on Brad Wardell by Anonymous Coward · · Score: 0

      Have you even played GalCiv or Sins?
      There may be a way around it, but the games and all updates are installed through the StarDock software if purchased online. So they use a steam like model. I'm unsure how the physical media installer works.
      If he ignored pirates, he would have the game install without so much as a CD Key.
      Not that having a CD key is in anyway intrusive, like other piracy measures, but I wouldn't call it "ignoring" pirates.

    4. Re:I call BS on Brad Wardell by Creepy+Crawler · · Score: 1

      In cases of steam, the company has control whether you can run what you paid for or not.

      They can also de-activate you for any reason (EULA garbage). I do not trust them, or any of their methods.

      I abide by First Sale Doctrine, and I expect all products that I buy do the same. If I cant transfer at will, it is worthless.

      --
    5. Re:I call BS on Brad Wardell by satoshi1 · · Score: 2, Informative

      You.. um.. don't need the CD Key to install it.. It says "Enter a CD Key here.. if you want. You get all sorts of benefits if you do have a CD Key, but we're not gonna bother you if you don't want to put one in. Enjoy the game!"

    6. Re:I call BS on Brad Wardell by ArbitraryDescriptor · · Score: 2, Insightful

      but "ignoring them" is not his strategy.

      In the sense that he is not pretending it doesn't happen, sure. But his strategy is more along the lines of "How can I make this better for people who bought it" than the standard "How can I make this worse for people who didn't". He is only directly combating piracy as much as making a better product that people want to buy combats piracy.

      That's my read on it anyhow; it seems a fair assertion on his part.

    7. Re:I call BS on Brad Wardell by pandrijeczko · · Score: 1
      I can't stand arrogant games companies in general but I like Stardock a lot. Galactic Civilizations II is fantastic, the expansions just make it better and better, I've had hundreds of hours of fun playing it and it's worth every single penny I paid for it. Plus I have it installed on my desktop PC and my laptop and the original disks are sat in the box on the shelf gathering dust.

      I've not checked out Sins yet, but if it's a good game, I will buy it also.

      I know strategy titles have a lot more replayability in them than FPS games, but the fact is that games companies are taking the piss out of us with the latter at the moment. Personally, I won't pay £35 for a linear FPS game that last 8 hours, it's that simple. Plus I totally failed to see the big hooha with F.E.A.R. and Doom 3 which used the simple principle of "you go into a dark room and something jumps out at you" over and over again - I got halfway through each game and gave up on them through boredom.

      Far Cry I liked a lot but I'll upgrade my PC when I'm ready to rather than because Crysis or Bioshock needs me to, thanks very much.

      Valve are "borderline bastards" - Half-Life and all the other associated titles are ace and some thought goes into pricing them. But I've still not worked out how to play the games in Steam when I'm not on the Internet (is it possible?) and that hacks me off. And whilst I fully agree that if you play online, you should have a unique license key, WHY-OH-WHY can I not just fire up Half-Life 2 or Counterstrike 2 on a local LAN for a few drunken friends for an hour or two with one licensed copu? I could do it with Half-Life 1 and Counter-Strike!

      But all praise to Stardock - they treat me like an adult, they suppot GalCiv II well so they can have some of my money.

      --
      Gentoo Linux - another day, another USE flag.
    8. Re:I call BS on Brad Wardell by Anonymous Coward · · Score: 0

      With his Galactic Civilizations II, they didn't use DRM. You know what they did do, however? They enticed users to own legitimate copies by limiting updates and bug fixes to those legitimate users. At that time, he argued that DRM could be cracked and was burdensome on legitimate users. But - by offering upgraded service to legitimate users, he was aiming to make sure pirates had a weaker experience of his game. Brad Wardell is *not* ignoring the pirates - he's got his own ideas about dealing with them, but "ignoring them" is not his strategy.


      Huh, so when it came time to updating/fixing the software, he didn't offer the pirates an upgrade path - kind of like he, huh, ignored them. So he doesn't ignore the problem that piracy poses, but it very much sounds like he ignores pirates.
    9. Re:I call BS on Brad Wardell by Dravik · · Score: 1

      When you start steam without an internet connection, steam presents an option box that asks if you want to start steam in offline mode. If you select offline mode you can play all the games that are currently installed on your computer with no problem. The only time you need to be connected to the internet with steam is for initial validation if installing from a cd, or purchase and download in getting it from the internet.

      --
      The purpose of language is communication, If the idea is clear the grammar ain't important
    10. Re:I call BS on Brad Wardell by pandrijeczko · · Score: 1
      That's good to know.

      So can you copy your Steam directory onto other machines to do a local LAN party? Or do you need unique CD keys?

      --
      Gentoo Linux - another day, another USE flag.
    11. Re:I call BS on Brad Wardell by Dravik · · Score: 1

      Don't know, I've never tried copying the Steam directory. I just installed steam on each computer, logged into my account, then downloaded the game directly to each one. You can only be logged into steam from one computer at a time so the installations would have to be done in serial and not parallel. Once the game is installed on each computer you could start steam in offline mode on each one and play the game. Now how the game would work trying to connect across a LAN to another instance running under the same steam username, I have no idea. Since most games handle the LAN connections independent of steam(steam is just used to distribute/launch the game) it might work. My best guess is it would depend on which game your playing and how much steam is integrated into that game. HL2 might require each computer to have a different steam user logged in ( and thus a different CD key) while a third party game that is just distributed using steam might work just fine.

      --
      The purpose of language is communication, If the idea is clear the grammar ain't important
    12. Re:I call BS on Brad Wardell by Anonymous Coward · · Score: 0

      You still aren't getting it.

      He is indeed ignoring the "pirates". And he is paying very special attention to people who bought the game. He is making sure his CUSTOMERS get updates and bug fixes.

      He doesn't care at all about people who didn't buy it, therefore he is not sending them the bugfixes and updates. Why should he waste time and effort distributing to these people when they aren't paying him to take care of them?

    13. Re:I call BS on Brad Wardell by wraith808 · · Score: 1

      False. If you're going to play in offline mode, you have to enable this *before your connection is severed*. If you try to play in offline mode without going there while you're online, you're SOOL.

    14. Re:I call BS on Brad Wardell by mjwx · · Score: 1

      "Brad Wardell, CEO of Stardock, has a much different point of view: the pirates don't matter.... ignore piracy"
      This is a bit of a misquote of Wardell. In several interviews and on the Sins of a Solar Empire fourms Brad Wardell has explained what he meant, first of all what he actually said "pirates don't count" it's not that pirates don't matter it that Stardock is not going to get money from them if they aren't willing to pay so Wardell isn't going to lose sleep worrying about non existent sales lost through piracy.

      You're quiet right however, Stardock have their own and somewhat unique (to the software industry) methods of dealing with piracy. 95% of their anti-piracy effort is to make sure that their paying customers are happy by making a good game, offering it at a good price and providing excellent after sales service (patches and extra content). So you shouldn't be calling BS on Wardell, you should be calling BS on the crappy journalism.
      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  24. Copy protection works for software ... by AHumbleOpinion · · Score: 5, Insightful

    Copy protection works for software. The error that most people seem to be making is thinking that if it doesn't stop everyone it failed. That is not true. Reznor's argument is only partially correct, only higher level pirates can not be converted. Lower level pirates can be, and they are more numerous. This also means that the most intrusive and questionable anti-piracy methods do not need to be used.

    On numerous gaming forums over the years I have witnessed a recurring story. Kiddies saying: I burned a copy of my friend's disc and it didn't work so I went out and bought my own. Copy protection worked.

    On a larger scale I am familiar with selling academic software in a university bookstore. I've seen required software sell 1/15th of what the required textbooks sold, software that was initially released without copy protection. The developer then added some copy protection, simple and easily defeated copy protection, a package that is known and had pre-existing cracks. It worked, the next quarter's sales of the required software was nearly in line with required textbooks. Copy protection worked. I'd like to add that this was in a university environment, no shortage of people with the technical knowledge to crack the discs for someone else. Also, these were pretty inexpensive software packages, the textbooks came with coupons reducing the price to about $30.

    Most pirates will pirate software if it is trivially easy to do so, regardless of a low price. If you erect some sort of barrier a large number of these will buy.

    Trying to stop all piracy is futile. But not using simple non-intrusives copy protection does cost sales. There is an optimal point balancing protection and incompatibility, and it is not zero protection.

    1. Re:Copy protection works for software ... by Talahamut · · Score: 1

      I used to shoplift my college textbooks too...

    2. Re:Copy protection works for software ... by KZigurs · · Score: 1

      The whole concept of paying for software for your education seems to be a bit iffy - what are you paying your course fees for then?

    3. Re:Copy protection works for software ... by geekoid · · Score: 1

      No it doesn't, people are just more honest them you believe.

      I would be interested in this magic 'copy protection' scheme. I suspect there are other factors involved, since it doesn't seemed to have worked on anything large scale.

      Probably adding a coupon had a lot to do with that.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    4. Re:Copy protection works for software ... by AHumbleOpinion · · Score: 1

      No it doesn't, people are just more honest them you believe. I would be interested in this magic 'copy protection' scheme. I suspect there are other factors involved, since it doesn't seemed to have worked on anything large scale. Probably adding a coupon had a lot to do with that.

      The coupon was there from day 1 with the unprotected discs. The only thing that changed was that unprotected discs became weakly protected discs. There was no magic about the copy protection, it was a standard off-the-shelf low cost product. Something that had cracks in wild.

    5. Re:Copy protection works for software ... by AHumbleOpinion · · Score: 1

      The whole concept of paying for software for your education seems to be a bit iffy - what are you paying your course fees for then?

      This was 3rd party software targeting individual users, an academic version of a commercial program. It was a companion to a textbook. This was not something site licensed to the university.

  25. RIAA by AmigaHeretic · · Score: 1

    This is what I've been saying about music. Ignore the pirates. Oh, same about all the stolen beer. Hiccup! Oops. Err wasn't me.

  26. Re:I'm sorry by MobileTatsu-NJG · · Score: 2, Insightful

    Dear Slashtards,

    Keep telling yourselves that... as much as you want to believe otherwise, making this kind of stuff available for free does not make them more money, unless it's a completely unknown product. Oh I dunno, that depends on how much PC gamers have been annoyed by games that require the disc or games that fail to run due to over-zealous protection. I'd also say it depends on if a game gets a sequel or not. A no-sale on the first game may create a fan for the second. That no-sale in the beginning wasn't necessarily money lost, just not money earned.

    I'd say more but I'm arguing with an AC calling people tards who obviously hasn't put any thought into what he's so opinionated about. Good night.

    --

    "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

  27. Re:Public companies can't -- or shareholders will by twistedsymphony · · Score: 1

    Public game companies can't just ignore pirates because shareholders will be all over them for not doing anything about such a big "loss of revenue".
    There are two problems here:
    1. If the company sees financial savings with no ill effects from abandoning invasive DRM systems then it's reasonable to assume that they can provide shareholders with the same graphs, charts, presentations, and analysis that would convince them that it's a good idea. If they don't like it then they can take their dollars elsewhere. they don't actually have any control in the company aside from the threat of selling their shares.

    2. "Ignoring Pirates" wouldn't be such a big deal if the estimated loss due to piracy wasn't so ridiculously over-inflated in the first place. If any company has a hard time convincing shareholders that it's not worth worrying about pirates it's only due to their own fear mongering at a prior date.
  28. yup by arbiter1 · · Score: 1

    No matter what a game company does to protect their game as in terms of copy protection, its never gonna stop the pirateing. about mostly only effective is the cd-key for online play, if person likes game enough for single player a lot of them will buy a legit copy to play it. Granted there have been private server cracks for pirated versions but usally for game is hard to find them, and its much nicer to just buy game and have axx to every server.

  29. "Pirating" games should be encouraged. by Anonymous Coward · · Score: 0

    I am absolutely sick and tired of wasting money on these idiot game companies. I don't mind paying actual money for games; in fact, I PREFER to do so. But I have been burned very badly by these idiot game developers who have no idea how to architect things correctly.

    Often when I used to buy a game, I'd find out that the rocket scientists in charge of development have absolutely no concern with what hardware I'm running. Especially the video card. They demand the latest and greatest card, which means I have to shell out a good chunk of money just to play their game. And hopefully there are no other compatibility problems with the other hardware and software on my system.

    So, to play their stupid $50 game, I have to spend $100 or much more just to upgrade my system.

    So I've given up on buying a game and praying that it works (feh - their supposed compatibility list is usually a lie).

