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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."

31 of 458 comments (clear)

  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 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!

    9. 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."

    10. 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.
    11. 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.
    12. 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.

    13. 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.

    14. 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.

  2. 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.

  3. 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"

  4. 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.

  5. 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.

  6. 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. 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.

  7. 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.

  8. 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.

  9. 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!
  10. 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.

  11. 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.

  12. 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.

  13. 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.
  14. 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."