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Game Developer Asks To Hear From Pirates

cliffski writes "Indie game developer Cliff Harris has long waged war against games piracy, but has issued a call to pirates to tell him why he is wrong. Assuming that developers are missing out on potential sales from disgruntled pirates, Cliff wants to hear specifically from people who have pirated his games. Not to criticize or lecture them, but to answer a simple question. Why? The reasons people give for copyright infringement/piracy are many and varied, but much of the debate has centred around music and movies, with big 'Triple-A' games an occasional consideration. With specific application to the world of small budget 'indie' games like those Cliff makes, he wants to know the thought processes behind people pirating the games. What puts people off buying? Is it quality, cost, DRM, ease of access? Is there anything that can be done to convert those people to buyers? While many pirates often make good general points about the reasons for the widespread pirating of PC games, it's unusual to get a chance to address specific developers with specific reasons. If you knew 100% that the developer would read your email explaining why you pirated their game, what would you say?"

1,085 comments

  1. Lack of demos. by Whitemend · · Score: 5, Insightful

    If I can't try before I buy, I often just don't buy.

    1. Re:Lack of demos. by Anonymous Coward · · Score: 5, Informative

      If you *can* try it before you buy it (using a cracked version), you often just don't buy either... I know I never did. It was all about the money... I could get it for free so why pay for it? Even if it was a crappy game, I'd still get a cracked version and play it.

    2. Re:Lack of demos. by Physicser · · Score: 5, Insightful

      I really think this depends on the person. Countering your anecdote with another one, I know that there are a number of games that I've tried this way, then went on to buy a version because I enjoyed them so much. The ones that I didn't enjoy I didn't buy, but didn't really play after that anyways.

    3. Re:Lack of demos. by Affenkopf · · Score: 5, Informative

      If your read TFA you see that it's not about why people pirate games in general but about people who pirate Cliff Harris' games.
      Since all games on his site have a demo lack of demos is not a legitimate argument.

    4. Re:Lack of demos. by Anonymous Coward · · Score: 0

      This is a big one for me too. It used to be every game that came out had demos available. I remember playing a Commander Keen demo and thinking that I just HAD to go buy it.

      Now I may download it first because there's so much crap out there I want to see if it's worth the time to buy and play it.

      Occasionally I might download because the cost is WAY to high for what amounts to an average or below average game, but I want to see what the review sites are talking about. That's not a lost sale though, I wouldn't buy it anyway.

    5. Re:Lack of demos. by IceFox · · Score: 1

      Same here. I went over to a friends house and tried out a dozen demos that he had from XBox-live. I found several of them to be very fun and then went out and bought them. Other then that the only games I have bought in the past few years have been from me working my way through a 25-top games for the ps2 list. So unless you are writing a killer game you need to give me a demo. The one exception being that I absolutely refuse to buy a single player game that requires a net connection for "conformation" because one day I know it will screw me over.

      --
      Do you changes clothes while making the "chee-chee-cha-cha-choh" transformation sound?
    6. Re:Lack of demos. by Mutio · · Score: 1

      this is a good point, and is one of the reasons xbox live is so successful(demos of almost all games). But this is much more difficult with pc games as as the file sizes are often huge due to often needing to have the entire game engine, even if only to play a few minutes.

    7. Re:Lack of demos. by thejeffer · · Score: 5, Insightful

      I'd push this even further. If I can't return AFTER I buy, I don't buy. Too often, the try before you buy amounts to a demo that amounts to a movie trailer - all the decent content compressed down into a few minutes. With just about every other product on the market, if you buy something and determine it's crap, you can just return it. If that happens with a game... well, sorry, but you're screwed. Game publishers need to institute return policies. Yes, some people will absolutely take advantage of them and return just about everything. On the flip side though, you're boosting sales numbers by quite a bit, a good number of those WON'T return the game as long as it's decent quality, and even if they do return it, you still got to hold onto their cash for a month or so (free loan) with virtually no cost.

    8. Re:Lack of demos. by Lumpy · · Score: 4, Insightful

      I agree there, demo of the game (real demo not the bullcrap that some pass off as a demo) is a good reason for 2 big ones... 1 - does the game suck, Most games out there suck bad, I am not going to buy the latest suckage. 2 - the the game run decently on my incredibly outdated 6 month old machine? Imagine how pissed someone get's when they buy a game and find it runs like crap on their pc.

      As a person that buys the game I still pirate what I buy for 2 very simple reasons.

      The pirated version is always better than the legit version because It does not ask for the damned CD/DVD and does not do the other crap that pisses me off as a customer. Ut-III has to go farking ONLINE to play single player, the cracked version eliminates that stupidity and makes the game more enjoyable.

      The 12 year olds that pirate games will NEVER BUY YOUR GAMES even if they were priced at $19.95. Because 12 year olds dont have money and dont really care.

      --
      Do not look at laser with remaining good eye.
    9. Re:Lack of demos. by hpavc · · Score: 2, Insightful

      Exactly, somewhere along the line playable demos got lost, game play trailers, honest unsponsored reviews, got lost.

      I download a game, check it out (most of the time less time spent playing than learning the controls) and often I am grateful I did.

      Oh I cannot customize the controls, or the game is a series of loot grinds, its spoon feed gimme content, its a calculus simulation, etc.

      --
      members are seeing something, your seeing an ad
    10. Re:Lack of demos. by Original+Replica · · Score: 5, Interesting

      you often just don't buy either... I know I never did. It was all about the money... I could get it for free so why pay for it?

      It is about money, and about a person's perception of their money. If money is just "what you use to get stuff" then there is little reason to buy. However if money is "a tool to effect the world around you" then there is a solid reason to pay for a game that you enjoy, regardless of if that money goes to a big corp, an indy developer, or shareware donation. Now I don't have a good study to point to but I imagine that thinking of money as a tool of influence is more a trait of the wealthy, as the acquisition of material goods reaches saturation but there is still money to be spent. Conversely, when material needs can't be met money isn't likely to be spent on idealogical matters. I wonder if there is a relationship between disposable income and piracy?

      --
      We are all just people.
    11. Re:Lack of demos. by Whitemend · · Score: 1
      I was responding to the last line of the summary.

      If you knew 100% that the developer would read your email explaining why you pirated their game, what would you say?

    12. Re:Lack of demos. by Whitemend · · Score: 1

      I put that in the box for the one below, how did it end up here?

    13. Re:Lack of demos. by Mr_eX9 · · Score: 4, Interesting

      Why waste your time playing a game that isn't worth your money?

    14. Re:Lack of demos. by morari · · Score: 1

      A lack of trail software would certainly rank up there. It seems demos are few and far between nowadays.

      Cost versus Quality. Most video games simply cost too much, especially when you're buying blind since there is no demo. All of these AAA titles go for $60-$70 and that is ridiculous, especially when they're complete rehashes of the $70 game you bought just nine months ago.

      User Restrictions. I use no CD cracks on all of my games, purchased or not. I always have and always will. Having to pop discs in and out is annoying and has always been a huge turnoff as far as consoles are concerned. Furthermore, I don't want to have to uninstall my burning and virtual drive programs, have my computer slowed down by spy ware, or have advertisements anywhere in a product that I have bought.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    15. Re:Lack of demos. by xanadu-xtroot.com · · Score: 1

      Imagine how pissed someone get's when they buy a game and find it runs like crap on their pc.

      Like when I stood in line to buy Doom 3 the morning it came out only to get the thing home to find out that my 2.4GHz machine with a GeeForce-4600 would barely run the menu screen at 640x480 @ 16bit color (bilinear). Hell I had RTCW cranked up to (near) max levels of display on that machine.

      Grumble grumble...

      --
      I'm not a prophet or a stone-age man,
      I'm just a mortal with potential of a super man.
    16. Re:Lack of demos. by binarylarry · · Score: 2, Interesting

      I'm the same. One specific title I remember doing this with was Battlefield 2. I never played the earlier Battlefield titles. So when Battlefield 2 came out, I assumed it was another generic WWII shooter game and never looked into it. I read some reviews that talked about how awesome the game was and decided I'd download the demo off of GameSpot. To my suprise, the game wasn't set in WWII and it was awesome! I promptly went out and bought a copy. In fact, it was a word of mouth thing, because I showed my friends who also hadn't tried it and they went and bought copies too. I think one of the biggest and best copy protections is linking the game to online account, ALA battlefield, etqw, steam, etc.

      --
      Mod me down, my New Earth Global Warmingist friends!
    17. Re:Lack of demos. by binarylarry · · Score: 2, Insightful

      Well actually, a "game engine" is extremely small compared to the content in a typical game. The libraries and binaries are probably like 3-5% of your average games size. Textures and models, especially the various textures, take up HUGE amounts of space. Xbox live downloads are probably smaller than PC ones because the Xbox 360 cannot handle massive textures like a PC potentially can.

      --
      Mod me down, my New Earth Global Warmingist friends!
    18. Re:Lack of demos. by MightyYar · · Score: 4, Insightful

      Why waste your time playing a game that isn't worth your money?

      How do you know it isn't worth buying until you try it?

      Games with very good demos (remember Starcraft?) I tend to buy (back before children when I still bought games). If the demo is ridiculously limited or non-existent, I often would just "try" it with the pirated version and then never bother buying the game - 'cause, hey, I already have it and I'm lazy and cheap. Online play is another avenue where companies can get my money easily - it's harder to pirate an online game... not worth the effort, honestly.

      Even when I buy a game, I'll frequently use the pirate cracks on it because of the stupid copy protection schemes. Who ever thought that the "put the disc in the drive" scheme was a good idea? Sheesh.

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    19. Re:Lack of demos. by MikeBabcock · · Score: 2, Interesting

      Just because you didn't doesn't mean others don't. I have several games I managed to get my hands on to try (especially PC games, where I don't know if my PC is powerful enough up front to play it) and ended up paying for a copy because I enjoyed it so much.

      Morrowind would be one example that comes immediately to mind.

      --
      - Michael T. Babcock (Yes, I blog)
    20. Re:Lack of demos. by MikeBabcock · · Score: 1

      I have to say, I'm impressed with the number of companies making demos for this generation of consoles. There are demos available for a very large number of both PS3 and 360 games, and playing these has helped me figure out which games to buy or not.

      In some cases, I don't need a demo. Anything by Naughty Dog or Insomniac I'll buy on day 1, no reason to ask questions. The same goes for Criterion games.

      I was interested in playing the Darkness for example, but I found it very slow and a little dull. Clive Barker's Jericho looked interesting too but the tight spaces in the game really restricted the use of the characters, and the resolution was obviously very low so that put me off.

      --
      - Michael T. Babcock (Yes, I blog)
    21. Re:Lack of demos. by TehZorroness · · Score: 1

      I originally grabbed a pirated copy of HL2, then bought the game. Now I don't need to worry though, because most free software is free.

    22. Re:Lack of demos. by rogermcdodger · · Score: 3, Interesting

      The problem with this is that the industry is moving towards digital distribution, and obviously indie games are already nearly always distributed in this way. If all it takes is a few minutes online to get your money back then it will be abused heavily. As for holding on to the money of customers for a month, the developer would actually be losing money through processing fees, in addition I don't know if it costs the seller to issue a credit card refund. I just don't see how a refund model could work with digital distribution.

    23. Re:Lack of demos. by Anonymous Coward · · Score: 1

      I'm not going to lie, I had a huge collection of pirated computer games on my computer. I did it because it was free and I didn't have any money.
       
      And then I graduated from college and got a job and now I have money, I don't pirate games anymore, I don't need to.

    24. Re:Lack of demos. by Anonymous Coward · · Score: 0

      *runs over to The Pirate Bay* *watches Democracy 2.rar download in five min* I think it's just quicker to pirate the damn thing. :D

    25. Re:Lack of demos. by Anonymous Coward · · Score: 0

      I wonder if there is a relationship between disposable income and piracy?

      I'll tell you right now, yes, there absolutely is. Back when I was working with little real expenses, I was buying games and software left and right, because I wanted to own and I wanted to show support for companies I like. Nowadays, I've decided to make myself a poor college student. I'm not proud to admit it, but I've been downloading a lot of games and software and not paying for it, and I doubt I ever will for most of it. Will I continue my run of piracy? Probably, even after I finally get my degree. Some games have features you can only get by buying, and so I did (Orange box, multiplayer), and some I feel are just good enough to deserve my money (Neverwinter Nights), but since my pocket money has gotten smaller, so has my purchasing.

    26. Re:Lack of demos. by Narishma · · Score: 1

      That's your fault though for not checking the system requirements before buying the game. If you don't want to worry about it that's what consoles are for. And Doom 3 had a demo you could check to see if your PC can run it.

      --
      Mada mada dane.
    27. Re:Lack of demos. by Koiu+Lpoi · · Score: 2, Insightful

      This is an awful idea. Amway had a policy on all their goods like that - if you don't like it, return it for a full refund. They lost tremendous amounts of money (mostly in the Asian mainland, but anyways) because people would return a product 90% spent to get their money back. No, sorry, there's no way the potential boost in sales is going to counteract nearly everyone with a brain abusing this for free games.

    28. Re:Lack of demos. by Anonymous Coward · · Score: 0, Insightful

      Demos, HA!

      How many times have you downloaded the demo to something and it looked amazing enough for you to buy it? And then when you got the game (program) you found that the amazingness ended with the demo? Or that the "full" in "full version" was only like 4 more hours of playing and then it was done for?

      In my mind, all software demos have a high high probability of being misleading about the full game version... in other words, false advertisement.

      I've had that happen SO MANY times that I have lost all faith in demos. And its the same way of trying to walk into Best Buy and judging a game by the cover.

      Even buying games from a series/developer who has always impressed you can be quite disappointing. They all start producing crap at some point.

      The only sure fire way is to bittorent it, play it, then support the author by purchasing it. I buy maybe one in 20 games I download... because 1 in 20 games are worth $40-$80 for it.

      The bottom line, I'm sick of being burned by demos not being representative of the actual game.

    29. Re:Lack of demos. by tristian_was_here · · Score: 1

      Most games are over priced, buggy and generally suck so pirating them wont cost a thing. If a decent game comes about my wallet if definitely open.

      BTW sony and every one else I dont pirate your games because I already know they suck. At least send me something original. Maybe spore will be decent.

    30. Re:Lack of demos. by Anonymous Coward · · Score: 1, Informative

      And then I graduated from college and got a job and now I have money, I don't pirate games anymore, I don't need to.

      (Another AC)

      And this does not apply to games, but also to other software; E.g. tools & utilities

    31. Re:Lack of demos. by colmore · · Score: 4, Interesting

      "All About the Money"

      Yeah, that's pretty much it. I don't make too much, and as I'm sure this will play into most peoples moral calculations of me: I don't plan on making too much, at least before I'm responsible for someone other than myself.

      My limited entertainment dollar is spent on social activities. I rent movies at a local shop. I see live music. I go to cheap bars. At very small concerts, I donate money to bands. I use my local library. If I were buying commercial records and video games, that money would be coming directly out of my more primary entertainment expenses. The decision to pirate a game or album comes down to "pirate this or read / play / listen to someting I already have / go to the library." It isn't priate vs. buy. I'm not really much of a fan. There's very seldom something coming out that I just HAVE to be a part of, and I don't really understand that kind of behavior. It's pirate vs. do something else that would be free or almost free.

      If mainstream commercial pop culture were to become inaccessible except at the kind of fees they seem to believe they deserve, I'd largely stop consuming it. I don't hate the stuff or consider myself above it, but I could do without it. It seems like only a recent development that large numbers of people spend over $100 a month on consuming pop culture. I think people from the 70s would think we're insane.

      The argument could certainly be made that if I want to have that many albums on my ipod I should just go get some job I'd hate and make a bunch more money. OK. Sure. Whatever. I'm not.

      I know this is about independent games specifically, and I can't say I play any. I'd probably pay for those. I'm a big believer in the little guy.

      --
      In Capitalist America, bank robs you!
    32. Re:Lack of demos. by xanadu-xtroot.com · · Score: 1

      Yea, all for Windows.

      I will say Doom 3 ran even worse on the Win* side of the machine than it did with Linux/Cedega.

      Once the native Linux port came out, the game was quite playable on Linux.

      --
      I'm not a prophet or a stone-age man,
      I'm just a mortal with potential of a super man.
    33. Re:Lack of demos. by Anonymous Coward · · Score: 5, Interesting

      yes. as a high school student with no disposable income and no (legal) way to purchase things on the net, pirating tv shows is my TiVo (I *could* have seen it for free at some point in time), pirating music is my radio, and [irating games is just because as long as I'm getting it illegally, stealing something has a much lower penalty than fraud (e.g. having an underaged paypal account)

    34. Re:Lack of demos. by oneiron · · Score: 2, Interesting

      "You"

      Speak for yourself. I've downloaded far more games than I've purchased, but I've purchased all of the games I've ever played enough to warrant purchase. I've actually been burned a couple of times when I decided to make the purchasing leap of faith before trying the games out(bioshock, quake IV, and a couple of others). The one exception is gears of war...which I rented to play for 2 weeks straight on a borrowed x-box, and then downloaded for my PC to play halfway through. I almost feel like I should buy that one considering I loved it enough to beat it 5 times before finally downloading it.

      Everything else I've downloaded for my pc has either been a complete bust or a later purchase.

    35. Re:Lack of demos. by Creepy · · Score: 5, Insightful

      two problems with linking to an online account:
      1) you need Internet service to play (unless there is a timer or something).
      2) privacy

      #1 is more an issue when you don't have internet service - in a plane, a car, outside a wifi hotspot, power outages (I lost power for 6 days in a windstorm and ran my laptop sans internet on a generator), etc. When cell phone internet (and airplane) become common that will be less of a big deal, but at the moment I don't like it.

      #2 is an issue if you don't want companies generating statistical information for targeted advertising towards you and possibly collecting personal information on you which they can then resell to other companies. Battlefield 2142 says they do this right in the license.

    36. Re:Lack of demos. by grumbel · · Score: 4, Insightful

      Some people have tons of time and are low on money. And there is also the case of people piracting 'because they can', not because you actually want to use the item, i.e. when you find a tarball with a ton of games in it, you download the whole thing, instead of cherry picking the things that you actually care about. When things are free, people tend to just grab what they can, instead of thinking about what they need first.

    37. Re:Lack of demos. by Anonymous Coward · · Score: 0

      The pirated version is always better than the legit version because It does not ask for the damned CD/DVD and does not do the other crap that pisses me off as a customer.

      I could understand getting a legit copy and applying a no-cd patch in this situation - but I've never understood people who give this as a rationale for pirating without buying.

    38. Re:Lack of demos. by Anonymous Coward · · Score: 0

      I am perhaps no longer a representative sample as I have not played any games in a number of years.

      I still remember the days when I would buy something based on old fashioned marketing and reviews. Back on SNES that was often $60 or $70. I knew little about the game, and I played it because I paid for it. Good or bad, it just determined how much I actually played.

      Then I figured out even supposedly good games I wasn't playing much at all. This is about the time piracy made sense. I wasn't spending any time playing the games anyway. What was the point in plunking down $50 or more?

      Eventually I stopped playing all together. And it wasn't a sudden stop either. Several virtually unplayed games later and a general disinterest in other people's games I decided it was time to hang it up for a while.

      So, basically, I'm willing to pay for a game even sight unseen if it's something I'd be compelled by. But enough false positives and I've learned to stop trying.

    39. Re:Lack of demos. by Anonymous Coward · · Score: 0

      Sierra On-Line used to offer such a policy way back when Ken and Roberta were still in charge. I took advantage on a couple of occasions, the worst offender being the utter crap that was Outpost.

    40. Re:Lack of demos. by Threni · · Score: 2, Interesting

      > 1) you need Internet service to play (unless there is a timer or something).

      Non-multiplayer games are a bit tedious, so this isn't a problem (to me). Battlefield 2 in single player mode was as boring, easy and pointless as on any of the other games in the series.

      > 2) privacy (...don't want companies generating statistical information...)

      What information can someone gather about you when you're playing a game, other than when you're playing it? "Dave, have you got those figures for the number of gamers who start playing at 6pm on a wednesday and play for at least 50 mins, but who aren't any good compared to the other games on that server at the same time?". Also, all they've got on you is your email address (which could be a disposable one) and an IP address (which I can't see them doing very much with, especially as it'll be different for most users within a few days).

    41. Re:Lack of demos. by Reziac · · Score: 1

      The problem is that most places this is now legally "used" product, which you cannot sell again as "new", tho I know a lot of stores just re-shrinkwrap it and the customer is none the wiser, unless they notice scratches on the disk. But if the store is being honest, now they have used product that winds up being returned to the manufacturer, and everyone takes a loss on it.

      However, the obvious workaround for this is rentals. It works a treat for the movie industry; I know it's been tried with games but not being a gamer, I don't know how well it worked there. Still... Occurs to me that these store returns could become the rental library rather than being returned to mfgrs.

      Yeah, customers could pirate it off the rental disk, but (just like with movies) if it's a game most people will play once and never again, that's no big loss -- and the customer doesn't feel ripped off by spending $50 for a crappy game -- $5 as a rental tho, that feels reasonable and no one feels like they wasted a lot of money (which usually translates as "all your future games will suck too!")

      --
      ~REZ~ #43301. Who'd fake being me anyway?
    42. Re:Lack of demos. by LBt1st · · Score: 1

      It's not that it can't handle them. It's more or a storage issue. A DVD can only hold so much. And if it's a downloadable game then there's concern about downloads taking forever.
      Lately, TV resolutions (even HD) aren't as high as a gaming PC's display. So it'd be pointless for a console to have super high resolution textures.

    43. Re:Lack of demos. by bdraschk · · Score: 1

      Why waste your time playing a game that isn't worth your money?

      How do you know it isn't worth buying until you try it?

      What the GP said:

      I could get it for free so why pay for it? Even if it was a crappy game, I'd still get a cracked version and play it.

      And that was exactly what i was thinking, why play a crappy game?

    44. Re:Lack of demos. by Kingrames · · Score: 5, Insightful

      It's more complicated than anyone really lets on. Plying a video game is no different than playing a board game with friends except that in the case of the video game, everyone has to own a copy.

      The thing that makes and breaks games for everyone is simple: have I had fun playing it?

      I have, at my disposal, a near infinite amount of games to play, and you're (the game manufacturer, not the person I'm replying to) installing barriers to entry into your brand new ones, and I'm supposed to be more interested in them for that? ha.

      And then you release a demo which is basically a pre-alpha state of your game. There's no guarantee that the final product will run on my machine but I'm supposed to take your word for it.

      And even then, you install policing software on my machine that I'm supposed to trust, when you've basically given it the ability to scan my machine and steal my personal information. How in the world am I supposed to trust that you (or one of your low-paid employees) aren't going to up and decide that you can steal all our bank account numbers with your DRM and run off to some cozy island with the billions you get from that?

      You've interpreted our buying decisions as a "threat" to you and your money and you call us "pirates" because we still have the right to say we don't want to buy the crap you're shoveling.

      If you make good games, we'll tolerate stuff like Steam. If your game is good enough, it will be popular. Take Sins of a Solar Empire, for example. there's practically no drm. you don't even need the cd to play. But the company that's made it has earned a lot of trust and respect which will be rewarded when they produce the sequel.

      If you want to make more money, take all that cash you're spending on "security" and put it back into your profit. Your security issues don't come from us, they come from your fears.

      --
      If you can read this, I forgot to post anonymously.
    45. Re:Lack of demos. by Artifakt · · Score: 2, Insightful

      It's all about the money - specifically the disposable share of income.

            I budget, and entertainment is a category that has no flexible spending cap. Games compete with both electronic entertainment such as film DVD's, and other entertainment, such as gas to go to the lake or new rock climbing gear. This is why I haven't bought an audio CD in 6 years - the money always seems better spent on video, or non-electronic stuff. This is also why I hate 99 cent music downloads, as it looks like buying a whole album's worth of tracks will usually cost about as much as buying the actual CD, so someone expects me to pay them as much as if they still had to pay truck drivers fuel costs even though they don't.
            I don't 'pirate' games (or at least I don't have a single pirated copy of any game on any machine I own right now), but I have avoided getting into some stuff that looks like fun (portal mostly), because I'm not sure from what I've read that the 'steam' system isn't analogous (at least somewhat) to the 99 cent downloads I have issues with.
            Of course, not a lot of people stick to a really rigorous budget or even live within their means these days. But, such behavior is usually short term, as people who run up huge lines of credit often end up too poor to be entertainment consumers at all. That's all pretty much an agreement with colmore, that the idea of people averaging over 100$ a month on pop culture isn't part of the long term pattern, and I think what I've just said pretty well explains why - it's simply non-sustainable.

            So here's my comments for the games industry.
      1. For your pricing structure to be long-term sustainable, most of your consumers need to be able to keep buying year to year - this looks absurd with current economic figures. You probably focus too much on the 14-18 demographic and hope their parents don't rein them in too much when the parents get tighter for cash, or that there will always be a new crop of overspenders before the old ones run out of flexibility in their budgets. Your business model becomes dominated by population aging demographics for select target groups, which can do wildly better or worse for a time than the general population, and which make it harder for you to plan for keeping your company in business long term.

      2. is it good (ethically) to have a business model that assumes large percentages of your consumer base will literally have to come from the people who don't much budget, save for retirement, or make financially informed decisions, to hit your target numbers?

      3. If you follow what passes for market wisdom among the industry's MBAs, your price point calculations probably look better than they actually function. You just possibly are making more in the short run (2-3 years or even less), but face substantial problems over periods as short as 10, and right now, face all the problems the whole economy is seeing in addition. As an independent, you probably wouldn't be involved in the business side at all if you thought it couldn't be sustained for a mere 10 years, rather, you'd focus on starting some other kind of business.

      --
      Who is John Cabal?
    46. Re:Lack of demos. by MightyYar · · Score: 3, Interesting

      Ahhh - I guess we interpreted that differently. I read it as:
      1. Get crappy game
      2. Play crappy game
      3. Realize game is crappy

      And you see #3 before either 1 or 2, which changes things...

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    47. Re:Lack of demos. by Jah-Wren+Ryel · · Score: 1

      If all it takes is a few minutes online to get your money back then it will be abused heavily.

      Less so than when all it takes is a few minutes online to find a cracked version. There is no perfect answer that will guarantee that everyone who plays the game pays up. There are only ways to try to maximize the number of people who do pay, regardless of who plays. Its better to get 10% of a million players to pay than it is to get 100% of 1,000 players.

      As for holding on to the money of customers for a month, the developer would actually be losing money through processing fees, in addition I don't know if it costs the seller to issue a credit card refund.

      Just delay the charges in the first place. Give them 30 days or whatever to try it out and if the seller does not hear back from the buyer after the trial period, the charges are processed. It is a similar model to the monthly recurring charge - many people will just let it slide because they don't remember to cancel within the alloted time period.

      --
      When information is power, privacy is freedom.
    48. Re:Lack of demos. by nasor · · Score: 1

      Lack of a demo implies that you were interested in the game and considering purchasing it in the first place. You can't assume that it's even possible to convert pirates into customers, because demand does strange things when cost is zero. Do you think that a teenager who downloads many gigs of mp3s actually has ANY interest in listening to the complete works of Blue Oyster Cult? Was there ANY chance that he was going to go out and buy the CDS with all those song if they weren't available for free online? No, of course not - in the vast majority of cases if they weren't free, he simply wouldn't have any interest in them. It's the same thing here; many/most game pirates just wouldn't have any interest in it at all if they had to pay anything other than zero for it.

    49. Re:Lack of demos. by Risen888 · · Score: 2, Insightful

      That's all true, but it shouldn't be the customer's problem. A business model has to have some way of dealing with dissatisfied customers, or it's not going to work in the long run. Crying "piracy!" and "processing costs!"...well, that's just too damn bad.

      --
      Hey, I finally got my first freak! Took you long enough!
    50. Re:Lack of demos. by v1 · · Score: 2, Insightful

      I don't see why there has to be a difference between the game and the demo. Instead of making two versions, a real and a demo, just make the one. Make it be restricted in the same way the demo is. If you choose to buy it, it unlocks the full functionality of the game, and possibly gets you onboard to a monthly/yearly subscription model for online play like with warcraft.

      We see unlockable demos in the shareware arena, but I don't think I've ever seen a big title go this route before, and I don't see why it hasn't happened yet. This model seems to be ideally suited to online games that require a coordinating server (like steam etc) where they can verify your purchase. This makes the idea of someone writing a crack for the demo limits a lot less useful since the primary thing you'd want to unlock (online multiplayer) cannot be defeated with a crack.

      If they want a larger initial investment, then they could make the initial account creation expensive, on par with purchasing a game is now, and then then collect a small amount monthly for keeping your multiplayer online.

      Since most of the online games now have a steep initial cost and are free network, this would mean they could cut the initial signup cost to maybe 1/3 - 1/4 the cost that the game normally would fetch if bought, and make up the difference in the online monthly subscriptions. This makes a more fair setup. If you buy the game and four months into it decide it's not for you, your total cash outlay would be less than you would have shelled out to buy the game and get free online for those four months. But if it's a game you really like and play a lot, you would end up paying over the average due to the monthly fees.

      Seems like such a good idea. Why's nobody doing this? Depending on the nature of the game, little if any other features would need to be crippled for the demo, if the online play is that important. Maybe also prevent more than 2 people from locally networking a game together too unless they are registered. Cracks could be written to defeat that aspect though. Warcraft probably comes about as close to this as you can have now, it looks like they base their revenue mainly on the subscription. Now if they would just give away the game or lower the initial cost, you'd have it.

      --
      I work for the Department of Redundancy Department.
    51. Re:Lack of demos. by ultranova · · Score: 3, Insightful

      Why waste your time playing a game that isn't worth your money?

      Better yet: why waste your time on a game that isn't worth it ? Indeed, dear Game Developer, you shouldn't be worried about piracy, you should be worried about me who no longer bothers even pirating.

      Hold pirates like precious and fragile flowers in your hand, because their lukewarm interest is the last dying ember between you and the chill of oblivion. It's been a while since any game has captured my interest enough to pirate, much less buy; and your development costs can only ever rise, thanks to the advancing state of the art 3D graphics you use to sell the same crap again and again.

      Seriously, I knew it was all over when I heard they're making Fallout 3 and my first thought was: "I wonder how they will fuck this up ? Oh yeah, they'll remove drugs, sex and a large gaming area but make up by adding photorealistic 3D gore to make it suitable for children."