    What I do now is download their game off of bittorrent, and try it out in a VmWare image. If it works, then I'll actually buy the game. The reason I use VmWare is that it adds a layer of security, because there are a lot of free games out there which contain various trojans and whatnot. Anyone who would run one of these blindly is just asking for trouble. So that's why I will actually spend money and buy the game from the store, but ONLY if I know that the game will work first.

    Or, to use the more popular recent buzzword in high-tech, consider it a try-and-buy.

    This works out well for the game company, and it works out well for me. So yes, this so-called "piracy" is actually in the game industry's interest, and benefit.

    Now, if only they'd learn about backwards compatibility and standards, then that would make my life a LOT easier. But that seems to be a rather impossible task with game developers.

    1. Re:"Pirating" games should be encouraged. by Anonymous Coward · · Score: 0

      you arrogant prick. So all game developers are idiots next to your glowing abilities and amazing fucking insight eh?
      What a load of drivel churned out to justify your torrenting habit.
      Fuck off.

  30. the stardock games I have played are a bit diff... by filthpickle · · Score: 5, Insightful

    they give you (or don't hinder you from stealing) the single player to entice you to buy the multi.

    Imagine if blizzard gave away a single player WoW that you could play over hamachi with your friends...maybe you would even play it A LOT over hamachi with your friends.....but eventually (because the game is so good) you will want to play it online with more ppl. you weren't going to buy it anyway before you played it....what did they lose by giving you a piece of it?

    that is pretty much exactly what occurred with sins of a solar empire with me. got the torrent, got sick of beating the shitty AI at a great game....played my friends (who also got the torrent) on hamachi (when they wanted to)...felt shamed for stealing such a great game (gasp) and wanted to be able to play whenever I wanted to...then bought it.

    I am an unrepentant software thief and I bought soase. Maybe there is at least a tiny bit of truth to what he is saying.

    I am not disagreeing with what you say in your post, just pointing this out.

  31. redundant by moderatorrater · · Score: 1

    You're missing the point. Piracy is easier than getting the game legitimately and will continue to be so as long as pirates can crack the game. Once the lock is picked, it's picked for everyone. Don't waste money putting a better lock on the thing, put your money into providing value for legitimate customers.

    If you make the game just as easy to get legitimately as it is to pirate (remembering that you can't make pirating any harder), things become clearer. Pirates don't buy games and never will; honest people do and always will as long as you don't punish them for it. You can't stop the pirates and you don't need to stop the honest people; who are you protecting against?

    1. Re:redundant by Protonk · · Score: 1

      I don't think you are being fair. There is a segment of people who might pirate games and who might buy them. For one, I'm a member. for another thing, there is some empirical evidence to support the notion that the populace isn't divided into unrepentant pirates and la abiding dopey citizens.

      I also feel that you are understating the costs to piracy for the user. It is a non-trivial expenditure of my time to look for cracks and downloads of these games. It is probably much harder for my mom. If I had to, I could probably get a cracked copy of a game after a few tries, but if the game costs 50 bucks it probably isn't worth it. It gets less worth it as chances of failure (for the crack) go up. For a program like photoshop, I am willing to spend more time and effort getting a crack (if I didn't use gimp) because I'm not spending 11 bajillion dollars to get it. But if my time is worth something, I'm not going to bother pirating a 20 dollar game if it takes me more than an hour or so. Some people are more efficient at getting those copies than others. Presumably you could find a pirated copy of whatever in 10 seconds flat and you could distinguish between good copies and bad copies with ease. That means that you face a much shallower tradeoff for your time. My mom faces a considerably steeper tradeoff, probably steep enought hat she would never contemplate piracy, just on the grounds that she would spend days just figuring out how the fuck to do it.

      I can't stop you from pirating the game. I've already said I don't care. But I can stop me. Your assertion that once a game is cracked for one person it is cracked for everyone is an oversimplification. It's true for the people who download it and get it to work. For everyone else, it is still locked.

      I'll say it again, a consequence of those drastic diminishing marginal returns is that the first few dollars spent in piracy prevention REALLY pay off. More than in other areas (probably). It doesn't pay to spend all your money as a company on it, but it is an easy choice between having minimal copy protection (that is easy to break) and having none. Don't oversimplify things. I'm not missing the point.

    2. Re:redundant by Jax+Omen · · Score: 1

      There's generally two kinds of pirate distributions. One is just a disc image, go find your cracks/keys/etc elsewhere. This is the old type, and is getting less and less common as time goes on. The other is a disc image alongside a crack, a game rip that is precracked, or some other such "complete package". This is the vast majority of pirated distributions nowadays.

    3. Re:redundant by tonyreadsnews · · Score: 1

      I agree with you. Back when I was in college I had a lot more time on my hands then money so i was in that first level you mention. No amount of protection would have stopped me. Now, I have regular job, and my time is just worth too much to me to look for the cracks, download them, test them, figure out how to fix the one problem the crack introduced, and then play. (Considerably more effort if you are talking about hacking a console to play these cracked games...)

      Now it is worth it for me to just spend the $20-50 and just play. Unfortunately that means I spent money on Mass Effect...

      Worst... Game Purchase... Ever... (for me at least).

    4. Re:redundant by aj50 · · Score: 1

      Piracy is easier than getting the game legitimately

      Only if you know where to find the pirated copy. Pirates don't advertise in prominent places and don't have a high street presence. Additionally, many online forums ban discussion about warez and there are many sites promising free software which actually install viruses.

      I'm well aware where I can find copies of games and cracks for games my friends own but if you don't, and you don't know who to ask, then you're going to find it difficult.

      Following this though, copy protection only makes sense in two cases:

      1. To prevent me from making a copy for my friend, or letting him install off the same disc. Whether this is a good idea or not is debatable. This is the usual base case for games and is usually accomplished by requiring the cd (annoying but most people are used to it).
      2. For multiplayer games. This is where copy protection comes into its own. It's reasonably easy to give everyone a unique key and prevent two people from playing online simultaneously with the same key. Since playing with your friends is one of the big draws of online games, people sharing keys isn't a problem.
      --
      I wish to remain anomalous
    5. Re:redundant by Wooky_linuxer · · Score: 1

      You probably have a lot more money now, I guess. So the general idea of TFA is preserved: people who will pirate a certain game won't buy it, and people who buy won't pirate it. I agree with some comments that say the distinction is not so clear, but I tend to think this distinction is indeed clear in a per-game basis. People who buy game X may happily download game Y. Sometimes, by downloading it, he/she may become a fan and even buy the game. So, for a given game in a certain time in a gamer's life, I'd say this is pretty accurate.

      --
      Where is that guy who'd die defending what I had to say when I need him?
    6. Re:redundant by masterzora · · Score: 1

      Pirates don't advertise in prominent places and don't have a high street presence.
      These guys beg to differ.
      --
      Remember, open source is free as in speech, not free as in bear.
  32. In other words... by c0d3h4x0r · · Score: 2, Insightful

    ...a pirated copy does not usually equal a lost sale. Duh. That's what I've been saying for years. People pirate stuff because they wouldn't or couldn't buy it in the first place.

    I'm not talking about counterfitting, which is entirely different in my mind from piracy. Counterfitting is when someone produces copies of a product and passes them off as the real deal for profit. Counterfitters should go to jail for trying to make a buck off someone else's hard work. Piracy is when someone snags a free and obviously unofficial copy for themselves and no one makes any money off the deal. Pirates should be left alone because they're not hurting anyone.

    --
    Moderator hint: a comment is neither "Flamebait" nor "Troll" if it is true.
  33. Re:the stardock games I have played are a bit diff by Protonk · · Score: 3, Interesting

    I think we agree (or would) on a lot of things. Offering a full featured teaser and charging for the (easy to police for copyright problems) multiplayer is a GREAT solution. That offers copy protection for the customers that want to pay for it in an inobtrusive way. That's what the guy isn't saying. It's not like they would be cool with you ripping them off for the multiplayer (though it is clearly possible). That's their real game.

    He just needs to be clear about it. That isn't zero copy protection. That is smart copy protection designed to make customers happy, not pissed off. I like stardock. I like most shareware game companies. Since I grew up on macs, those are the only companies I knew, because most "real" games didn't get ported (except mist......woo....hoo....). Shareware companies have the right idea about copy protection for THEIR level of game making. If EA produced sins of a solar empire, you might feel less of a twinge about ripping them off. I alwas felt bad about ripping those shareware guys off because their site always made it seem like they were eating cat food and my purchase would help them feed their kids. The feeling of altrusism is hard to replicate.

    They are on the way to the right idea. but they deliberately (because they are pushing their business model as teh awesome) are understating the nature of piracy (queue scary MPAA ghosts and PSA's about how ripping GTA means you fund terrorism). The low level piracy problem is converting those firs few chunks of potential pirates/buyers to buyers. The money still means that most game companies will choose the conventional route for now.

  34. It stops alot of customers too by Myrcutio · · Score: 1

    I for one will never buy a game that uses Starforce copy protection. When i bought Call of Juarez i was unable to play it without reinstalling windows because it was convinced that i was running a CD emulator.

    Cd keys, online authentication and the like are fine, but there is a limit to what is really necessary. There will probably never be a game that cannot be cracked and redistributed (Although WoW came close) so the author is absolutely correct. Spend the time and resources on the game, not the pirates who will thwart you anyways.

    Oh yea, the cracked copy of Call of Juarez I downloaded from pirate bay worked great, thanks pirates!

    1. Re:It stops alot of customers too by TheMiddleRoad · · Score: 1

      That's just bad copy protection that screws up your system. You can trash that, but it just belongs with all other crappy coding.

  35. And where DRm fit in ? by aepervius · · Score: 1

    Please explain us carefully where DRM will stop any pirate bootlegging 1/2 million CD/DVD copy of a game. Especially that most crack appear within hours of the game being released. So a good bootlegger would break in/pay somebody inside to give an iso at the same time as the gold master is pressed. And the bootlegger would still have a leg on you, because frankly they probably have the same equipement as you do to press their bootleg, or can pay professional hacker to remove the freaking DRM. DRM was NEVER EVER against the bootlegger, it has always been against CASUAL copying !!!. And that is where the article shine : who cares about casual copying ! Only an extreme minority would buy the game instead of casually copying it. And that minority is MOST PROBABLY offset by people having problem with the DRM, be it software problem (freaking DRM don't always work) or philosophical problem (why should I root my PC for your piece of crapware ?). You are NOT increasing your market share by ANY means, you are lowering it !!

    --
    C. Sagan : A demon haunted world:
    http://www.amazon.com/gp/product/0345409469/
    visit randi.org
  36. blogspam by Anonymous Coward · · Score: 0

    This is an amazing blogspamming circle jerk. Slashdot posts a summary about a summary on Ars, about a summary on TechReport, about a blog post from the CEO of Stardock.

    RTRFA (read the real f'ing article) here:
    http://draginol.joeuser.com/article/303512/Piracy_PC_Gaming

    Dear Internet, please stop this crap, thanks.

  37. The average "pirate" is free advertising by incinerator3 · · Score: 2, Insightful

    I think the article is pretty insightful, and shares a lot of my own sentiments that I've had since the "Don't copy that floppy!" era. The average software pirate on the Internet is not within the publisher's potential customer base. Honestly, how many young adults do you know who have the money to plunk down on Adobe Photoshop, yet how many have it? If they weren't able to get Photoshop for free, they would not get it at all, and would instead go with a free (or at least cheaper) alternative. Net money loss for Adobe: 0. Popularity and word of mouth advertisement (maybe reaching those that DO have money): priceless.

    Personally, I'm a starving college student. I also love video games. The problem here is money: I really can't afford to pay for my favorite hobby, yet I keep my finger on the pulse of the gaming industry. Unfortunately, until I graduate, I won't be able to contribute, effectively excluding me from the potential customer base (though rest assured, I do buy games whenever I can). Whether the publisher prevents me from playing their game or not makes no difference, they can't take money where there is none. Though, there is a boon... gamers come in packs. If I download a game that I end up loving, and give a glowing recommendation to my friends, they will pay for it. Sure, the publisher didn't profit from me directly, but this one penniless pirate hooked 2 or 3 paying customers that wouldn't have otherwise bought the product. The publisher still wins.

    I have never met a person who could comfortably afford to pay for their games and does not. Though many do pirate games here and there, the game industry still gets their money from games they do buy. A person tends to spend an allotted entertainment budget no matter what; even if a game is potentially free, if the customer has money to blow, they will blow it.

