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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."

5 of 458 comments (clear)

  1. 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 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!
  2. 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.

  3. 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.

  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.