      Not intended as a troll or flamebait; that was my honest first thought. Game industry plays it safe, has to play it safe since it takes tens of millions of dollars to make a game in the age of 3D; but that also makes sure that the final product is as exiting as a McDonald's hamburger. It simply isn't worth the money they're asking for it; and frankly, it's gotten to the point where it isn't worth anything, not even to pick it up for free. Not that the game industry should be blamed; just remember the Hot Coffee fiasco.

      Basically, I guess I'm trying to say that it just isn't fun playing any more. Small games aren't worth the bother of pirating or buying, and large games are megalomaniacal slaughterfests. Doom's done already, come up with something new. Hell, it should say something that the most fun I've had with a game for a while was with X-Change 3 - which is a "choose your own adventure" porn slideshow, for crying out loud - just because the utterly ludicrous scenario caused the "let's see what happens next" reaction.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    52. Re:Lack of demos. by im_thatoneguy · · Score: 4, Insightful

      I think this is the real problem.

      I don't pirate games any more because I have sufficient disposable income to simply buy bad games without any fear. However there were two driving motivations when I was younger and had very little disposable income:

      1) What if the game sucks and I don't get my $50 worth out of it.
      2) I can't afford the 10 games that are on the Lan Party circuit. And except for many counter strike and team fortress those 10 games could cycle pretty quickly from month to month. I definitely can't afford the 40 odd games that come up during play at LAN parties.

      There was a third minor force and that would be:
      3) My mom doesn't approve of this game so I don't want to have physical evidence of its existance (ala Half Life) or a lot of questions to be asked about it.

      The real problem then becomes laziness and fufillment. By the time I've determined that it's a game that's got staying power or quality I've already got it installed. I've already played it and I while I feel like it would be worth my money I already have it.

      So what's my solution? Sliding pay amounts. I am willing to pay $25 for practically any 'feature length' game and $5 for any 'arcade' game. Turn games into Nagware:

      1) Let the consumer give a game a 'pre-purchase' value. Let's say it's $10 for a teenager or someone who isn't sure this is the genre for them. Then set a limit at which you will not be nagged. Say $40. Let the people who purchased it continue using it but inconvenience them for 20-30 seconds every time the game starts. Not enough to convince them to crack it. Just enough to be naggy.

      Now you've solved the big 2 problems all at once.

      1) those who want to try but often forget are given an opportunity to contribute to the game's income.
      2) those who are afraid of losing money on a bad game are able to manage their risk.

      and
      3) you've also increased your pool of income. I would spend $10 on crysis just to play with it every now and then but I'm not going to spend $50 on it. That's $10 more than the developer would make on me. On the other hand I might actually come to like it after tinkering and get addicted and decide that yes that nagging little window that just asks for my username and password for an impulse buy will simply authorize the game.

      You HAVE to make games impulse purchases to kill piracy. Impulse purchases have two factors:

      1) It's so easy to do you could practically do it accidentally.
      2) The price has to be so low you have no expectation of return.

      Music purchases now have met criteria #1 but not #2. I'm thinking for music piracy the cost has to come down to a quarter. Nobody will think twice about a quarter even for crap and they'll be so crazed with buying "free" stuff that their quarterly expenses will far outstrip their previous purchasing power.

    53. Re:Lack of demos. by LordVader717 · · Score: 1

      That's rediculous.
      A Game is, 90% of the time anyway, a one-use item. Most people will only play most games once, and that's it.
      So after finishing the game and getting all of the enjoyment from it, how many people are going to decide against getting their money back and exchanging it for the next game?

      It's almost like having return policies on Movie Tickets or Food items. Sure, you can be dissappointed, but that's life. People don't get a guarantee for satisfaction.
      You had to invest the time to try out the pirated game too after all.

    54. Re:Lack of demos. by Snaller · · Score: 0, Troll

      Fuck what you think it's about, people have started a general discussion which is what slashdot is about, its not just the support site for that programmer.

      --
      If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
    55. Re:Lack of demos. by Anonymous Coward · · Score: 0

      Oh. I see. Well I can tell by looking at the screenshots that none of them are worth paying for, and the only one I'd consider playing is The Wonderful End of the World.

      Those look like "demo" games intended to help Cliff land a job at a real game company. People do not pay for crappy demos. End of story.

    56. Re:Lack of demos. by mtairhead · · Score: 1

      This is a really terrible idea. Yea, people would take advantage of it and it would NOT boost net sales, which is the real figure that matters (Net Sales = Sales - Returns/Allowances). Also, short term (week/month long) loans are very easy for corps to get, and much less expensive than "hanging on" to customers' monies while they take advantage of a paperwork/database-intensive return policy.

    57. Re:Lack of demos. by kcbanner · · Score: 1
      Wrong!

      If you pirate a game, any online multiplayer (often the best part of the game) is locked out (you need a valid serial or account). I can completely understand trying a game with some friends over LAN, or even the single player, before buying it to access the online portion. Games cost so much now ($60+!), there is no way someone is going to drop that much without knowing if they like the game, or if it even runs well on their PC.
      Game manufacturers: Either stfu (quit crying), or provide demos that are easier to access (and I mean 300mb-ish).

      --
      Obligatory blog plug: http://www.caseybanner.ca/
    58. Re:Lack of demos. by mishehu · · Score: 1

      I would say that the issues are not mutually exclusive. I usually look first at having a fairly decent demo that gives a good feel for the game play. Provided that the game developers haven't skimped on the gameplay and storyline for the greater glory of eyecandy and fancy graphics, I will next look at the price. The price has to be commensurate with the enjoyment I expect to get out of the game. Next I take into account (if at all possible) what type of invasive DRM is involved. I have purchased several of ID's games over the past years and was always happy with the level of copy protection. Even Q4 had some DRM that required the disc at first, but after a short period of time they removed this requirement. But I was extremely disappointed when I purchased Prince of Persia: The Two Thrones from Ubisoft. Weak sector checking and thus requiring the original subverts my rights to a personal backup copy to play off of.

      So in short, I go by the following:
      1. First, did I try the game and did it have good gameplay and storyline?
      2. Is the price commensurate?
      3. What invasive DRM is involved? (Yes, I consider Steam to be invasive DRM.)

      My choice whether to purchase a game can be broken at any of these 3 steps.

    59. Re:Lack of demos. by s4m7 · · Score: 5, Interesting

      What information can someone gather about you when you're playing a game

      Great question. Really depends on the game, doesn't it? Other than the obvious determination of how much time you spend playing games, which is an important piece of data to game developers, and your contact info, there's possible connections with other players through a friends list, ip can usually narrow you down to a zip code or at very least a city. A game that was designed with collecting data in mind could gather all sorts of interesting data on how you make your decisions in game... whether this has any bearing on real life is a separate question entirely I suppose. But say you have name, age, gender, email, zipcode, a score for how much time you spend playing, and, perhaps from location and time they can project your income bracket. what more would marketers really want?

      --
      This comment is fully compliant with RFC 527.
    60. Re:Lack of demos. by Anonymous Coward · · Score: 0

      When cell phone internet (and airplane) become common that will be less of a big deal, but at the moment I don't like it.

      How badly do you need your game 'fix' that you can't read a book while on a plane?

    61. Re:Lack of demos. by dogbowl · · Score: 1

      I've been burned so many times purchasing games that I've vowed to never purchase another PC game.

      Dropping $50-$60 bucks only to to have title still full of bugs, or a game that just plain sucks has happened far too many times to me.

      --

      These pretzels are making me thirsty.
    62. Re:Lack of demos. by Lost+Engineer · · Score: 1

      Surely if you play games you now that speed of your CPU doesn't really matter any more. That leads to an unfortunate thing, though. They do put GPU requirements in the specs, but it'll be something like minimum 9600GTS or some ATI card. Am I supposed to keep track of every video cards performance to know whether its better than the random card on the box? Now there are some objective measures out there, but game developers seem to be loathe to put those numbers on the box.

    63. Re:Lack of demos. by Anonymous Coward · · Score: 1, Interesting

      I would agree with this one... I went through two phases in life.

      1) College
          a) Too poor to buy anything but food and that was a stretch sometimes
      2) Professional adulthood
          b) Had money became more particular about WHAT I bought and why.

      Some point between #1 and #2 above I realized something... If someone DID make something I liked, and I pirated it... why would they ever make another one? So I'll still get demos and download cracked games and music... if it's good I *DO* buy it... because I've realized that if I don't buy the stuff I like the people will stop doing it at some point.

      But that means I only buy the stuff I like...I know everyone else won't do the same thing, but for some responsible people it makes sense. I detest buying a game for $45 to play it for 2 hours and figure out I hate it. If I download that same game play it for 2 hours and love it I'll go buy it.

      My only exception to this is now some brand preference. Some artists have gained my trust to a point where I will buy something without ever having looked at or listened to it. I trust them.

    64. Re:Lack of demos. by bigstrat2003 · · Score: 1

      Hold pirates like precious and fragile flowers in your hand, because their lukewarm interest is the last dying ember between you and the chill of oblivion. It's been a while since any game has captured my interest enough to pirate, much less buy; and your development costs can only ever rise, thanks to the advancing state of the art 3D graphics you use to sell the same crap again and again.

      For this to be true, cynicism towards the games of today would have to be the norm, not the exception. You are the exception: most people enjoy the games that are being made now. While it's your right to not like the games, you shouldn't fall into the trap of thinking that developers will respond as if you are the average gamer.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    65. Re:Lack of demos. by malkavian · · Score: 4, Interesting

      Actually, they DO need to consider returns. If you buy a game, and it just plain won't work on a PC due to some problem or another (and yes, it happens!), then the company needs to take that into account, and take the damn game back.
      If I buy a DVD, and it doesn't work in my player, you can guarantee I'll take it back. And I'll make sure the shop refunds me the money. And you know what? They do.

      Now, I've taken a game back in the past, where the install CD was absolutely blank. No tracks burned on it.. Nada. I took it back to the store, and they simply said "We don't do refunds on games". I had to drag that right back to their head office with a legal threat under the consumer protection legislation before they deigned to offer me a refund.
      I've also had games that plain just bombed out as soon as I started to run them. Not playable.
      And you try getting a shop to take them back.
      Software is the one product these days that shops will absolutely refuse to take back and refund for. Which for me, makes me far less likely to buy, as I have no faith in their need to produce something of quality.
      If they're not confident that something will work, then I'm not going to part with hard earned money in faith that I'll be getting something of merchantable quality.
      Put DRM into the mix too.. Which I consider breaks a product, then I'm really not going to buy.

    66. Re:Lack of demos. by xanadu-xtroot.com · · Score: 1

      Spot on! The GF4600 I had at the time was not the greatest card out, but it certainly was no slouch either. I assumed it would work fine with Doom 3.

      I guess we know what happens when we make an assumption.

      --
      I'm not a prophet or a stone-age man,
      I'm just a mortal with potential of a super man.
    67. Re:Lack of demos. by Anonymous Coward · · Score: 2, Informative

      We see unlockable demos in the shareware arena, but I don't think I've ever seen a big title go this route before, and I don't see why it hasn't happened yet.

      You mean like Portal, or World of Warcraft, or Guild Wars, or Final Fantasy XI, or City of Heroes, or etc., etc.?

    68. Re:Lack of demos. by bucky0 · · Score: 1

      A discussion on anyone having any reason to pirate any game would (and is) become unwieldy. It helps to limit the universe of discourse a bit sometimes.

      --

      -Bucky
    69. Re:Lack of demos. by dontmakemethink · · Score: 2, Interesting

      But in many cases a game is like a movie, where they aren't designed for replay value, the first time you complete it is the last time you'll enjoy the game to its fullest.

      If the demo is too good, players might get their fix and move on. If it's not good enough, people lose interest or gain interest in a crack. Demos definitely act as advertising and often a blueprint for pirates to crack the full monty.

      --

      War as we knew it was obsolete
      Nothing could beat complete denial
      - Emily Haines
    70. Re:Lack of demos. by HungryHobo · · Score: 2, Insightful

      If I know a fair amount about the game I'll buy outright.
      If I don't know anything about the game I'll either grab a demo or a crack.
      If I don't like the game I'll stop at this point.
      If I do like the game : I have a partial demo and it's very very easy to buy[paypal and cheap] and obtain the game[steam] I'll probably buy.
      If I do like the game : I have a fully working crack, it's hard to get a full copy or the cracked version is less restrictive than the paid version [read, uncracked version calls home whenever I want to play single player] then the chances of me shelling out for the single version are slim.

      1:Make it easier for me to buy your game than to steal it.
      2:Make me feel safer with your version than the cracked one. I might get a virus or spyware with the cracked game but if I know for certain your game calls home every 5 minutes with an image of my ram then I'll go with the crack.
      3:Make it reasonably cheap. I have no problem shelling out 15 or 20 bucks on a game and how much each person is willing to pay varies so this is the hardest one. If I can get the game in 20 minutes from your network [read steam] or in 3 hours from a pirate site that time has value to me and affects how much I'm willing to pay. I guess look at your target market.

    71. Re:Lack of demos. by Max+Threshold · · Score: 1

      Precisely. Wasn't it Quake II that (if not by license, then at least in fact) let you copy and play freely among friends at a LAN party, but required a valid license key to play on the Internet? Tribes II, by contrast, was locked down even for LAN play, so as much as I loved it, I could never get my friends to try it.

    72. Re:Lack of demos. by ravenshrike · · Score: 1

      It should be noted that they never got around to doing Doom again. Instead they gave us a really crappy horror flick. Hell, if they really wanted to make money off the Doom 3 engine, they'd release a rebuild of D/D2 for 10-15 bucks. Those things would sell like hotcakes.

    73. Re:Lack of demos. by adisakp · · Score: 1

      Even when I buy a game, I'll frequently use the pirate cracks on it because of the stupid copy protection schemes. Who ever thought that the "put the disc in the drive" scheme was a good idea? Sheesh.

      I bought "Baku Baku" a long time ago for the PC and it had CD protection. I just ran it in the debugger and saw where the disc check call was and then overwrote those bytes with a return true. Then it ran without the disc. I was a valid customer but the copy protection annoyed me so I removed it.

      If the copy protection is to the PC (network card / processor ID /etc) and doesn't interfere with me running the app, I don't mind as long as there is also a path to move it to another PC. Of course, even with such a path (i.e. contact the company and get a new key), you might be screwed if the company goes out of business.

    74. Re:Lack of demos. by Pharmboy · · Score: 3, Informative

      All the "big" titles used to be released as shareware, unlockable once you buy the full version. Doom, Terminal Velocity, etc. Even Wolfenstein, the first FPS that I am aware of, came as shareware, where you got to play the first part of the game to try it out, then you bought the full game for the other levels.

      Some games are fun to play on the shareware level, but not really worth the cost to buy the full game. Others are worth the expense. Either way, at least the developer had their chance to get my dollars.

      Shareware still works, the problem is that publishers are simply not using the method as much as they used to. This may be because most of the new titles coming out seem to be multiplayer only, which can't be restricted so easily. Steam sorta does, by having games that you can play for a weekend, or play for a few hours, then it expires.

      I accidently discovered a bug (maybe fixed now) with their free trial of "The Ship". During the free weekend, I downloaded and started The Ship, then firewalled out steam on my computer so it couldn't talk to their servers (since I was already logged in, everything worked fine). I played The Ship for about two months for free in single player mode since it couldn't call back home and get deactivated, and played my steam games on another computer I had, that I just logged on to. I didn't play the game that much (games was good, but not great), I was just curious if the game would finally deactivate, which it didn't until I removed the firewall rule on Steam so I could play multiplayer games on that first computer. So Steam does have *some* ways to try before you buy, but not the same as good old fashioned shareware.

      --
      Tequila: It's not just for breakfast anymore!
    75. Re:Lack of demos. by John+Allsup · · Score: 1

      Demos help people who do spend money to make informed decisions -- I carefully demo audio plugins before buying, for example.

      I'll outline some problems that Cliff will face.

      Problem no 1 is that many people feel good about getting something 'for free' or 'cheaper' without considering knock-on effects.

      Problem no 2 is that many people get a kick from 'not playing by the rules' and so find pirating software fun.

      Problem no 3 is that it is hard to work out the optimal price point, given his distribution aims: charge a lower price and more people will probably by (within limits)

      These are just quick thoughts.

      (Though I'm not the type that Cliff wants to contact -- I pay for my proprietary software where I use it, and gladly try, consider and help free alternatives where I can, but I don't pirate -- I find you get less software, music, etc. but have a far greater respect for it, and this respect and motivation-to-use generally brings bigger rewards than a pirate-everything-in-sight approach.)

      --
      John_Chalisque
    76. Re:Lack of demos. by John+Allsup · · Score: 1

      If you spend money on something, you tend to be more motivated to understand and use it -- if you got it for free, you tend not to want to waste time getting it to work. This effect is underutilised IMO. If you make yourself pay for software, you can then tell yourself 'this cost me X, and I'm damn well going to extract value from it.'

      --
      John_Chalisque
    77. Re:Lack of demos. by InsertCleverUsername · · Score: 1

      > If you *can* try it before you buy it (using a cracked version),
      > you often just don't buy either... I know I never did. It was all
      > about the money... I could get it for free so why pay for it?
      > Even if it was a crappy game, I'd still get a cracked version and
      > play it.

      Well... Maybe when I was in high school. Now that I'm an adult, if I like it, I pay for it. I still want to try before I buy, but if the product delivers, I feel like I owe somebody for the good work. And occasionally I feel like a company _owes me_ for some total crap I was suckered into buying previously (you know who you are). DRMed software that doesn't work (thanks Ubisoft) especially makes me wish I'd pirated the app. instead.

      --
      Ask me about my sig!
    78. Re:Lack of demos. by aetherworld · · Score: 1

      ...from location and time they can project your income bracket.

      And how exactly are they going to do that? I can give you that data right away and you tell me how much I earn... Age: 25, Gender: Male (duh, this is Slashdot), Location: Austria, Europe.

    79. Re:Lack of demos. by b4upoo · · Score: 1

      I've never pirated a game but that is not to say that I've never pirated anything.
              The usual reason is that there is a lot of crap out there. I've been stuck a few times. Take a peek at how people feel after paying for Vista.
              What I do take seriously are products that sell for a reasonable price and are of high quality. Shelling out bucks for Chess Master 8000 or the Atlantis Word Processor return great value for the price and I would never dream off getting a pirated copy.

    80. Re:Lack of demos. by GodKingAmit · · Score: 1

      Actually you can get refunds on food items from most big companies by calling their customer support line and claiming you weren't satisfied.

    81. Re:Lack of demos. by Georules · · Score: 0

      That game wasn't very good, imo.

    82. Re:Lack of demos. by nasor · · Score: 1

      Demand does strange things when the cost is zero. It's no different from some random teenager who downloads gigs and gigs of music that he would never even consider buying and might not ever even listen to. If it's free, why not?

    83. Re:Lack of demos. by billcopc · · Score: 2, Funny

      power outages (I lost power for 6 days in a windstorm and ran my laptop sans internet on a generator)

      I think, if a massive storm has taken down the power grid, you have more important things to worry about besides Evercrack. Like driving into the next town for food and shelter, and they probably electricity there too!

      --
      -Billco, Fnarg.com
    84. Re:Lack of demos. by HeronBlademaster · · Score: 1

      Except for a few rare cases (C&C3), I refuse to buy a game unless I can try a demo first, unless it costs less than $5. I bought Peggle Deluxe because I got Peggle Extreme with the Orange Box. I bought AudioSurf because of the demo. I bought Bioshock because I tried it on my friend's computer.

      I've been tempted to buy the Penny-Arcade game, but I can't get Steam to let me download the demo (some IE7 bug or something, steam:// isn't registered in Windows anymore), so I won't buy the game.

      Back when I pirated games, it was primarily for lack of money. I didn't have much money, and the money I did have I didn't want to spend on a game I wasn't sure would be worth it. I used to do it once in a while to get around the cd checking (it sucks carrying around a CD case with my laptop just to play games), but now I just make an ISO of the relevant (purchased) CDs.

    85. Re:Lack of demos. by Holmwood · · Score: 5, Interesting

      This business of impulse purchasing has a lot of (ironic in the case of this developer) truth to it.

      I just bought three of the developer's games (Kudos, Democracy 2, and Rock Legend). And now I want to pirate the games.

      Why?

      Because his order fulfillment processor tells me I have to wait up to 48 hours to be able to get access to digitally download the games I've purchased.

      That's just madness. I'm left with a bitter taste in my mouth and quite annoyed. I've never seen an online order system like that.

      I will not only go look for copies of the games I bought to download (technically illegally), but I will probably not purchase games again from him, because I now know he uses an order processor that wishes to play games with customers rather than sell games to customers.

      (I won't cancel my order, or download games of his that I haven't purchased, but I certainly won't go through a system where I have to wait days to get access to a digital download).

      Petty on my part? Perhaps. But I work hard during the week and have limited gaming time -- and that only on weekends. If I can't play for some hours on a Sunday, that delays things a week or more for me.

      So much for an 'impulse' purchase.

      That's my take.

    86. Re:Lack of demos. by c1t1z3nk41n3 · · Score: 1

      There are some smaller games that do this of course. Recently I've bought the penny arcade game and an rpg called eschalon:book 1 and both were unlockable with a key so the demo had the full game. The reason you don't see this on AAA games is twofold. First they are just too damn big. I've got a pretty nice broadband setup but I don't think I'll be downloading any 8 gigabyte demos any time soon. Second is that the companys are genuinely concerned about piracy. When all of the game is already there it is trivially easy in most cases to crack it to full. So then not only are people not paying for your game, but you are paying for the bandwidth to give them a free copy.

    87. Re:Lack of demos. by LordVader717 · · Score: 1

      I completely agree with you. Nobody should have to accept a product that doesn't work.
      I have no idea how many people try the play and return trick though. Guess the stores need some sort of smarter policy.

    88. Re:Lack of demos. by Anonymous Coward · · Score: 0

      You live in Austria, you have money. Whether you earn it yourself or not, doesn't matter.

      tmegapscm

    89. Re:Lack of demos. by LordVader717 · · Score: 1

      Depends on the food (mostly the heavily advertised products from Nestle & Co.) and the quantity involved (forget trying it twice). It sure as hell isn't a way to get free food. More of a marketing gimick. Who is seriously going to phone a number to get $1 back for a yoghurt drink?

    90. Re:Lack of demos. by Allison+Geode · · Score: 1

      wow, those games look really crappy. I don't think i'd pay for any of those... does that answer his question adequately enough? (granted, I don't think i'd take the time to bother pirating them, either, but....you get the idea.)

    91. Re:Lack of demos. by fishbowl · · Score: 1

      >You live in Austria, you have money. Whether you earn it yourself or not, doesn't matter.

      He uses public transportation. It is very efficient and reliable. If he lives in Vienna, you can probably plot his shopping route. You can also almost say either that he fits in a fairly narrow range of ethnic features *or* his is something of an outcast in his own society, even if he is a native there (do not underestimate the capacity of Europeans for racism).

      --
      -fb Everything not expressly forbidden is now mandatory.
    92. Re:Lack of demos. by Anonymous Coward · · Score: 0

      Do you also ask for refunds after you watch a movie you didn't like but had a good trailer?

    93. Re:Lack of demos. by Technician · · Score: 1

      If I can't try before I buy, I often just don't buy.

      In the case of several demo's, some work much better than the official product.

      Case in point, Nerf Arena Blast. This older game was out where several games listed as multiplayer could spawn clients for LAN play. The demo worked fine on an 8 player LAN. I bought the game only to find out it was NOT a 1 server mulitplayer LAN game. The demo worked fine without a disk in the drive. The official game required the CD in the drive. In a frag fest, the demo worked much better than the purchased product in every aspect except the number of maps, the ability to use 3rd party maps (lots of great free ones and ports from Unreal) and choices of teams and players.

      Needless to say, due to unmet expectations, the no CD hack was employed to install many copies and kill the CD slowdown. The shipped product was not up to par with the demo in expectations and performance. I did not buy multiple copies due to the unexpected price for a LAN fragfest. Outside the home family LAN, we respected copyright and simply LAN fragged the demo. Everyone to the party could legaly pre-install the game and be ready to frag without the expense.

      The surprise of needing to buy 9 copies instead of the one and the CD in the drive requirement led directly to the piracy of hacking the NO CD and additional copies for the additional players for the family.

      It's a fun game based on Unreal, but with Nerf Guns and much brighter arenas. ;-)

      --
      The truth shall set you free!
    94. Re:Lack of demos. by Anonymous Coward · · Score: 0

      Along the same lines, I copied Diablo from a friend. While I did not buy the game, I did enjoy it enough that I did go buy the sequel and expansion.

    95. Re:Lack of demos. by Draek · · Score: 1

      Fuck, some of us buy more than one copy, either "just because", because we're nerds and want to have a copy in mint condition 5 years from now, or because it was in a bundle with other games that looked nice. I swear, I have 3 different copies of Tomb Raider 3, and I don't even like the POS.

      --
      No problem is insoluble in all conceivable circumstances.
    96. Re:Lack of demos. by Brain+Damaged+Bogan · · Score: 2, Insightful

      another problem with an online account is you can't resell the product once your done with it, even if you buy a physical copy of the game. Of course, you could sell your entire account, but then you'd have to sell all games that are linked to that account. And if game devs think that resale shouldn't be allowed then they can go f*** themselves. If I can sell used furniture, why can't I sell used CDs. If the games were licenced as a "loan" or subscription model then they could argue against resale... but if that were the case I wouldn't be willing to pay nearly as much for a game. when it all comes down to it pirating is just so much easier and hassle-free... no need to insert the disc to play, no need to be connected to the web in order to start your game (ie how steam works). If a game is really good value and really enjoyable I'll pay for it, the last game i bought was the Orange box, the next game I buy will be fallout 3.

      --
      -- Sex is the antonym of pringles. Once you pop it's time to stop.
    97. Re:Lack of demos. by colmore · · Score: 1

      Eh, freelance web programming and a cheap little small city bohemia mean that I'm a happy lazy young dude. I don't plan on spending my whole life like this, but it works right now. I did an office for a while. I got to buy more stuff. Not interested at the moment.

      I know guys who are like me but a few years older, I know that I'm going to have to do something different when I start planning for the future, but I think a big secret to happiness is to not be planning for the damn future all the time. If you've got an education, you have a lot of options in this country. It's fine to enjoy that security a bit.

      --
      In Capitalist America, bank robs you!
    98. Re:Lack of demos. by bsmoor01 · · Score: 1

      If you want to protest a game, don't play it at all. Just because you are opposed to the tactics of the industry (I do sympathize with your point here), you don't have the right to make copies of the software without buying it.

    99. Re:Lack of demos. by Anonymous Coward · · Score: 0

      Seriously. They look like the same game with different (poorly drawn) graphics tacked on.

      You also have to love the Poser renders and ripped off fonts he uses.

    100. Re:Lack of demos. by Anonymous Coward · · Score: 0

      "If you *can* try it before you buy it (using a cracked version), you often just don't buy either... I know I never did. It was all about the money... I could get it for free so why pay for it? Even if it was a crappy game, I'd still get a cracked version and play it."

      Not everyone is the same, when I was younger I didn't buy games because I didn't have the money, many games I pirated I ended up buying if I thought they were good enough. I went out and bought games I thought needed the help, games that were successful, not so much. There is a point where a game is successful enough where there is no reason NOT to pirate it, due to unintented consequences of population geometry and the nature of money. i.e. centralization of money because some company creates widget x and everyone wants it, hence richness.

      The fact is in a hyper selfish culture, and a flawed economic system based on the worst human traits (greed). Why should companies expect "fair compensation" at all, when technically their goods are not scarce once produced? According to neoclassical economic theory the IP industry should be dead in the water since supply can always meet demand. But in the real world economics *is* politics.

    101. Re:Lack of demos. by Anonymous Coward · · Score: 0

      I agree. Your ADD is bad enough when you need your iPod on, like I do.

    102. Re:Lack of demos. by ConceptJunkie · · Score: 0

      Sounds to me like the OP had already taken care of the more important things. He had a generator, which implies his food and shelter were taken care of as well. What a ridiculous comment you made.

      --
      You are in a maze of twisty little passages, all alike.
    103. Re:Lack of demos. by hanako · · Score: 2, Informative
      Before you rant, make sure there actually IS this huge delay - I know *my* order processor usually sends out download information right away, but every now and then either the servers are down for maintenance or the people handling the money decided that the order needed extra scrutiny to be sure it's not a stolen credit card.

      Neither of which are things that I can do ANYTHING about, nor even know that they've happened until I get an annoyed email from someone asking where their download is.

      Almost every single time this has happened, by the time I've actually GOTTEN the annoyed email and responded to the customer with apologies, the payment processor has figured out where they hid their ass and given the customer their download. Delay time - Less than 8 hours.

      It's possible you've been given a "48 Hours" message as pure ass-covering, rather than a sign of the actual delay.

    104. Re:Lack of demos. by bane2571 · · Score: 1

      For me it's about 2 things: Price and Quality

      I KNOW a PC game will be over priced and packed full of bugs on release date. It's a simple fact of today's market. I also know that if I buy from certain companies (EA for example) the game will have an unacceptably high likelihood of just not working due to DRM.

      Downloading it on release date achieves a few things: It let's me see if I can tolerate the bugs, allows me to play while I wait for a reasonable price ($75 as opposed to $110) and lets me get around DRM.

    105. Re:Lack of demos. by biovoid · · Score: 2, Funny

      Some people have tons of time and are low on money.

      Solution - get a job!

    106. Re:Lack of demos. by BenoitRen · · Score: 1

      You missed the point of the grandparent post. It was replying to this:

      Even if it was a crappy game, I'd still get a cracked version and play it.

      So it's not a case of pirating to try it or not.

    107. Re:Lack of demos. by Eli+Gottlieb · · Score: 1

      On the note of developers having to make money from games, I think everyone could work some kind of compromise out by lowering the price of the average game and creating a "tip jar" for each game online or something. People who liked the game would tip, people who didn't (or had no disposable income, or were horrible people) would not, and the game itself would become cheap enough for everyone to purchase.

    108. Re:Lack of demos. by BenoitRen · · Score: 1

      I think you'd be surprised at how much money many 12-year-olds have these days.

    109. Re:Lack of demos. by Anonymous Coward · · Score: 0

      The pirated version is always better than the legit version because It does not ask for the damned CD/DVD and does not do the other crap that pisses me off as a customer.

      I could understand getting a legit copy and applying a no-cd patch in this situation - but I've never understood people who give this as a rationale for pirating without buying.

      Simple. They figured they had to spend their time getting around it anyway, why bother paying for it too? Honor, decency? those are free-market concepts for customers who are viewed as consumers. (yeah yeah, it's not a free market).