    1. Re:The average "pirate" is free advertising by pandrijeczko · · Score: 1
      This still does not justify piracy.

      The "starving college student" argument doesn't wash with me. If you cannot afford to buy new games, then how about just waiting a while? There will be used cheaper copies on eBay, the prices of games start rapidly dropping after about 6 months anyway so what's the problem?

      If you're bowing down to peer pressure by having to impress your friends as the first person to buy the latest titles, then you are your own worst enemy. What's wrong with playing older titles that you can buy for a couple of pounds on eBay? Again, you probably won't do that because it has to be "latest and greatest" with most of your generation.

      People in general need to start finding some courage in themselves - nothing to do with entertainment is a "must have", it's just a status symbol. Therefore if something is too expensive then just don't buy it, end of story. If everyone did it, the price would have to come down. That is the best way to send a message to whoever made the item - piracy just tells them "people want it but they just won't pay for it so let's make it harder to copy for everyone".

      Don't get me wrong, I love having money and spending it on games, movies, music, etc. but you have to reach a point where you start telling yourself that whilst all this stuff is nice to own, it really isn't that important.

      One of the best "anti-retail" therapies you can do is get rid of all your junk on eBay. I had an attic full of old retro computers, LP records, stacks of role-playing games books and boxes of board games I would never use again. I also had several hundred audio CDs in my collection that I no longer listened to. There were hundreds of items, it took me months to sell the stuff on eBay but as I was listing it, I realised just how much I'd spent on all of it. Sure, I got some reasonable prices and was able to treat myself to a load of new stuff with the profits, but it has instilled the attitude in me now that I'm a lot more discerning and I don't accumulate "junk" - if I buy something, I generally get rid of something on eBay which means what I'm buying is a lot cheaper anyway.

      --
      Gentoo Linux - another day, another USE flag.
    2. Re:The average "pirate" is free advertising by incinerator3 · · Score: 1

      That argument doesn't sit well with you because you misunderstood my hobby. I said that "I keep my finger on the pulse of the gaming industry", which is to say, of course I'm up to date. There is absolutely nothing wrong with buying older games; in fact, I have a nice collection of classic games. But for me it's not about having the latest and greatest as a status symbol. The excitement comes from following the progress of the industry as a whole, not just the simple joy of playing a game. Now, say I were to take your advice, and solely play old used games that I could afford. That would hurt the game publishers far more than downloading their games. Publishers don't make a single cent off of the sale of a used game. Buying used games does not put money back into the industry, it puts money into retailers' pockets. So, I ask you: in this situation, what would a game publisher prefer? Buying antiquated used games instead of their games, or downloading their recent games and telling all of my friends how good they are? I'm not trying to justify piracy in general. I'm simply pointing out that it's not necessarily in a publisher's best interests to squash all unpaid use of their products.

  38. Re:it stops nothing by CHRONOSS2008 · · Score: 1

    please stay in your shell thinking that DRM measures of any kind work always work and shal stop anyone what they do is make the end user cost higher and justify loss of citizens rights in order to do this stupid stuff.

  39. Unfortunate for certain genres by Cannelbrae · · Score: 2, Insightful

    While I have a great deal of respect for the author, this doesn't help quite a few of the companies (and PC gamers) out there.

    Basically, the position 'we will only attempt to sell to people who would prefer to buy over download' doesn't scale to big budget titles. There are a lot of gamers out there who like AAA, content rich games. These are the games that need to sell a million+ units just to break even. Ignore the programming - some of these games have dozens of artists and designers working for multiple years.

    The 'make niche games' position doesn't help these developers (or the gamers who love their games). We're talking about shops like Valve and Relic here.

    The game industry is certainly eyeing whats going on in the movie and music industries. The basic truth is that most people would rather download for free than vote on what they want to see in the future by buying it.

    Consumers demands for content rich games is exceeding sales. This means that big blockbuster titles are likely take a hit similar to flight sims several years back. For some gamers, this is probably great. There are plenty out there who would love to see the death of the FPS/action genre if it means a few smaller games come out in their place.

    Its going to be a rough few years as big devs figure out how to stay in buisness. Its likely to drive the 'big/blockbuster' titles even more towards the consoles which big markets and lower piracy rates so far this generation.

    1. Re:Unfortunate for certain genres by Chad+Miller · · Score: 1

      You might find this thread interesting: http://www.quartertothree.com/game-talk/showthread.php?t=42952 Brad Wardell specifically mentions Valve as a company that he thinks is doing things right.

  40. Stardock vs. Starforce by Bieeanda · · Score: 2, Interesting

    There's another wrinkle to ignoring piracy-- the DRM development concerns might take offense at you rebuffing their concerned offers of support, not unlike the 'insurance' offered by neighborhood protection rackets. This is the same outfit that had a pirated torrent of their game posted on the Starforce forums, by a member of the Starforce forum moderation team no less. Officially no harm was meant, but unofficially... come on. Ignoring DRM in favour of adding value post-purchase is the last thing that the copy protection racketeers want.

  41. A fitting label for your post by Anonymous Coward · · Score: 1, Informative

    "What we do care about is when somebody in the mastering lab, or somewhere else along the line in between when the title goes to manufacturing and when it hits shelves, decides to take the game to a wholesale bootlegger. What we do care about is when a bootlegger makes half a million copies of our game and gets wide distribution to retail stores that either don't know any better or don't care. This is a major problem in Asia, particularly China. Bootleg retail copies hurt us in two ways: (1) Obviously, we lose revenue, but just as importantly (2) Customers tend to blame us, and not the bootleggers, when something goes wrong with a store-bought game because it was a bootleg (CD's that start flaking, etc) - it's a major problem for the brand-name.

    Yes, it sucks that backup copies are collateral damage in this battle. But you tell me a better method for us to guarantee that no wholesale bootlegging will occur, and I'll take it to my superiors."

    If Asia is so non-profitable because of bootleggers, then just don't sell your game in Asia. This is a perfect example of what Stardock's CEO was talking about. You're looking at the huge user base in China, but ignoring the fact that Chinese IP law makes the customer base much smaller.

    Asking for a better method to stop wholesale bootlegging implies that you already have a method that works. This is yet another delusion that the games industry seems to have fallen under. Piracy, and to an even greater extent, bootlegging are not stopped by DRM. DRM has been a near complete failure for the games industry. All DRM does is force bootleggers to do things to the game that may make it less stable, and you just said that you get blamed for that.

    The games industry is under the mass delusion that DRM increases their profits. The only people with measurable profits as a result of DRM are the companies making the DRM packages.

    Stardock is one of the few sane game developers I've encountered. They have NEVER lost money on a game. They have NEVER made a bad game. For any other developer, that is called success, and commands respect. Yet, because what this guy is saying flies in the face of the standard nonsensical business practices of the games industry, "big" developers - who regularly make unprofitable and often terrible games - are thumbing their noses. It's very "high school" to be honest.

  42. Re:Public companies can't -- or shareholders will by Alpha830RulZ · · Score: 2, Insightful

    I don't think that's quite right. Quite a few shareholders do want to know, and do care about detailed aspects of the business. These types of things are the essence of detailed fundamental analysis, and knowing these things are what gives good investors an advantage. The better mutual funds' managers are all over this kind of stuff. They are not active managers, but they are active evaluators of management. That's how you try to make money in this space.

    --
    I was taught to respect my elders. The trouble is, it's getting harder and harder to find some.
  43. hooray by Anonymous Coward · · Score: 0

    Finally some common sense. :)

    Focusing on what you want, who you want to please, for the benefit of them and yourself.

    Piracy only hurts because they spend so much time and effort trying to stop it rather than on their product.

    Using your time Constructively rather than destructively always produces a better outcome.

  44. Re:Public companies can't -- or shareholders will by Protonk · · Score: 2, Interesting

    No, it isn't. Managerial independence to run companies is fundamental in making profits in the long run. And as short sited as investors are, part of the model for stock valuation comes from long run growth prospect versus acceptable risk and alternatives.

    Due diligence is important, but is REALLY important for large individual shareholders. in other words, a large shareholder may be able to press a company into a course of events it might not have done so otherwise, but it will require a lot of pressure. Not only that, it requires time, and time is (presumably) precious for someone who has lots of money.

    That is not to say that analysts and mutual fund managers aren't hounding companies to take action, but the OP's suggestion was that action by a company was precluded by shareholder interest, which isn't true in large part.

  45. Some mod up.. by Duncan+Blackthorne · · Score: 2, Insightful

    ..the person quoted in the article to +5, Insightful. I think he's got the right of it, game pirates are always going to find a way around your protection scheme you spend $1,000,000 developing, so why worry about it? Most people will pay for the game anyway.

    1. Re:Some mod up.. by G-News.ch · · Score: 1

      Right, and not only is your money you spent on R&D for the counter-piracy measures spent in vain, chances are you're also frustrating some legitimate buyers of the software with compatibility/ease of use issues that arise from the copy protection.

  46. Makes no sense by Per+Abrahamsen · · Score: 1

    Surely the professionals selling half a million illegal copies to stores can circumvent the control measurements (especially those "must have cd to play" measurements). I always thought the control measurements were to "keep honest men honest", while those who make a sport (or a business) out of getting illegal copies will manage to find a way.

  47. Better service to paying customers by Per+Abrahamsen · · Score: 1

    It does sound like a much smarter business strategy than the norm of giving *worse* service to customers than to users of unauthorized copies.

    I never make unauthorized copies for a number of reasons, but I hate when I can't find the right CD needed to play a game I already have installed on the harddrive, or I want to play a steam game when I'm not online. Same for DVD's that won't play in my region, or won't allow me to fast forward over boring legalize, or music that can't be transfered to my favorite player.

  48. Except they are the customers by 91degrees · · Score: 2, Interesting

    The people I know who pirate the most also buy the most. They're games junkies. They can't get enough.

    1. Re:Except they are the customers by pandrijeczko · · Score: 1
      Nope, sorry, they're just hoarders.

      Go back 15 years and I was doing the same thing with games on the Commodore Amiga - I had stacks and stacks of real games and copied games, copying more all of the time, archiving them, cataloguing them, etc.

      These days, I can count on two hands the names of the games I actually played and thoroughly enjoyed on the Amiga. Had I not spent so much time getting them, copying them, etc., I would have probably played and remembered quite a lot more.

      --
      Gentoo Linux - another day, another USE flag.
  49. CD Keys for Online Multiplayer by zdude255 · · Score: 2, Interesting

    Seriously, Blizzard did this 10 years ago. If you have neat stuff online that pirates can't get to, there's more incentive to buy the game. LAN games aren't effected, (we're not going to buy 8 copies for one LAN party) but there's much incentive to buy, even if you're buying Bnet more than the game. You really can't stop local piracy, but you can require online accounts to require genuine CD keys to create.

    1. Re:CD Keys for Online Multiplayer by pandrijeczko · · Score: 1
      LAN games aren't effected, (we're not going to buy 8 copies for one LAN party)

      Actually, you're wrong. I do like Starcraft and Warcraft a lot, but with Starcraft, it does take a CD crack to stop it asking for a disk on a local LAN network game. I'm not sure that it needed the CD in the drive all of the time, I do recall just putting it in the drive and taking it out again was enough, but it was still a right pain in the ass.

      Blizzard should have learnt a good lesson from Epic with Unreal Tournament - when Unreal Tournament reached a certain age and patch version, they just stopped it asking for the CD any more.

      I also believe that if you need a unique copy for each presence of the game on a local LAN party, then that should be stated very clearly on the packaging because I seem to recall Red Alert 2 was a right bugger for that also.

      --
      Gentoo Linux - another day, another USE flag.
  50. exactly by smash · · Score: 4, Insightful
    Another "yay somebody gets it" post... but with an addition.

    All copyprotection does is punish your legitimate customers. Slightly different industry, but mining software is appalling for this. Surpac/Datamine/etc all have the most god-damn-awful licensing software on the face of the planet. If you were to run a cracked version, you wouldn't have to deal with it.

    Effectively by going legit, you're paying to be fucked around by the licensing software.

    Same with code-wheels, safedisc, etc, etc. Its an inconvenience to your PAYING customers that the pirates don't have to deal with it. Fuck that.

    Include a decent manual, an additional online content (forums, news, ability to post suggestions for expansions, etc - whatever) for paying customers - but don't punish them.

