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."
Perhaps this is something that Microsoft should embrace for their own good...
"You mortals are so obtuse." -Q
But copy protection still stops a lot of piracy, especially for shareware authors and multi-player games.
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.
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?
Put identity in the browser.
For a moment I read the title of this article as "Game Developers Should Ignore Software Patents"
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.
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.
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.
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.
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.
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.
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.
"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.
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.
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!
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)
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.
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.
...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.
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.
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.
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.
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.
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.
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.
..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.
The people I know who pirate the most also buy the most. They're games junkies. They can't get enough.
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.
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.
"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..
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.
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/.
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...
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...
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."
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!
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.