      Long version:

      I'm irritated by the CD/DVD thing too. NWN and the Dawn of War series in particular, since those are games it's frequently fun to come back to. NWN eventually released a no-cd patch - like the 80-somethingth patch, YEARS later.

      DoW was so much fun that I bought the expansions anyway, just don't play them after the 3 day grind (of fun) of beating all the scenarios and fiddling with new troops.

      I didn't bother buying the NWN2 expansions since I didn't want to bother swapping the DVD in all the time. My laptop doesn't even have a built in optical drive and I don't want to use an extenral/base station all the time.

      There's a crack, and it actually improves performance, as I understand it. I didn't bother DLing it. Why risk malware? I just won't bother playing the game instead.

      Instead, I'll either wait until I hear there's a vendor no cd patch to buy it. I generally won't hear about it though, because I won't bother to follow it, so I won;'t end up buying it at all. Announce a "no-dvd patch to be released on mm/dd" and I may buy it anyway if I trust you.

      I have a job and stuff to do though, so I can't sit and fiddle to play a game. Some people don't. They figure if it's a DRM hassle anyway (I want to play it on my windows pc which I reimage every month to get rid of demos, etc, and my laptop, and my this, and my that...), they may as well skip the $$$ and hassle and go straight for the "pure" no-cd hacked version off ftp or whatever.

      So why do they pirate, er violate your copyrighted material?

      1) It's not worth paying for, but felt DLing the cracked version is quicker than the demo so they can really tell. This also covers the "why buy what you can find for free" crowd, see cow:milk analogies.

      2) It was worth paying for, sort of, but they DLed it for free before learning that, but feel the time spent doing it means they've "earned" it by beating "the man".

      3) To see if it's worth buying. If it was a "sort of ok", or "I played it and am done with it now though" they're not likely to buy it at this point.

      NWN is a good example. I liked the concept, so I bought it when it came out, bought the player and world builder's guides.

      I recently came into some time on my hands and so I reinstalled it and learned of the no cd patch. As a result, I went out and bought the Platinum edition. You know what, I still haven't played past the 2nd chapter, 4 years later.

      Know what else, I'm going to go ahead and buy the diamond edition too, just to get another single dvd install. I could easily find pirated keys if I wanted to by now. Why? Because I think $20 is worth it. I probably won't even play the extra content either.

      It IS a tad irritating that I have to type in all 3 CD keys for the 1 DVD game though. You think they could make a better system. I'd probably be extra irritated if I were to give the wrong one to a friend to let them play on a server I set up or something like that.

    110. Re:Lack of demos. by tezbobobo · · Score: 1

      Maybe. That said, there have been a numbe of occassions I have pirated a game only to decide it was great and subsequently purchase it for a friends birthday or something. The benefit is that the overpriced product has usually dropped by then.

    111. Re:Lack of demos. by Benaiah · · Score: 1

      This is going to sound weird but here goes. I am one of the few PC users who still goes to LANs. Games that require long installs first, so they can be patched, and then cracked dont really survive well at lans. BF2 is an example of this. Games which can easily copied ie. COD4 are awesome for LANs. I played COD4 at a lan, was addicted within minutes and went out and bought the game so I could do the single player campaign and play online.

      2. There are a lot of games out there and so many games out there are just crap, with little replayability, why do they deserve my money. I own 2 copies of War3 and the Exp for Dota.

      3. User content. Nuff said. Games that have heaps of free user content will go far. I bought Half Life and then got CS and DoD and TF and NS all free. Thats good value.

      4. They are a rip off. A mod chip costs me $80 installed. A game $117. If games came out at $29, the same price as a DVD, and shit ones were like $10-20 I would have at least 10x the amount of games I do now. $117 is not an impulse buy, its a investment that I need to save for. $30? I could grab a new game every week. And so could most people.

      5. Why make me have the DVD in the drive? Why? Why? WHY!!!! Its fucking annoying.

    112. Re:Lack of demos. by Physicser · · Score: 2, Informative

      This was one of the large reasons I had held off on playing half life (2) for so long. I really didn't like the idea of having the games tied to an online account which, as you mentioned, would prevent me from reselling them. Personally, I rarely, if ever, sell my old games but I like the idea of actually owning them, not just "borrowing" them from the company.

    113. Re:Lack of demos. by MightyYar · · Score: 1

      I didn't mis-read it, I interpreted it differently.

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    114. Re:Lack of demos. by Anonymous Coward · · Score: 0

      Wait wait wait, let me get this straight -- You read the license?

    115. Re:Lack of demos. by im_thatoneguy · · Score: 1

      Then change order fulfillment servers.

      Paypal is instantaneous even for credit cards.

      It's absurd to expect more than a 30 second completion time on a credit card transaction in today's world.

    116. Re:Lack of demos. by Garath · · Score: 1

      When I was last pirating games, it was because I had learned the hard way that even though my computer met or exceeded all the listed specs for a game, that was no guarantee that it would actually run. In fact, the most recent game I purchased made me regret stopping pirating games first to test them, as while I meet the system requirements, it only technically works - the game's so slow as to be unplayable.

    117. Re:Lack of demos. by bronney · · Score: 1

      Your 1 2 3 is EXACTLY why I bought HL2, and CoD4 off Steam. Gas money is ALSO money. By buying it off steam I actually saved gas, bus, whatnot. And it's much easier and safer to get it off steam than another visit to gamecopyworld.

      In additional, I still don't know if it's true, but I'd rather buy it off Steam and pay directly to the devs than to pay for the useless box. I have too many boxes (part of my childhood) at home that I am reluctant to throw out. Especially the Manual of Homeworld :D But yeah I grew out of them.

      I rarely pirate games if ever anymore as having a job and a life really cuts into my gaming (argh).

    118. Re:Lack of demos. by dshadowwolf · · Score: 1

      One of the original Demo's of Quake had the entire game - and the entirety of the ID collection at that time (IIRC) - on the disc. You payed for the game, you got a code that unlocked it. Someone soon learned how to crack the code system so they could access any game on the disc.

    119. Re:Lack of demos. by WCLPeter · · Score: 1

      Even when I buy a game, I'll frequently use the pirate cracks on it because of the stupid copy protection schemes. Who ever thought that the "put the disc in the drive" scheme was a good idea? Sheesh.

      Let's reorder this quote shall we?

      Even when I buy a car, I'll frequently hot-wire it because of the stupid key. Who ever thought that the "put the key in the ignition" scheme was a good idea? Sheesh.

      Putting the original CD in the drive, just like putting the key in the ignition of your car, *usually* proves that you own it. I'm willing to do this simple, trivial task, because the alternatives, online authentication services, treat people who have already purchased the product like common criminals. "Internet down, don't have internet at all? Well sorry, we can't authenticate you and we can't risk that you're not a pirate out to steal our stuff so, you don't get to play." This recent trend of online activation, and authenticating every single use of a purchased good, with a central authority should be repugnant and insulting to those who are willing to, and have, legitimately purchase a product.

      I don't mind buying games that I enjoy. I don't even mind proving ownership of said game by putting the CD in the drive. Just don't teat me like a criminal by loading the disk with DRM that prevents me from making backup copies or telling me, through authentication services, when I can and can't play the game I've paid for. And they wonder why people want to infringe their copyrights?

    120. Re:Lack of demos. by Anonymous Coward · · Score: 0

      This is absolutely something the industry requires desperately. It will go a long way in deterring companies from releasing all the crap shovel ware that's been coming out recently, specifically for the Wii. Also if a game can be completed without any replay value in 5 hours, it deserves to be returned.

    121. Re:Lack of demos. by Anonymous Coward · · Score: 0

      Original Replica (908688)

      An excellent response. People should read your post and ask them selves which category they fall in.

    122. Re:Lack of demos. by MightyYar · · Score: 1

      Even when I buy a car, I'll frequently hot-wire it because of the stupid key. Who ever thought that the "put the key in the ignition" scheme was a good idea? Sheesh.

      Wait... other people stealing my video games is a real problem? What kind of analogy is that? Keys in cars are a market-driven thing, demanded by the consumer. They are not there to protect the car-makers. On a more practical note, since the keyhole only accepts one key and is only used for one purpose - you can just leave the key in there all the time if you aren't worried about security. Try that with a game CD and you will lose the use of your CD drive for other purposes.

      because the alternatives, online authentication services

      The _other_ alternative is to release a product without the protection, thus making the paid-for product as good as the pirated product.

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    123. Re:Lack of demos. by Anonymous Coward · · Score: 0

      Over the years, I have purchased numerous software packages only to discover that either:

      1) They don't work very well. (Will be fixed in next version...)
      2) The company has signed me up for spam when I registered the program. (Junk lasted for years)
      3) The company sent me a letter telling me that ..they have found problems with their backup-program and suggest I stop using it. (Software sold "as-is")

      For the most part, I've stopped buying new software and moved over to open-source.

    124. Re:Lack of demos. by vuffi_raa · · Score: 1

      Games with very good demos (remember Starcraft?) I tend to buy (back before children when I still bought games). If the demo is ridiculously limited or non-existent, I often would just "try" it with the pirated version and then never bother buying the game - 'cause, hey, I already have it and I'm lazy and cheap.

      I have had a number of games that I have "stolen" where I didn't buy the game simply because I wanted to see what they were like, but enjoyed it, but you know what- I bought successors to the games- cases: GTA, starcraft, the sims, puzzlequest (pirated the psp, bought the pc), portal (pirated the pc, bought the ps3 orange box) - even going to consoles like dreamcast where a pirated version of soulcalibur got me hooked and the list goes on and on- for those of us that do game a bunch in our free time, I don't see that we should be penalized for pilfering crap, when having the cracked versions really does make us want to buy stuff from the manufacturer, though I have to say that of the games that I have grabbed I would prolly rate about 20% of them as decent enough to keep playing beyond the first level or 2.

    125. Re:Lack of demos. by Scratch-O-Matic · · Score: 1

      Actually, I would be more likely to keep a pirated version of a crappy game, on the theory that I wouldn't buy it anyway.

      --


      Evil is the money of root.
    126. Re:Lack of demos. by Augury · · Score: 1

      Good thinking. It occurred to me while reading this that arcade games (the ones you actually stick money into) are pretty much experts at leveraging this phenomenon. Most have either a soft (determined by your skill) or hard (determined by restricting factors of the game) limits to how much game time your quarter/dollar will buy you.

      Could be that PC games could use a similar model - allow purchasers to use their credit card or paypal accounts to pay for the next level, more time/health/whatever is the limiting factor of the game.

    127. Re:Lack of demos. by quickbrownfox · · Score: 1

      What if games were sold on a rent-to-own basis? Imagine that you could pay some nominal amount, say $5, to play a game for a week. At the end of the week, you could choose to renew (or pay the remaining cost of the game) for another week. After you had paid down the full price of the game, you would then own it outright, with no more fees or nagging. That way, you could pay a small amount to play around with a game, and if it sucked you'd only be out a few bucks. That's basically what I do with console rentals, but with this system the rental price could be applied to the cost of the game if you liked it enough to keep it.

      --
      Repo man's always intense.
    128. Re:Lack of demos. by Kingrames · · Score: 1

      It's not protesting. It's just that when I choose to not play or buy a game, I get lumped in with the "pirates" and they and I are blamed for the company's loss of profits. Good games earn money.

      I just today went out and bought an XBOX 360 for Soul Calibur 4. I know, Microsoft's evil, and whatnot, but compared to SONY... sheesh.

      --
      If you can read this, I forgot to post anonymously.
    129. Re:Lack of demos. by Anonymous Coward · · Score: 0

      I would wanna add that it also depends on how much the person plays also.

      I maybe play games 1-4 hours per month, and to pay almost 500SEK (around 80USD) it just too much for a crappy game that i'm probably gonna get tired of quite soon. And also you never know if it's gonna run as expected in wine. I would like to see them start a new business-model where they could charge some small amount per day or maybe week, like a rental but 100% online distribution.

    130. Re:Lack of demos. by WCLPeter · · Score: 1

      Keys in cars are a market-driven thing, demanded by the consumer. They are not there to protect the car-makers.

      True, they are there to protect the owners. Generally if you have the key you are *usually* the owner of the vehicle or someone authorized by the owner. Just like if you have the CD you are *usually* the copyright holder or, in the case of a legitimate purchase of a copy, someone authorized by the copyright holder.

      On a more practical note, since the keyhole only accepts one key and is only used for one purpose - you can just leave the key in there all the time if you aren't worried about security.

      This is true and I can't argue with that.

      Try that with a game CD and you will lose the use of your CD drive for other purposes.

      True. Of course, since you would only need the CD in the drive when you want to play that particular game, it wouldn't make much sense to keep it in there all the time.

      The _other_ alternative is to release a product without the protection, thus making the paid-for product as good as the pirated product.

      I totally agree with you. I absolutely _hate_ DRM. It limits my ability to make backups of my legally purchased software and essentially treats me like a criminal. I have always found it funny how the "pirate" version is nearly almost always better than the purchased product when it comes to annoyances caused by DRM and authentication servers (the assumption that every possible customer has an active internet connection is naive).

      Now while it is true that without DRM, people could fake the install key or copy the CD, this is just as true _with_ restrive DRM and authentication servers. I'm not naive, people are still going to infringe the original owner's copyrights. You simply can't stop it because if we can see it, hear it, install it, it can be copied.

      Despite these realities and my loathing of DRM, its important to remember that while I own the physical plastic disk, and the right to use the copy of software on said disk for personal uses, I don't actually _own_ the software itself, the copyright holder does. While that copy is mine to do with as I please, copyright law does limit what I am allowed to do with the software in terms of distribution to other people. In light of this, as long as I'm not limited as to when, or how, I can use the software, I think it's reasonable for the copyright holder to ask that the disc be in the drive or, for those wanting the "disk-less" install and/or internet download, having a unique installation key to satisfy my proof of purchase.

    131. Re:Lack of demos. by DerWulf · · Score: 1

      I agree with you. I don't pirate games anymore because I'm hooked on WoW anyway, have money now and don't really like downloading executables from people I don't know.
      Back in the days, piracy primarely was done to play with friends. Somebody would usually have an original copy even after the advent of DSL. But it's clear to see that 10 people * 10 games is money you don't usually have just lying around when you are in school and anyways it's much too much to play a couple of hours with your friends. Second reason to pirate is the stupid requirement to leave the CD in the drive while playing. It's like a reverse slippery slope: you buy a game, look for a solution because you don't want to drag around cds + cases with you and then realize that you needn't pay at all. And that's what most piracy in the end comes down too: money. It's a basic human trait: if you can get something for nothing, most will.

      There isn't a solution to piracy and unless the internet is fully controlled by government there never will be. Things a developer can do to minimize piracy are:

      - build a good reputation, espececially on the technical side. If people are confident that your product will be quality they are more likely to buy
      - get your face out there and be likeable as developers and as a company. It's much easier to pirate from a faceless company (hello EA :) then from people you 'know'.
      - copy protection is broken and will remain broken as long as the computer and OS architecture stays what it is. Leave it out from the get go thereby saving costs and making it more likely that people buy your stuff. Make sure to put a sticker with "will run without CD/DVD" on the box. Rely on online key authentication instead.
      - if the game has multiplayer include a "multiplayer install" that let's people on a LAN install the game and only play on LAN mp with it. Make sure to advertise this on the box.
      - if you have an online distribution system make sure that you include pay options that are common in other regions. Almost no one shares the north american tradition of putting their credit card number in online forms. Indeed, most europeans don't have a credit card, have it only for emergencies or travel or only use it offline.
      - make sure to have a unfied installer for all languages where the user can choose. Most stuff I pirate nowadays I do because I can't legally get an original language version and I just hate translators with all my heart. This mostly applies to TV shows though.
      - synchronize releases accross the whole world. Delayed releases for europe and asia are kind of insulting to the people living there.

      --

      ___
      No power in the 'verse can stop me
    132. Re:Lack of demos. by Tubal-Cain · · Score: 1

      Amway had a policy on all their goods like that - if you don't like it, return it for a full refund.

      They still do (at least Quixtar does).

    133. Re:Lack of demos. by Anonymous Coward · · Score: 0

      But then their boycotting would leave them worse off. And we can't have them making sacrifices now, can we? They're much too pretentious for that.

    134. Re:Lack of demos. by im_thatoneguy · · Score: 1

      Exactly. I dropped $20 in one standing playing Time Crisis II. You get into the heat of the moment and the next thing you find yourself yelling at your friend. QUICK QUICK MORE QUARTERS!

      The incredible thing about Online distribution and sales is that you aren't restricted to selling a box. And the moment piracy becomes more convenient.. you've lost. Make it super convenient and easy to begin for almost no money and then once they're hooked nickle and dime them to death.

      I like the other idea of the $5 per month accumulating to the cost of the game. It's sort like the Arcade crossed with netflix crossed with nagware.

      You can pay off a game from the start or get nagged for every month until you put down more money. Maybe the first month it nags and the second month it stops working until you put in another $5.

    135. Re:Lack of demos. by edremy · · Score: 1
      Now, I've taken a game back in the past, where the install CD was absolutely blank. No tracks burned on it.. Nada. I took it back to the store, and they simply said "We don't do refunds on games". I had to drag that right back to their head office with a legal threat under the consumer protection legislation before they deigned to offer me a refund.

      This is why you always buy stuff with a credit card. "You won't take it back even if it's defective? Here, let me pull out my cell phone and I'll have them reverse the charges." Tell the CC company that they sold you a defective product and that they won't do a refund/exchange. (Preferably, do this loudly while standing in line at the store) The saledroid behind the counter probably won't care, but the manager will since they can get socked with all sorts of badness from the CC company for too many problems.

      --
      "Seven Deadly Sins? I thought it was a to-do list!"
    136. Re:Lack of demos. by stephanruby · · Score: 1

      This is an awful idea. Amway had a policy on all their goods like that - if you don't like it, return it for a full refund. They lost tremendous amounts of money (mostly in the Asian mainland, but anyways) because people would return a product 90% spent to get their money back.

      Of course, Amway (Quixtar in the US) is a pyramid scheme. If you're going to use high pressure sales tactics to sell something, it's obvious that people are going to change their minds as soon as that pressure is removed.

    137. Re:Lack of demos. by eieken · · Score: 1

      While I like the idea of returning games, I have a bad feeling many game development companies wouldn't survive if people were given the option to return something that they didn't think was worth the price they initially purchased it for, especially after being subjected to the hype that most games use to build wide interest in a game.

      --
      Meet new people, and kill them.
    138. Re:Lack of demos. by valentingalea · · Score: 0

      I can't buy, for example, in any way!

      I live in Romania, Eastern Europe country where the ratio of average game price and average income still is way low...
      Even the bargain bin isn't such a bargain!

      So just because I can't afford buying a decent amount of games - I'm a gamer I just can't save and buy one game a month! - I must be shot down and denied my 'craving'? I never make any profit out of this but I do keep the chain alive by seeding as much as I can:P

      Also I pirate movies because - except the newest stuff - it is next to impossible finding what I like.. American Astronaut anyone?

      I recently saved and purchased a Wii - but I had to mod it cause there was no way in hell I could play anything decent on it - 4-5 games amounted to another Wii (including Sega Bass Fishing and EA Playground - which is fair to say are average or worse)

    139. Re:Lack of demos. by michaelhood · · Score: 1

      If I can't try before I buy, I often just don't buy.

      I've purchased far too many games (one of the Splinter Cell games comes to mind) that ended up pretty much just not working at all for my setup. After experiencing the issues, I tried 3-4 hours of walkthroughs I found on Google, on Ubisoft's official forums no less, involving registry hacks, editing ini files, etc. 100s of people posted that they had this issue. Ubisoft never bothered to fix it, after the game having been out for 2-3 years. None of the "fixes" worked. So as far as I'm concerned publishers/developers like this deserve to have their games pirated, at least initially. I don't agree with "stealing" (and I use that term improperly) software, but the way I see it - Ubisoft owes me a game. So heads up Ubisoft, I'll be pirating your next title I'm interested in. And telling my friends to do so, since surely all of the hundreds of people who posted on your forums about the same issue won't do this for lack of knowledge or resources.

      I recently purchased the latest EA basketball game, NBA Live 2008 I think, and found out that it didn't support widescreen resolutions!

      This makes it a $60 paperweight for me.

    140. Re:Lack of demos. by oliderid · · Score: 1

      I don't install cracked games for the simple reason that I do care about virus, trojans and all. My laptop is virus free for ages and I don't use anykind of antivirus. There are other measures (of course).

      In my case I respect the law because I don't trust pirates. But well I'm not a saint either...Well known format like MP3 or AVI + divX codec are actively used because they don't represent anykind of threat so far.

      If I was in the game industry and a marketing leader, I would certainly play heavily on that kind of fear

    141. Re:Lack of demos. by Anonymous Coward · · Score: 0

      first off, what would a pirate say? "Ahargh me hearties!". just to get that out of the way.

      rant mode on.

      secondly.
      Demos. i want to see if it runs on my machine, see if i like what i am expiriencing, and if multiplayer LAN play does come up, then people can just download the demo off the website and play that way...

      thirdly.
      pirated games really annoy me. not only are you relegated to some pre-alpha release bug fest that can't be patched, but half the time its fully loaded with viruses and the like. the last linkup i went to, a load of us told one guy to get his machine off the network as all of our antivirus packages were going nuts. he was proud to share out his stash of virus infected, torented crap. and like has been said before, because it was free, he just downloads continuously. doesn't matter if he plays the downloaded stuff or not. he was playing crysis with fudged up glitchy texturing. and it was only when i pointed this out, that he realised it was wrong. "what do you mean, it shouldn't look like that?". absolute pants.

      forthly.
      Steam. no need for "no-cd" cracks, no need to go online to play in offline mode, and i pay american prices for games available in the shops over here with sticker prices at double the cost from Steam. no installation media to lose or scratch up. i blew my laptop away to go from Vista32 to Vista64. i downloaded steam, logged in, and set it to install all my games. about 60+Gb, done in a day. unattended. or i don't even have to take my laptop. i can goto any machine in the world with a decent internet connection, log in with my steam account, and play my games.
      i haven't bought a game with physical media since i bought Half-Life2.
      even the WOW client is downloadable. though that might break the 5Gb/Month limit on some ISPs :)

      fifthly.
      i just paid 40USD for a game, why would i give that to someone else for free? i don't care who you are, but you arn't getting a free copy of my game, as it cost _me_ money.

      sixthly.
      twelve year olds will always pirate. due to being suckers for the hype machines surrounding each big release, and having no money to pay for full releases. but they usually copy "need for speed, most advertised", and "Madden NFL 2008 - believe the hype" from crappy Electronic Arse. what happened to asking for games for birthdays and stuff? oh yeah, cos the parent might question buying an 18 rated game for their precious little 12yr old. silly me.

      i think i'm done.

      rant mode off.

    142. Re:Lack of demos. by MightyYar · · Score: 1

      I think it's reasonable for the copyright holder to ask that the disc be in the drive

      I just don't think it does any good. If I get a game from a friend, it's not like I install the game with him sitting there and then he walks away with the disk - I make a copy of the disk! It takes 5 minutes, and completely defeats the "disk present" copyright protection. Are there really people buying big-name titles who do not possess a CD burner???

      All it does is inconvenience me, and I have to dig through my cabinet every time I play a stinking game that I haven't played in a while. This is an honest-to-goodness pain in the horse's behind... I don't play very many games anymore, and when I do I don't really feel like digging through a pile of disks. Fortunately most of my games are cracked.

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    143. Re:Lack of demos. by bsmoor01 · · Score: 1

      If you copy it w/o buying, you *are* committing software piracy. There's no other way to look at it.

      If you choose not to buy the game and you don't copy it, you're certainly not a pirate. I'm not sure I've ever seen anyone insinuate such a thing.

      Most of the data I've seen recently that supports a notion of excessive piracy rates comes from games with servers from which statistics can be gathered (COD4 comes to mind). When there are more X% players than copies sold of a game, I think it's safe to infer a piracy rate of >= X%. (Yeah I know, [citation needed] - I'm just lazy this morning).

    144. Re:Lack of demos. by NotBornYesterday · · Score: 1

      If money is just "what you use to get stuff" then there is little reason to buy. However if money is "a tool to effect the world around you" ... I wonder if there is a relationship between disposable income and piracy?

      Unrelated to gaming, but related to income & commerce ... my stepdaughter once worked for a coffee shop and made good money in tips, even though the neighborhood was mostly made up of college kids, a few middle-class young professionals, and a lot of low-to-middle income urban families.

      The shop's owner opened another location in a nearby suburb full of McMansions, but had a hard time getting her original staff to work shifts there, mostly because the wealthier clientele were 1)- rude as hell, and 2)- cheap as hell.

      Her analysis was simple: people who don't have much money know its importance, and are willing to spend it where they see value. Others who have much often exude a sense of entitlement, as if they deserve even more.

      --
      I prefer rogues to imbeciles because they sometimes take a rest.
    145. Re:Lack of demos. by Anonymous Coward · · Score: 0

      the final product is as exiting as a McDonald's hamburger.

      Those things fly right through me, too.

    146. Re:Lack of demos. by Mishra100 · · Score: 1

      The retail stores I've gone to will do exchanges if your game simply doesn't work. They just won't do refunds.

    147. Re:Lack of demos. by sm62704 · · Score: 1

      If you *can* try it before you buy it (using a cracked version), you often just don't buy either... I know I never did.

      That's because you're dishonest. Apparently this indie game developer is, too, because people expect other people to behave like them. That's why it's so easy to con an honest person - he's honest and expects other people to be honest, too.

      That's another reason I shy away from anything with DRM. I don't want to do business with anyone who is either dishonest or expects me to be.

      He' not going to sell his game to a dishonest man like yourself, so he's not losing any money on you. There are enough honest people in the world that if his games are any good, he'll make money.

      I was one of 35,000 people to buy the original Duke Nukem 2d side scroller. If that doesn't seem like a lot of people, remember that this was decades ago when only netds had computers. At twenty bucks per game, that's well over half a million dollars, hardly chump change.

      --
      mcgrew's razor: Never attribute to stupidity that which can be explained by greedy self-interest
    148. Re:Lack of demos. by dreamchaser · · Score: 1

      Get a job, and get off my lawn. Unless you want to mow it, in which case I'll pay you $20.

    149. Re:Lack of demos. by Anonymous Coward · · Score: 0

      Developers may or may not realize that people do not always have $50 to shell out on something that may or may not be worth it. Without the presence of a demo, you have to rely on word of mouth, but someone else may have a different opinion of a âoegood gameâ.
              After a copied version of the game to try it, if it is not worth my time, I will not pay for a full version, its point less. If itâ(TM)s a mediocre game, I still will not pay for it since I already have a copy. If itâ(TM)s a great game with a high replay value I will think about buying it. For instance if it requires a legal copy for online content, I will go out and buy it.
              The first Pirated game I ever played was Diablo 2, and I bought that game after I played the copied version. Another great game was Battlefield 2, played the copied version first, then went out and bought the game to play online. And even without playing a demo or copying bought battle 2142 because of the games good track record.

    150. Re:Lack of demos. by aussie_a · · Score: 1

      I love how people feel entitled to only buy what they enjoy. I personally buy what I _think_ I'll enjoy and if I'm wrong then that's life.

    151. Re:Lack of demos. by Bombula · · Score: 1

      The 12 year olds that pirate games will NEVER BUY YOUR GAMES even if they were priced at $19.95. Because 12 year olds dont have money and dont really care.

      This is a very good point, and the music industry is (only just) starting to figure out what this implies as well: any time someone pirates your product who would NOT otherwise buy it is giving you FREE ADVERTISING.

      --
      A-Bomb
    152. Re:Lack of demos. by fearsomepirate · · Score: 1

      When I was a grad student with no money, I watched TV shows when they were on, listened to the radio, bought used console games and last-gen titles. These things are a luxury, not a right. If you were stealing bread because you were a starving Irish peasant during the Great Potato Famine, I'd cut you some slack, but you have plenty of legal options to indulge your appetite for entertainment.

    153. Re:Lack of demos. by jellomizer · · Score: 1

      I think it is more of an issue of you may buy the next version of the game when it comes out if you liked the current one. Because you already have a copy you have near full enjoyment of the product already, the cost of buying a copy will not bring that much more enjoyment unless you feel guilty about your actions. But if you liked the game chances are you may buy the sequel or the next version when it comes out as it is usually quicker and easier to purchase vs. pirate. So you can get the game faster with manuals etc...

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    154. Re:Lack of demos. by flitty · · Score: 1

      Also, those same Quake demos were playable Audio CD's. tracks 2-9 were Nine Inch Nails songs, written for the soundtrack (i'm sure the game just streamed the music straight off the cd at the time). I've been looking for my Demo CD for years to grab high quality MP3's of those songs, but nobody seems to have kept it.

      --
      Whether or not there is some sort of god, I'm not supposed to say/god is a word and the argument ends there-Smog
    155. Re:Lack of demos. by Anonymous Coward · · Score: 0

      lack of full access demos and decent gameplay, of the games I've used in such a manner... I play 0. There's a reason counter-strike is the best game of all time (imho). The gameplay. It's the reason why people still play NES, chess, checkers, and anything else without a fancy GUI and modeling. Make a decent game, then ask for money, dont just make it look nice.

    156. Re:Lack of demos. by Bombula · · Score: 1

      I could get it for free so why pay for it?

      This shows the core of the problem: in the end, people just don't have any morals or ethics. If you can steal and get away with it, just do it. It's tough when you face this kind of depravity, even in the brick-and-mortar world. My 2 cents on some solutions:

      1. Proprietary hardware. It has worked for consoles (it's hard to pirate a game cartridge). With a large enough consortium of developers onboard, it might work on the PC. I wouldn't put any money on this, but to my knowledge it has never been tried so it might be worth a shot.

      2. Tiered value. This is already in place for games and DVDs - you can buy the basic edition or the 'collectors' edition, or whatever. Well, adjust your strategy a bit and make the basic edition free. All the 'pirating' is then just free advertising for your 'real' product.

      3. Subscription-based game access, a la Steam. This works pretty well, and if you get busted your account gets banned and you lose access to ALL the games in the system, not just the one you're pirating. Now, if every PC game developer on Earth was on Steam, you'd be at risk of losing your access to ALL PC games if you got busted pirating. I'm surprised there hasn't been a bigger push by Valve to turn Steam into exactly that. I think GameSpy Arcade made the attempt to do this too. For whatever reason, it's hard to get developers onboard. Still, my money is on this as the only viable long-term solution.