    --
    I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
    1. Re:exactly by Trifthen · · Score: 1

      That's what I don't understand. The pirate version will just have all the copy-protection stripped out, so the pirates can play the game without the CD, not have to be online to play (Steam), not need a code-wheel, etc. The legit customers? They have to make sure they entered the CD-key right, and even after that, need the CD with them at all times, so if they're on the road, they're pretty fucked, and so on.

      One of the first things I do when I buy a game is search for the no-cd crack. It's a game I fucking bought yet I'm being punished. Well, fuck that. I stopped buying PC games four years ago... the last one I purchased (bargain bin, used) and played: Diablo II, served me well with a no-cd crack. Since then, I've not played a single PC game. Not one. I keep hearing about Bioshock and the Orange Box, and all these great games, and I refuse to buy them because I'll need to be online so I can't play on a train, or I'll need a stack of CDs with me everywhere I go. Fuck that, and fuck copy protection, and fuck games that use it. The pirates get to play your game, and I get a dick in the ass. Thanks, assholes.

      --
      Read: Rabbit Rue - Free serial nove
    2. Re:exactly by Wartz · · Score: 1

      Get some games that don't need CDs in the drive to play out of the box, like STALKER and Sins of a solar empire.

  51. No. by Anonymous Coward · · Score: 0

    Those guys sitting at home pissing themselves because ATI finally released drivers to use CrossfireX in a quad GPU setup with two HD3870X2's are the guys willing to take a chance on the new games, proselytize the games they like, and most importantly - pay a premium for the privilege ($50+ each). Developers can produce games for these guys and be somewhat at ease that they are going to recoup a good portion of their costs even if the game is a flop. Much more so than if they publish a flop that hardcore gamers aren't willing to try out. Who is going to pre-order Half-Life 2: Episode 3 if it is graphically similar to the original Half-Life?

    Developers know that a few years down the road when an HD3870X2 is worth what your 9600 is worth now, late adopters will still be around to shell out $10-20 for the same title - and at that point it is probably all profit. Given a decent catalog of games, at the very least those titles will help keep the lights on.

  52. How prescient. by xx01dk · · Score: 3, Insightful

    "they weren't customers, they might never be customers, so spending money to try to stop them serves no purpose" really hits home. Case in point, I am a NIN fan, one who is willing to buy the latest album even if have not previewed it. Same thing with Stardock. I own GalCiv, GalCiv2, and SINS (and also a copy of Windowblinds). Sure I could have pirated these and used them for free, but why bother? It's easier for me to justify spending my hard earned cash on worthwhile products that I enjoy while at the same time supporting the developers who make the products that I enjoy. Wins all around...

    Now. about that copy of CS3 that I downloaded... I'm at odds with this because I've grown accustomed to all the great features Adobe has provided. I can rationalize it by saying that if Adobe doesn't make a profit from me then I will not make a profit from Adobe's software, but this is still wrong and vexes me so. Not everyone that buys Photoshop is looking to make a profit from it and can justify it thusly, so I am still in the wrong.

    And now to my point. I would some day like to be able to afford a fully licensed copy of Photoshop. If Adobe were to employ the tactics used by the RIAA and MPAA I don't think I would be inclined to buy anything from them and would instead seek out alternatives to support. However, since I have not been subjected to any raids or subpoenas, I do not feel threatened, and it is merely my moral fiber that keeps me in line. It is that same moral fiber that says "I shouldn't be using this, but I will, humbly, so that some day I may be able to afford it" rather than "Oh yeah. CS3 is MINE, bitches. Suck it, 'The Man'."

    No it's not right, but it will do for me thinking that I'm morally superior to all the other pirates out there.

    Meh, humility... Sometimes it's for me, other times it's not.

    --
    There is simply too much glass..
    1. Re:How prescient. by Anonymous Coward · · Score: 0

      And now to my point. I would some day like to be able to afford a fully licensed copy of Photoshop. If Adobe were to employ the tactics used by the RIAA and MPAA I don't think I would be inclined to buy anything from them and would instead seek out alternatives to support.

      I used to think CS3 was expensive. Now that it pays for itself in a day or two, it's not.

      You shouldn't think in terms of "support." It's not a way of life, just a tool. You're not a consumer, you're a component of a market economy -- use it if it gets the job done.

    2. Re:How prescient. by Asmor · · Score: 1

      I almost wonder if piracy might actually be part of Adobe's strategy... I mean, if you're going to pirate software, it doesn't matter how much it costs. So instead of pirating the more affordable Paint Shop Pro, you might as well go for the gold standard of Photoshop.

      Then, since you're learning and used to photoshop, if at some point in the future you're in a position to make a decision (or help make a decision) about purchasing a graphics suite, you'll naturally want to go with what you already know.

      On the other hand, Photoshop's such an industry standard it probably doesn't matter...

    3. Re:How prescient. by Anonymous Coward · · Score: 0

      I know what you mean. The other thing is that its often easier to get the illigitimate version than the legal. For example, the other day, I needed to download a trial version of the Adobe Acrobat. Adobe forced me to register my email address with their website, wait 5 min to receive a confirmation email, then wait 5 more min to receive the link to the download, before being redirected to a download manager that didn't even work! That took half an hour of my time, compared to the 30 sec it took to find a copy of it on BT and download it. Since I didn't apply the crack (or even download it), the end result was the same. Moral of the story - if people like what you're giving them, they'll pay for it. If, however, you make their lives miserable just so that they can buy your ****, you're not going to end up with too many customers, regardless of your size.

    4. Re:How prescient. by Anonymous Coward · · Score: 0

      For all your "humility" you are no different whatsoever than all the other pirates out there.

    5. Re:How prescient. by mjwx · · Score: 1

      Now. about that copy of CS3 that I downloaded... I'm at odds with this because I've grown accustomed to all the great features Adobe has provided. I can rationalize it by saying that if Adobe doesn't make a profit from me then I will not make a profit from Adobe's software, but this is still wrong and vexes me so. Not everyone that buys Photoshop is looking to make a profit from it and can justify it thusly, so I am still in the wrong/blockquote> Yes you are in the wrong but "what can I do about it" I hear you ask. You have options, you can use GIMP, Paint.Net or free other alternatives. They may not have the same feature set as Photoshop but they are free. I use GIMP so I don't have to worry about moral superiority and because I cant run photoshop on my Linux box.
      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  53. And more to the point by Sycraft-fu · · Score: 1

    It has to increase sales by at least the amount that the protection itself costs. The includes all the costs which include not only the purchase cost (or development cost if you roll your own) but support costs (at lest some users will have problems with it) and potentially some lost sales from people who don't like or can't use your particular kind of copyprotection.

    So it isn't just a matter of saying "Well this protection increased sales by X," it isn't worth the money unless X is greater than the total cost of implementing said protection.

    Thus far I haven't seen any studies done on this sort of thing, so I wonder if it really does save them money, or if they sort of take it on faith that it does.

  54. Well, except by Sycraft-fu · · Score: 3, Interesting

    They follow their own advice, and it has worked so far. Galactic Civilizations II didn't have any copyprotection. They had a CD key if you wanted to get updates (not that you couldn't copy those as well) but the game had no technical measures to prevent copying. Well, it didn't just sell, it in fact did very well. It sold well enough that a number of retailers ordered a larger second batch (normally your biggest sale is your first batch, the rest are just to replenish inventory). For that matter you can download games you've bought by logging in to their software. However the files you download aren't encrypted or tied to the software in any way, they could be copied to another computer no problem. So they aren't just talking out their ass here.

    Now will it keep working? I don't know, but we'll see. They just launched another game, Sins of a Solar Empire, that is supposedly the same, no copy protection. I can't tell you about it, my copy from Amazon hasn't arrived yet, I'll get it Monday.

    While you are probably right that companies won't do this, that doesn't mean his view is invalid. He isn't sniveling that other people should make no money like him, because in fact they do make money. Also, while Stardock is small compared to many, they aren't a "shareware over the net" company. They sell boxed software in stores. Go in to Target, Sins of a Solar Empire is on shelves right now. Thus he's got some room to talk about how he thinks things should be done.

  55. I agree! by Anonymous Coward · · Score: 0

    I will pipe up also - I agree with the approach recommended in the article. I came to the same conclusion years ago and it was based upon one simple fact: the industry (and this applies to the music and film industry also) seems to think that a downloader equates directly to a lost consumer (buyer), this is rarely the case. Most downloads are of content which the user has no intention of ever purchasing and would simply ignore were there no chance of obtaining the same benefit for 'free'.

    Users who obtain a copy of digital media that can be easily reproduced can hardly be blamed for doing so, and should be left alone completely. What should carry severe consequences, is the re-packaging of someone else's content to create and sell non-legit copies.

    The understanding of anyone who creates digital content should be this: dont expect people to not talk about, and freely share, the work and ideas you created and placed into the public realm. For profit, there are several ways to present legitimate users with a means of compensating you for your work. If you want to guarentee a 1-to-1 user-to-pay ratio, dont deal in an industry where the content can be, unlike a car or a house, instantly reproduced with no damage or loss to the original content (this is why software 'theft' can NOT be directly compared to traditional 'robbery', you know.. where the original user would no longer have the item which was stolen).

    The catch is: Nobody has the right to re-sell your work without your consent.

    Simply crack down, hard, on the people running entire illegal factories that churn out illegal copies of film,music and software, and ignore the average people who probably wont purchase your semi-decent product anyways (top-notch software never has this 'problem' of not selling.. isnt that something? *sarcastic*).

  56. Hey, don't feel too bad by ArbitraryDescriptor · · Score: 1

    Now. about that copy of CS3 that I downloaded... If it weren't for people like you (us) learning Photoshop on free downloads, it would never have become a verb; and I wouldn't have pushed for 5 licenses of the CS3 suite at work.

  57. In other words... by Anonymous Coward · · Score: 0

    In others words... don't use anti-pirating measures that might actually alienate your paying customers!

  58. He's 100% right by jzig · · Score: 3, Insightful

    I'm a working game developer and I totally agree with Brad (CEO of Stardock) about how to deal with piracy. I sort of cheat by dealing with MMO's, but the basic principle is the same: Who gives a shit how many users you have? Our job as game developers is to make money (and also feel fulfilled artistically, they're not incompatible), so we need to focus on paying customers. Pirates are just a force of nature, and we need to manage them correctly (that thing that Titan Quest did where it crashed for pirates is just plain idiotic) instead of fighting a self-destructive war against them. It's kind of like fighting a guerrilla war in the mideast: there's no way to win.

    Further ramblings are available on my blog at http://doublebuffered.com/2008/03/20/piracy-customers-and-making-money/.

    1. Re:He's 100% right by pandrijeczko · · Score: 1
      But as the game developer, do you get any say about the protection on it?

      I would have thought it was the suited bean counters with their Excel spreadsheets of "Potential Lost Sales" that get in the evil-looking weaselmen from Starfoce to stamp their mark on each game disk. Or am I wrong?

      --
      Gentoo Linux - another day, another USE flag.
  59. That actually makes sence... by Turiko · · Score: 3, Insightful

    Game developers generally put a lot of money into making the games harder to crack. The bad part is that they're still being cracked. So they lose money over nothing...

    1. Re:That actually makes sence... by laejoh · · Score: 1, Funny

      Cracking the copy protection is actually the most fun and the reason why I buy games in the first place!

    2. Re:That actually makes sence... by pandrijeczko · · Score: 1
      Cool! But I don't see too many supplicants kissing your feet, oh great l33t pirate lord!

      How about putting your money where your mouth is and using some of those obviously fantastic programming talents into an Open Source gaming project instead so you can really show everyone what you can do?

      --
      Gentoo Linux - another day, another USE flag.
    3. Re:That actually makes sence... by laejoh · · Score: 0

      Et alors?

  60. Re:Public companies can't -- or shareholders will by Jedi+Alec · · Score: 1

    I'm starting to get to the point where I'll happily buy Stardock games without even bothering to check the reviews. Galvic II is...not spectacular imo, but a plain good game. SoaSE is pretty good as well, but in both cases it's the fact that a) they don't treat me as a criminal until proven otherwise and b) the sheer convenience of their distribution model that won me over.

    --

    People replying to my sig annoy me. That's why I change it all the time.
  61. The PC Best Sellers by westlake · · Score: 1
    Sins of a Solar Empire has already sold about 200,000 copies in the first month of release. It's the highest-rated PC game of 2008 and probably the best-selling 2008 PC title. Neither of these titles have CD copy protection."

