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."
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.
In re: tags. Eat me. Hitting shift is easier than inlining .