      4. Change of attitude. Developers must realize that, just like with music, anyone who pirates a game who would NOT have bought it (like the legions of 12-year-olds out there) is simply giving you free advertising.

      --
      A-Bomb
    157. Re:Lack of demos. by Doggabone · · Score: 1

      #1 has been enough of an issue vendors have dealt with it, and it's not too big a deal, anymore. In my own view, of course.

      EA was set to release Mass Effect and Spore to validate and re-check online, and the outcry was loud enough that they backed off to a reasonable point. Gamers will accept Internet activation, if they don't need to be always on to play. But the epsiode also showed that diligence is still due, and although I'm comfortable with online activation I'm not oblivious to the flaws.

      Steam lets you play offline, and they know that it's important for them that you can:

      Offline Mode allows you to play games through Steam without reconnecting to the Steam Network every time you wish to play - this is particularly useful if you do not plan on playing over the internet and would prefer not to download new updates for your single-player games.

      You need to activate them and set them up, of course. Some of the things I like about Steam and its peers are that the games are cheaper, access is quick and easy (including impulse buys that can turn a demo into a purchase lickety-split), and a larger back catalogue which includes and further discounts that you can't find in retail. I used to torrent full games and buy (or delete), but thanks in large part to such services I don't feel the impulse anymore and it feels like a huge waste of time.

      As for #2, that information is already out there - and more, besides. I bank, I have a job, I have a credit history, I buy things at stores and I collect points. A game adding to the great morass of data about me is immaterial - to me. I recognize that it's a legitimate concern, but hell I have an XBox, a Wii, Air Miles, a VISA ... it's all out there in quintuplicate at the least. If a game developer thinks he can turn a few shekels based on whether I rocket a tank or grenade it, I'm indifferent. The recent flight I took to PEI divulged more of my information than any game will deduce.

      I generally prefer targetted ads - occasionally, the message is actually useful. The idea of targetted ads almost encourages me to reveal such non-essential information as the year I was born (the Summer of Love), the nature of my plumbing (an outie), and whether or not I expect to retire on dog food (yes, but the good stuff with real meat).

      I began by glibly stating that they only have the information you give out, but it's already out there. Good sense is always advisable. For companies that don't have an essential need for my core data (VISA does need to know my credit history, after all), I have specific contact information I use to simplify filtering whatever promo/spam that comes back to me. Your measure of good sense differs from mine.

      These are not illegitimate concerns - but they're not mine. They don't even register, in the context of the advantages I get.

    158. Re:Lack of demos. by plumby · · Score: 1

      Speak for yourself. In the Amiga days, I had copies of virtually every single Amiga game released in the UK (and many that weren't). I used these specifically as fully playable demos, and if I found myself playing for more than a couple of hours, I would buy it - and I bought loads, as the boxes full of games in my loft show.

      Similarly, I've found myself doing the same with DS games (although I buy a lot less, as I've found a lot less worth buying, but then I don't keep playing the copied ones either).

      There have been many games that I have bought this route, that I would never have bought if I hadn't had chance to play them beforehand. If anyone can tell me who I'm stealing from in this world, I'd be fascinated to know who (well, maybe the occasional writer of a rubbish game that I might have bought if I'd not had the chance to find that it's rubbish first).

    159. Re:Lack of demos. by Kelbear · · Score: 1

      Spot on. I pirate almost everything that's not linked to an online account. Steam is the best example, where I've bought a number of games for the convenience and low cost, combined with the worry of jeopardizing my steam account and other games by trying to pirate a new steam game. Xbox Live Arcade also got some money from me, as well as MMOs and Online Account-required multiplayer games.

      The convenience of online stores should not be underestimated. I have bought games in online stores that I had already pirated and completed earlier. (Castlevania: Sympony of the Night on XBL and Beyond Good and Evil on Steam, for example). The low cost of the indie games in online stores worked wonders as well. The low cost of these games put their price so low that I'd rather just buy it on the spot, rather than search for a torrent(which might not exist for an indie game which wasn't advertised much). I expect that most of these low cost games do in fact exist in torrents somewhere, but the cost was low enough that I don't care to check. They're in a "throw-away money" price tier.

      As for consoles, I only buy what I know I'll replay in the future, otherwise I just rent it through gamefly and return it for a new game instead. There are so many new games I want to play that I will only rarely return to a game, so only a few games are purchased. The ones that are purchased are Gamefly rentals that I've paid to keep(because I already played it and know I like it).

    160. Re:Lack of demos. by dontPanik · · Score: 1

      Hold pirates like precious and fragile flowers in your hand, because their lukewarm interest is the last dying ember between you and the chill of oblivion

      Although I think you're wrong because the industry still has a huge base, your poetry moved me deeply.

      --
      "Computers are useless. They can only give you answers." - Pablo Picasso
    161. Re:Lack of demos. by ereetos · · Score: 0

      I actually recently heard that Devil May Cry 4 was a decent tool for benchmarking video card fps, so i grabbed a cracked copy and tried it. i found myself so interested in the storyline i ran out to buy a retail copy because i wanted to support the producer in hopes they continue the series i always buy quality games, but some stuff out there is so terrible that you actually wish you didn't waste your bandwidth downloading it *bleh*

    162. Re:Lack of demos. by entmike · · Score: 1

      Some people have tons of time and are low on money.

      Sounds like they need a job.

    163. Re:Lack of demos. by Weezul · · Score: 1

      No, you could allow LAN play but not internet play. Or better yet, allow, per license, 2.5 online player connected by LAN to play together online. So 1 license means you & a friend and 2 licenses means you two plus three friends. But your friends can't play by themselves online without getting their own license. Nor can you all sit at your own homes & play together, you must use the LAN. So eventually everyone will fork over the cash to be able to play on their own and/or at home.

      --
      The Christian religion has been and still is the principal enemy of moral progress in the world. -- Bertrand Russell
    164. Re:Lack of demos. by Peaker · · Score: 1

      I have that right. Limiting my right to copy bits in my own home, for the dubious goal of creating incentive to create games? That's ludicrous.

    165. Re:Lack of demos. by Lordnerdzrool · · Score: 1

      This is an /excellent/ philosophy that I personally rely on a lot. Like that time I went to the car dealership and asked if I could take their most expensive car for trip around the block. Way too short and limited to really get the feel for the car, so I will just "try" the car for a little longer. I may eventually buy it, though, I am lazy and cheap...

    166. Re:Lack of demos. by MightyYar · · Score: 1

      While I applaud your effective use of sarcasm, I should point out that stealing a car - even for a while - deprives the dealer of the ability to steal the car.

      Making a copy of a video game deprives... who of what?

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    167. Re:Lack of demos. by MightyYar · · Score: 1

      lol s/steal/sell in that last part of the first sentence...

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    168. Re:Lack of demos. by Anonymous Coward · · Score: 0

      Depends on the company. We purchased something and it was "funny", so we called and asked if that's how it was suppose to look and they said not to eat it, they'd send us a replacement. They sent us a box of food! Very cool. Most companies want to know if something went wrong and will happily reward you for giving them the tracking numbers on the package.

    169. Re:Lack of demos. by Koiu+Lpoi · · Score: 1

      That you felt you needed to inform me that Amway is known as Quixtar in the US tells me that you know a whole lot less about Alticor and its child companies than I do. Pyramid scheme or no, (and I like how that page just says they were sued, not that the suing was successful), I was talking about a company that, at the time, was called Amway in the US.

    170. Re:Lack of demos. by SupremoMan · · Score: 1

      You don't understand America buddy. By WHERE you live, you can tell the family income pretty easily. Also the size of your family unit can be deduced form your accommodations. If you live in a 1 bedroom 1600 a month apartment in a ritzy neighborhood, it's obvious you are single, possibly young college-educated professional. As opposed to living in a 3 bedroom $600 a month apartment in a bad part of town. That would mean you are most likely a working class family unit, possibly a minority.

    171. Re:Lack of demos. by Sandbags · · Score: 1

      A lot of games I could not first try (legally) that I did try (by cracking) I in fact never bought. However, I can count on one hand the number of games I cracked that I played for longer than 14 days, and I did eventually buy ALL of them. In this case, anything I hacked, was basically no different than trying a free demo.

      Fact is, I have limited financial resources. I do honor good developers (and bands, and producers, etc) by purchasing what I can, when I deem permanently owning a copy is something worth doing.

      If I'm going to play a game for longer than I'd typically get to play a demo for, then generally it's worth buying. In a couple of cases, I've gotten a good game and cracked it simply because I wanted to play it now, but didn't feel $49.99 was justified, but when it went on sale for $29, 19, or even some cases $9, I did retroactively buy a copy.

      There is not a single stolen song on my computer today, and not a single ripped movie in my DVD collection. Do I occasionally get some files through non-legitimate sources? maybe. Do I keep them? not unless I fully intend to pay for them. Thanks to ala carte purchasing via iTunes, I have a lot more music today than I otherwise would have (I only have the specific songs I like)

      As for programs on the computer, I'm beta testing (legally) a few games, and I have a few non-game small programs (nothing like photoshop or anything, just simple applications, mostly for role playing pen and paper style) that I'm toying with to see if they're useful or not. (I find most applications that are not available on retail shelves do not do what they advertise, so I always try them out first.) My copies of Windows, Office and other apps I use regularly are all legit.

      If you distribute crap, I'm not going to buy it one way or the other. If your work is overpriced, I'll may bite into the hype when the getting is good, but I'll not pay you more than i feel it's worth, and that might mean delaying payment until you drop the price appropriately, since I have no other recourse.

      It's not about "It's free if i steal it so why SHOULD I pay for it" it's about "is your stuff worth the money you're asking?" I'll happily contribute to your cause to ensure you keep releasing good stuff, if your price is reasonable (and when i have the cash to do so). If I need it, i'll usually find a way to buy it. If i don;t need it, I'll usually wait until I do, then get a real copy.

      Since most good PC games are all online now, and have recurring fees, if I want to play, I must pay. Currently I don't play any MMOs since $10-$15 per month (X2 since my wife plays too) is too much money right now since with a newborn, we're lucky to get a few hours a week in for games. I have found several neat games from Aeria games that are actually completely free to play, so we're playing those (plus what I'm beta testing). All that's only until Diablo III comes out, which we WILL buy 2 copies of, and which will likely take all our gaming time for months after release (ie, well worth it).

      At some point, a financial limit does impose itself for nearly all of us. It's one thing to crack a game because you can't afford to buy a copy, and promise one day you might actually give something other than lip service to the developer. It's another thing to hack games, yet spend money frivolously on other things when you could in fact afford the game. One is stealing and reasonably is costing them revenue, the other is money they'd never get otherwise. If stealing a game was as risky as stealing from a brick and mortar store, would you still have the same view? If you CAN afford it, it's stealing, and you should be punished. The artist DESERVES their reward for creating the content. If you can't afford it, there is no cost to them if you get a copy, but there should be a remorse that carries with that, and you should not simply be cracking and stealing just because you can.

      --
      There is no contest in life for which the unprepared have the advantage.
    172. Re:Lack of demos. by Lordnerdzrool · · Score: 1

      The developers and retailers of the sale they would have made off of you. No, it doesn't remove a copy physically from the store, but it doesn't have to in order to be petty theft, which is what piracy is. Their art still made it to your hard drive, and they were not compensated for it. I wasn't saying copying games is bad. If you own a copy, I don't care if you download a new copy for some reason, like a CD breaking or being lost. They already received compensation. I also don't care if a person downloads a game to genuinely try a game that the demo didn't do a good job of showing so long as they don't become "lazy" and "cheap". I personally will never call a company if I misplace my CD key as that's just stupid, I'll just grab a key gen.

      Outright piracy is nothing more than theft and I am yet to see an actual good justification: because there is none.

    173. Re:Lack of demos. by Anonymous Coward · · Score: 0

      The 12 year olds that pirate games will NEVER BUY YOUR GAMES even if they were priced at $19.95. Because 12 year olds dont have money and dont really care.

      I think this nails it on the head. When I was playing on my Atari 800 25 years ago, I pirated around 1,000 programs without blinking an eye. Now that I have a good job, I never pirate. Oh, and to all those who say they want to 'try before they buy'... Haven't you heard of reviews? Find one that meets your persona and read it. Personally, I think PCGamer Magazine is spot on. (I don't even have to buy it. I just grab a copy from my doctor's office when the next one comes out.)

    174. Re:Lack of demos. by Aphoxema · · Score: 1

      Actually, I don't think I've ever done anything quite like that in those spirits. I've downloaded a number of games but it was generally a specific thing in mind.

      I don't have a lot of money (for now) but I previously had tons of time. Playing games did fill that time, but my motivation to play most games was because it was the big popular thing and my friends were playing it and said I had to. So, I'd just download it.

      There's almost no difference in a friend just lending me their copy, the only difference is we both can then play at the same time, and most of the games I downloaded were to play multiplayer with my friends, like CoD4.

      I'm actually losing interest in all the horrible games I've played recently, like Timeshift, and that one FPS Starship Troopers game, I was going to pay for that just because it was Starship Troopers but then I got impatient and downloaded it instead, and I am so glad I did because it would have left me an emotionless husk of apathy if I had paid 50 bucks for it only to be that disappointing.

      There is another kind of 'copy protection' that's starting to keep me behind, also. I can't afford to pay for every game that comes out, but that also keeps me behind on hardware, so as games are having more pressing hardware requirements, there's less hope for me to play them even if I download them.

      --
      "Most people, I think, don't even know what a rootkit is, so why should they care about it?"
    175. Re:Lack of demos. by Sandbags · · Score: 1

      Mod this guy up. He's exactly right.

      There have been $50 games I've haved copies of and never given a penny to the dev. There have been freeware apps I've downloaded, that i could have used 100% of the features of for free forever, legally, and I've voluntarily sent in a donation.

      There are certain developers or companies that do good work, and I'd like to send tham what I can to ensure they keep doing it. There are athers that release programs that are $50 that I feel are worth at best $10 or $20. If they lower their price, i might eventually buy it anyway, but I'll use it now in leu of payment since they're not giving me another option.

      Programs are not to be through of in the same light as music or movies however. Someone created art, and you either like it or you don;t. It;s pretty cut and dry, and if you like it, you should pay for it. Software, even games, are not so much art, as utility. even a game, which is intended for entertainment, has a utility value to me. I can play for X # of hours and get a given enjoyment. Some games I enjoy more, or play more, others less. At $50 each, they have very different utility values, and some I'll pay for, and others I won't. Some I wait until the price comes down and buy later.

      Some software costs hundreds of dollars for a copy, but i only need it once or twice a year (or less even). I don't feel I should pay the same price for it that a professional who uses it all day long should.

      I spend a lot more on software than most people I know. I also have a lot fewer hacked programs than ANYONE I know. All of my currently hacked software is either in "trial mode" as I determine if it's useful or not, and I'll either delete or pay for soon enough. I spend a lot less than my friends on music or movies. I have no cracked DVDs nor stolen songs. I'm simply not interested in feeding the media culture that way, not except for a few bands I consider very good, or a movie I think should be shared (loaned) to friends and family who i believe otherwise would not be exposed to it. I use my income to influence the developers. If i had more money, I'd likely spend more of it. Since I don't, i give it to those who I feel deserve it more.

      Piracy is rampant in the youth and in the poorer among us (I'm by no means rich myself). Since there's no material loss from piracy in this group, and because the risk is small, they do it. Those of us with money to spare are typically likely to spread it around. Is Turbine or SEGA any poorer because I can't afford their game? no. Market demographics will show there is a given amount of money in the pool. When video games are hot, DVD and music sales that are targeted at the same demographics are down. If a thousand companies each came out with great games all at once, none of them would profit. Same goes for the theater industry. Nothing made money opposite The Dark Night. They all knew this. They're not complaining about lost income, because they were well aware of how little they'd make. Hot games could have sequels published more often than they are. They're not because the game publishers understand they can't push that many titles and still have them all be successful.

      --
      There is no contest in life for which the unprepared have the advantage.
    176. Re:Lack of demos. by Corwn+of+Amber · · Score: 1

      When Doom3 came out, the computer that could run it wasn't nearly out of the "inhuman" price range.

      And the system requirements are bullshit anyway. "Needs to run" , yeah, at 4 frames per month...

      --
      Making laws based on opinions that stem up from false informations leads to witch hunts.
    177. Re:Lack of demos. by cliffski · · Score: 2, Interesting

      show me a payment provider that integrates sending out license codes, emails and collects taxes and doesn't have fraud checking and occasional delays.

      I'm serious,
      I use BMT because they are the LEAST intrusive and annoying for the customer.

      Less than 1% of customers get any delay whatsoever, and BMT tell me its only if the card data isn't 100% as on the card AND they have a free email address that they stop it for manual review.

      --
      DRM-free indie games for the PC and Mac: Positech Games
    178. Re:Lack of demos. by epee1221 · · Score: 1

      What information can someone gather about you when you're playing a game, other than when you're playing it?

      How about the contents of any file on your hard drive that the game is capable of reading? Not saying they would, just that they could.

      --
      "The use-mention distinction" is not "enforced here."
    179. Re:Lack of demos. by AmiMoJo · · Score: 1

      Recently a lot of demos have come with nasty copy protection, even though they are just demos. Starforce and the like.

      The reason is to prevent the demo executable being used to produce a cracked copy of the final game by encrypting and protecting the code with the copy protection system, but it makes me not want to install your demo. I'm more likely to just wait for release and get the cracked version. If only cracking groups cracked demos too...

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    180. Re:Lack of demos. by phorm · · Score: 1

      This may be because most of the new titles coming out seem to be multiplayer only, which can't be restricted so easily

      I played the shareware version quite a bit, got addicted to it, and then bought the full (and later doom2, and later again doom3...unfortunately).

      In fact, a lot of the games I used to play were shareware before I bought them. In terms of FPS, Duke3d comes to mind as well, and the original Warcraft also had a shareware version. I think that Command & Conquer did as well.

      Since the link in TFA seems to be dead I can't look up which games Cliff has been involved with or tell if they were released as shareware first.

      However, on other recent games I can say this: I'm tired of being burned. C&C3 was a nightmare in terms of bugs and playability (it *STILL* has some major bugs in multiplayer). Doom3 wouldn't have been worth it if I didn't have a desire to support ID as well as try the game.

      Frankly, I'm tired of being disappointed by overhyped new releases.... and games are just as bad as movies if not worse.

      Where shareware started to die, I started downloading games first. If the game was good, I bought it. If it sucked, I played it enough to ensure its lack-of-quality, and then wiped it out.

      Now to add to this, I've also "pirated" many games which I already own, either due to scratched discs, or because a downloaded ISO is sometimes easier than getting around the annoying copy-protection to play sans-disc-inserted or to keep my originals in a safe scratch-free condition.

      Actually, for all the hate that steam picked up early on, I'd say *not* having to deal with swapping discs or entering long keycodes is a big bonus. People complained that if steam died the games would be unplayable, but the fact is that scratched discs and lost CD-keys are just as much of a concern, and a more common issue.

    181. Re:Lack of demos. by MightyYar · · Score: 1

      The developers and retailers of the sale they would have made off of you.

      That is pure speculation, and depends on many other factors. "Do I have any money?" would be the most simple and obvious.

      Outright piracy is nothing more than theft and I am yet to see an actual good justification: because there is none.

      That's an opinion. I've seen (and offered) some good justifications in this discussion. At least, they satisfy my moral itch. You have a different opinion, and that's nice - but calling it "theft" doesn't make it so. It's still a very different thing, even if you think that the penalties under the law should be the same.

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    182. Re:Lack of demos. by Anonymous Coward · · Score: 0

      I'm sort of on the fence on this one. In the past, before the crazy shrink wrap license stuff made it impossible to return opened games that didn't work on my machine (for whatever reason, whoever's fault - be it my drivers, the game software itself, or my own incompetently configured machine) I would buy games, and if they worked, I would be too busy playing to want to return them. After a few bad experiences with not being able to return games that didn't work, however, I decided only to buy if I could try first. I have ended up occasionally paying for some shareware. And I have bought games where I have enjoyed the demo version. On the other hand, if I have already finished playing a cracked version, I might be too lazy to go buy the legit copy.

      When Steam came out, I was hoping that the DRM system, much hated as it is, had at least the silver lining that it would allow returns - by using DRM, one could theoretically ensure that the customer won't continue using a product that he/she has returned. As it turns out, Steam's return policy is the same crappy one as Best Buys.

    183. Re:Lack of demos. by dlZ · · Score: 1

      What I like about Steam is the fact that even if you lose/damage your discs, you can still play at a later time. I purchased Half-Life 2 boxed when it first came out (because I received a nice discount on it) and never got around to playing it much. So a few weeks ago, I fired the installer up for Steam (using Wine in fact) and logged into my account. Downloaded the game, and finally got around to beating it.

      --
      rm -rf ./evidence @ punkcomp
    184. Re:Lack of demos. by VeNoM0619 · · Score: 1

      Agreed, the only games I have ever bought were ones where I played the demo/trial first.

      Because once I pirate just to see if I like it (bad mentality I know, but this is how it goes), why pay for something I already have?

      The ONLY other reason why I would buy something is if the DRM scheme is where I can't play multiplayer unless I have bought a copy (ie: Blizzards battlenet servers). Sure I played Diablo 2 in single player (pirated), but I bought it afterwards when I wanted to play co-op and with friends online.

      If hes looking for advice:
      Multiplayer - offer a free single player game, or free version with limited amount of multiplayer features (ie: no extra maps/areas, cut the allowed items to less than half)
      Singleplayer - free limited amount of items/features

      --
      Disclaimer: I am not god.
      We may not be created equal
      But we can be treated equal.
    185. Re:Lack of demos. by stephanruby · · Score: 1

      That you felt you needed to inform me that Amway is known as Quixtar in the US tells me that you know a whole lot less about Alticor and its child companies than I do.

      Good for you. You seem to know a lot about the different reincarnations/factions of the same scheme.

      My message is the same however: Amway/Quixtar is a pyramid scheme. It doesn't matter what name it changed itself to this particular week. Stay away from it. This message is not for you Koiu Lpoi, it's for the benefit of anyone who may not know about Amway/Quixtar yet, and who may not have been entangled in its web yet.

      (and I like how that page just says they were sued, not that the suing was successful)

      I just love how you seem to know a lot about Amway -- but are feigning to know about this. If you want me to give you links where Amway/Quixtar was officially found to be an illegal pyramid scheme, then please just go ahead and ask me to supply them. I'm willing to put in the time to google for them if that's what you really want.

    186. Re:Lack of demos. by T.E.D. · · Score: 1

      What information can someone gather about you when you're playing a game

      name, age, gender, email, zipcode, a score for how much time you spend playing

      I suppose that's possible. However, what typically seems to be sent is system specifications. Generally devs like to have this information so they can know how to skew future updates (or even future games). If their game is coded to work well on Win2k, but they find next to nobody playing it on Win2k, they might be able to improve things a bit for everyone else in the next patch.

      Its debateable how "personal" this information is. Generally what creeps people out is when they don't prominently mention that they are going to do this to you, but just start doing it.

    187. Re:Lack of demos. by Threni · · Score: 1

      > c++; /* this makes c bigger, but returns the old value */

      Sometimes it makes c smaller.

    188. Re:Lack of demos. by Koiu+Lpoi · · Score: 1

      If you want me to give you links where Amway/Quixtar was officially found to be an illegal pyramid scheme, then please just go ahead and ask me to supply them.

      Yes, please do, actually. I only know of the case in the 70s where they were found to not be illegal per se, but that their practices were still a little shady. Everything past that, to my knowledge, is just people yelling about it with no real legal action.

    189. Re:Lack of demos. by Anonymous Coward · · Score: 0

      Try before you buy is a huge issue.

      If you go to the local shop and buy all their recent games (for PC) you will find:

      - 99% of them don't run for jack on the system they list as 'minimum'.

      - Most of the ones that can limp along at the minimum or 'average' system specs will shortly receive a patch update that will increase the games requirements.

      - Many games are buggy as hell these days, as the makers figure "We'll just rush it out, and patch it up later." I can accept some issues at launch date, but it's way out of control.

      - Nothing pisses me off more than paying $60 for a game that consists of 40 hours of in-game movies and 10 hours of play time. If I wanted that I would have bought a $15 movie and played with myself instead.

      - I hate cell phone games: they charge you an arm and a leg and if you lose the phone or switch brands you probably have to buy it again.

      Most of the issue is money. If I could buy a game for, let's say $2 or $3, I'd be a lot more willing to risk it than having to pay $40+.
      In addition, I don't buy anything from small online sites- if it isn't on a shelf or through a pretty well-known company I'm just not going to trust the site with my payment details.

      I could rant for a long time, but it really comes down to the fact that most of the games out these days aren't even worth pirating, let alone buying.

    190. Re:Lack of demos. by Anonymous Coward · · Score: 0

      As a side note: I found a good example in Company of Heroes, the first version had no copy protection, you only needed to enter a valied serial-key. I bought the game and thought it was marvelous that you play the game without inserting a DVD. Then came the sequel, where apparently they become so paranoid that you have login online in internet even when playing only the single player mode. Now in the first option I was impressed by the trust they put on gamers, in the sequel, I got pissed off with paranoia, forcing users to login and update the OF whenever playing. The latter made me decide not to buy from them again. I will just pirate copy.

    191. Re:Lack of demos. by Invidious · · Score: 1

      I think that he's talking more about for online play. I don't see the current popular schema as onerous. For example, there's the Starcraft version, where you don't get verified for offline play but you do get verified for online play; then there's the HL2 version, where you verify once for offline play and multiplayer is single-instance account-locked. Neither of these impose much on the consumer, other than he has to have at least a dial-up connection to play the game the first time. Additionally, many consumers like the HL2/steam version because they don't need the damned disks and don't need to keep CD keys safe.

      On the other hand, the various disk-based copy protection systems are a goddamned nightmare. The less technically-savvy users can get utterly screwed when one of them doesn't like their hardware or software configuration, rootkits, etc -- and the hard-core user or pirate isn't even slowed down by them.

    192. Re:Lack of demos. by Invidious · · Score: 1

      Access patterns would also give indications about things. You could probably figure out whether people were unemployed, working a job (and which shift), or students, just from the access patterns, with moderately high accuracy. You might even be able to tell what kind of job to some degree.

    193. Re:Lack of demos. by Invidious · · Score: 1

      The problem is when there just isn't enough value to extract to make you consider it to be worth your money.

    194. Re:Lack of demos. by phorm · · Score: 1

      Of all my discs, the HL2 ones are probably in the best condition. Mainly because I haven't had to remove them from the folder since I first installed the game and setup my Steam account.

    195. Re:Lack of demos. by Logic · · Score: 1

      There's an excellent point hiding here. There is value in "getting the needle in the arm", so to speak. Take an online game like Fantastic Contraption (something I lost a lot of time to recently): you can play 20 increasingly-difficult levels for free, and if you liked it, you can give the guy $10 and get access to additional content. I had no problem parting ways with $10 after the amount of entertainment I got out of it, especially when I consider how much it might have cost to spend that same amount of time at the movies, etc.

      Of course, this model depends on what you're selling actually being desirable.

      --
      -Ed Felix qui potuit rerum cognoscere causas.
    196. Re:Lack of demos. by clone53421 · · Score: 1

      That doesn't justify using a bottle of shampoo and then returning the last half inch for a refund saying you "didn't like it". Oh and can you buy another one please. Thanks.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    197. Re:Lack of demos. by Anonymous Coward · · Score: 0

      a tool to effect the world around you

      "affect".

    198. Re:Lack of demos. by Reapy · · Score: 1

      Wont ever understand how dling tv shows is "bad" esp when you already pay for the cable/sat company for the programming and just didn't happen to record it. What do you do when a friend tells you about a tv series and its 2 seasons in already? Sure, I could have taped them, and watched them over and over, and this is ok. But if I didn't know about it ahead of time and didn't tape it at the time of air, it is now a bad thing? Seems silly to me.

    199. Re:Lack of demos. by DeusExMach · · Score: 1

      You've obviously never been in a windstorm. Driving anywhere would be a BAD idea. Those folks who live in areas where this is likely to happen usually already have the basics covered (like having a generator for just such an occasion). One of the best ways to prevent going stir-crazy is to have a collection of games on hand. If all of those games are DRM-locked because they can't call home, not only are you stir-crazy, but now you're pissed about DRM. And that's how mountain-man militias are born.

    200. Re:Lack of demos. by kalirion · · Score: 1

      I've bought a few games after playing the cracked versions, specifically Lands of Lore (1), Duke Nukem 3D, and Half-Life (for Counter-Strike). The reason I haven't for modern games, is because I just haven't pirated any in recent years.

      I've also bought anime DVDs and manga books of stuff I have seen fansubs/read scanlations of.

      If I like it enough, I will pay for it.

    201. Re:Lack of demos. by Anonymous Coward · · Score: 0

      That policy is not the only problem Amway had.

    202. Re:Lack of demos. by PingSpike · · Score: 1

      This is something I always have to bring up when the bashing of steam comes up. While steam isn't without its faults (how many times do I need to delete clientregistry.blob...I mean really?) people act like steam is worse then the status quo. To that I say: Have you seen the status quo?! You've got CD checks that require the disk to be in the drive to play. Games that won't install if you have certain disk copying software installed! The disk has some new disk copyright protection that has to be broken in order to back up the game, requiring new disk copying software or a search for a crack. Oh, and silent install "drivers" like starforce that potentially screw up your system when all you wanted to do was play a game you bought for $20!

      Again, steam isn't without its own issues. But I haven't ever needed a CD crack (I think early adopters did have to deal with this for a time when HL2 first came out though)...or had to hunt down a scratched disk from my drawer of a 1000 CDs. It doesn't get in the way of backing up my games...it has a utility to make them even! If I don't even want to make backups, I can always just re-download them in the even I need them. And it takes the burden of patching the game off my shoulders, for better or worse. I'll take the new devil, thank you very much.

    203. Re:Lack of demos. by l3prador · · Score: 1

      Size. There's no reason to make someone download 3-4GB of data to play a short demo. Publishers don't want to pay for the bandwidth, users don't want to wait for it to download. So the demo is a smaller restricted version with all the superfluous data files removed.

    204. Re:Lack of demos. by poetmatt · · Score: 1

      Just because someone doesn't buy after they try, is just the market doing what the market does. This makes no difference whatsoever.

      However, if someone can't try before they buy and thus refuse to buy, this is also common sense. It's for this reason why not every single person just buys crap out of newspapers and magazines and actually does research before they buy things important to them. It's about more than perception; people are informed customers (it isn't the 1900s anymore).