    IGN

    1. Call Of Duty 4: Modern Warfare
    2. Sins Of A Solar Empire
    3. World Of Warcraft: Battle Chest
    4. The Sims 2 Free Time Expansion Pack
    5. World Of Warcraft: Burning Crusade Expansion Pack
    6. World Of Warcraft
    7. The Orange Box
    8. The Sims 2 Deluxe
    10. Crysis

    Courtesy of NPD

    February's Top 10 Best Selling PC Games [March 13]

    Amazon.com

    1 Hoyle Card Games 2008 $12
    2 [Logitech Laser Mouse]
    3 Call of Duty 4: Modern Warfare
    4 The Sims 2: Free Time
    5 Command & Conquer: Kane's Wrath [Out March 24]
    6 Sins of a Solar Empire
    7 SimCity 4 Deluxe Edition $15
    8 Warhammer 40K: Dawn of War Soulstorm
    9 World of Warcraft 60 Day Pre-Paid Time Card $30
    10 The Sims 2 Deluxe

    March 21 [early AM - updates hourly]

    The Amazon list is interesting for its diversity - and for its demonstration of the endurance of a classic PC game. SimCity 4 for the Mac will set you back about $60.

  62. You are aware... by Smordnys+s'regrepsA · · Score: 1

    There are free online servers for WoW, from what I hear. I'd be surprised if there weren't for any of the other online-only games.

    Expansions and updates are also easily cracked.

    The only (non moral) reason to pay for the online experience is if your friends refuse to use pirated versions. No use playing the game to spend more time with your friends, if you can never get to their (legit) server.

    --
    Just -1, Troll talking to another.
    1. Re:You are aware... by toriver · · Score: 1

      WoW? Hardly. For Ultima Online, yes, and seem to be generally accepted.

    2. Re:You are aware... by Morlark · · Score: 1

      Quite the contrary. It's true that there are a number of free servers for WoW, but the illegitemate nature of these servers means that the quality of your gameplay there is invariably inferior to on the official servers. The major cause for this is that these servers are often run by players of the game who are simply too cheap to shell out for a subscription.

      The reason this leads to poor gameplay is that (most) game players make terrible game designers. There was an article I read a while ago (probably linked to from /. although I've had no luck with searching for it so far) that went into great depth about how and why this is so. The general conclusion was that the average gamer (in terms of WoW demographics, at least) invariably wants things that they perceive to be fun, even when these things lead to a negative gameplay experience. Free WoW servers, being run by players rather than designers, frequently fall into this trap.

      Add to this the fact that these servers have no customer support for any technical issues that may arise. These servers are often run according to the whims of the few people in charge, and portray situations so ridiculous as to destroy any sense of immersion.

      The end result is that the reason you give for paying is actually one of the more minor ones. The old saying that there ain't no such thing as a free lunch is inevitably true, and at the end of the day you get what you pay for.

      --
      Santa's suicide mission go!
    3. Re:You are aware... by Anonymous Coward · · Score: 0

      The only MMO game I know of that has THRIVING pirate servers is Ragnarok Online. More people play on the various private servers than they do on any of the "real" RO servers, except for the Japanese and Korean ones.

  63. Here you go by remmelt · · Score: 1

    > But you tell me a better method for us
    Don't get your cds pressed in a cheap labor country, like China. If you're in the US, get them pressed in the US, then sue the hell out of them if they do leak the thing. You get what you pay for. Pay less, get shoddy service. Also, why do you think that a person who can make half a million copies of your game would be deterred by DRM?

    I know it's probably, most likely, not that easy, I appreciate that it's not your choice, that for global distribution it's probably easier/better to have multiple plants press your media.

    The point of TFA is that you have your legitimate customers who you deprive of value. You call it "collateral damage", I call it "I'll buy from someone else."

    > to guarantee that no wholesale bootlegging will occur

    Either with or without DRM, wholesale bootlegging "occurs." This is not something you're going to stop, as has been demonstrated by DVD, Blue Ray, CD protection rackets of various sorts, etc. Any and all media are distributed freely over the internet. DRM lost (didn't see that one coming?) so it might be just better to create a better game for the money and run with the people who are willing to pay for it, your loyal customers, the one group you do not want to piss off.

  64. Re:Public companies can't -- or shareholders will by h4rm0ny · · Score: 1


    Galactic Civilisations is a very good game. Yes - I probably could have just pirated a copy, but no, I bought it. I was actually persuaded to do so because of this account of a game. Very entertaining. Unfortunately, though it would run on my old Linux system under Wine with an Nvidia graphics card, it keep crashing with my new AIT card. Well, it crashes with the proprietary drivers. It works with Mesa but doesn't have any 3D acceleration which makes it a little tricky to play.

    --

    Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
  65. That only works the first time by Anonymous Coward · · Score: 1, Interesting

    That only works the first time. Also the hardware is usually sold at a loss while the profit comes from the game titles.

  66. BS : Stardock do use DRM / online activation by dupont54 · · Score: 2, Interesting

    I'm fed up with Stardock attitude. They say they do not use DRM while using, the worst kind of DRM, in my point of view : online activation.
    Sure there is a twist : when you buy the DVD, yes, the game on the disc has no DRM whatsoever. BUT, if you update the game, you are REQUIRED to activate the updated version online. Version 1.0 has no DRM, but version 1.0.0.0.1 which could fix whatever critical bug must be "activated". And with online activation comes all the usual what-if problems : what if the activation servers are down for whatever reason, what if the activation server denies the authorization because of whatever "reasonable use" rule implemented on it, ...
    Stardock attitude is typical of all the others DRM defenders : trust us, our DRM is not really a DRM, 100% compatible, no problem ever. Like all the other, they do not tell the whole truth...

    1. Re:BS : Stardock do use DRM / online activation by pandrijeczko · · Score: 1
      I don't think that it is "truly" online activation. You get a registration key with the Galactic Civilizations 2, that lets you install it and play it.

      You need to activate the game online to go and get updates and addons. So if someone has a pirated copy then they can't get the updates - well, if it's that important they should just go by the game.

      I've had the game since I bought the disk version in a shop, I recall with one update I had to re-enter the registration key again (or they sent me a new one by email, something like that) but that was it.

      Yes, there is a degree of protection built in because of the registration key but DRM is far too strong a word for it. Don't get me wrong, DRM is thoroughly evil and implies that there are restrictions on your expected usage of the product. But as far as I'm aware, I can install the game and play it (without putting the DVD in the drive) on as many machines as I like as many times as I like. I don't think there's anything more I could be expected to do with the game.

      If you're going to go after a games company for protection or DRM, then how about the fact that Starforce-like protection forces your drives to work a lot harder meaning they wear out quicker? Or how about Bioshock where you only have a few installations of it before you have to get a new registration key all over again?

      Believe me, nobody more than me has utter disdain for games companies because they totally take the piss out of games players - especially PC games players who are constantly shit upon by buying beta versions of games that need to be patched several times afterwards before they will play the way the packaging says they will. Not to mention the overhype of games, the fact that FPSes in the main are getting prettier but shorter and more linear, recycled sequels, etc. etc.

      But I do give Stardock credit for being the best of a bad bunch and the fact is I've had hundreds of hours of gameplay out of GalCiv2 without Stardock bothering me too much about registration keys and updates. So they're okay in my book and when I've got cash to go and buy a game, I'll probably go see what they have that's new and worth buying before I go look elsewhere.

      --
      Gentoo Linux - another day, another USE flag.
    2. Re:BS : Stardock do use DRM / online activation by Daetrin · · Score: 1
      So how exactly does that cause any kind of problem for you? I have GalCiv GalCiv2 and Sins, with CDs for the first two and all digital for the third. I can install them on any computer i want, i don't need a CD in the drive to play them, they just work. If i lose track of my CD Keys Stardock is happy to email them to me whenever i want and after plugging them in i can update the games online whenever i want. The system has never caused any problems for me.

      So what exactly are you upset about? That they're not bending over backwards to provide free updates to people who pirated the game? "Ignoring pirates" certainly doesn't mean going out of your way to make things easy for them, it means not going out of your way to inconvenience them and doing whatever works best for your customers instead, and as a customer i think they've done a pretty good job of that. And anyways i'm sure an enterprising and halfway competent pirate could get ahold of an already updated copy and run it just fine since there's still no actual DRM on it.

      --
      This Space Intentionally Left Blank
    3. Re:BS : Stardock do use DRM / online activation by dupont54 · · Score: 1

      For both repliers:
      The main problem with online activation is that you cannot use a product without a regular explicit permission from the publisher. You have to ask for permission, even after you have paid in full for the software. You could have to ask permission every week, at every install, every time you change an hardware component, ... You never really know when you will have to ask permission.
      And now, when you ask for permission, the publisher can reply "no" for any reason it might imagine (too much installs detected, you have bought the game in a country you should have not - steam anyone?). Those rules can change at any time as they are implemented server-side. In other more radical scenarios, the activation server can be down. The whole publisher can be down as well and for good.
      And I'm not even talking about minor annoyances like the necessity of an Internet connection, and the fact that only God know what kind of information are sent by the program when it phones home for activation.
      Stardock has eased the pain as v1.0 has no activation. If v1.0 has no really bad bugs, that's not that bad... But as soon as you patch, you're back in a Steam/Bioshock/iTunes like scheme. And that's very hypocrite to make believe it's a "no-DRM" approach.
      You cannot buy a [licence of an] online-activated software, you can only rent it for as long/short as the publisher want.

    4. Re:BS : Stardock do use DRM / online activation by toriver · · Score: 1

      *sigh* The need to register for updates is not a form of DRM, it's providing a service to paying customers. There is a vast difference you need to open your eyes to see.

    5. Re:BS : Stardock do use DRM / online activation by despisethesun · · Score: 1

      Are you retarded? How is "checking for a valid copy once in a while when you're updating the software" the same as "checking for a valid copy whenever you want to use the software"? Basically you're saying that, for example, GM shouldn't have access to my VIN when I take my truck to them to get fixed. Even if the truck is reported stolen, they should fix it and respect the thief's privacy!

      --
      This poo is cold.
    6. Re:BS : Stardock do use DRM / online activation by dupont54 · · Score: 1

      Oh boy, a lame car analogy.
      You seem to think that Stardock work this way:
      - You ask for an update
      - They check for the serial
      - You download the update
      - You can install the update wherever you want

      Frankly, I wouldn't mind something like this. That's what Egosoft has made with their X2 game: you register a serial on their web site and they basically give you a no-cd patch you can happily move around.

      But that's not how Stardock work
      - You ask for update
      - You download the update
      - You install it
      - Then they check the serial and link it with an hardware hash value to produce a machine-specific token. If the check failed, the game is unusuable
      The UI of the autoupdater might ask you the serial sooner (you can even enter it optionally at the install of the DVD) but that do not mean it is the only check which is made. Don't be fooled by the UI or the fact that you might have already activated your game without paying attention to it.

      The definite test to make is to install the game on an offline machine who never had the game on it and try to update with a patch transfered through an USB key. With GalCiv 2, at next launch you were nagged with a bunch of information you had to paste in a e-mail to request a manual activation code...

      To tweak your car analogy, it would mean that GM would not only ask you to bring the vehicle and the VIN, but also all the furniture in your house in order to have your car fixed. And if, in the future, you change some furniture, the car will automagically break and you'll have to see GM again.

    7. Re:BS : Stardock do use DRM / online activation by despisethesun · · Score: 1

      Wow, you missed the point completely. Instead of your ridiculous analogy, it sounds more like GM refusing to fix my vehicle because I performed some modification. Say, an engine swap, where the VIN stamped on the block doesn't match the one on the car.

      Car analogies aside, this is a pretty weak argument against what they're doing and your initial reaction is blown so far out of proportion it is unbelievable. Yes, they're confirming that you're updating the same computer that they have on record. They are confirming that you are, in fact, a paying customer. How is this AT ALL like the much more intrusive measures other companies take? Are you seriously going to claim that a hardware hash value taken on occasional updates is anywhere near a rootkit, refusing to install if there are certain types of software installed, or constant online verification whenever you decide to start the game? If there were concerns about the kinds of data they were harvesting, I could see it, but it's still a separate issue. Having to get a manual activation code if you install on a new or modified machine is a hassle, but on the scale of "DRM bullshit" it ranks pretty god damned low. Settle down.

