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
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.
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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.
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.
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.