    205. Re:Lack of demos. by Anonymous Coward · · Score: 0

      Wow! Do you mean to say rich people pay because they can afford to?

    206. Re:Lack of demos. by im_thatoneguy · · Score: 1

      Ok if 99% of your customers get through instantly then it's fine. I thought every order took between 1-8 hours. That would be insane!

      I'm curious what percentage of that 1% manual reviews actually fail to check out. Might it be in your best interest for the sake of customer loyalty to err on the side of covering the cost yourself and eat the costs of the fraction of the 1% which fail completely?

      So if it needs manual review complete the order anyway and then charge them later if possible?

    207. Re:Lack of demos. by triso · · Score: 1

      If your read TFA you see that it's not about why people pirate games in general but about people who pirate Cliff Harris' games.

      Since all games on his site have a demo lack of demos is not a legitimate argument.

      No, but there was some concern about the demos being too short so Cliff promised to make the demo longer for his next game.

    208. Re:Lack of demos. by Svartalf · · Score: 1

      I've seen titles go this route...

      Commander Keen
      Wolfenstein 3D
      Duke Nukem
      Doom
      Jazz Jackrabbit

      In their day, they were some of the big titles. In fact, you might not have Unreal Tournament 3, Quake 4, or Prey as a result of these companies running things this way as they got to be the big plays in the space because of what they did early on.

      It's just that the media companies (Read: RIAA or MPAA member companies...) have gotten involved as well as ordinary businessmen who all don't get the Shareware space.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    209. Re:Lack of demos. by Anonymous Coward · · Score: 0

      Well let me see. At $50.00 a game. If I buy 4 games a year then that's $200.00. If I bought all the games I would want to play in one year, assuming I have the time to play them all to completion, say 10 games, and that's low. That's $500.00 year. That's quite a bit of money. I don't spend that much on Movies. So add in all the other costs of basic stuff like food and insurance and comic-con ... how can you live these days?

  2. Obvious. by mrbcs · · Score: 4, Insightful

    I "pirate" a game to see if the damn thing will work on my system.
    If it does, and I like it, I buy it. I have about a dozen games like this that I play. Lots more that I've tried and deleted.
    I still use the no-cd crack because that shit drives me crazy. It's lousy copy protection and it just pisses me off.

    --
    I'm not anti-social, I'm anti-idiot.
    1. Re:Obvious. by abigor · · Score: 5, Insightful

      The guy who wrote the article provides game demos. He wants to know why people pirate his games even though demos are freely available. So the "I pirate in order to demo the game" argument is not valid in this case.

    2. Re:Obvious. by thermian · · Score: 4, Insightful

      I used to pirate games to see if I liked them, but these days, with games getting so large, I have a different solution.

      I wait until the games been around a bit, been patched up, thoroughly reviewed, and drops in price.

      I tend to feel a lot happier to 'risk' £10 or £20 on a game then £40+, especially when I can trawl the internet for other peoples comments.

      --
      A learning experience is one of those things that say, 'You know that thing you just did? Don't do that.' - D. Adams
    3. Re:Obvious. by Aranykai · · Score: 5, Insightful

      Because Demo's are great indication of how games will perform when you purchase the full version.

      I cant count the number of times I have tried a demo, then later bought the game to find promised features missing, performance on my computer vastly reduced and game play crippled by bugs that were no present in the demo.

      So, I will, as I have in the past, continue to pirate the game first, then purchase it if it makes the cut.

      --
      If sharing a song makes you a pirate, what do I have to share to be a ninja?
    4. Re:Obvious. by brainnolo · · Score: 1

      This means those particular demos were not good. The concept of demos is actually a good one and is the way to go for game and other software developers. Is just very hard to get the right trade-off between "free part" and "paid part"

    5. Re:Obvious. by cortana · · Score: 4, Insightful

      It still may be a valid argument. Going to the Pirate Bay and downloading the full game may well be easier than tracking down a copy of the demo on the publisher's web site (we all know how terrible they can be) or, shudder, Fileplanet or similar... having to register to download it... memorising Yet Another Password... then being stuck in a queue before the download can begin... and then the download proceeding at a pathetic 12 KiB/sec. Not to mention that many demos seem to embed Starforce or other invasive DRM software these days, for god knows what reason other than publisher idiocy.

    6. Re:Obvious. by h4rr4r · · Score: 4, Interesting

      It is if you use wine. Often the demo works fine, but due to some change to the final game or copy protection the real game does not run. I need to know if it works in wine before I waste money on it. If you do not make a linux version, expect me to test your game this way.

    7. Re:Obvious. by msclrhd · · Score: 1

      I like the demo concept from the casual games from companies like Oberon Media. You get 1 hour free, after which you need to buy the game. Purchasing the game gives you a registration key that (at least for Oberon Media) is unlimited at re-registering. This works very well, as it gives you enough time to decide if you like the game and is exactly the same as the retail version.

    8. Re:Obvious. by abigor · · Score: 1

      You're right, that is a good argument. You should also email the developer to mention this.

    9. Re:Obvious. by zarthrag · · Score: 1

      The original Midtown madness fit this description. The demo ran so well, I RAN out and bought the game. The final released version wouldn't run on my video card!!! Hot damn, was I pissed!

      --
      Why can't all fpga/microcontroller manufacturers just release free optimizing compilers???
    10. Re:Obvious. by ibbie · · Score: 1

      This means those particular demos were not good.

      I keep seeing this response to "The demo sucked" argument, but does anyone know whether or not Cliff Harris' demos are decent? If they're not, that might shed some light on the topic in question.

      I can understand why he's asking this. In fact, I have to give him kudos for asking, instead of being stupid and just raving against the pirates. He's giving those who don't pay for his product the benefit of the doubt, and asking for their reasoning. Maybe if more game developers did this, there wouldn't be a *need* to pirate a game just to demo it.

      I realize that I'm likely in the minority, but just the fact that he's being reasonable makes me far more likely to purchase his product - if his demos are worth a crap, of course.

      --
      The wise follow a damned path, for to know is to be forsaken.
    11. Re:Obvious. by Anonymous Coward · · Score: 0

      Because Demo's are great indication of how games will perform when you purchase the full version.

      Not only that, but in addition there are a lot of demos that just don't have the quality testing that the full game does, which tends to shy me away from getting the full game, because I don't want to see the bugs in the full version.
      If developers could do the shareware method, then I think I would be more likely to buy the game once I finish the "extended demo".

    12. Re:Obvious. by Anonymous Coward · · Score: 0

      He doesn't want to test if the demo runs on his system. He wants to test the game itself.

    13. Re:Obvious. by TheRaven64 · · Score: 1

      I can understand why he's asking this

      I can't. People who pirate his games aren't a problem. People who don't buy his game are the problem. These sets overlap, but the set of people who don't buy his games is massively bigger than the set of people who pirate it. Unless the set of people who pirate and don't buy his game is the subset of people who don't buy it which is easiest to convert into sales, he is wasting his time.

      --
      I am TheRaven on Soylent News
    14. Re:Obvious. by HeronBlademaster · · Score: 2, Interesting

      Fileplanet actually has very good download speeds, even when their servers are full. I routinely maxed out my connection speed back when I lived at my parents' house, downloading from Fileplanet.

      Steam makes finding demos even easier (assuming there is a demo). Go to the game's page (easy to find), click "Demo". Downloads from Steam are also snappy - in the last week I've (re)downloaded several titles at 1.5MB/sec (and that's over encrypted 802.11g).

      Standard disclaimer: I don't work for Fileplanet (or whatever company owns it), nor do I work for Valve.

    15. Re:Obvious. by lawpoop · · Score: 1

      It's easy to create a great game level and put that in a demo. It's harder to create a complete game with great levels all the way to the end. Sometimes, you buy a game and find out that the best level was the demo!

      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
    16. Re:Obvious. by Anonymous Coward · · Score: 0

      it is valid, you install a demo and when you buy it invariably have to uninstall the demo (on windows it'll install to c:\program files\publisher\[game] demo\ as is the new ridiculous standard) then install the full game, reconfigure for your system; video settings (which won't fully support widescreen lcd), audio settings, name/profile whatever and then your entire key configuration (which in an FPS game will always default to WASD, so you can run forwards and sideways but on 98% of keyboard matrices you wont be able to do anything else).

      game developers need to do more about this shit, it's installers and updates and demos that they always get totally wrong like an afterthought.

      if i could download a demo that asked me for cash incrementally for the next group of levels and gave me multiple payment options like every other software publisher does then i'd be a lot more likely to buy. as it is it's a shitload easier to download an iso and install then play than it is to download a demo, go out and buy a game, uninstall and reinstall, fuck around with nocd cracks for the ridiculous put disk in drive even though it's fully installed ``copy protection'' which is about as effective as those MPAA adverts on DVDs which get removed on rips etc etc etc.

      steam solves most of these problems and i use it and buy with it but still hate it, but if it didn't require registry keys and ran twice as quick it'd be perfect.

    17. Re:Obvious. by nkv · · Score: 1

      The disc in the drive thing doesn't just drive me nuts. It puts in a position much below the one eyed pirate who got a copy of the game from some warez site. I recently cracked (physically broke) my Oblivion DVD and now, although I'm a paying customer, I can't play the game. Whereas Mr. pirate who's got a cracked copy can play his without any problems.
      Also, the cost factor is there. I tend to buy games a little after they set the market on fire because at that time, the prices skyrocket. Once the hype dies out, if the game survives, it's probably worth buying and it'll definitely be cheaper. The downside is that you can't talk to your buddies about the latest games but that's not a real problem. Here in India, the price of a a new PC game released on DVD can easily feed a casual labourer for a month. It's a disgusting feeling to buy one of those and then walk out of the shop and brush aside some of the people who are starving and look at you for some change to buy a meal.

    18. Re:Obvious. by mcvos · · Score: 1

      Because Demo's are great indication of how games will perform when you purchase the full version.

      I cant count the number of times I have tried a demo, then later bought the game to find promised features missing, performance on my computer vastly reduced and game play crippled by bugs that were no present in the demo.

      The best demos are the ones that are exactly the same program as the full version, and where you get the additional content by buying an activation code. Because it's the same game, you know the full version won't introduce bugs or reduce performance. And it's easy.

    19. Re:Obvious. by bit01 · · Score: 1

      instead of being stupid and just raving against the pirates.

      Oh no, he's a fanatic alright. His slashdot alias is cliffski and he has a long history of content-free raving.

      ---

      Creating simple artificial scarcity with copyright and patents on things that can be copied billions of times at minimal cost is a fundamentally stupid economic idea.

    20. Re:Obvious. by Anonymous Coward · · Score: 0

      Demos are mostly worthless. Granted, the Positech demos may be good (I havn't tried them) but generally speaking, demos are crap and don't give a realistic impression of the game. I'd usually barely register if one exists or not at this stage, and even if I saw one, I'd still go for the torrents.

      I buy about 5-6 games a year. I pirate games (generally speaking) to see if it runs okay on my rig, and if it's any good. If its any good and runs okay, I buy it.

    21. Re:Obvious. by Anonymous Coward · · Score: 0

      most demos are so free on content they may as well be trailers. They give like 2 minutes of gameplay then 5 minutes of unskippable cutscene/feature lists.

      I'd also like to point out that cliffski is a giant tool. Most stupid people are either dingus or wingus, this guy is both dingus and wingus.

    22. Re:Obvious. by Anonymous Coward · · Score: 1, Insightful

      It still may be a valid argument. Going to the Pirate Bay and downloading the full game may well be easier than tracking down a copy of the demo on the publisher's web site (we all know how terrible they can be) or, shudder, Fileplanet or similar... having to register to download it... memorising Yet Another Password... then being stuck in a queue before the download can begin... and then the download proceeding at a pathetic 12 KiB/sec. Not to mention that many demos seem to embed Starforce or other invasive DRM software these days, for god knows what reason other than publisher idiocy.

      your post was fine, except for the fact that you included KiB as a measurement. Goddamn SI goons. wtf is KiB? it reads like Kibbles and Bits. is that wtf data is nowdays? we no longer use KiloBytes, now we use Kibbles!

      fucking SI faggotry. i believe in metric as a valid measurement system, except in this case. for the love of god, knock it the fuck off. we never intended for the 'metric MB' jokes to be taken literally, EVER.

      What have we wrought?

    23. Re:Obvious. by Nurgled · · Score: 1

      This is basically the only reason why I pirate games these days. The only exception is on Steam, where I've yet to be burned by this; they use the same "DRM" bits for both demos and full games and they seem to work just fine under Wine. That just leaves the question of whether the game itself is compatible, which is where the demo comes in. If I download the demo on Steam and it works, then I'm pretty confident that the full version will as well.

      I actually ended up paying for Peggle Deluxe twice because I bought it from PopCap directly, found that their shitty copy protection doesn't get on with Wine, and then ended up buying it on Steam later. That left a bad taste in my mouth. I contacted PopCap about it but they wouldn't help me. I might have made more fuss if it was something more expensive than Peggle.

    24. Re:Obvious. by Daimaou · · Score: 1

      How about this one...

      The only games I've ever pirated are games like Age of Empires. The reason I've pirated them is I want to play with family members living in my home and I don't want to spend $50 per family member for a license. I think it's a rip-off.

      I figure if Console companies can make a profit by selling single copies of multi-player games where two or more people can play at the same time in the same household, then computer game companies can do the same.

      If game companies would move to a model, that is common in Apple software, where they sell a 5 user "Family Pack" license for slightly more than the single user license (say $70 instead of $50), I would buy that.

    25. Re:Obvious. by Anonymous Coward · · Score: 0

      I've never played his games, so I don't know about him, but for my the #1 reason I pirate any game at all is to play it at a lan party.

      If games had like a game share (psp) or download play (ds) that let me play with my friends, I would not only no longer need to pirate anything, after playing them I would probably want to buy them later when I actually had the cash.

    26. Re:Obvious. by Anonymous Coward · · Score: 0

      Same here.. This is why I beta test as much as possible so I know if a game is worth playing once released. I play mmo's mostly on pc. SO far the only game to fool me was Age of Conan.

  3. WOW! by Anonymous Coward · · Score: 0, Funny

    Minor basement game "developer" (which games, again?) wants hacker to help him design next "killer" game. Yes, this is news!

  4. What would a pirate say? by virtigex · · Score: 4, Funny

    Arrrgh!

    1. Re:What would a pirate say? by Anonymous Coward · · Score: 0

      Arrrgh... Them who die be the lucky ones. A-har.

    2. Re:What would a pirate say? by Anonymous Coward · · Score: 0

      Maybe if he got shot in the leg! Otherwise, it'd be "Arrrrr!"

      Though, some dialects say that as "Yarrrr!"

    3. Re:What would a pirate say? by Anonymous Coward · · Score: 0

      How about
       
        All your base are belong to us!

    4. Re:What would a pirate say? by Zwicky · · Score: 1

      "All yarrrr base arrrr belong to us!"

      I know, I know. I've gone too farrrr! (Dammit!)

      --
      "Three eyes are better than one" -- Lieutenant Columbo
  5. I guess the usual answer won't be... by Anonymous Coward · · Score: 0

    because I'm a thief and I don't value your work enough to pay for it.

    1. Re:I guess the usual answer won't be... by BrokenHalo · · Score: 1

      because I'm a thief and I don't value your work enough to pay for it.

      One might hope this AC was joking, but I know a lot of cheapskates who (although more than able to afford to buy anything they want) are just too damn mean to pay for anything, no matter how much they like to use it.

      Furthermore, I'm ashamed to say that all of these people rank among the most tech-savvy of my acquaintances.

      Personally, I generally prefer to use free/open source software as a matter of principle, with the exception of OS X on this laptop. I have to admit to (very) occasionally using a copy of PhotoShop downloaded via BitTorrent. Though for the most part I am happy enough with Gimp; my reasoning, for what it's worth, is that I simply can't afford Adobe's licencing fees, so I avoid using their product.

    2. Re:I guess the usual answer won't be... by LordVader717 · · Score: 1

      I think he was referring to the defense a lot of people use like "It isn't worth the $40". Still though, the deveopers didn't work for free and they have bills to pay. How would you like it if your boss could decide whether your work was "worth it", especially after you've finished it and he has got the benefit from it.
      If you don't think it's worth the money, don't buy it, and don't play it either.

    3. Re:I guess the usual answer won't be... by kramerd · · Score: 1

      While that is hopelessly inaccurate, I will explain why you are wrong. When you work for your boss, you have a contract that states you get paid for service performed. You obtain that contract by going through an interview process, proving your skill base (either through previous contacts, or educational requirements, etc), and showing that you are capable of completing the job. When I choose whether or not to buy a game, and decide not to, the developers aren't entitled to my money.

      On the other hand, when I choose to buy the game, I have entered into a contract for ownership or lease, depending on the game and the performance of the game must be as advertised. If not, I should be able to get my money back. In a purchase method (no monthly fees) game, if the demo/advertisements of the game do not match the actual game system requirements, I should be able to get my money back. If I sign up for a multi-period contract for a game license, and system requirements change due to an upgrade, I should be able to break my contract. I should not be able to get my money back for the periods I have already used, but I definately should not be held to continue that contract.

      Similiarly, if I break my contract to do my job to my bosses satisfaction, and have claimed to be able to do so in advance of the work, I should not get paid for lying about what I could do. If I am hired for a specific job (build a house in x time), and do not build it to spec, I should not be paid, even if I build it to not spec and it is useable. Of course, if I build it to spec and complete my job, the contract has been completed and there is a legal obligation for me to be paid. Why arent games treated the same way? If I buy a tv and it breaks before the end of the warranty, I get a new tv under the terms of the warranty (or my money back). If my game breaks, through no fault of my own, I can't even trade it in for a new one.

    4. Re:I guess the usual answer won't be... by Zwicky · · Score: 1

      I can see many people thinking that, especially youngsters who have grown up with it.

      From my point of view I get sick of copy protection. I have never downloaded a cracked copy of a game I don't own. I have many games on the shelf that have never been inserted into the machine. I prefer to create CD images to mount and run from hard disk because the sound of the CD drive (albeit getting on in years) whirring up and down is very annoying. And I don't have to worry about damaging the original CD.

      I use the CD key that is provided inside the case but that's all.

      I understand their arguments for the inclusion of copy protection and agree to some extent, but it doesn't take away from the fact that it makes playing a pain for me as a paying customer.

      Some would say that by buying the games I'm supporting the use of copy protection but the truth is I don't buy anywhere near as many games as I once did, and I now earn more than I did back then. (I haven't purchased a new game for about a year). It has just become too inconvenient for me (in all respects). [But you can't win: they will only put fewer sales down to a increase in 'piracy'].

      As for the demo argument (mentioned elsewhere in this thread), I can see that being an issue as demos themselves are generally overly-restricted. Only x minutes play or whatever.

      I have only ever bought one game based on impressions from the demo alone and that is because it provided a plentiful amount of game play for me to play through. I was pleased that the final game was perfectly represented by the demo.

      I think the solution for solving both these issues is to find some model where there is more openness. Someone else mentioned higher up the thread that they could include copy protection that prevents progressing beyond a point later in the game. If done well I could see that working - if nothing else, it's something for game companies to think about.

      As for demos, they need to be much more than a video trailer or a couple of scenes or a single objective IMHO. The demo I mentioned above actually approached having too much content (I was surprised when section after section was opened for play while all the time I was thinking "surely this one is going to be locked") but this is preferably to having too little.

      The key is not to treat customers like criminals (music and film execs listen up too!). That is not to say that a solution will be easy and all this is just my opinion as a user but that's the way I see it.

      --
      "Three eyes are better than one" -- Lieutenant Columbo
  6. Try before you buy by Xtense · · Score: 1, Redundant

    I think H2O's group motto will answer this one:

    "Try before you buy!"

    Either start making games on par with the demos you release (quality-wise, anyway), or make the prices on them lunch-money.

    --
    "We are the music makers, and we are the dreamers of dreams [...]."
  7. "because i could" by PopCulture · · Score: 5, Insightful

    i'd imagine that would be the case of many

    --

    Here's to finally giving Bush his exit strategy in November
    1. Re:"because i could" by Anonymous Coward · · Score: 2, Interesting

      "because i could" ...and the fact that there are no consequences to me if I do.

      THAT'S the most important reason people pirate.

      There's no (realistic) way of getting caught. Therefore there's no punishment.

      Think about it, if you knew you couldn't get caught, how many laws would you break? Speeding, trespassing, voyeurism... to name a few. Victimless crimes, as long as nobody sees you.

  8. I want things for free by Anonymous Coward · · Score: 0

    I don't "pirate" games, because I don't play them, but if I played them I'd probably pirate them. It's nice to pay nothing. Plus, I find that the music and films that matches my tastes were produced by private patronage or state arts subsidies, so sales are ultimately less important. I would like to see that model spread.

    1. Re:I want things for free by FinestLittleSpace · · Score: 1

      That 'model' would only be spread by increased taxes. I don't know why people will buy a book but the minute it's a film or a CD, it becomes like some contention point where they 'couldnt possibly pay for THAT!'.

      I buy DVDs, games when I like the look of a film, have been recommended it, or have seen it before and want to own it. I buy it because I vote with my cash to say 'yes, I approve of this, nice one, have a beer on me!'.

      Regardless of what anyone thinks of royalties etc etc, they DO, as well as falling in big boys pockets, also get passed to the rightful people, no matter how small, and that matters to me.

    2. Re:I want things for free by CRCulver · · Score: 1

      That 'model' would only be spread by increased taxes.

      Or more wise use of tax money. The Nordic states that have such admirable welfare systems and who heavily fund culture don't have taxes too much higher than the US, in spite of common assumption.

    3. Re:I want things for free by FinestLittleSpace · · Score: 1

      Clearly it is a wiser use of taxes, and it is a brilliant use of taxes (if you like the culture it funds!), but culture funding by it's very nature does not necessarily make anyone do any more than 'break even'.

      I find it strange that people seem to be against someone turning a profit off their art. I make a strong effort to profit off my programming skills (and management skills, and anything else I possess) because, well, I want to buy more items of culture! ... so why can't someone choose to profit from their art?

    4. Re:I want things for free by CRCulver · · Score: 2, Interesting

      While it may be OK to profit off art, that does not negate the need for some public funding. In a pure free market, art stagnates to a degree. You can hear it on American top-40 radio. Avant-garde art is initially unpopular and can't turn a profit, necessitating state funding, but it can then go on to renew commercial art. Just look at how Karlheinz Stockhausen, that obscure figure working in West Germany's colossal state radio studios, heavily influenced Miles Davis and Tim Buckley, who went on in turn to influence other popular artists. The creations of IRCAM aren't terribly popular outside a cult following, but the technology developed there has come to be widely used by popular artists (without Pierre Boulez's Repons, there might not be one track on Radiohead's In Rainbows). Sometimes it's a good thing for the world when an artist can noodle about without worrying about selling the result.

    5. Re:I want things for free by ravenshrike · · Score: 1

      You mean the welfare systems which are starting to break down?

    6. Re:I want things for free by CRCulver · · Score: 1

      The Nordic welfare states are going just fine. In Finland, things seem to be going even better. The only people who shout for any need to change are corrupt politicians often educated in the US.

    7. Re:I want things for free by Pfhorrest · · Score: 1

      Avant-garde art is initially unpopular and can't turn a profit, necessitating state funding

      I disagree, quite vehemently. Much of the greatest art is created because the artist wanted to create it and he could afford to create it. Great artists create art for art's sake, so the only consideration as to whether or not they create it is whether or not they can spare the the time and resources necessary to create it.

      So in a world without intellectual property laws, a world where most of the current venues for commercialization of art were unfeasible, you would likely end up with a situation much like the pre-modern world: where only the very wealthy, or those sponsored by the very wealthy, could become great artists, because only those people had the leisure time and disposable income to practice their art.

      You are suggesting that the state must step in to provide the funding necessary to provide artists with the time and resources they need to create their art, but I say that that's sidestepping a greater problem: why don't ordinary people have leisure time and disposable income sufficient enough for them to be artists in their spare time, if they so please? It could be because there is just so much real work to do that all of our society's resources and manpower must be devoted to doing that work. If that were so, then I would say the loss of the arts would be natural and acceptable, because there would be much more important things to focus our efforts on. But it doesn't not appear that that is so, for some people have plenty of disposable wealth and leisure time. I think the problem is the broader one is economic disparity and the related issue of economic (organizational) inefficiency. The technology is there for us all to share a leisurely society; it's the social organization we use that's gumming up the works.

      In short, there is no need to provide a motive to create art art; art is its own motive. You need only to provide the means to create art, and rather than having a state-sponsored font of such means, I think we need to address the broader issue of seeing that everybody has the means to do things like art for their own sake.

      --
      -Forrest Cameranesi, Geek of all Trades
      "I am Sam. Sam I am. I do not like trolls, flames, or spam."
  9. duh by winmine · · Score: 2

    It's easier. Pirates deliver a more convenient product at a better price. Plus there's that whole "information wants to be free" ethos to follow along with.

    1. Re:duh by TheRaven64 · · Score: 5, Insightful

      Pirates deliver a more convenient product at a better price

      The more convenient is the killer. I don't mind paying a reasonable amount for a game, but I won't buy it if it treats me like a criminal (I won't pirate it either, I'll just ignore it). I bought EV Nova a few years ago. I copied it across to a new computer when I replaced my old one and it told me I had to re-authenticate. Unfortunately, I had to authenticate via a protocol that was blocked by a firewall between me and their servers. I bought some games that needed the CD in to run. Playing them years later, often I couldn't find the CD, or it was scratched. Or I wanted to play them on a laptop on a train and the CD drive flattens the battery too quickly. I bought some with a serial number, but came to install them later and found that I could find the CD but not the case with the serial number on it.

      Compare this with the pirated version of any game. It's typically an archive which you extract and then run. No fuss, no effort, nothing getting in the way of enjoying the game. Anti-piracy measures only ever affect the legitimate users. Pirates have fun circumventing them and then aren't bothered by them once they're cracked.

      --
      I am TheRaven on Soylent News
    2. Re:duh by Maxo-Texas · · Score: 5, Insightful

      it's a question of which pirate channel you want to stop.

      1) the "hey chris, want a copy of this new game I got? It's great and there is no protection"

      2) the "Arrrr, we've stripped out all the protection so you can now put a copy of this on yer hard disk and make easy backups"

      All games should have *some* method of trivial protection to stop case 1 because it destroys sales. Most people are immoral when they are anonymous.

      The most effective protection I've ever seen is new content created by the developer on their web site that the game must phone home for. It must sign in with a unique id and after a couple successful downloads, that id is locked until the next content release. The protection is on the server side.

      I would recommend the following model.

      1) Create content on the web site that must be downloaded with an ID that updates the program as well. Tightly integrate the downloaded data with the multiple gigabytes of data that already exists. Don't be an idiot and make it a stand alone 2mb file.

      2) Set an arbitrary date when the content will stop (12-24 months) and the game will be unlocked due to an expectation that sales will drop to a level that support for problems is impossible. At that point, make the game unprotected and get good will and trust from your customers. And even then, you'll still get new sales- but the main wave of "hey chris" copies has passed.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    3. Re:duh by Trashman · · Score: 2, Insightful

      Re: your recommendations; You just described Valve's Steam Platform. Not sure item 2, afaik, no game has ever been "expired" on steam or otherwise.

      --
      Do not read this .sig
    4. Re:duh by Anonymous Coward · · Score: 3, Insightful

      1) the "hey chris, want a copy of this new game I got? It's great and there is no protection"

      All games should have *some* method of trivial protection to stop case 1 because it destroys sales. Most people are immoral when they are anonymous.

      Or maybe it just didn't occur to them that sharing amongst their friends is immoral.

    5. Re:duh by Anonymous Coward · · Score: 0

      1) Create content on the web site that must be downloaded with an ID that updates the program as well. Tightly integrate the downloaded data with the multiple gigabytes of data that already exists. Don't be an idiot and make it a stand alone 2mb file.

      That's more or less the model that Stardock uses, and it's a bit like the one I plan to use when my game is beta-quality: LGPL'd engine shared with everyone via Google Code, proprietary media, and a semi-closed game built on the engine. All components will be updated regularly, but the latter two will require authentication. Of course it won't *stop* piracy, but it gives me an incentive to update the game regularly, it's very convenient for legitimate customers to run the auto-updater (currently functioning over public SVN and secured HTTPS), and makes it a real pain for anyone who wants an illegitimate copy of the latest and greatest.

    6. Re:duh by Anonymous+Brave+Guy · · Score: 5, Insightful

      Or maybe it just didn't occur to them that sharing amongst their friends is immoral.

      And yet strangely, when they get a job, they expect to get paid for their own work.

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    7. Re:duh by Anonymous Coward · · Score: 2, Insightful

      Though it's quite easy to pirate these days, I think often the copy protection is like a bicycle lock. It's enough of a deterrent to keep the average Joe from just taking the bicycle, or just copying the CD and giving it to his friend...

    8. Re:duh by Maxo-Texas · · Score: 2, Insightful

      Sharing is highly moral.

      It is a great way to preserve resources for your "pack".

      Who gives a crap about someone out of your 150 person monkey tribe?

      Who doesn't do immoral and illegal things all the time when they think they won't get caught?

      Immorality is the norm. Only public shame and rules keep it in check. Those rules are to protect society- not to follow people's personal norms.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    9. Re:duh by Anonymous Coward · · Score: 2, Insightful

      just copying the CD and giving it to his friend.

      Why bother, I send her the torrent link - it's faster and more convenient.

    10. Re:duh by arose · · Score: 1

      Rather few expect to get paid for copies of their work however.

      --
      Analogies don't equal equalities, they are merely somewhat analogous.
    11. Re:duh by Gerzel · · Score: 3, Insightful

      "Most people are immoral when they are anonymous."

      This sentiment right here I think encapsulates a major assumption underlying a lot of what is going on today with DRM and even "Big Brother" and privacy issues in general.

      It seems to be a fairly commonly held belief that people who are unknown are immoral, and more likely to commit crimes than those who are known or at least identified.

      The problem is that this statement is put forth without any proof, just as a verified fact, which it is not.

    12. Re:duh by Anonymous Coward · · Score: 0

      the best one that I have seen is the egosoft's saga, each game has a serial number, that number is for technical support and some updates, when there has passed a prudential time in the market they make abaible for registered copies an update that removes the copy protection.

    13. Re:duh by Jarjarthejedi · · Score: 2, Insightful

      Exactly. I just recently bought an indie game because I thought the demo was very good and it looked like a fun game. Get the serial key and, what's this? You can only install this on one computer.