      --
      This poo is cold.
    8. Re:BS : Stardock do use DRM / online activation by dupont54 · · Score: 1

      sigh...
      The updated product is DRMed. Period. Stardock do not use a mere serial registration of their web site, there is a real hardware tying system of the game executable in place... The only difference with Steam or Bioshock is that it is a timed bomb : that is, it is only triggered after an update. But once, it is updated, for the legitimate consumers it is exactly the same potential problems, unless he does not want to update. I fail to see where the "do not piss off the legitimate consumer" apply.
      Stardock games may be quite polished out of a box, I don't know. But imagine a publisher releasing a game loudly advertising the fact it has no DRM. But bad luck, there is a critical bug which prevents people from passing level 5. Fortunately, the publisher releases a patch which corrects the bug AND add Starforce protection.
      Now you might prefer "hardware-tied validation (ie online activation)" instead of "aggressive disc-check", but that's an entirely different debate between 2 flavors of DRM.

    9. Re:BS : Stardock do use DRM / online activation by dupont54 · · Score: 1

      I detailed why I hate "hardware-tied" protection in previous posts and there are numerous example of this kind of protection gone bad (Google video, Sony and Virgin music store gone dust, the MLB video, Xbox Live arcade games after a repair or a machine change, numerous small publishers software, ...).
      Now, you might prefer a "hardware-tied" protection over an "agressive disc check", but that's a completely different debate.
      And I stand by my car-analogy. Change a furniture in your house and you car (that has not changed - same VIN - but you might have copied it and give it to a friend) won't start without a new visit to GM because it did not recognised the house it was parked this night. Change some special hardware or software (reinstall windows) on your machine and your previously activated game (that hasn't changed - same serial) won't launch without a new online activation because it thinks it is on a different machine. DRM is full of such stupid ideas that when you transpose it to the real world, it gives indeed stupid situations.

    10. Re:BS : Stardock do use DRM / online activation by mjwx · · Score: 1

      Online activation is not DRM, it does not prevent you from playing the game, it prevents you from downloading updates done through Stardock Central, the stardock download manager. Stardock Central makes the activation call not the game. This is no more DRM than the login to Gmail.

      My copy of SOASE keeps failing activation, I have emailed Stardock support about this and they don't know what's going on but the game still runs so its a non-issue.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    11. Re:BS : Stardock do use DRM / online activation by dupont54 · · Score: 1

      Like I said, the online activation is not activated until some patch came out (and according to this source, it will be when a "content update" is released).
      If your game fail to activate, you basically won't be able to play if you try to install this update.
      I knew a company who had used a "gmail system" like you described, it was Egosoft with X2 : registering your serial on their web site gives you access to a "no-cd" patch. There were no additional hardware tying, you could happily copy this exe around. But it's not what Stardock does. Read the whole linked thread (like when you transfer updates toward an offline PC, you have to activate through copy-pasting stuff in an email to get an signature file).

  67. #2 at retail for February by DingerX · · Score: 1
    NDP figures for february (Courtesy of the forums for Wardell's software):

    Despite that most sales of Sins of a Solar Empire thus far have been through TotalGaming.net (direct digital download), Sins topped the charts last month at retail for PC games.

    Here are the stats courtesy of NPD:

    February 2008

    1. Call Of Duty 4: Modern Warfare
    2. Sins Of A Solar Empire
    3. World Of Warcraft: Battle Chest
    4. The Sims 2 Free Time Expansion Pack
    5. World Of Warcraft: Burning Crusade Expansion Pack
    6. World Of Warcraft
    7. The Orange Box
    8. The Sims 2 Deluxe
    9. The Sims: Castaway Stories
    10. Crysis

    Sins of a Solar Empire was released in February. No CD/DVD copy protection included. One other note, NPD doesn't include sales at Walmart where a significant percentage of the sales of Sins of a Solar Empire occurred. Unofficial tallies we've received internally put Sins at #1.

    Thank you so much for your support!

    We hope over the coming weeks and months we are able to keep the game fun and interesting for you as we continue to provide free updates based on your feedback! Free updates is our version of "copy protection".

    That's his point: we consider these markets "niche", because of the number of people who play them. But when viewed in terms of the number of people who buy the game, they're not niche markets.

    So, in other words: fighting piracy with intrusive DRM is an expensive and risky undertaking: you reduce the value of your product in the hope that you'll succeed in staving off the pirates a couple days at retail, and you often fail at that.

    So, factoring piracy in, what does your market look like? That's what you build games to.

    Another sideswipe: much of the DRM out there is designed to prevent zero-day (or even pre-release) cracks hitting P2P. A lot of people seem to like to download their games. So why are some companies still releasing games to retail only?
  68. make the first release have less features by farker+haiku · · Score: 1

    I downloaded the first release of GC2. The first release of GC2 had some usability problems... for instance, when flying my constructors around, i didn't see their area of affect - so i was never quite sure where to place them for optimal play. First update came out, and it included a feature to show that... Granted, I probably could have found a pirated version with the first update. But at that point I had already determined that it was a great game, so I went out and bought it. I'm not saying that everyone did as I did, but I was really hoping to convince the company (with my money) that there were lots of reasons to make more versions.

    --
    Your sig(k) has been stolen. There is a puff of smoke!
  69. yea but what if... by zwaffle · · Score: 1

    someone pirates your music, repackages it to make it look legit, then tries to sell it to your customer base? Like bootlegs and knock-off from Asia.

  70. How does "copy protection" stop that? by argent · · Score: 1

    The kind of copy protection that people put on CDs won't stop that kind of piracy, because someone who has the resources to package music or games by pressing new CDs in a plant in Asia has the resources to pay for a high school script kiddie to crack the software before you make the master.

    You need to make the game into an online service to effectively protect it, and if you've done that you don't NEED to protect the game, because the copy of the software itself isn't where you're making your money any more. Look at Second Life: Linden Labs has made the actual software open source under the GPL. They're making their money from fees, like people renting virtual land on the Second Life grid.

  71. Labels are (imperfect) filters by Nerdposeur · · Score: 4, Insightful

    I don't buy your premise (music good -> major label contract).

    I don't buy that premise, either. However, labels have traditionally served as imperfect filters - screening out TONS of really bad music, and also screening out some good music. What they actually sell is selected based on perceived commercial viability, which may include a musician's appearance and stage presence and touring record as much as the quality of their songs - but musical quality IS a factor.

    In many cases, big-label music is merely adequate in quality. But being an indie musician and having swapped CDs with a lot of other indies, I can tell you that there are ways of sucking, musically and lyrically, which do get effectively screened out by the labels.

    Labels are dying, or at least shrinking. As that happens, more of the burden of listening to every wanna-be musician's stuff and screening out the crap, trying to find the diamond in the rough, falls on die-hard music fans. It's probably a better system, but if you're on the front lines of it, you'll quickly let go of the notion that "indie" = "better."

  72. Re:the stardock games I have played are a bit diff by mabhatter654 · · Score: 2, Insightful

    Your point about WoW is exactly what the article makes. Blizzard makes their money from the subscriptions. It's only in their interest to worry about people that crack the game and ruin it for paying customers. If a small percent want to crack and run their own servers, then what is the benefit versus the cost of stopping them... what is the COST to the good will from the PAYING customers if you put stuff like StarForce on their machines that trashes the CDRWs of the HONEST people? What the CEOs are saying is that the "perfect" protection anti-piracy companies are selling is a scam, more about proving THEIR software works and not increasing YOUR sales. Tt's often counter to your HONEST, PAYING customers intentions.

    Note, Stardock has a login system to get patches, you may get the game, but you won't get official patches or updates unless you pay and register. Because they don't have to pay for protection per copy, they can charge a much lower price for the game than the other titles. Also, they aren't "betting the farm" on sales either. They have a diversity of products and only spend time and money on a game they feel they can recoup REASONABLY. They budget 100,000 sales as good, if they make more money, it's all profit, but most importantly they don't LOSE money up front. That's the REAL key he's not saying... they are not putting the company in hoc to make the "best game ever" like 20 other companies are. They don't need to have the best graphics, just really good, they don't need massive amounts of content pre-generated. Keep the games simple and replayable.

    Compare to say Doom 3, big, complex, a financial drain on the company and investors, loads of highly specialized content that's not reusable, VERY short actual gameplay and not replayable, etc. Doom3 cost armies of artists and developer time for what? (it was a tech demo for an engine for games, more than an actual game anyway) Because so much money is sunk, the investors demanded putting nasty copy protection that trashes machines and upsets HONEST customers, etc. Of course you can STILL find it cracked before it ships! The Stardock guy is saying why bother, and release what you can Afford and make customers happy... then they'll come back and buy another!

  73. round peg vs. square hole by JSBiff · · Score: 1

    "You need to make the game into an online service to effectively protect it"

    I for one sometimes *like* playing single-player, non-online games. I play plenty of online games too. But, well, maybe my Internet connection's not working, or maybe I just don't feel like interacting with other human beings. Or maybe I want to play a game at my own pace. Many great games of many different genres would not work well as online games (for example, there are certain types of games where timing is critical (think high-speed racing games, platformer games, etc) where making it online doesn't work as well because of lag issues. Certain types of story-driven games where making it online doesn't work well either, because you want every player to start 'at the beginning' of the story and work through it at their own pace, instead of dropping into the middle of the story. Or games where player actions have actual real, meaningful impact on the story (something quite possible with single player games, or even networked games where a small group of people works through the story together - e.g. Neverwinter Nights, etc, but that doesn't work well with most online game models).

    Also, as a customer, sometimes I don't want a game that I have to keep paying for forever. The online model usually also is based on the premise of companies making me pay perpetually to play the game (2nd Life is, of course, a little bit different in that regard, but it's also not exactly a game in the traditional sense; more of just a virtual space for people to hang out in). I kind of like the model of paying 20 or 30 bucks, then being able to play the game whenever I want without paying additional fees.

  74. Interesting note about valve by ericrost · · Score: 1

    Valve did something really simple (old school HL fan here) that other's didn't. They actually kept a DB of the shipped keys. So you weren't just authenticating against the idea that a key COULD be valid, you were authenticating against the unique existence of a key. That's much stronger than most cd-key strategies out there, which is why it was so good at getting folks to purchase their (IMHO) really good multiplayer FPS's.

  75. Wrong inference... by argent · · Score: 1

    I for one sometimes *like* playing single-player, non-online games.

    So do I. There's a big market for offline games. It's huge. I didn't mean to imply that companies shouldn't develop for the offline market. I entirely agree with the original article: companies that develop for the offline market are wasting their time with copy protection, because they can't get effective control over their product without abandoning that market.

  76. The exception to the rule... by CustomDesigned · · Score: 1

    is when the pirate is producing knockoffs that your real customers are deceived into buying, thinking it is the real thing. That kind of pirate you have to stop. Your customers are buying authentic copies from you instead of downloading/accepting free copies from a stranger for a reason. Commercial pirates are taking away that reason.

    1. Re:The exception to the rule... by greenreaper · · Score: 1

      Unfortunately those customers will find themselves in the same position as pirates - without keys that can download software updates from our servers. Perhaps they will buy direct from us in the future rather than rely on retailers, who clearly cannot police themselves.

  77. Re:yeah right.. by toriver · · Score: 1

    So the CEO of one of the most successful minor game companies out there "doesn't know anything about business"? You are aware that software pirates have NEVER been deterred by DRM? And that it's whether to put in legit-user-annoying DRM or not that is the subject at hand?

  78. Re:the stardock games I have played are a bit diff by Hatta · · Score: 1

    Compare to say Doom 3, big, complex, a financial drain on the company and investors, loads of highly specialized content that's not reusable, VERY short actual gameplay and not replayable, etc. Doom3 cost armies of artists and developer time for what? (it was a tech demo for an engine for games, more than an actual game anyway)

    Maybe that's the problem. I still play Doom 1 & 2 on a regular basis, because they're great games. I'd love to be able to pay for more episodes of Doom that are as well designed as the original. As it is I have little interest in Doom 3, even now that I have a computer that can play it.

    --
    Give me Classic Slashdot or give me death!
  79. Unfortunately, most pirates don't have morals. by hanako · · Score: 1
    I appreciate your sentiment and would once have agreed with it, except that for many, many, many pirates, it's just not true. If you venture onto a game piracy forum, you will find that they are trading as many, if not MORE, under-$20 games than they are fullprice. Games that can be bought entirely online. Games with full demos for you to try out. Often because the cheap games are generally much smaller filesize-wise and a hell of a lot easier for them to post to fileshare websites and download before the links get taken down again.

    And it's not that they hate these cheap games, either. If they thought the cheap games were crap and not worth paying for, then pirating them makes no difference to the seller. But if you read their posts, they LOVE these casual games. They're eating them up. They whine and beg for someone to steal more of them. They talk about how much their children love playing these stolen games they're providing. They don't seem to feel that ANY price is worth paying, even the $8-per-game of a membership at BFG.