      Treat customers like pirates and you'll find a lot more of them acting like it. I know that, if I find another of that companies games interesting, I'll just pirate it. I mean, if they're gonna treat me like a criminal, why not act like one?

      --
      There are two kinds of fool One says 'This is old therefore good' Another says 'This is new therefore better'- Dean Ing
    14. Re:duh by Anonymous+Brave+Guy · · Score: 2, Interesting

      Sure, but then rather few of them have to work speculatively for months before any hope of getting any money at all, either.

      In markets where that is the case, there have to be different economic rules so people doing the work can expect a reasonable return on their investment, or the work won't get done. One possibility is to amortize the cost of development plus a reasonable profit over all the consumers instead of just the first one. Copyright is one mechanism through which this can be achieved.

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    15. Re:duh by arose · · Score: 1

      I wans't arguing for or against that, just pointing out that "you expect to get to paid for your work" doesn't directly translate for most people as they are not in the same situation.

      --
      Analogies don't equal equalities, they are merely somewhat analogous.
    16. Re:duh by Artifakt · · Score: 1

      I have been boycotting a lot of electronic entertainment for years. I don't feel any temptation to 'pirate' it based on just saving the money that would go to developers and artists otherwise. I don't even feel the temptation when there are layers of distributers wanting their cut, and I could probably rationalize ignoring the artist's rights because they have insisted upon yoking themselves to a bunch of other people that are often just parasites.
              But, I'm pretty sure the RIAA, BSA, etc, tend to count me as a pirate even though I haven't pirated. That is, they deliberately inflate the reports, so there are fictitious numbers in their claims where I don't buy something and they assume I must have gotten a copy somehow instead of just not buying it. Yeah, this is just a matter of treating consumers in general, or at worst my demographic group, that way, and not me specifically, but still...
            If I have ever felt that there was some real justification for illegal downloading, it's been when the corporate types start lumping the people who aren't pirating in with the pirates anyway. Witness various reports to congress, offset taxes on blank media, and the like. Might as well be hung for a sheep as a lamb, after all.

      --
      Who is John Cabal?
    17. Re:duh by LordVader717 · · Score: 1

      Only if you ignore how games are produced. And the traditional idea of "sharing" is that you sacrifice a part of your posession to give to someone else. Most people turn in to real fucktards when a newbie turns up. I highly doubt they'd "share" if it meant giving away half of the game that they payed for.

    18. Re:duh by kcbanner · · Score: 1

      This is exactly why I games that I do buy without "trying" tend to be on Steam. I can pay a usually reasonable amount and the game will download and install.

      I couldn't find any local copies of COD4, so I had to download the game, and buy a (new) serial online. Completely legal, and also more convenient.
      I also got a better deal on the game since the serial (from a new box), didn't need to be shipped to me...the seller unwraps the game and emails me the key.

      --
      Obligatory blog plug: http://www.caseybanner.ca/
    19. Re:duh by Anonymous Coward · · Score: 1, Interesting

      No, that is the worst possible way to counter piracy.

      I've been gaming FOREVER, and I have many old games which I have to PIRATE/HACK in order to get them to work. All server-side authentication does is turn the CD into a frisbee when the company stops supporting the product.

      But I do agree that some protection is appropriate to prevent "casual copying". Just as long as it isn't a method that installs some backdoor app on the system, interferes with WINE, etc.

      Otherwise you get the situation with mp3s. Person A likes the songs on Person B's mp3 player, so they link up and copy them. No second thought whatsoever. Similar situation with games.

    20. Re:duh by Lost+Engineer · · Score: 1

      I put anonymous and immoral into the Wikipedia search and the first result was "Casual Sex." Thank God that wasn't a GIS. You have to be very careful what you type into boxes on the Internets these days.

    21. Re:duh by Lost+Engineer · · Score: 1

      So whenever you don't want to support your game any more, publish a "crack" for your game (or link to the one somebody probably made already), and put the data in a free repository somewhere.

    22. Re:duh by harlows_monkeys · · Score: 1

      Plus there's that whole "information wants to be free" ethos to follow along with

      Ripping off indie game developers is not an 'ethos'.

      When I meet an 'information wants to be free' person who will freely give me his social security number, bank account number, credit card number, and home address, then I'll believe that it is an ethos, at least for that person.

    23. Re:duh by Anonymous Coward · · Score: 0

      And yet most of us see nothing morally wrong with public libraries/passing along a book. Granted often games are passed along while still being played, but up to time shifting since books usually have longer shelf lives, I see nothing overly wrong with this. I think the "small office" license for 3-5 related computers is much more realistic than the 1 computer model.

    24. Re:duh by Anonymous Coward · · Score: 0

      2) Set an arbitrary date when the content will stop (12-24 months) and the game will be unlocked due to an expectation that sales will drop to a level that support for problems is impossible. At that point, make the game unprotected and get good will and trust from your customers. And even then, you'll still get new sales- but the main wave of "hey chris" copies has passed.

      My initial reaction was "that's a shockingly poor way to treat your customers" until I saw the "make the game unprotected" bit and re-read the sentence. Now I agree with you but it doesn't necessarily always work out. Here's my experience:

      I wanted to see what the latest MicroMachines game was like (as research, believe it or not). D/led a pirate version, played it a bit and saw that to get all the cars you need to register on the Codemasters website and enter the unique ID number generated by the installed game. Having a pirated copy, I figured that wasn't going to happen. Oh well.

      Coincidentally, a few days later, what do I find in the bargain bin for AU$9.95? So I bought it, uninstalled the pirate copy, installed the legit one, got the code, registered on the site and... MMv4 is not amongst the list of games that I can get unlock/cheat codes for from the website. WTF? I email tech support and get told that the unlock codes are no longer available. Sorry. Bye.

      Before you suggest looking for the cheat/unlock codes on the 'net, they don't exist. The game generates a unique code and the unlock codes are based on that original code so your codes won't work on my machine. And now there's no way to get them, so even though I've bought a legit copy, I cannot complete the game and collect all the cars because they can't be bothered to leave their code-generation stuff in place on their website. Or even make a patch that removes the requirement to enter a code, or something similar. How f***ed up is that?!?

      Incidentally, I had a similar problem with another Codemasters game I bought about 6 months ago but wrote it off as a budget title risk. Now that I have two games from the same company and no support because they're now considered "budget" titles, I think it's just plain unacceptable and poor customer support and shows a lack of respect for their customers. Will I ever buy a Codemasters game again? Hell, no. You can bet I'll be pirating any that I might be interested in and saving my hard-earned for a company that deserves it.

      On the flip side, I obtained a copy of another game developed by a local company (here in Melbourne, Aus) and my wife and I enjoyed it so much I hunted around and bought it, specifically because I felt they deserved my money.

      I now work as a gameplay programmer for that same company. "I liked their games so much, I joined the company" :)

    25. Re:duh by TheRaven64 · · Score: 1

      I read a good explanation of this a while ago, which is that people expect others to act as they would act. Movie executives, by and large, got to their current position by being ruthless and taking every advantage they could, irrespective of what it cost someone else. They expect everyone else to act in this way, so they try to lock up their products with DRM to counter it. Free Software developers often give away their work and expect others to do the same with their changes so that both benefit, because it's obvious to them that collaboration produces better results and they expect it to be obvious to anyone else too. Possibly the only good solution is to round up all of the people like the grandparent and send them off in the B Arc somewhere...

      --
      I am TheRaven on Soylent News
    26. Re:duh by SanityInAnarchy · · Score: 1

      I think often the copy protection is like a bicycle lock. It's enough of a deterrent to keep the average Joe from just taking the bicycle, or just copying the CD and giving it to his friend...

      I think that's the mentality, and I think that's why there's such a problem here.

      You see, if I buy a bicycle, I choose whether or not it comes with a lock. If I got a lock, that means I'm trading a little of my own convenience for a little of my own added security.

      That's a fair trade, and one which I fully consent to. If I don't like it, I can just not buy a lock -- I still get the bike.

      Oh, and one more thing: It's considerably easier for me to unlock my own bike than it would be for a bike thief to break the lock.

      Copy protection, on the other hand, trades more than a little of my convenience for someone else's security. Which is pretty fucking rude and presumptuous. Tell me again, as a paying customer, why is it my problem that other people are pirating from you?

      On top of that, it's considerably easier for a pirate to download a cracked version for free than it is for me to use a legit copy.

      And if I don't like it, I really have no option but to pirate, or to not buy the game. That's like saying you're not allowed to have a bike unless you lock it.

      --
      Don't thank God, thank a doctor!
    27. Re:duh by SanityInAnarchy · · Score: 1

      All games should have *some* method of trivial protection to stop case 1 because it destroys sales.

      Where's your evidence of this?

      I would argue that most "trivial" protection used here destroys more sales than the "casual" piracy you're describing would.

      --
      Don't thank God, thank a doctor!
    28. Re:duh by Anonymous Coward · · Score: 0

      It's easier. Pirates deliver a more convenient product at a better price.

      Parent has an excellent point. I purchased a copy of Civilization 4 via Direct2Drive three years ago or so. The other day I downloaded it, installed it and went to play. The game told me I had exceeded my number of installations. I had to create an account on some other forum other than Direct2Drive, file a petition and wait 48 hours while they reset the game. I'll never purchase from Direct2Drive again, I'll pirate or buy retail.

    29. Re:duh by Maxo-Texas · · Score: 1

      Some random stranger will or will not produce a game.

      Meanwhile, your monkey tribe preserves $3,000 of its resources. Then when bad times come, your tribe survives while others die of starvation.

      Doesn't matter if it is digital or not. At the tribal level, sharing is historically correct. Libraries are a good thing which modern content producers are doing what they can to kill for new media.

      Copyright and digital objects are completely new ideas fighting against 50,000 years of successful "morality".

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    30. Re:duh by bsmoor01 · · Score: 1

      That's because, practically speaking, only one person at a time can read the book.

      All the borked analogies on /. hurt by brains.

    31. Re:duh by bsmoor01 · · Score: 1

      preview > me

      s/by/my/

    32. Re:duh by MacDork · · Score: 1

      And yet strangely, when they get a job, they expect to get paid for their own work.

      And yet strangely, Cliff isn't asking "Why did you buy my games and what can I do to win your business again?" No, instead he's shouting "Why don't you love me??" He's acting like the weird stalker boyfriend that can't just let it go. Cliff, there are plenty of people making mountains of cash writing games, and they have pirates too. Stop blaming the pirates and focus on making your paying customers happy so they'll return to buy more.

      Most people expect to get paid for their work, yes. Cliff expects people to hand him cash for no reason. Even IF the pirates were unable to crack his games, they still wouldn't buy his games. They'd just crack someone else's game. That doesn't put food on Cliff's table, no matter how successful his anti-piracy scheme happened to be. Cliff needs to focus on his income instead of trying to appropriate blame for his lack of it.

    33. Re:duh by Scarletdown · · Score: 1

      1) Create content on the web site that must be downloaded with an ID that updates the program as well. Tightly integrate the downloaded data with the multiple gigabytes of data that already exists. Don't be an idiot and make it a stand alone 2mb file.

      If the original purchaser gets tired of the game and decides to exercise his right of first sale, will the person he then resells the original disk to be able to access that downloaded content from the creator's web site? Or would he have to purchase a new i.d. which would defeat the purpose of buying used?

      --
      This space unintentionally left blank.
    34. Re:duh by Anonymous Coward · · Score: 0

      Step 1) Set clock ahead 3 years.
      Step 2) Use game without DRM.

    35. Re:duh by Anonymous Coward · · Score: 0

      So everyone needs fast internet access to play a game thats might even be offline-only?

      Imho copy protection is not really usefull these days, even the best protection is cracked after a few days.
      The (imho) best solution would be to return to the "CD Check at installation, later no more protection". This will stop the average non-techy guy from copying the game and doesn't cause any trouble.

      I personally hate it to search for the godd*mn CD in my collection when i just want to play a game again that i had installed since a month.

    36. Re:duh by Anonymous Coward · · Score: 0

      There is no such thing as a method of trivial protection. If a protection is trivial, it can be get around. If it's not, it will disturb the user as much as complex it is, among other things because the more complex, the more likely to fail with legitimate users.

    37. Re:duh by TriggerFin · · Score: 1

      Current copy copy protection is sometimes like a bicycle lock that needs to remain connected to your wheels while you ride.

      --
      Here's your sig.
    38. Re:duh by blackest_k · · Score: 1

      Thats an interesting concept sharing amongst your friends is immoral.

      I share quite a lot with my friends Books, DVD's Food, Drinks hardware, Software is slightly different, I shared nvu last night with a friend who wanted to create a website. I would share my lawnmower if I had a lawn and quite often I share my skills and knowledge.

      I often share my car and sometimes share the cost of fuel.

      Am I really being immoral?

      Now I am not a game player really I most often play freecell or other puzzle related games.

      Games tend to be a significant purchase the price is often non-trivial and non returnable. They tend to be locked to a single user, if not a single machine and difficult to loan. The whole issue of multiplayer and the need to buy each player a copy is another significant factor.

      I don't have any real answers for game developers other than your pricing yourself out of reach of your potential customers. You are asking 4 twelve year olds for example to pay $200 to play a game. (Assuming you need 4 copies at $50 each). Assuming you have got kids, would you give them the money or use it to pay the gas bill instead.

      I can think of a couple of suggestions that might help.

      For a multiplayer game generate a session password lets call it password the kids then share the legally bought disk to load the game up and enter password on each system. they then play as long as they like and at the end of the session the password is useless. A new one needs generating from the original disk.

      now the kids are happy all four can play and no developers got hurt, in fact the kids play 3 or 4 games like this and there are 3 or 4 legit copies and everyone got to play even the kid whose parents cant afford to buy him the latest games.

      You could apply this online too, most lans have a single ip address visible so why not let the games be freely downloadable with an active session password for a dollar or 50cents the kids play for a few hours and when the session closes the dollar is spent. The parents would prepay a few dollars a time just like a prepay mobile.

      Oh and sometimes you don't charge either, you have some games free at all times not necessarily the same game with free passwords. You can even open games as a reward for achieving a high score in another game.

      Imagine the buzz around a new game with a free pass for the day just around release day or even alpha or beta level testing. The feedback could make a big difference to the success of the game. You could be like willy wonka and his golden tickets.

      You could even sell vouchers retail.

      It's probably best if at some point you decide to give a kid free access on a game if they have spent enough on it.

      you could have freedays on birthdays and christmas.

      Would this not be better than giving away 80% of potential sales to piracy?

    39. Re:duh by Anonymous Coward · · Score: 0

      No, don't do that, because then you completely block out users that don't have internet.

    40. Re:duh by MrAngryForNoReason · · Score: 1

      The problem with Steam is a lot of the games are only available for purchase in the US even if they have been on general release for months. Games also tend to cost more on Steam, as the prices drop in shops the Steam price stays the same.

      For example I went on to Steam last night to buy Call of Duty 4 only to find they were still charging over £40 for it. A quick look around retail sites and I found it for £21.99 + £3 postage so ordered it next day delivery.

      I would rather buy all of my games through Steam but the last few times have all been the same, either much more expensive or not available in the UK.

      On the piracy note yes I have already played a pirate copy of COD4 and was sufficiently impressed to buy it. I imagine the developers would rather I had bought it at full price on the day of release but £40 plus is more than I will happily pay for a game when I know that if I wait a few months the price will have halved.

    41. Re:duh by JesseMcDonald · · Score: 1

      Or maybe it just didn't occur to them that sharing amongst their friends is immoral.

      And yet strangely, when they get a job, they expect to get paid for their own work.

      For the time and effort they put in, yes, in accordance with an employment agreement established in advance. Not for every point from now until the end of time where someone might happen to receive some enjoyment or benefit from work long since completed.

      Normal job process:

      1. Apply for job
      2. Receive offer of payment for work
      3. Perform work
      4. Get paid in accordance with previous agreement

      What "IP" holders expect:

      1. Spend time and effort with no arrangement in place for payment
      2. Mass-produce cheap copies and distribute them as widely as possible, knowing that only a threadbare government privilege prevents others from doing the same openly
      3. ???
      4. Profit!

      See the difference?

      --
      "The state is that great fiction by which everyone tries to live at the expense of everyone else." - Bastiat
    42. Re:duh by Maxo-Texas · · Score: 1

      True, if they never ever have internet- not temporarily don't have internet.

      You can play the game with old data on your trip and get the new content pack when you get back.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    43. Re:duh by Anonymous Coward · · Score: 0

      >The most effective protection I've ever seen is new content created by the developer on their web site that the game must phone home for. It must sign in with a unique id and after a couple successful downloads, that id is locked until the next content release. The protection is on the server side.

      Yeah, this works well for Sims 2 via constantly releasing expansion packs. I say go for it!

      (Hint: I'm being sarcastic.)

      Someone who bought the game and lends it to a friend might make you a new customer. Lock the game down like this and you won't be getting those customers. Consider the simplicity of pirating rental console games. It's dead easy. Yet console games often outsell PC games. Why?

      Because you put the game in and play. No entering BS codes, no connecting to the internet for BS updates, no inserting extra BS CDs, just plain old no BS sales. The only protection is usually some bad sectors on the disc so copying is a teensy bit more difficult than "press record". If PC games were like that again I'd buy them. 'Till then, Arrrrrrrr mateys!

      PC Games I bought in the past 10 years: 0.

      Console (Wii, Gamecube, PS2, XBOX, NES!) games I bought in the past 10 years: ~80.

      Number of PC Games I plan to buy this year / in the next 10 years: 0 / 1 (you never know when something will just be good enough to make me go through the hoops).

      Number of Console games I plan to buy this year / in the next 10 years: 5 / 100.

    44. Re:duh by Anonymous Coward · · Score: 0

      Making your games depend on a server is a good idea, IF as a customer I can depend on your server still being in place in a year. AND your server being up at least 99.99% of the time. AND that the amount of downloaded data isn't crushing for a dialup user (if I want to play a game now, I don't want to see "please wait" on my screen for 10 hours or even 10 minutes)

      AND, IF I as a customer can trust YOUR server not to spy on my PC, not to infect my PC, not to do anything else.

      AND, I should be able to play without being online.

    45. Re:duh by Maxo-Texas · · Score: 1

      Huh.

      Console games by definition have STRONG copyright protection... None of my friends with Console's play pirated games on them. So your "rent/pirate" must be an obscure corner of the market.

      PC games are almost all broken and available for download.

      Number of console games you bought.. 80.
      Number of PC games you bough... 0.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    46. Re:duh by Anonymous Coward · · Score: 0

      That's quite the remark to make considering that parents are the ones who encourage sharing in the first place yet also demand to be paid for their own work.

      You can only share what you have, not what you expect to get.

    47. Re:duh by Invidious · · Score: 1

      "All games should have *some* method of trivial protection to stop case 1 because it destroys sales."

      Not necessarily. I know of several games -- Sword of the Stars, Sins of a Solar Empire -- that I or one of my friends pirated and which were passed around, along with peer pressure to buy the damned game if you kept playing it. I never would have bought either if that hadn't happened, but I wound up buying both.

    48. Re:duh by clone53421 · · Score: 1

      More like you're not allowed to buy this car unless you lock it. Actually, the doors will lock automatically when you shut them, so it's not really like you have a choice about it anyway. We aren't giving you a key, either... keys are too easily copied. You'll have to call OnStar to get it unlocked every time you want to drive it. That's a safety feature: it makes it a lot harder for someone to steal it, ya kno? Granted, this car is a replicating car, so if somebody stole it you'd still have one. So really the only people who are inconvenienced would be us, because that person should have bought one from us. Don't worry, though, we are positive the minor inconvenience to you, the owner, will be more than offset by the ensured security of our business model.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    49. Re:duh by clone53421 · · Score: 1

      Just imagine... someday, computers will be fast enough to run all those games in virtual machines. Then we can just setup a VM for every game and if we want to sell it just rar the virtual HD and include it with the original discs...

      Ok, probably not, but it'd be cool if we could.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    50. Re:duh by im_thatoneguy · · Score: 1

      Actually I've seen quite a few studies.

      There was a very interesting one in someone's book who I forget the name of. Anyway it was a cheating test. And the more anonymous and less tangible the monetary system became the more people stole.

      It's the old "would you steal $1 from work? Would you take home a pen? Paradox. People have a hard time assigning value and morality when they're anonymous. Doubly so when the monetary unit is removed from by one or two stages from actual value.

  10. hmm by nomadic · · Score: 5, Insightful

    He's not wrong, and the pirates know that. There are a few excuses that are legitimate (lost/broken CDs) and some that are semilegitimate (abandonware), but most pirating is just people wanting something for free.

    1. Re:hmm by TomRK1089 · · Score: 1, Redundant

      Damn, my mod points just expired or I'd mod you up +1 insightful.

    2. Re:hmm by TheRaven64 · · Score: 4, Informative

      I don't pirate games. I tend not to buy many anymore either though. I won't download pirated games largely because I pretty much expect them to contain trojans. I won't buy most commercial games because the hoops the DRM makes you jump through take away a lot of the fun. When I was younger, I used to buy games but (in many cases) actually run a cracked copy. Now I value my time too much to bother with this. If I want to waste some time with a game, I want to waste it playing the game, not persuading it that I really did buy it. These days I tend to mostly play browser-based or open source games, because they don't have this problem.

      --
      I am TheRaven on Soylent News
    3. Re:hmm by blahplusplus · · Score: 1

      "He's not wrong, and the pirates know that. There are a few excuses that are legitimate (lost/broken CDs) and some that are semilegitimate (abandonware), but most pirating is just people wanting something for free."

      Unfortunately, I think we should turn it around. Instead of "Why do people pirate games?"

      What we should be asking is? "Why should your industry making record profits despite non-scarcity?"

      People are so stuck in the old model of thinking. The whole intellectual property model combined with non-scarcity should mean game dev's shouldnt be making anything at all, in market economies we use them because of scarcity. Imagine if we invented a startrek replicator tomorrow and all you needed was some matter out of our backyard, entire industries would go bankrupt over night. The economic idealogy is at odds with some of the technology we develop, that has to be realized instead of fought. IMHO developers need to start treating their customers like customers instead of just objects with wallets to be abused willy nilly. I like the stardock approach myself.

      I think the argument should be viewed in the reverse, considering non-scarcity of said product once it is produced, why haven't prices of games come down? Many hit selling games keep their priceses maximized to extract the maximum amount of profit because they can and becaue most games are so poor to begin with.

      The supply of digital goods is infinite and yet game devs still make record profits, exactly why should they be complaining?

      Next is the issue of the game industry being unable to control it's costs effectively, that's the real issue. IT's no longer the 8 and 16-bit era where you could spend less on developing a game and didn't have to sell so many units just to break even, also you could slowly grow a franchise instead of having to develop an 'instant hit'. Many games in the old era slowly grew their fanbases through rentals, etc, that became increasingly difficult to do, to make money but also still be creative and not release sequel after sequal.

      They've boxed themselves into a corner with driving dev costs up through the roof, their are still a lot of problems with the game industry not being able to effectively cut it's costs on producing games. I imagine this will take a while until new middleware / software emerges that makes games easier to produce, thereby reducing the cost.

    4. Re:hmm by me+at+werk · · Score: 2, Insightful

      Or it could be like Duffy says, and it's people who can't afford (yet) to purchase games. What about the people who pirated Warcraft and now pay $15/month for World of Warcraft?

      --
      For context, click Parent.
    5. Re:hmm by nomadic · · Score: 1

      I won't buy most commercial games because the hoops the DRM makes you jump through take away a lot of the fun.

      I hear everyone on slashdot complain about this, but I never really understood why. I mean, I don't buy too many games but the ones I do buy tend to have the same copy protection scheme: a CD key, and when you want to play it, one of the original CDs has to be in the drive. Somewhat annoying but nothing too different than what they've been doing for the past two decades. Are those two steps (one of which is done only once) really that bad?

    6. Re:hmm by TheRaven64 · · Score: 3, Informative

      Maybe you don't own a laptop? My computer and the collection of my CDs are often not in the same place. Many of the CDs are in a folder that is not near the cases, so if I want to reinstall I also have to find the case in order to find the CD key. I replace my machine every three years roughly, but I still play games that are ten or more years old. Often these need a reinstall after migrating the contents of the old machine to the new one because they have detected changes in the hardware. Some newer games require an unfiltered Internet connection, which I don't have while mobile. Keeping the CD in the drive flattens the battery and generates a lot of heat too.

      --
      I am TheRaven on Soylent News
    7. Re:hmm by Thaddeaus · · Score: 1

      I think when you first install a game neither of those is a problem. However, if you have to install the game again (HDD crash or whatever) and you can't find the serial number, well, thats a problem. And although I back up my game CD's, even those get scratched, and if you can't find your original, you're SOL. As another comment above me said, the whole "CD in the drive" thing kills the battery, if you're running it on a laptop. Although I don't think a battery would last that long anyway...

    8. Re:hmm by Futile+Rhetoric · · Score: 2, Informative

      Wanting something for less (free) is about as legitimate an excuse as you can get in a capitalist society. Of course, that's where other considerations enter the picture: you might want to support the developer; you might want to own a physical copy (which is where added value in the form of elaborate packaging and "extras" comes in); you might want to "do the right thing" (whatever the fuck that means) and get the warm fuzzy feeling inside.

      I buy the games I love, because I love them. Unfortunately, those are few and far between, and I'll pirate to fill the time. Sometimes, I get pleasantly surprised, and go out and buy a game afterwards. Most of the time I don't. The experience, to me, is usually not worth the fifty bucks they try to charge for games. Sometimes, the experience will have been worth a tenner, say, but sadly, that option is unavailable -- so the next best thing is piracy. Besides, if after playing a game I have to think to myself that the game I've just played (or finished) would've been a huge waste of fifty of my hard-earned dollars, then I feel I'm fully justified to have pirated it anyway -- and those who would say that I should've wasted my money due to their particular brand of moral sentiment can go fuck themselves.

    9. Re:hmm by Opportunist · · Score: 1

      I mean, I don't buy too many games

      And that's the answer why it doesn't bother you too much. You play one game at a time.

      Now imagine you play a few. Or worse, you once in a while want to head back to a game you played a few months ago. The "where the heck is the damn CD between those few dozens" game ain't fun. If you play a lot, those discs breed on your desk and they can take up considerable space as a flock. But you can't just shelf them, you need them when the fancy strikes you to play a certain game again.

      That's what sucks about original-CD protection.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    10. Re:hmm by HappySmileMan · · Score: 1

      I don't pirate games, but I only buy cheap games (usually from the discount section at Gamestop) because games these days are just really fucking expensive. A new game nowadays is going for about â60 if it's in any way good, and never less than â50, for you Americans that's $90 for any new game, and it's usually no more enjoyable than the stuff I get for â7-15 other than better graphics

      tl;dr: Games nowadays are expensive and not necessarily any better than old, cheap ones.

    11. Re:hmm by Cylix · · Score: 2, Insightful

      I was on the flip side before and thought it really wasn't that big of a deal.

      It really only takes one issue at one point to completely change a view point. I suspect this is the case with a larger number of posters.

      It really only took two instances for myself. It's very easy to annoy me when I want to relax and a problem crops up. Thus, something that might be otherwise an annoyance normally picked up the quad damage multiplier.

      I strongly avoid DRM riddled titles now, but since most of them are horrible lately I'm not in a state of having to decide.

      --
      "You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
    12. Re:hmm by Anonymous Coward · · Score: 1, Insightful

      The same reason movies and music are pirated. Scarcity. The cost for non-scarce products makes them worth less. Then, publishers tack on multiple restrictive elements to force scarcity which in turn makes them worth even less.

      The market is saturated with crap that can be digitally duplicated 1:1 instantly. Take produce for example. Banana's are worth, say $0.75 each because they are fairly abundant. Would YOU pay $60.00 for a banana that required you enter a password or log into a server before you're allowed to peal it? Even if it didn't have restrictions the cost is ridiculous.

      The rebuttal from developers, of course, is that the cost to develop games requires the retail cost to be high. Unfortunately that argument is moot - they have chosen an industry that creates products that are inherently less valuable then their cost to produce. The industry is in the position of being required to innovate a way to make the product worth something. Simply complaining that it costs too much and therefore those who disagree are criminals is retarded.

    13. Re:hmm by HappySmileMan · · Score: 2, Insightful

      Well now games are starting to require to be connected to the internet on startup to verify that they're registered, so if you aren't on the internet you can't play a game, pirated copies never have this hassle.

      I'm sure there's a lot of cases where people without constant internet access want to play a game, and for these people it's best to just download the game when you do have internet and then never have to worry about it again.

    14. Re:hmm by Anonymous Coward · · Score: 0

      I think this is exactly it. It's getting something for free.

      I don't understand the entire cost structure, but those costs are ultimately passed down the price chain, with sufficient markup for profit (sometimes a large markup).

      You're not going to "reason" with software pirates. There's not going to be a fireside Kumbaya.

      Copy protection and DRM piss people off. I think the psychological element encourages piracy. There are programs out there that break Apple's DRM (though they've tried desperately to shut them down). Why? Well, because... :-) If you, as a company, say "You cannot.." pirates will say "Oh yes I can... and here I just did it!"

      Low prices would at least convert some would-be pirates to buyers, not not all.

    15. Re:hmm by gallwapa · · Score: 1

      like the copy of warcraft 3 on my desk with frozen throne I can't play with my friends because I don't have my serial #?

      Original disk, no serial. SOL.

    16. Re:hmm by Anonymous+Brave+Guy · · Score: 4, Insightful

      What we should be asking is? "Why should your industry making record profits despite non-scarcity?"

      You assume, erroneously, that everyone who relies on copyright to make a living is part of some filthy rich megacorp. The megacorps can take care of themselves, but copyright is far more important to the small indie developer (which the guy posing this question is). How many rich small-time game developers have you met?

      I think the argument should be viewed in the reverse, considering non-scarcity of said product once it is produced, why haven't prices of games come down?

      Well, I'm not a genius, but if you take a look at the resources required to develop Crysis or Supreme Commander and compare them with the resources required to develop Tetris or Pacman, I think we can safely assume that today's AAA titles need a bigger development budget.

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    17. Re:hmm by Anonymous Coward · · Score: 1, Insightful

      The experience, to me, is usually not worth the fifty bucks they try to charge for games.

      A person with honor would send the company money in the amount of how much it was worth to them. That option is available: after getting the company's address, you most likely have a post office where you can conveniently both get a money order made out to the company (using cash, so you are not identifiable) and the materials needed to sent the money order to the company.

      Somehow, I doubt you've expended any more energy on how to compensate companies past the minute it took you to come up with your present excuse.

    18. Re:hmm by Anonymous Coward · · Score: 1, Insightful

      My solution to the CD problem is to have iso versions of the game with Daemon Tools installed... yes I know that is another 700+MB taken up on the HD, but with the size of most new computers HD's is that really that big of an issue?

      Of course the games I play the most are StarCraft and Diablo II so I don't need a CD anymore for either of them with the latest updates, if only more developers would do this after a few updates and some time from release.

      However CD Keys can be a pain, but it is easy enough to keep a spreadsheet/plain text document of all the CD Keys of all the games you own and store in off site, like on your web based email account or some such.

    19. Re:hmm by cortana · · Score: 2, Insightful

      Depends which games you play. These days it is more common to find Starforce, SecuROM or some other incredibly invasive and destabilising DRM system to be a requirement to play the game that I already paid for. Not to mention onerous online activation, mandatory period reactivation, and even sometimes, a limited number of installations, ever before the game I bought self-destructs!

    20. Re:hmm by Fastolfe · · Score: 1

      I think the argument should be viewed in the reverse, considering non-scarcity of said product once it is produced, why haven't prices of games come down? Many hit selling games keep their priceses maximized to extract the maximum amount of profit because they can and becaue most games are so poor to begin with.

      If the games are "so poor", why are people paying for them? This isn't like water, rice, or electricity. You aren't going to die if you don't have the latest XYZ game. It's pure entertainment. The price should be what people are willing to pay.

      Are you saying that since costs of reproduction are so low, the price should be lower? Entertainment and manufacturing are completely separate things. Just because the costs to reproduce the item are low doesn't mean the costs to produce the "master" were low. By artificially lowering the price of things like computer games, you limit the amount of money the producers can make, which means they have to lower the budget in order to maintain a healthy profit margin, which means the quality of the games you play must go down.

      Or are you saying that since the costs of reproduction are effectively zero, the price should be zero? Legalize piracy? Of course, with the producers now making (effectively) zero, it would no longer make sense for them to produce in the first place. You'd stamp out the entire industry, save for a few true "artists" that do it for the love.

      How about this: Everyone that thinks computer games cost too much should boycott computer games! Vote with your wallet! Refuse to buy! That'll show 'em!

    21. Re:hmm by Futile+Rhetoric · · Score: 2, Insightful

      A person with honor would send the company money in the amount of how much it was worth to them.

      That, my dear, is what bargain bins are for.

    22. Re:hmm by blahplusplus · · Score: 1

      "You assume, erroneously, that everyone who relies on copyright to make a living is part of some filthy rich megacorp."

      That's not it at all, the fact is games, once produced, are NOT SCARCE. According to supply and demand, such industries should be unprofitable, but yet are some of the most profitable. As supply goes up cost should come down, regardless of what the labour costs to produce said item.

      Just because gaming is a white collar profession doesn't mean squat, according to economics games should be uneconomical to produce because they have infinite supply (they can always meet demand) there is not a case where you cannot meet demand given modern technology.

      Like I said before, if we invented replicators, entire industries would disappear over night. You're still stuck in the old way of economic thinking.

      Indies already make decent cash, check out.

      http://www.dragonfable.com/

      The fact is many indies want money for games that aren't worth that much to consumers, you have to consider the actual value to the consumer of a luxury item, it has marginal utility and should be treated as such. It's not an indispensable product.

    23. Re:hmm by blahplusplus · · Score: 1

      "If the games are "so poor", why are people paying for them?"

      Because people are not rational, also consider the demographics. I have a gaming history going back into the 8 bit era, millions of children do not have this experience to see that the "new" games they are playing are old rehashes, so what in actuality an old game rehashed, to someone who's very new to the world, it's brand new (no prior gaming experiences).

      People are not rational, just because people voluntarily buy shit doesn't mean it's good for us. There are plenty of stupid people out there. This doesn't in any way effect the argument I made.

    24. Re:hmm by blahplusplus · · Score: 1

      "Are you saying that since costs of reproduction are so low, the price should be lower? Entertainment and manufacturing are completely separate things."

      You're missing the point of course, the manufacturing cost is distributed. Game developers are not the only ones that have the means of production. Once a game is made I can copy-manufacture a copy of it.

      It could take millions of dollars to produce a Lamborghini, but if I had a matter copying machine that allowed me to copy it at negligible cost, it doesn't matter how much it cost someone else to produce the original model. All that matters is MY cost to produce the good out of my own matter and energy via copying technique that allows me to copy the good at negligible value.

    25. Re:hmm by ProfessionalCookie · · Score: 1

      No to mention CD drives are on their way out. They're pretty heavily entrenched but the space and efficiency cost is pretty huge. Think floppy drive.

    26. Re:hmm by Artifakt · · Score: 1

      Your desk has a frozen throne?

      --
      Who is John Cabal?
    27. Re:hmm by LordVader717 · · Score: 1

      People always keep pulling out the "supply and demand" argument out of the box, but it's completely false.

      "Supply and demand" is an illusion, a fairytale they tell you in school. There is hardly a single item traded anymore, where supply isn't manipulated to such an extent that it's meaningless.

      In the modern western world, there are very few items that are traded to scarcity. If there is high demand, we simply upscale production. How many people nowdays will accept "because someone else bought it" as a finl answer.
      Scarcity can kick in, but it's only very temporary.

    28. Re:hmm by blahplusplus · · Score: 1

      ""Supply and demand" is an illusion, a fairytale they tell you in school. There is hardly a single item traded anymore, where supply isn't manipulated to such an extent that it's meaningless."

      You are correct but we are dealing with people that aren't very smart and they need a system they perceive to be in their interests.

      Most people simply do not have the cognitive level, nor maturity to deal well with discussing such complex issues. In short, most people don't know how ignorant they really are.

    29. Re:hmm by Lost+Engineer · · Score: 1

      700MB? That's a very lowball estimate. A DVD can be what 8GB? And some games install from multiple DVDs so you could be looking at ~30GB in data, which is a lot for a laptop.

    30. Re:hmm by Garse+Janacek · · Score: 1

      That's not it at all, the fact is games, once produced, are NOT SCARCE. According to supply and demand, such industries should be unprofitable, but yet are some of the most profitable.

      Okay, this is a shell-game type of argument that doesn't actually work in reality. "supply and demand" does not say that certain industries "should" be unprofitable. The whole point of the supply/demand graph is that any industry should reach an equilibrium point where it is "profitable" (that is, makes a profit, which to an economist means that, what with utility cost, its net profit is zero, but... whatever.)

      Supply/demand curves are themselves gross oversimplifications, but in this case the reasoning works fine: the initial cost to produce a game is large, the marginal cost is near zero. This doesn't mean that once the initial costs have been invested, you say "Okay, now we start over, the cost from here on out is zero!" It means that when planning a game, you balance the initial investment against the probable post-release sales. You seem to be extrapolating to assume an infinite number of possible customers, in which case yes, the marginal cost would dominate regardless of initial investment. But so far there are only a finite number of humans, so in reality the publisher needs to find a price at which the expected profit (from the number of people willing to buy it at that price, i.e. the demand curve) at least meets the total investment required to produce and distribute the game (i.e. the supply curve at that level of production).

      Now, I do suspect a lot of industries are bad at estimating the supply/demand tradeoffs, and could probably make a lot more net profit if they lowered the price of their marginally-free goods. But even there, it has to be a tradeoff between expected profit and production costs -- the production costs don't just disappear as soon as marginal costs approach zero.

      --

      I am the man with no sig!

    31. Re:hmm by GradiusCVK · · Score: 1

      How many rich small-time game developers have you met?

      How many rich hobos have you met? If they were rich, they wouldn't be small-time (or hobos) anymore. Small companies that manage to succeed become big companies. How many big software companies do we have today? They seem to have done alright. Why does every small-time developer think they have a right to record-breaking profits (nobody here thinks big companies have that right, why should it be any different for anybody else).

      ...if you take a look at the resources required to develop Crysis or Supreme Commander and compare them with the resources required to develop Tetris or Pacman, I think we can safely assume that today's AAA titles need a bigger development budget.

      And if you look at the resources required to develop smaller, better games, which have made their developers good money, then you realize this is a load of bullshit.
      Here's one timely example.
      Does it take millions of dollars to make a multi-million dollar blockbuster? Yes, that's kinda part of the definition. Does it take millions of dollars to make a cheap, successful indie game? No.
      Is it easy for small developers to make money? No. Where in the Constitution does it guarantee that the pursuit of happiness will end quickly and easily with the obtainment of lasting and abundant happiness? It's never been easy to start a business from the ground up and succeed... never will be. However, some people really are talented enough to make it happen, and a select few will continue to succeed, no matter what the current DRM or legislation of the day happens to be.

    32. Re:hmm by TheRaven64 · · Score: 1

      It's often worse than this. Not only do games require being connected to the Internet, they require their own proprietary protocol to work. If you're at home, this isn't a problem. If you're at work and using some down time to relax, or mobile and using your phone for Internet access via Bluetooth then you may well find this protocol firewalled off and unusable.

      --
      I am TheRaven on Soylent News
    33. Re:hmm by HeronBlademaster · · Score: 1

      One further reason: the less use a CD gets, the less it gets scratched. How often have you opened your CD drive to put in a new CD, only to find an old CD you forgot was there, so you put the old one on the desk out of the way?

      If the only use for the CD is to install the game, then your CDs last orders of magnitude longer. This is one huge reason I like Steam.

    34. Re:hmm by HeronBlademaster · · Score: 1

      I know several people who own Diablo II and want to play online with me, but can't because they don't know where their serial keys are. Yet another reason I like Steam.

    35. Re:hmm by Anonymous+Brave+Guy · · Score: 1

      Small companies that manage to succeed become big companies.

      That depends on your definition of "success". If "making it big" is your definition, then clearly you are right. If "pays a reasonable living wage to the owners/staff" is your definition, then no, most small companies that succeed do not make it big. The economy of most first world countries is dominated by small companies that never "make it big", yet do OK and pay their staff's salaries.

      In any case, since the original point was about companies making "record profits" and this clearly doesn't apply to most small, indie game developers since only a very few ever will make it big, I don't really see your point.

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    36. Re:hmm by TheRaven64 · · Score: 1

      The problem with IP as a concept is that creativity is a scarce resource, but the products of creativity are not. The valuable action is creating an original piece of art, not in duplicating it, but IP comes with the implicit assumption that the copies are valuable. Creating a new and original game is valuable. There are far fewer people capable of doing this than of creating a copy of a game.

      People attack the business model of companies like Red Hat by saying that they are giving away a product and selling support, which is an unstable system. Off the shelf software companies do something even more fragile though - they sell one product (duplicates of a creative work) to finance development of an original product (original creative works). This really doesn't make sense when you think about it. It's a very fragile business model, and isn't likely to be around for much longer.

      --
      I am TheRaven on Soylent News
    37. Re:hmm by nbates · · Score: 1

      "If the games are "so poor", why are people paying for them? "

      Except that many people isn't paying for them, they play it without paying.

      Producers aren't willing to factor that fact into the equation, instead they try to remove piracy, hoping that will increase their income.

      I think they should be targeting to an audience that won't copy the game instead and restrict the budget to get a revenue from those sells. That means:

      a. Don't create games for teenagers, teenagers don't care if you make a profit or not.

      b. Create smaller games for teenagers, I mean, not all teenagers are the same.

      c. Forget about megacraptastic games, there is no audience big enough to pay for that without artificial restrictions.

      d. Try selling other things instead of selling a cd with bits.

      Games are getting poorer each day, people noticed that and that's why piracy is increasing.

    38. Re:hmm by Fastolfe · · Score: 1

      Because people are not rational,

      So because you disagree with the (irrational) reasons that people buy a certain kind of product, you believe we should regulate the market to "protect" people from their obviously irrational buying habits? Any other industries/markets you want to control in the same manner? Because I'm sure there are people making irrational buying decisions all over the place.

      so what in actuality an old game rehashed, to someone who's very new to the world, it's brand new

      So? You'd prefer to deny everyone the opportunity to play a sequel to an old game? Let's prohibit Wii Tennis from being sold in the US, because kids need to learn to appreciate Pong. And get off my lawn!

      I'm also getting a mixed message here. Your initial argument seemed to favor less copyright protection, but here, you seem to be advocating more restrictions on works that are based loosely on old works. You want all of the negatives of copyright and none of the positives?

      It sounds like your argument has turned away from anything IP-related and is focused now on increased restrictions/regulations of the market economy. Clearly you don't think people are smart/rational enough to make educated buying decisions, so obviously we need to make those decisions for them? Let's just move to a planned economy and take all of the stress out of our lives! I can't believe no one's ever thought of that before.

    39. Re:hmm by Fastolfe · · Score: 1

      You're missing the point of course, the manufacturing cost is distributed. Game developers are not the only ones that have the means of production. Once a game is made I can copy-manufacture a copy of it.

      But how would the game developers be compensated? If everyone could reproduce the work and distribute it, the only businesses that would make money are the duplication companies that can obtain an original and sell it at slightly better than their costs of duplication. At best, the developers would only receive compensation for the very first copy they sold. How do you expect a game to be developed when they're only likely to sell a single copy?

    40. Re:hmm by Fastolfe · · Score: 1

      Except that many people isn't paying for them, they play it without paying.

      Nevertheless, some people do pay. A market does exist for these games, at the prices they are at. This was intended as an argument against the original poster saying the games were "so poor" that they are not worth what they are priced. Clearly this is not the case if sales are made. They may not be worth it to him, but certainly they are worth it to enough people that it's profitable.

      instead they try to remove piracy, hoping that will increase their income.

      So long as some people will legitimately buy it if it became impossible to pirate, this strategy is perfectly valid and can be successful.

      a. Don't create games for teenagers,

      You are aware that teenagers make up a fairly impressive portion of the (legitimate) market for video games, right?

      b. Create smaller games for teenagers, I mean, not all teenagers are the same.

      So you believe a market exists for smaller games that game manufacturers aren't exploiting? You should start a video game business and exploit this before they figure it out!

      c. Forget about megacraptastic games, there is no audience big enough to pay for that without artificial restrictions.

      You mean "megacraptastic", like World of Warcraft? One of the most popular and profitable games in history?

      If you believe these games will be impossible to sell without regulating the market to keep prices down, isn't that a problem the sellers of the game need to worry about? If they've spent $100 million on a game, shouldn't it be their problem to figure out how to recover those costs? Are you really that concerned about the financial security of video game companies?

    41. Re:hmm by raynet · · Score: 1

      But you only need to image of the 1st CD/DVD to play as CD-checks usually just test for the "play" CD. Fortunately you can sometimes find tweaked ISO images that are tiny, containing only files/sectors the copyprotection checks for. I still prefer no-cd patches.

      --
      - Raynet --> .
    42. Re:hmm by nbates · · Score: 1

      "So long as some people will legitimately buy it if it became impossible to pirate, this strategy is perfectly valid and can be successful."

      Yes, what's not valid is outlawing making a CD copy.

      Also, it is not me who is complaining. Game producers are. You constantly hear about the "evils" of piracy. I'm just stating something that is obvious to me, but doesn't seem to be obvious to game producers:

      If you want to make your games so they can't be copied then go on and do it. But I don't lobby to pass laws that tells me that I can't copy a CD.

      "They may not be worth it to him, but certainly they are worth it to enough people that it's profitable."

      Yet, we hear whining all days from the record industry, the film industry and the game industry that piracy is a grave problem. You hear all days how a great source of looses piracy is... yet, as you say, it must be still profitable.

      "You are aware that teenagers make up a fairly impressive portion of the (legitimate) market for video games, right?"

      Only because there is a law that says that you can't copy a game. And because it isn't their money anyway. Remove the law and *puff* the market isn't there anymore.

      "So you believe a market exists for smaller games that game manufacturers aren't exploiting? You should start a video game business and exploit this before they figure it out!"

      Small is the keyword here. EA doesn't care if you can make a living from making games for housewives.

      "You mean "megacraptastic", like World of Warcraft? One of the most popular and profitable games in history?"

      A game which falls perfectly under point d... They are making profit from an actual service, something that isn't trivially worthless as a CD copy.

      "Are you really that concerned about the financial security of video game companies?"

      I'm concerned about the game offering nowadays. That's why I care about the game creation process.

    43. Re:hmm by blahplusplus · · Score: 1

      "But how would the game developers be compensated?"

      It's not the job of society to ensure some businesses are profitable, there are many unprofitable ventures that wouldn't make 'economic sense' but we don't go around trying to make sure they are 'compensated'.

      Tis goes to show you economics is all about politics, and has nothing to do with neoclassical principles of supply and demand.

    44. Re:hmm by Bonker · · Score: 1

      I wish parent could be modded up some more.

      I don't buy many games any more for PCs or consoles because of the absolutely combative way the game industry treats PC gamers. I'll play my MMO which I pay a monthly fee for and open source games, or older games that I bought a long time ago. When I do play a game that requires some sort of copy protection, such as a CD check or the like, I always feel irritation. "Wow, thanks for treating me like a criminal. See if I buy your next game, choad."

      The MMO I play, unlike a certain MMO from Blizzard, does not run invasive system checks.

      The newer DRM schemes simply seem to break computers. My first personal experience with SecureRom was when my wife came to me with a hardware problem. After she installed one of the Sims 2 expansion packs, her CDRW quit working. Its driver conflicted with SecureRom. Not only are you being treated like a criminal, but the game companies are willing to risk harming your computer. I paid 30 odd dollars for your CDRom so my wife can play her favorite game, but here you are damaging her OS installation. I'm sure as hell not going to shell out for the next disc, am I?

      The first game I've had any desire to play in a long time is Spore. Its videos look great. The gameplay demo video given by Will Wright was awesome. However, Spore, like the Sims, is going to be distributed by EA, so it will almost certainly have SecureRom attached. I think the demos and the 'Creature Creator' disc also had SecureRom attached, but can't say for sure. Accordingly, despite the fact that I'd like to play, I won't. I'm not going to shell out for something that's probably going to break my PC. Fool me twice, shame on me!

      --
      The next Slashdot story will be ready soon, but subscribers can beat the rush and slashdot the links early!
    45. Re:hmm by nomadic · · Score: 1

      I know several people who own Diablo II and want to play online with me, but can't because they don't know where their serial keys are. Yet another reason I like Steam.

      Actually it's funny, I really want to replay Diablo II, and all I have is the case with the serial number.

    46. Re:hmm by gallwapa · · Score: 1

      same thing with my diablo 2 keys...

    47. Re:hmm by HeronBlademaster · · Score: 1

      That's a situation where I wouldn't feel bad downloading the ISOs.

    48. Re:hmm by supernova_hq · · Score: 1

      I'll second this. I take public transit (skytrain, bus, etc) and like to play games during my 30 minute bus/20 minute skytrain ride.
      I'll be damned if I'm going to put my purchased game cd's into my backpack and switch them in/out while in transit!
      I just want to click the icon on my desktop and play.

    49. Re:hmm by Anonymous Coward · · Score: 0

      I pirate games for a few reasons:

      1. Check for Wine compatibility. Wine's AppDB simply is not accurate enough. I suppose this could be a specific case of the more general reason; to make sure that it will actually run on my machine. In today's age of "absolutely no returns on software for any reason", it's a necessity.

      2. I don't want to drive to the store. Sure, I could purchase games online through something like Steam, but why would I pay money to run a program that violates my privacy by phoning home all the time?

      To use Steam, you have to provide your name, address, and credit card. Steam tracks you, its advertising affiliates track you, and the government tracks what games you purchase using the credit card framework. In today's political climate, I do not want to be flagged in some government database because I happen to play violent video games.

      Additionally, what guarantee do I have that Steam will work in a year? I still have and occasionally play copies of games I bought 10 years ago. Who wants to bet their video game collection that Steam will still be around in 10 years? As soon as the masters that be decide that Steam isn't profitable enough, POOF! You are denied access to software you have paid for. Consumers are not dumb. We all just saw this happen with Yahoo's DRM'd music selection.

      3. I don't want DRM in any form. I do not buy games with SecuROM or similar malware included with them. Between the phoning home, the limited number of reinstalls, and other hassles caused by this kind of DRM, it becomes obvious what a poor value legal DRM'd games are compared to illegal pirated and cracked games.

      We've all been generally happy with the way software works for many years. You buy it and afterwards can use it for as long as you want, reinstall it after a computer upgrade, and generally do what you want without being monitored. Now greedy software publishers want to change the rules. They want to limit the number of times you can install, monitor your computer in various ways, and secretly install hard to remove programs. Software publishers think they can pull the wool over gamers' eyes, but they can't. We all see this for what it is: bullshit.

      So what would it take for me to start purchasing games again? I'll tell you:

      I want a website that will sell games that don't contain any unnecessary cruft. That means no "launchers", no phoning home, no personal information collection, no DRM, and no bullshit. I want a guarantee that their customer database either doesn't exist, or will never be turned over to the government. But hey, who am I kidding? We all know that software publishers are too short sighted and greedy for any of that to happen. You guys suck.

    50. Re:hmm by Anonymous Coward · · Score: 0

      Are you kidding me? $.75 for a banana? If a banana really was worth a significant portion of that to produce, they would charge $60 for it. People charge as much for an item as they can get away with. That is how the economy works. IP is essential to our modern society since that is the best way that we know of to create innovation. Why pay for R&D when your competitor can fund it and you can copy it?

    51. Re:hmm by zaxus · · Score: 1

      Some of us have been at this computer gaming thing for a while, and have enough CDs that finding the specific CD you need to play Game X is almost an exercise in futility. Couple that with the rapidly diminishing amount of time we have to actually play the damn games (kids/work/life), and all of a sudden spending 15 minutes to hunt down a CD is a lot more of a hassle than it used to be. I basically refuse to play games that don't have a no-cd crack, either due to convenience, or because I can no longer find the CD to allow my installed copy to run.

      --
      /. zen: Imagine a Beowulf cluster of Beowulf clusters...
    52. Re:hmm by Fastolfe · · Score: 1

      Tis goes to show you economics is all about politics,

      As much as I hate things I normally classify as "politics", politics as a whole is absolutely vital to a society. With your system, we would not have video games, movies, TV shows or anything, really, that can be easily duplicated. The only people producing content would be the artists (working for the love of the craft, not to support themselves), and they would never have the funding to produce anything as interesting as what we have on the market today. Whether or not you personally think these products are worth purchasing is irrelevant. Many do, and if we have to make some trade-offs (such as those behind copyright law) in order to allow such a market to exist, that's an acceptable cost. How do we decide how to approach those trade-offs? Politics.

      (Though don't get me wrong, I also believe we've gone too far with copyright law, but that's somewhat orthogonal to this discussion.)

    53. Re:hmm by Anonymous Coward · · Score: 0

      I won't download pirated games largely because I pretty much expect them to contain trojans.

      These days the "legitimate" version of the game is far more likely to contain harmful programs than the pirated version. With StarForce, online 'activation' and programs that monitor your system looking for programs you are not 'supposed' to have, the versions that come on a shiny disc are more dangerous than the ones from TPB. And publishers wonder why people pirate games...

  11. Also... by Xtense · · Score: 5, Informative

    Also, pirates do it for fun. No, really, they do. Read some nfos from respectable groups like Razor1911, Deviance or Fairlight, and you're bound to find a note on "why" etc. They also tell warez-users to go buy the stuff they pirate. "If you like it, buy the game - we did!", or something in this context.

    --
    "We are the music makers, and we are the dreamers of dreams [...]."
    1. Re:Also... by kabdib · · Score: 5, Interesting

      That's been my experience as well -- the crackers who broke one of my games (in three days -- took me two weeks to do the protection) lived in my apartment complex and chatted with me about it.

      They were just looking for a challenge. They had hundreds of games, and as near as I can tell they never really played them.

      But of course they gave copies and compilations away to anyone who asked, often with a "cracked by (stupid hackerish name)" splash screen.

      --
      Any sufficiently advanced technology is insufficiently documented.
    2. Re:Also... by Just+Some+Guy · · Score: 5, Insightful

      crackers who broke one of my games (in three days -- took me two weeks to do the protection)

      Moral: you wasted two weeks of your life writing ineffective copy protection that does nothing to slow down pirates but inconveniences any customers you might have. Why?

      --
      Dewey, what part of this looks like authorities should be involved?
    3. Re:Also... by Anonymous Coward · · Score: 0

      Correct. Let's pretend I cracked for a major group in the beginning of the 90s. My reason, if that was true, was solely "for the challenge". I never really played the games myself.

      Pirates != Crackers, and vice versa. There's no point in making copy protection systems.

      (Oh, and I loved writing intros of course. That was fun!)

    4. Re:Also... by thermian · · Score: 1

      "If you like it, buy the game - we did!", or something in this context.

      I've seen that, but its a bit fatuous, isn't it.

      I rather like the nocd cracks that they develop to make pirated games run. Every one of my games (all purchased) that need a cd/dvd in to run have a nocd crack in place of the executable.

      Interesting that its only because I started off, quite a few years back now, using pirated games, that I'm able rid myself of the inconvenience of DRM on games I have purchased nowadays.

      --
      A learning experience is one of those things that say, 'You know that thing you just did? Don't do that.' - D. Adams
    5. Re:Also... by houghi · · Score: 2, Insightful

      If they only do it for the chalange, they could help you making your game safer and also then they would NOT distribute it.

      They do it not just for the fun of it. They do it because they get a woody knowing people see their slash screen and that way they can pounce themself on the chest saying "I am THE man. I am THE man."

      --
      Don't fight for your country, if your country does not fight for you.
    6. Re:Also... by Anonymous Coward · · Score: 0

      Crackers do it because it's fun. I think he wants to know why people all download the cracked version. There's no fun or artistry in that.

    7. Re:Also... by Anonymous Coward · · Score: 0

      True but the issue is not why the crackers crack but why the pirates leech games from the net.

      It really doesn't matter whether the game was released with or without protection. In the former case the cracker makes it public available, in the latter case John Doe.

    8. Re:Also... by MaineCoon · · Score: 2, Informative

      When it comes to big name commercial games, those first 3 days can make a big difference in total sales. If it can be delayed out to a week, even better.

      --
      Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
    9. Re:Also... by Anonymous Coward · · Score: 0

      Because 3 days of sales was better then 0?

    10. Re:Also... by Anonymous Coward · · Score: 1, Interesting

      Probably because his publisher insisted on it. I've added some extremely vile copy protection to a PC game I worked on, simply because the publisher wanted it. They pay the bills, and think it's a good idea. Common sense has nothing to do with it.

    11. Re:Also... by Anonymous Coward · · Score: 0

      Because the boss/the investors/le wanker avec le money/~ wanted copy protection ?

    12. Re:Also... by Anonymous Coward · · Score: 0

      Because it's about the economics of it. People take the path of least resistance. If anyone could copy the software without paying, a lot would. Why? Because it's easier than buying it. But if you put just enough of a barrier, it will keep the honest people honest. That's why we have doors and police. You'll never stop the dishonest people.

    13. Re:Also... by Just+Some+Guy · · Score: 1

      But if you put just enough of a barrier, it will keep the honest people honest.

      Hypothetically, maybe. We don't know because such a thing's never been invented (and is highly unlikely ever to be). Remember, it only takes one lucky person to get the thing onto The Pirate Bay.

      --
      Dewey, what part of this looks like authorities should be involved?
    14. Re:Also... by Anonymous Coward · · Score: 0

      You raise a good point, but I think the "fun" argument is mostly applicable to those hacking groups themselves, and not the average pirate who downloads their releases. The groups who crack these games do so for several reasons, not the least of which is enjoyment. They like the challenge of defeating copy protection schemes, and they like racing against other groups to be the first to release a particular product.

      These people aren't the casual pirates Cliff is referring to. He's asking about you and I, ordinary gamers who might use a torrent to download a game we (for whatever reason) didn't want to buy. We don't crack the game ourselves, so it's not exactly exciting for us to pirate everything. Our reasons for doing so must be based more on practicality, or on our attitude towards copy protection, or our unwillingness to leave our houses, or our lack of money, or something else. That's what Cliffy wants to know.

    15. Re:Also... by Anonymous Coward · · Score: 0

      Would make no difference. Most big name commercial games are cracked and released on the scene before they even hit the shelves.

      I remember back in the days of TDT we would sometimes get games weeks before they were available in stores.

    16. Re:Also... by Anonymous Coward · · Score: 0

      Slowing crackers down by three days is an accomplishment is piracy protection. No, literally. The majority of game sales are immediately after release. If you can set them back a week it's totally worth your trouble. If they get it out the day of or (horror) before the release, you are fucked.

    17. Re:Also... by Anonymous Coward · · Score: 0

      Good luck getting your game accepted by any major publisher if it doesn't have copy protection. This may be starting to change with the increasing use of internet download systems, but at the moment it's a requirement.

      Contrary to slashdot groupthink, having SOME copy protection is in fact worthwhile and justified since it deters "casual copying" by the masses. So long as it's just a CD check that can be fairly easily cracked by the clueful, everybody is reasonably happy. The real problems come with invasive rootkit-style drivers (e.g. starforce) and phone-home activation.

    18. Re:Also... by Anonymous Coward · · Score: 0

      For fun!

    19. Re:Also... by Candid88 · · Score: 2, Insightful

      "you wasted two weeks of your life writing ineffective copy protection that does nothing to slow down pirates"

      Just because someone managed to crack his copy-protection system doesn't mean writing it was a waste of time, it could still be having a massive effect on piracy levels.

      Security (intellectual in this case) is never about complete 100% infalliblity, that's impossible. For example: no matter how thick the walls of your bunker are there will always be some bomb somewhere capable of beaking them down, if not, some nuke, if not some asteroid... but that doesn't mean a bunker with 3-metre thick walls isn't a damn good place to be when bombs are falling nearby.

      Security is all about risk reduction.

      The overwhelming evidence shows that copy protection methods do still significantly reduce PC game piracy despite all being crackable to some degree by the most "l33t" crackers.

    20. Re:Also... by slart42 · · Score: 1

      Moral: you wasted two weeks of your life writing ineffective copy protection that does nothing to slow down pirates but inconveniences any customers you might have. Why?

      A protection which can/will be cracked (in other words any protection) is econimcally still better then no protection. I, too made a living from small shareware games, and I could definitely see a huge difference in sales between having no protection at all ("please pay if you like this"), and having some simple protection which got cracked (registration codes).

      I can't find it online right now, but I once read a very interesting article on this. Somebody made a shareware application, which would randomly decide whether to use no protection at all, just nagging, or reduced features until registered at installation. I don't remember the exact results, but the "no protection" version sold something like 5 times less then the others.