    Most restaurants do not have problem with patrons running off without paying the bill.

    Read Customers Suck on livejournal sometime. They don't have too much trouble with running out, because that's easily catchable. THey have a lot of trouble with bastards coming in, ordering a bunch of expensive food, bothering the waitress with special requests, and then inventing a 'problem' with the food they already ate and demanding that they get their whole meal for free. People suck. :)

    1. Re:Unfortunately, most pirates don't have morals. by iamacat · · Score: 1

      Ok, I'll bite. Please let me know of some good games that run on MacOSX, have a playable demo and can be fully purchased and downloaded online. To be more specific, I need to install them on 3 Macs - my desktop, my notebook and my wife's notebook. If I get another machine later or reinstall the OS, I don't want to pay for another license or be locked out if the vendor goes out of business. I will gladly pay $80 for a game that keeps me entertained for a couple of months. Where do I go besides DOSBOXable abandonware archives?

  80. there'd be no pirates if games were affordable by Anonymous Coward · · Score: 0

    if i could buy a cd with a game on it for a buck, i'd buy lot's of games

    if you can't make money selling a piece of plastic for a buck, it must be a really lousy game

  81. The gaming experience matters. by Anonymous Coward · · Score: 0

    Extensive DRM not only hurts legitimate users, but it makes the game look bad to pirates as well. I've used many pirated games in my life. Making them work is a chore. The games often crash, have issues starting up, not to mention the DAYS of tinkering to get multiplayer going with my friends. I'm no psychologist, but what is the average pirate going to remember about the game? I assure you, it's not going to be that pirating is wrong and they shouldn't do it again. They'll remember that the game was buggy, it was a pain to work, he was miserable before the game even started, and his friends all feel the same way.

    I'll admit, I pirated SoaSE. I put it on, tried it out, and it JUST WORKED. I played the game, tried out different things. Sure, features were missing, I couldn't play online, it didn't come with a campaign, but the core gameplay was there. I could try everything out, and play with my close friends, without ever once getting angry or frustrated. My friends all pirated the game, and they felt the same way. That's what I remember. Now I have a box. And so do they.

  82. no more Windows games by Anonymous Coward · · Score: 0

    The conclusion, of course, is to stop developing games for Windows.

    Games for consoles such as the Wii, DS or PS3, are much harder to copy, so although they have a lower installed base, the percentage of users buying the games is higher.

    The same is true for Mac users. Although it's probably not harder to copy games, Mac users usually (a) have more cash, (b) are less accustomed to fiddling with their computers, and (c) usually only play a handful of games, so they are more likely to buy the few games they play.

    Sorry, the same does not go for Linux users. Being accustomed to free software (and free games), they're less likely to pay for games. Even if they are honest and do not pirate them, they're more likely to think it's ethically wrong to play "proprietary" games and to look for "free alternatives".

    1. Re:no more Windows games by Jax+Omen · · Score: 1

      I dunno about you, but if I were of a pirating mentality, I'd just download a DS ROM, slap it on my microSD card, put that in my R4, and play it. Thankfully for Nintendo, I generally use my R4 as an mp3 player, along with some snazzy homebrew apps like DSorganize.

  83. Pirates can destroy the customer base by cdrguru · · Score: 1

    The problem with ignoring pirates and piracy is that the pirates have an agenda - prevent others from paying. Sure, there are some isolated pirates out there that are just collecting all the software they can without any agenda, but in my experience this is a rarity.

    The problem that pirates pose is their desire to "spread the wealth". They believe they have obtained something of value and their personal value (reputation, karma, whatever) will increase if they are able to spread this around.

    It also must be understood that there are pirates and people that benefit from piracy. The pirates would like to think that there are no users, just pirates. They call the people benefiting from their efforts leeches but make few real attempts to prevent leeching from happening. The result is there is large ratio of benefiters (leeches) to pirates. The people benefiting from piracy probably wouldn't ever think of themselves as pirates. They just aren't the sort to turn down a free meal. Or movie. Or software.

    Look at The Pirate Bay. Their sole reason for existance is to provide a means for others to benefit from the piracy of others. They derive their repuation and some level of revenue from providing a distribution channel. Now the consumer has a choice - they can visit Amazon and order a DVD or they can visit www.thepiratebay.com and download the same movie. This puts The Pirate Bay as a direct competitor to Amazon and believe me, there are individuals that want to spread the word.

    This works the same way with software, for identical reasons. The piracy movement is evangelical, with the goal being the elimination of commercial distribution. When it is all available for free, what purpose does Adobe serve? Or Warner Brothers? Or some struggling shareware developer that actually does have a better application?

    Secondarily, if I know about a great pirate software web site then I can get things that other people cannot. After a while, I can increase my value (reputation, karma, whatever) by telling others about the web site and educating them that they can stop paying and start downloading.

    No, I don't believe for a second in "try before buy". If I go to McDonalds and get a free hamburger would I then buy one? No. After I have a high quality movie download and watch it why would I then run out to buy the DVD? The problem used to be that pirated materials were of inferior quality and you could get much better buy paying. This is no longer the case - most pirated media is from digital sources and is flawless. In fact, with the stripping of commercials, it can be said the pirated media is of higher quality than the original. So once I have a flawless movie or a working version of a software product, why would I buy the "original"? Well, I wouldn't. As for buying because of some sense of guilt, well, no. I was originally raised Catholic but that much guilt just didn't stick.

    So sure, plenty of people making use of pirated materials are just collectors and not real customers. But the goal is to eliminate the revenue from the equation, and the pirates are currently winning. With higher broadband speeds more and more people will become digital "haves" thanks to evangelical pirates and people benefiting from piracy.

    Can pirates be ignored? I don't think so. They are a economic force to be understood by anyone involved with entertainment or software. Discounting them is foolish and will lead to nothing but bankrupcy.

    1. Re:Pirates can destroy the customer base by geekoid · · Score: 1

      "prevent others from paying. " haha..right~

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Pirates can destroy the customer base by mjwx · · Score: 1

      OK, you are either on drugs or a DRM Snake oil salesman.

      I can tell you that pirates don't seek the proliferation of piracy. Sites like the pirate bay don't really care about page hits. You have far more to lose by ignoring your paying customers and going after a non existent market, the software/movie/music industry is the only industry that seems to think otherwise and this is Brad Wardell's point, don't ignore your actual customers.

      I have only seen one place where what you describe can be remotely true, Bangkok, Thailand. They tried to sell me dozens of pirated CD's and DVD's but even they don't want me pirating, it would cut into their business.

      So if you are on drugs, please share.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    3. Re:Pirates can destroy the customer base by ShadowsHawk · · Score: 1

      I can go to the book store and read an entire novel, yet; I purchase over $50 per month. Why? Because I enjoy the freedom of taking it with me. I could read the entire novel for free and the book store wouldn't bat an eye. However, purchasing the product provides value for me.

  84. Re:the stardock games I have played are a bit diff by brkello · · Score: 1

    Heh, so in your words you are a "unrepentant software thief" yet when you pirate something good, you "felt shamed for stealing such a great game". If you had no qualms with what you were doing, you would never feel shame. On the other side, there is obviously some protection on the game or you could have played whenever you wanted to. So basically, the same could have happened to you with any software as long as the cracked version did not give you some functionality that you really wanted.

    In any case, your friends can let you play WoW for free for a month with a friend invite, many games have demos, and you can always find a game reviewer you trust and base your purchases off that. Any magical "piracy made me buy this game" is just a justification for doing something you obviously know is unethical. I am not trying to change your ways...I honestly don't care. I just don't think that you buying sins because you pirated it really proves his point. You just couldn't pirate the full contents of the game.

    --
    Support a great indie game: http://www.abaddon360.com
  85. Agreed... see: soldat by Animaether · · Score: 1

    Soldat is a sub-$20 game that is fully, entirely, playable just fine if you don't even pay for it.

    If you do pay, -you- get the extra of customizing the player character (which is only two dozen pixels high) and you get a minimap (overview of the full map with your team players indicated on it, etc.). If you do pay, the developer gets some $$$ and is more likely to keep developing.

    Just playing regularly at a major 'realistic mode' server from time to time, I know that more than half of the people who showed up as 'registered' didn't pay for it - but just wanted e.g. 'red jet flames' and didn't feel like spending less than $20 (I think the price back then was $9 and it went up to $13?) for it.

    Pirates don't pirate because something is too expensive - they pirate because no matter what the amount, it's "not free". Nevermind that most of them go out on a beer binge every friday night that would have paid for it. Oh well.

  86. the endgame for pirates is already here... by Anonymous Coward · · Score: 0

    For online games...

    No matter how 'eleet' the group, no matter how skillfull, nobody has cracked, say, Blizzard's bnet key scheme. Sure, two days after, say, Starcraft came out, you could download Razor1911's 'cracked' game as well as no-CD patches. But, ten years later, there is still no way to play on Blizzard's network without using a legit key.

    When done correctly, online-only games (WoW anyone ?) are impossible to crack (and, no, having a separate network, allowing to play in a separate economy, doesn't count as defeating the key-protection scheme). This is a fact.

    And it's 'gg' for the pirates. pwned.

  87. Well said... by 7Prime · · Score: 1

    "Ignore Pirates, throwing money at them is a waste of money"... best concept voiced by a game industry professional I've seen in over a year. However, I don't think the Nine Inch Nails parallel completely fits. In the case of Radiohead and Reznor, they're allowing you, without remorse, to download their albums for free. If I didn't have much interest in helping the artists (which I, personally, do), I would be completely conscience-free to download the albums without any donation.

    However, game sales are a little different. Simply removing all copy-protection doesn't say, "here, have my game for free." If it's still sold in stores, and downloaded off of corporate web-pages for money (even if you theoretically could borrow it from a friend and rip it), is psychologically very different from the Radiohead/Reznor model.

    What it is is the traditional audio-CD model. Audio-CDs have no DRM, they can be freely borrowed, ripped and passed around, but for the most part, the audio-CD model works. And that's what the game market should be based off of. It's about convenience and level of security. For example: say there's a little shop in Seattle that has a sign "take what you want, donate what you want". Now, many people will pay, but some wont, and probably the owner won't make as much as they would in a traditional market, because most people will only donate the bear minimum enough to satisfy their guilt. Then there's another shop that has armed guards with AK-47s posted at the entrances, and a security checkpoint. People are going to stay the hell away from that because it feels like an invasion of privacy and a complete lack of trust/respect for the consumer. The best is something just to the right of the first example, where there is very strong encouragement to pay, that will make people feel horribly guilty if they don't, but don't scare them with guards. Make it clear that you expect compansation, but that their is room for negotiation and personal exchange.

    Radiohead and Reznor may have been very successful with their model, but that's partially only because they are some of the first. People are currently very quick to support artists who have taken these kinds of revolutionary strides, so they're willing to donate quite a bit. If their model were to become common-place, though, people would likely just take advantage of it. Down the road, if corporate whores like Garth Brooks & Maddona were to do the same, people would be just as quick to say "fuck you" and bleed them dry, even if they like their music.

    I very much respect the Radiohead model, but I'm unfortunately very skeptical that its really a viable solution for an entire market, or two. As much as I say it, I think this guy's just a big NiN fan (for Radiohead actually pioneered it first), and having fun spouting Reznor's name... which is cool cuz Reznor's a great musician. But I don't think that what he's really proposing is going to look much like the Radiohead/Reznor model.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  88. The DRM boss by CopaceticOpus · · Score: 1

    PC gamers are people who like to take on challenges on their computers, and feel a sense of victory and accomplishment when they use use their wit and skill to defeat a difficult level. The last thing you should do is turn the act of stealing your game into another challenge for them to conquer.

    If you employ DRM, gamers will feel disrespected by your company, and they will feel pretty cool when they manage to defeat it. If you use no DRM, the gamers will feel that you trust them, that you "get it," and stealing from you would make them feel like cheapskates.

  89. Re:Public companies can't -- or shareholders will by Blakey+Rat · · Score: 1

    Publishers, and sometimes even retailers, require some level of copy protection also. Sure, Galactic Civilizations is a huge famous video game with no copy protection... but where is it sold? I've never seen it at Target or Fred Meyer. (Admittedly, they have a small game selection.)

  90. Sadly, people aren't as good as you think they are by hanako · · Score: 1
    Most? I believe studies have found that *90%* of players of some games have warezed it.

    I know as a game developer that I certainly see many, many, many more pirate downloads than I do sales. I try not to stress too much about it, because giving myself ulcers really won't help. But most people do NOT pay. Which is thoroughly annoying when they then whine about, say, a lower art budget in the games they're ripping off. If more people /bought the games/ then it would be practical to spend more money on them... otherwise, as a tiny independent producer, I can't waste more money making a game than I'm likely to get back from selling it. I like having a roof over my head, thanks. :)

    The pirate may be able to steal the game for free - I can't steal the custom content needed to make it. :)

  91. Damn straight! by Poromenos1 · · Score: 1

    Next thing you know, you'll ask them to start making movies/songs that don't suck! Oh the nerve, the nerve!

    --
    Send email from the afterlife! Write your e-will at Dead Man's Switch.
  92. Manufacturers interoperate with Windows by tepples · · Score: 1

    You decided that next time, you'll still use the product but you won't pay for it. As opposed to, I dunno, using somebody else's product? A lot of people have had a better interoperability experience with Windows than with GNU/Linux. This is because manufacturers of peripherals for home and home office use feel much more pressure from the market to make a product that works with Windows than one that works with GNU/Linux. What "somebody else's product" would you recommend that with all the products that I currently have connected to my computer? In my case, for example, the price of a GNU/Linux system would include the price of a new flatbed scanner because sane-project.org lists mine as unsupported, and its manufacturer does not return my e-mails.
  93. Lik Sang by tepples · · Score: 1

    To you, Microsoft might appear to ignore piracy. To me, it does not. Otherwise, the maker of Xbox video game consoles wouldn't have joined Sony in the lawsuits that brought down Lik Sang.

  94. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  95. Been watching for a while... by Anonymous Coward · · Score: 0

    I've been working with computers since about 1978 - I remember the copy protection wars that took place with the Apple ][, et al systems of that era. Every time a game came out, we cracked the protection in a short period of time. Sometimes it was something unique, and it took a while because we had other things to do (like going out with our friends in the woods on our BMX bikes), but sometimes it took a short period of time.

    But we cracked EVERYTHING that came out. EVERYTHING. Half-tracks, quarter tracks, spiral tracks, "over burn" tracks, polymorphic code, self-modifying code, "look up the code in the book" protection, dongles, etc...

    All that crap the manufacturers tried and spent tons of money on was completely and utterly worthless at preventing us from cracking their protection. Most of the time we didn't even play the game more than once - it was more for the challenge of cracking the protection than anything else. We'd collect the games just like trading cards - just to show off and say "Hey, I've got Miner 2049'er today... U wanna trade for Choplifter?"

    As we grew up, we moved into "real jobs" and cracked software because the protection created some PROBLEM for us. Either it didn't run, or we'd purchased it but lost the manual (or the page had a coffee/twinkee stain on it), or the dongle got eaten by the dog, or whatever... The software companies weren't willing to give us a new manual (or even sell one) or replace the dongle, etc. and we weren't going to pay full price for another copy, so we returned the favor and cracked it - best of all, WE saw what they could do to our fair use rights with the copy protection, hated that prospect, and cat'd the proverbial finger to their screens by cracking their protection...

    As companies like Micro$oft came on the scene with Office, and started charging exorbitant rates for some "suite" of bloatware with a ton of features, 80% of which we'd never use, we asked for smaller suites to use - with targeted features, for less $$$... We'd be more than willing to pay for what we used, but the companies refused us. There were no other choices, and you *HAD* to use their crap to communicate with other businesses, so we cracked it. Or there'd be some activation failure, and the software would shut down, so we cracked it.

    As Linux and open source came on the scene, and things were more and more compatible, we migrated to those solutions. Hell, some of us even purchased "support" licenses (although we didn't have to) because the price was FAIR, the software did what we wanted it to, and we wanted to support those entities.

    But I digress - if companies want to increase their sales, they need to:

    * Provide the product the customer wants

    * Price it FAIRLY. Yes it costs to develop it, but $500 for an office Suite copy is assinine.

    * Forget the protection and DRM. If it's priced fairly, the vast majority will purchase it. If it's not, expect it to get pirated.

    * Don't piss off your paying customers by making the software difficult to use or "protecting it". Trust them. Be their friends, they'll come back and buy something else from you at some point.

    * Stop worrying about the "pirates" - they're not buying from you anyway, and some of them are just doing it to add to their collection... Some may run it a few times, and BUY it if it's fairly priced...

    * When faced with a country where the pirates are rampant - the solution is to sell it for a lower price - just above what the pirates are selling for, and make your version worth it to pay a bit more for. If those sales don't pick up, then sell it for the same price as the pirates are. The marketplace just set the price, so meet the price over there, and move on to developing the next version of the software....

  96. Party gaming on PCs? by tepples · · Score: 1

    Again I can personally confirm a $700 desktop from newegg (not including the LCD) will run crysis at all but high settings. How many PCs and how many copies of a game do you have to buy in order to play a PC game in an in-person social situation? For a console game, you need one console, one sufficiently large monitor, one copy of the game, and four $50 gamepads. If it's not a first-person shooter or real-time war sim, you might not even need to split the screen.
  97. fallacious argument by sentientbrendan · · Score: 1

    >Sure, The ones I like only account for c.5% of the music I've downloaded,
    >but I was never going to pay for that stuff anyway. The other 95% have lost no revenue.

    Yes, but the *reason* you weren't going to pay for them is that you could pirate them. Therefor, piracy *has* cost lost revenue. Unless of course, you are as I suspect, one of the DOLIMBs (Drop Out Living In Mom's Basement), who has no money in the first place to buy music with.

    Hoards of college and high school drop outs living in their mom's basement seem to believe that society owes them a free ride, free music, and everything they want without having to pay for it or work a day. Additionally, they are also convinced that they are unappreciated "computer geniuses" because they know how to install Linux, and becuase they troubleshoot their mom's Windows install (does this sound familiar slashdot?). Those of you expressing these views should be aware that in the real world, outside of your Vampire the Masquerade LARPs, and furry fetish clubs, you are held in contempt.

    On the internet, you can pretend to be highly skilled professionals, but no one buys it. I'm calling you all out, and letting you know that I can tell the difference. No professional software developer I have ever met has told me that they "deserve" to steal free music, or software. Nor have many of the complained about the one dollar fee for purchasing music legitimately on Itunes. Thus, you complainers are revealed as the jobless fucks that you are!

    So, DOLIMB's, feel shame that you have been unmasked. Please leave the internet (which is serious business!) and spend the rest of your life masturbating to furry cartoons and reading 4chan in isolation. Or, maybe, just maybe, stop feeling sorry for yourself, get off your bum ass, and go back to school and get yourself a job. Then actually paying for music and software won't seem such a burden!

    1. Re:fallacious argument by Naughty+Bob · · Score: 1
      SentientBrendan. Please excuse me if I don't rise to all the personal abuse, and instead confine myself to countering your argument, such as it is.

      Yes, but the *reason* you weren't going to pay for them is that you could pirate them. Therefor, piracy *has* cost lost revenue.
      Whilst I spend a significant proportion of my (not insignificant) income on music each month, that amount is necessarily fixed, coming as it does behind behind more pressing financial concerns. Additionally, the music I like is rarely played on radio/tv.

      If that 5% that I mentioned is even to stand a chance of seeing my hard-earned, I must first be exposed to it, and I have not yet found a more efficient mechanism for parting me with my cash than the speculative downloading of potential winners.

      I recognize that what I am doing is illegal, but I care enough about music and the people who make it to ignore the anachronistic legal shackles in which they find themselves bound, and to go ahead and try their music, safe in the knowledge that if their output tickles my fancy, they'll have themselves a new, paying fan.

      I spend a lot more on music now than in the pre-bittorrent days.
      --
      "Be light, stinging, insolent and melancholy"
  98. Copy protection doesn't work by garylian · · Score: 2, Interesting

    The article is essentially correct, copy protection is basically a waste of the game developer's money.

    I'm tired of having to keep a CD/DVD in the drive, as I tend to end up playing several different games each month, or going back to old games. Since I am swapping discs, I sometimes end up leaving one laying on the desk, and it can go unnoticed for a bit. I've had 2 game discs ruined by that, which is admittedly my own fault. But the game was already installed on my HD, so I should have been fine. I wasn't.

    The only copy protection that I've seen be effective against pirates is what I like to call the "zero day release protection" that seems to happen. All games these days are released too soon, with little to no beta testing or Q/A. So, bad bugs are present when the game hits the shelves, and often times the bugs are fatal issues to the game. Without a patch to fix those bugs, the game is basically a demo disc. Unlock the full game by getting the patch that was miraculously available a few days after release, and the game works much better.

    Really, I would much rather have to register my copy of a game so I can patch it, than have to keep the CD/DVD in the drive. Once validated, I'm good.

    It's why I've played so many MMOs over the years. No discs in the drive, the game gets patched all the time, and I get new content frequenly in most of them.

    I was really disappointed with Hellgate:London, as they made you keep the DVD in the drive for solo play, but for multi-player, they didn't need it. Why? Because they wouldn't let you play on a LAN, it had to be on THEIR servers. I found myself playing solo on the multi-plyaer servers so I didn't have to keep a disc in the drive.

    Most copies released on Usenet and through torrents are zero-day releases, so there is no patch available without a valid/registered CD key. Pirates get to play a "demo version" that will crap out within 2 hrs of starting gameplay in most zero-day releases. They get to see if the game is crap, without having to use the real demo that is usually so spit-polished that nothing ever goes wrong. That's the only advantage I can see to pirating a game. You know more than the flawless demo shows you, which is often some of the best of the game.

  99. Re:the stardock games I have played are a bit diff by ShadowsHawk · · Score: 1

    I personally will not buy any PC game that I haven't played. So, the publisher has two options.

    1. Release a demo.

    2. I pirate it.

    I normally purchase any game that I play for more than the first hour. Take it for what it's worth.

  100. Re:the stardock games I have played are a bit diff by ShadowsHawk · · Score: 1

    I pirated both games and only purchased one. The fact is, I felt Stardock deserved my money since it was a quality product.

  101. Crackers by Databass · · Score: 1

    Ok, so you don't want the large-scale bootlegger to sell half a million copies of your game. But does copy protection ever actually do that? I can't think of a game that was never cracked, and usually they're cracked 0 day or earlier. If even one person on earth can crack your game and put it into the warez channels, the bootlegger got the copy anyway. All they need is one. Does paying all that money for copy protection slow down the bootlegger? Of course, if you ask the copy protection people you are paying money to, they will say "Oh yes, it's working great!"

  102. As an old hand, I agree. by Dr.+Cat · · Score: 1

    Glad to hear him say it, I always respected what Brad Wardell's said in previous interviews I've read. I have been saying pretty much the same thing since the 1980s. Every game that came out for the Apple ][+ back then was cracked, without exception. Some people spent a brief amount of time putting in some existing copy protection technology. I saw other people I worked for spend immense amounts of time putting self-encrypting/decrypting disk access routines into their code. Didn't make any difference in the amount of piracy as far as I could see. The pirates loved that kind of stuff, it was like a new puzzle to solve.

    When one of my employers asked me to hook in the copy protection supplied by the disk duplication firm we used, into a Commodore 64 game, I hooked it in with one call in the bootstrap loader. Knowing that the average user trying to copy a disk image would be defeated, and the serious, assembly-tracing pirate (or anybody who got their games from one) would not be. Same result as if I'd spent extra hours, days, or weeks peppering more protection calls & other tricks through the code. (Plus more disk checks would slow the game down.) I spent the minimum amount of time needed to get the job done, and I went back to programming and designing "fun", which is a game developer's job. Not working on annoying copy protection technologies that don't even boost sales much.

    It always bothered me in the 80s and 90s when the Software Publishers Association would report the amount of sales lost to piracy by calculating it as if 100% of the pirates would have bought a legal copy if they were unable to obtain a free one. That's just clearly untrue. But then, overestimating numbers ludicrously to support your point is a time honored human tradition, isn't it?

    I'm in online games now, where piracy is mostly a non-issue anyway. But I was always glad a lot of people played my single-player games. As an artist, amongst those billions who would never want to buy my work, wouldn't I rather some of them see it and experience it, rather than none of 'em? Of course I do. I could wish they'd all give me money - but then, I could wish the Flying Spaghetti Monster would give me magic jellybeans that grant wishes, too. I'm a pragmatist, I try to shoot for things I could actually get to happen in this world.

            -- Dr. Cat