    21. Re:Also... by slart42 · · Score: 1

      Also, pirates do it for fun. No, really, they do. Read some nfos from respectable groups like Razor1911, Deviance or Fairlight, and you're bound to find a note on "why" etc. They also tell warez-users to go buy the stuff they pirate. "If you like it, buy the game - we did!", or something in this context.

      Knowing this, I in the past added a section to the readme of my games, stating that If people manage to bypass the copy protection by their own skills (and not by using a crack they find online), I'd honor that, and they have my ok to keep the game, as long as they tell me, how they did it, and don't share the crack. I actually did get a cracker emailing me, describing exactly the shortcomings of my copy protection.

    22. Re:Also... by Anonymous Coward · · Score: 0

      The overwhelming evidence shows that copy protection methods do still significantly reduce PC game piracy despite all being crackable to some degree by the most "l33t" crackers.

      What overwhelming evidence? Links and/or other references, please, if you have any. I am seriously interested in reading more about this and I have as yet been unable to find anything tangible.

    23. Re:Also... by poot_rootbeer · · Score: 1

      Also, pirates do it for fun. No, really, they do. Read some nfos from respectable groups like Razor1911, Deviance or Fairlight, and you're bound to find a note on "why" etc.

      Those groups may have impressive reputations (in no small part due to their amazing longevity), but I'm not sure any organization with the mission of blatant copyright violation should be called "respectable".

    24. Re:Also... by Anonymous Coward · · Score: 0

      The most obvious evidence has got to be that all the major game publishers do it. It sure ain't cheap building in advanced copy-protection systems. They wouldn't do it if they didn't think it helped stop piracy.

    25. Re:Also... by Gnavpot · · Score: 2, Insightful

      The overwhelming evidence shows that copy protection methods do still significantly reduce PC game piracy despite all being crackable to some degree by the most "l33t" crackers.

      But does it increase sales?

      Game publishers do not earn more money by reducing piracy. They earn more money by increasing sales. What if the copy protection causes more lost sales than it causes extra sales?

    26. Re:Also... by Anonymous Coward · · Score: 0

      You backdoored it though, right?

    27. Re:Also... by thesandtiger · · Score: 1

      I hear ya. I no longer buy PC games that have any kind of CD requirement or copy protection scheme other than a 1 time product key. Unless the game is an MMO, I don't want it checking the Internet unless I tell it to (to look for a patch, for example).

      In fact, I'm so anal about this that when a game I would want to buy comes out but it laden with this stuff, I send email to various addresses at the developer and publisher to let them know that they are losing a sale because the only thing that copy protection schemes have done in my experience is inconvenience me when I'm just trying to relax and game.

      Most of the time the emails get ignored, but in one case a fairly informative, friendly and interesting dialog with one of the key developers for a game ensued, and he sent me a free copy of the game.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    28. Re:Also... by Anonymous Coward · · Score: 0

      Just because someone managed to crack his copy-protection system doesn't mean writing it was a waste of time, it could still be having a massive effect on piracy levels.

      Not on this day and age when you can google (mind you, crackware used to be a bit more oscure) the crack/serial and get it, sometimes even without pr0n pop-ups.

      Geee, I feel older, get off my lawn kids!

  12. Well... by Broken+scope · · Score: 4, Insightful

    I've never played his games, but usually I "pirate" because some devs/pubs feel it is necessary to install "copy protection".

    I get rather annoyed when a game won't play because I have a virtual drive on my computer.

    --
    You mad
    1. Re:Well... by Comatose51 · · Score: 5, Insightful

      It's ironic that I would trust pirates over some game developers to not screw up my system.

      --
      EvilCON - Made Famous by /.
    2. Re:Well... by kaizokuace · · Score: 2, Insightful

      when people are paid to put out certain things in their packages or just when money is generally involved the money is what is important. Not so much for the safety of a customers computer. A cracker has no motivation to screw with people's stuff. At least thats what I think.

      --
      Balderdash!
    3. Re:Well... by Opportunist · · Score: 5, Funny

      What's even more ironic is that you have good reason to.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    4. Re:Well... by Anonymous Coward · · Score: 0

      The problem is all recent experiences point to the pirates being more trustworthy. StarForce is probably the worst example in computer games.

      The Sony rootkit fiasco is another bad burn for people who still buy CD's. Then we have the MSN and Yahoo music DRM servers shutting down (well, they moved the date, but still)...

    5. Re:Well... by MrEricSir · · Score: 1

      I've "pirated" many games that I've already paid for just to avoid the copy protection. I play games for fun, not to enter 24 digit license keys or let the publisher collect private data on my computer.

      --
      There's no -1 for "I don't get it."
    6. Re:Well... by Sparky9292 · · Score: 1

      It's ironic that I would trust pirates over some game developers to not screw up my system.

      Isn't that the truth! Gamecopyworld, Demonoid, Nforce, and other sites have such a great software defect reporting system that rivals most of the companies I've worked with. When a new crack comes out, if there's anything screwy with the release.. people immediately jump on the forums and post detailed problems, and the crack is "nuked" and soon after that, a "proper" one is released.

    7. Re:Well... by Draek · · Score: 1

      Why is the parent modded Funny? mod parent up, Insightful. There's no way I'm allowing *anything* Blizzard on my computer again, after the whole Glider case, they've proved that if they believe I'm harming their bottom line, they'll crush me even if they have to twist copyright and the law to do so. Fuck them.

      Same with anything that uses SecuROM. And no, releasing a patch later to remove it doesn't make them trustworthy, only a little less of an idiot.

      --
      No problem is insoluble in all conceivable circumstances.
    8. Re:Well... by Opportunist · · Score: 1

      Removing an intrusive copyprotection scheme is not redeeming in any way. I for one will certainly not follow any coverage of Spore to see whether they eventually drop it or not. Release it without or I might look at it again when I find it in the garbage bin for 5 bucks.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    9. Re:Well... by mcvos · · Score: 1

      when people are paid to put out certain things in their packages or just when money is generally involved the money is what is important. Not so much for the safety of a customers computer. A cracker has no motivation to screw with people's stuff. At least thats what I think.

      Some use it to distribute trojans or viruses. Not all, mind you, but when using for cracks from unknown pirates, it pays to have your virus scanner completely up to date.

    10. Re:Well... by kaizokuace · · Score: 1

      very true. Though I would trust a random pirated copy of a game over a retail copy that installs all sorts of crapwares and feceswares on my compy.

      --
      Balderdash!
    11. Re:Well... by Anonymous Coward · · Score: 0

      Not Ironic. Just sad.

  13. Because they want it for free. by ip_freely_2000 · · Score: 1

    It's good to ask the question, I suppose.

    If a game developer offers a demo a couple of weeks before final release, people really have no excuse for pirating a game. The game either works on their system or it doesn't. The game is either interesting or it's not. Beyond that, pirating is just because they can get it for free.

    1. Re:Because they want it for free. by mischi_amnesiac · · Score: 1

      Demos tend to be not of the gold master but rather often are in a beta version. At least it was that way around the beginning of this millennia.

      --
      "Die endgueltige Teilung Deutschlands - das ist unser Auftrag." - Chlodwig Poth
    2. Re:Because they want it for free. by raynet · · Score: 1

      If the demo takes atleast one day to play through I would be happy and most likely (if I finished the demo, thus liked the game) buy it, if the price was right. 59EUR for a game is too high for me in most cases, which is why I wait until the price drops or get a used copy.

      Unfortunately the current trend is to make games shorter and shorter. I don't remember how long it took me to finish the original Half-Life, but HL2 took me two nights, HL2:EP1 took 8 hours, HL2:EP2 6 hours and Portal 4 hours. Fortunately the Orange Box that contained all these games had an pricing error and I got it for the price of single game.

      Some games still do have plenty of content, like Sacred; 16 hours in the game and I'm about third way trough.

      --
      - Raynet --> .
  14. Ye talkin' ya me? by Anonymous Coward · · Score: 0

    I just plunder man, get off me back.

  15. Well, my 2 cents.. by Anonymous Coward · · Score: 0

    I would stop pirating games if the following credentials are met:

    A) It should be 100% all-downloadable, no reason to stand in line at Best Buy just to buy a CD in a shiny box. The game downloaded should be install.exe, and should not rely on any 3rd party software to update/install/play. (Yes, I'm looking at you, Steam.)

    B) The game should be available as a "stripped edition", sans the lengthy video clips. No intros. Start the game, and start playing.

    C) The game (.exe) should be free. Pay-as-you-play instead. $1 per week, no subscriptions.

    1. Re:Well, my 2 cents.. by EnglishTim · · Score: 1

      Out of interest, how long do you normally spend playing a game?

      3 weeks? 4 weeks?

      I can't really see that putting the sale price of a game down to $4 is going to make much sense for all but the smallest of games...

    2. Re:Well, my 2 cents.. by Anonymous Coward · · Score: 0

      I played Counter-Strike (up to version 1.6) for more than three years. I've had Urban Terror installed for almost 2 years, I guess.

      Maybe people wouldn't play longer with such a fee system, but I think more PLAYERS would try it. That should generate more money, and I'm basing that on absolutely nothing.

    3. Re:Well, my 2 cents.. by HappySmileMan · · Score: 1

      That could be a good way to demo a game though, especially multiplayer games which generally get played for a long time, a couple of dollars a week or a one-time fee of whatever the game costs?

  16. Alienation by Anonymous Coward · · Score: 0

    If game developers didn't try to alienate their customers, customers wouldn't skirt around their protections. Stuff like mandatory CD checks, online account logins, and draconian DRM such as SecureROM and many others are big reasons. Secondly, I've seen the emergence of lots of unnecessary grunt work in games lately. First person shooters have things you can 'unlock' alot of times now (Team Fortress 2 comes to mind). It used to be that the joy of FPS games was that everyone started with an even playing field. I don't like having to play a game for 40 hours to unlock a better weapon than people that don't play the game a ton. Quit alienating the casual gamer and the casual gamer will be more likely to put up his/her money for your product.

    1. Re:Alienation by Trashman · · Score: 1

      I disagree. You call it "Grunt Work." I call it "Increasing replay value."

      The unlockable weapons as they pertain to TF2 are there as as an incentive to strive for. Obtaining them only changes the game play mechanics slightly. The new weapons don't significantly boost a players ability to kill off a large number of opponents. As we've seen so far, they all come with an intentional deficiency of some kind in order to keep the game balanced.

      That said, I take issue with how Valve implemented the medic achievements. Some of them are damn near impossible to obtain through regular game play and thus the reason for "achievement servers" that have sprung up to help people grind for them. The pyro acheivements IMO, are actually more acheievable. I hope the planned Heavy achievements are along the lines of the pyro.

      --
      Do not read this .sig
    2. Re:Alienation by ravenshrike · · Score: 1

      One would assume so. The medic was specifically chosen as a test-bed because of it's wide interaction with the other classes.

  17. They like the feeling of "beating the system" by Joce640k · · Score: 0

    This seems to be a big part of piracy in this demographic.

    --
    No sig today...
  18. Put your game on Stardock central/Impulse by Zarhan · · Score: 4, Interesting

    ...and I will buy it, just like I have bought Sins of the Solar Empire, Galactic Civilizations II and Space Rangers 2.

    Note that SR2 I originally passed as it was originally published - it had Securom copy protection, so I let it pass.

    http://www.impulsedriven.com/ is Stardock's new system, looks very promising (and more friendly than Steam, which is also nice).

    1. Re:Put your game on Stardock central/Impulse by Lunatrik · · Score: 5, Insightful

      I would say the same thing about Steam - publish it on Steam, and I'll buy the thing. Or any kind of system under which (and this is key) I can download the things as many times as I want. Hell, you can even charge me .10 each time over a certain limit, fine, I understand you pay for bandwidth. Short version of why I've pirated? I lost the damn CD I bought!

    2. Re:Put your game on Stardock central/Impulse by Anonymous Coward · · Score: 1, Interesting

      Their support forums seem to suggest otherwise.

    3. Re:Put your game on Stardock central/Impulse by Kman_xth · · Score: 2, Insightful

      My problem with some of these digital distribution systems is that the software that comes with it demands a premium place on my desktop. Steam is the worst offender of this, doing the automatically-startup-at-boot thing after install, automatically downloading all kinds of stuff without any notification (folks with a download-cap would really like that), displaying promotions and ads (sometimes even while I was playing a game, thus minimizing the game for some unwanted ad, yikes!).. Yes it can be deactivated but how should this kind of agressive treatment compell me to use it again? If a regular shopkeeper turns up at my doorstep every day just because I bought something from them I'd get pissed off pretty easily as well.

      Impulse on the other hand was fairly civilized in that respect, no auto downloading, no popup ads.. but the deal maker for me was the option to buy, download and play the game immediately *and* receiving a physical copy of the game by mail a week or so later. Call me old fashioned or paranoid, but I like having an actual cd/dvd of a game without being tied to the distribution system du jour.

    4. Re:Put your game on Stardock central/Impulse by cliffski · · Score: 3, Informative
      --
      DRM-free indie games for the PC and Mac: Positech Games
    5. Re:Put your game on Stardock central/Impulse by mischi_amnesiac · · Score: 1

      People complain when something is broken for them. Most of the time they don't bother leaving a positiv note. It's very common throughout most if not all of our social life.

      --
      "Die endgueltige Teilung Deutschlands - das ist unser Auftrag." - Chlodwig Poth
    6. Re:Put your game on Stardock central/Impulse by Zarhan · · Score: 1

      My problem with some of these digital distribution systems is that the software that comes with it demands a premium place on my desktop. Steam is the worst offender of this, doing the automatically-startup-at-boot thing after install, automatically downloading all kinds of stuff without any notification (folks with a download-cap would really like that), displaying promotions and ads (sometimes even while I was playing a game, thus minimizing the game for some unwanted ad, yikes!)..

      In Steam, just select "Go offline" in file menu. No more does it talk to Valve's servers. Naturally, to get updates and new games you have to go online, but playing the stuff you have installed works just fine.

      And it doesn't start up automatically, either unless you make it do so...

    7. Re:Put your game on Stardock central/Impulse by Mr.Ned · · Score: 1

      "I can download the things as many times as I want."

      You may download the games as many times as you want until they are no longer available for download. What happens if they go away, or decide not to provide the service anymore? Sure, Steam is big, but so is Yahoo, and they just closed one of their online stores that promised something similar.

    8. Re:Put your game on Stardock central/Impulse by Anonymous Coward · · Score: 0

      If you already owned the game, couldn't it be argued that you're not technically pirating?

    9. Re:Put your game on Stardock central/Impulse by Lunatrik · · Score: 1

      Unfortunately, not always. When you purchase the CD / DVD, you are purchasing a license to use the software on said CD / DVD (of course, depending on the software vendor), and being limited (in some cases, such as Mass Effect) to a certain number of installations via the method you purchased the software on.

      Such limitations are the rational I have for pirating - if I bought and paid for a product, I feel that I should be able to use said product. Fairly straightforward, IMHO.

    10. Re:Put your game on Stardock central/Impulse by Anonymous Coward · · Score: 0

      Meh - I'm about ready to uninstall steam and download pirated versions of all the games I bought on it. I guess its different for people who don't have monthly download caps, but downloading and re-downloading from Steam makes getting the torrent once and installing with a crack a much more enjoyable experience. I don't mind the online check when I log in to Steam, but what bugs me is that I can't just play the game without it 'updating' first.

      The Steam update process drives me crazy and has recently caused me to download a 9Gb game 4 times due to shoddy install processes that meant the game wouldn't run. The most recent update looks to be forcing a further 6Gb download (and I only get 25Gb a month, if you start adding in the access fees I pay every month this game has cost me more than most big name titles) to play the game that was working fine the weekend before, and its not a patch, or if it is they haven't updated the 'Update Page' since June. Not only that but the update only seems to start when it feels like it and it doesn't tell me ahead of time how much I'll be downloading, then I only get a miserly 80Kb/s speed, on rare occasions it'll hit 130Kb/s for a few seconds. I had the app open for 8 hours downloading last night and only managed a whopping 750Mb of the update. I get better download speeds from Fileplanet.

      Don't get me started on the insanely user vicious 'support' site that is the only way to voice your complaint about the application. In a lot of ways buying a disk with Starforce as the DRM is looking like the lesser of two evils

    11. Re:Put your game on Stardock central/Impulse by Anonymous Coward · · Score: 0

      I've bought a couple of games from Stardock. They've got a good system ... but it could be better. The way it should work: enter credit card number on website, get link to file, download and install. That way, it's (just barely) more convenient than the pirated version. Instead, you have to create some account, get some download manager program (possibly the ImpulseDriven thing you mentioned?), enter some ID number into that which allows you to download the game, etc.

      Note: this is the way it was a year ago. It may have changed.

    12. Re:Put your game on Stardock central/Impulse by Nathonix · · Score: 1

      thats how i feel about my games on steam. there are three publishers who i consider amazing enough for my $50-$60. Valve for their half life series, iD for their quake and doom franchises, and Blizzard for the warcraft and starcraft series.

      any other games that make a significant impact on the way i play my games can get some cash, otherwise i either pirate the game, get bored half way through and uninstall it, or buy the game when it reaches the ten dollar bargain bin at walmart, or used at gamestop (i do pirate my psp, xbox, ps2, etc games).

      --
      Soap box, Ballot box, Jury box, Ammo box. Use in that order.
  19. Because I can't get a refund if it won't play. by FatSean · · Score: 1

    If I buy a game, and it won't work on my system, I am screwed. I can't get my money back. I've been burnt like this with a few titles in the past.

    So, now that I feel that the industry has gotten their pound of flesh, I just play copies. Now and again a really good game will inspire me to buy the package to support the developer. Civ4 did this. Often the pirated game gets played a few times and deleted because it wasn't all that good in the first place.

    --
    Blar.
    1. Re:Because I can't get a refund if it won't play. by Mistshadow2k4 · · Score: 1

      If I buy a game, and it won't work on my system, I am screwed. I can't get my money back. I've been burnt like this with a few titles in the past.

      Hear, hear. I bought a copy of Neverwinter Nights 2 when it first came out and I can't even install the damn thing, let alone play it. Naturally, I couldn't get my money back either. That is going to be the very last time that ever happens to me, I promise you.

      --
      I dream of a better world... one in which chickens can cross roads without their motives being questioned.
    2. Re:Because I can't get a refund if it won't play. by cortana · · Score: 1

      Just curious... did you contact the shop you bought it from, and tell them that it didn't work? And that there are (probably) consumer protection laws that protect you from people who sell defective products that don't work?

      Did you contact Bioware themselves for tech support?

    3. Re:Because I can't get a refund if it won't play. by FishWithAHammer · · Score: 1

      >> If I buy a game, and it won't work on my system, I am screwed.

      So you don't pirate games with demos, then?

      --
      "You can either have software quality or you can have pointer arithmetic, but you cannot have both at the same time."
    4. Re:Because I can't get a refund if it won't play. by mark-t · · Score: 1

      I've successfully returned software about half a dozen times or so in the past with only a modest amount of effort. It probably depends on whether or not the person you talk to is in a position where they could theoretically help you and if they happen to think you are sincere.

    5. Re:Because I can't get a refund if it won't play. by prockcore · · Score: 1

      If I buy a game, and it won't work on my system, I am screwed.

      So switch to console gaming. Every game is guaranteed to work on your system.

    6. Re:Because I can't get a refund if it won't play. by TriggerFin · · Score: 1

      >> If I buy a game, and it won't work on my system, I am screwed.

      So you don't pirate games with demos, then?

      Where's the web site listing which demos are using the actual code of the finished game, but with parts cut out, as opposed to being beta code or something entirely different that just looks like the game?

      --
      Here's your sig.
  20. Dear Game Developer by Rinikusu · · Score: 1

    Because we can.

    -Pirates

    For the cracking teams, it's a challenge. For the casual leech, there are a million rationalizations, most of which boil down to "I'm too cheap/poor to buy it." Many are sorta justifiable, many are not. I'm poor.

    --
    If you were me, you'd be good lookin'. - six string samurai
    1. Re:Dear Game Developer by Ghubi · · Score: 1

      Given the option of pirating, why would anyone pay for software? Why would anyone tip the girl who hands them their drink if they don't have to?

    2. Re:Dear Game Developer by Rinikusu · · Score: 1

      My hypothesis is that the internet gives people the anonymity that allows them to override the "do the right thing" feelings that almost all of have when interacting with real, physical people. It's that same thing that allows someone to deride someone online that would result in a severe beating in real-life that enables it.

      Most people will never meet the people who write the games/software. As far as they're concerned, their brain can disconnect the product from the producer. With a girl handing you a drink, you have a face and a person to contend with.

      I'm slowly going the Luddite route in many ways. The Internet is at once an enabler of social interaction on such a level never before thought possible, and yet at the same time it further entrenches the mentality of staying inside and never meeting the people immediately around you. It's a bizarre conundrum.

      --
      If you were me, you'd be good lookin'. - six string samurai
    3. Re:Dear Game Developer by Ghubi · · Score: 1

      That's a good argument for why some people would NOT pay for software. Doesn't explain why anyone WOULD pay for software, given the option of pirating.

    4. Re:Dear Game Developer by joggle · · Score: 1

      Pirating isn't risk free. How do you know there isn't a trojan in the cracked version of the game?

      I personally wouldn't pirate because of that and also because I want the game developer to continue making games so want to pay so that they can. If lots of people don't pay they won't have as much money to make good games in the future. Seems simple enough to me. The logic is similar to that of voting. Why vote? Your one vote isn't going to make a difference. Well I vote because I feel that it's a duty of citizenship to vote and also because if most people didn't vote we'd fair much worse since people would be too apathetic to hold their leaders accountable. So while individually it may not matter in aggregate it sure as heck does.

  21. Paranoia Limits by RancidPickle · · Score: 4, Interesting

    I think a lot of the true Pirates will avoid the contact because they'd be concerned about their anonimity. He'll hear from the part-time leechers and the 'try before buying' crowd, but the folks who do the actual work on cracking a game probably won't make a sound.

    What if Slashdot did one of those 'ask-the-developer-a-question' forum, and they took the top reasons, then sent them in (with the understanding that the developer would get back with replies and/or rebuttals)?

    --
    "First things first, but not necessarily in that order."
    - Doctor Who
    1. Re:Paranoia Limits by MikeBabcock · · Score: 1

      Its called Hushmail, get an account.

      --
      - Michael T. Babcock (Yes, I blog)
    2. Re:Paranoia Limits by Anonymous Coward · · Score: 0

      I second that idea. Frankly, ask-**** has gotten stale, and this might mix things up a bit.

    3. Re:Paranoia Limits by Anonymous Coward · · Score: 0

      Hushmail has been compromised, and has given data to law enforcement. Try reading Slashdot.

  22. Easy Solution by Anonymous Coward · · Score: 0

    Put up a bittorrent site with super fast downloads that people have to pay a monthly fee of say $10.00 for fast access to tons of quality games. Have all the game makers Upload their games using a really cool handle like "HankLovesHooters". The game with the more downloads gets a larger piece of the action so making good games gets the company more money.

    Pirates will love it for the fast downloads and large conetnt and Game Companies will profit from the low monthly fees. For $10 per month for unlimited access to games. Everyone wins!

  23. Because I don't like them enough to pay by Anonymous Coward · · Score: 0

    I'm really not into gaming and haven't been in many, many years. Every once in a while I find myself with too much time on my hands and might pick up a game to fill it and I usually bore of them very quickly and very rarely finish them. It's just not worth it to me to pay. If I couldn't get them through free copyright infringing copies then I simply wouldn't play them at all, opting instead for free games. The same goes for music or movies. It's really that simple. I think that a significant number of people who download anything without paying have the same attitude.

  24. Cheap by Anonymous Coward · · Score: 0

    Personally i think some people are just cheap.

    There is just cause to the argument that some games don't work, quality is not up to scratch, lack of demoes. Either the person is poor or they are cheap.

  25. I think I speak for a lot of people when I say by 4D6963 · · Score: 3, Informative

    I'm a lazy git who couldn't be bothered to pay if he had the money and wasn't a skinflint. Also, there's lots of games/movies/music out there that I want, I don't have the disposable income to pay for them all, and because I don't want to bother with deciding what's more worthy of my money I just don't pay for anything.

    Besides, why should I pay for something I can get for free? Not trolling, I and masses of people think that way. The only way I'd consider buying a game is if it couldn't be pirated, and had a playable demo that made me want to have the real thing really badly. Hasn't happened in at least a decade, so good luck with that!

    --
    You just got troll'd!
    1. Re:I think I speak for a lot of people when I say by Microlith · · Score: 5, Insightful

      Besides, why should I pay for something I can get for free?

      It's this poor attitude that is not only growing but becoming a staple of online communities with regards to stuff that can be transmitted.

      And the truth is you don't get it for free. You get it subsidized by the people who do pay. But if enough people don't pay that something fails (IE the production loses money,) then it won't happen again.

      Of course, rationalizations make it all easy to justify.

    2. Re:I think I speak for a lot of people when I say by FlyingSquidStudios · · Score: 1, Flamebait

      If someone else subsidizes it, I get it for free. That's how 'free' works.

    3. Re:I think I speak for a lot of people when I say by 4D6963 · · Score: 3, Insightful

      Sometimes (and by sometimes I mean often) people think about their immediate personal interest rather than anything else. That surely isn't the ideal attitude, but that's the reason why lots of people pirate.

      --
      You just got troll'd!
    4. Re:I think I speak for a lot of people when I say by d3am0n · · Score: 1

      In some cases, it's not about getting it for free. It's because the pirated version is superior. I used to go buy the real game from the store, and then go and install the pirate version so I don't have to deal with the headaches that come with the legit version. After awhile though, who the hell wants to keep going to the store to buy a box you take home with you and throw out?

    5. Re:I think I speak for a lot of people when I say by Anonymous Coward · · Score: 0

      I pirate games to play them until the price drops drastically at a local gamestop.

    6. Re:I think I speak for a lot of people when I say by pknoll · · Score: 1

      Besides, why should I pay for something I can get for free?

      It's this poor attitude that is not only growing but becoming a staple of online communities with regards to stuff that can be transmitted.

      Indeed. Whatever happened to the idea that if you couldn't afford luxuries (like, for example, video games, movies, or CDs) you went without?

    7. Re:I think I speak for a lot of people when I say by Anonymous Coward · · Score: 0

      I think that's why some people like things like Steam. Simply because it's *easy* once they're over the initial hurdle. (Disclaimer: I've never actually used it.) If paying for, downloading and running games was easier than it was to pirate them, I think people like you would do it. People don't want to bother with this website or that website; they just want it to work. And now.

      I dearsay that, as iTunes has shown, people will pay for it to be easy.

    8. Re:I think I speak for a lot of people when I say by Anonymous Coward · · Score: 0

      stopped on "the truth is..."

  26. Here's a few... by Goyuix · · Score: 3, Insightful

    While not directly pertaining to any Cliff's games - I can't say that I have pirated a single one... and perhaps a bit of a rant...

    Take for example the impending release of Bionic Commando Rearmed. According to their own blog, it was always slated to be $10 http://www.bioniccommando.com/en/blog_entries/view/291 - According to them as a result of listening to their customers. However, just this last week, one week before it launches I might add, they go and drop the bomb that the PC version will suddenly cost 50% more. Now before we drop off into excuses (dev/qa costs or promised patch for additional content) or business ideas like "Well, it is worth at least $20 in the first place! and many digital distribution games cost $20 as well!" - let us consider the EMOTIONAL impact that had on me:

    "What a bunch of jerks. Why don't they just charge the same across all platforms? What exactly are they trying to accomplish - weed the PC platform out? set it up for the poster child of software piracy?"

    I am certain I just going to buy it anyway, and really $15 isn't going to break the budget... but suddenly I am much, much more interested in a "demo" - legitimate source or not - before I plunk down the cash.

    1. Re:Here's a few... by chubs730 · · Score: 1

      10 to 20 is 100% more. /pedant

    2. Re:Here's a few... by clone53421 · · Score: 1

      10 to 20 is 100% more.

      Absolutely correct. GP said 50% more, which is $15. He just said "it is worth $20" is the justification for raising the price: "Quit whining, you're still getting a bargain at $15."

      I am certain I just going to buy it anyway, and really $15 isn't going to break the budget... but suddenly I am much, much more interested in a "demo" - legitimate source or not - before I plunk down the cash.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  27. Flawed premise by Mantle · · Score: 4, Insightful
    The entire "study" has one huge glaring problem: A PIRATED GAME DOES NOT MEAN A LOST SALE.

    He asks what he can do to "convert more people to become buyers". You can't convert people that wouldn't have bought your game in the first place. The only way to stop people copying your game is to provide more value to a so-called pirate such that the "pirate" gets more utility from the game by paying for it than by downloading it. If your game sucks and provides only marginal utility, even if he couldn't play the game for free the game he wouldn't have paid for it.

    1. Re:Flawed premise by quickbrownfox · · Score: 5, Insightful

      The entire "study" has one huge glaring problem: A PIRATED GAME DOES NOT MEAN A LOST SALE.

      I would change that to read "A pirated game does not always mean a lost sale." I think there are quite a few people who would pay for games if that was the only way to get them. The fact that illicit copies are freely available dramatically reduces the motivation to purchase. At least for some people.

      --
      Repo man's always intense.
    2. Re:Flawed premise by BradleyUffner · · Score: 2, Interesting

      It also doesnt mean they would not have bought it either. There are some people among the total number of people prating the game that actually would have bought it if there was no pirated version available. Those people might have the reasoning of "I would have paid $5, but I'm not going to pay $10". I would consider people in that boat to be people who could be converted into buyers by lowering the price. THAT is the type of information he is trying to get, "What would I have had to do to get that person who pirated the game to have bought it instead?". It could range from Lowing the price, to better graphics, to Including a free pony in every box.

    3. Re:Flawed premise by MightyYar · · Score: 4, Interesting

      It also doesnt mean they would not have bought it either.

      This was certainly the case in college for me. The only (PC) games that I played were freeware/shareware or pirated copies that other students had. If the pirated copies didn't exist, it's not as if $50 would suddenly materialize in my pocket - and if it did, I'd probably go out on the town rather than buy a game. I didn't even buy new console games - just played what I went to college with.

      I'm sure there were other kids with different priorities (and more money), though. But you can't get blood (money) from a stone (college student).

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    4. Re:Flawed premise by fermion · · Score: 1
      The corollary to this is that anti-piracy measures does not mean additional sales. For instance, I stopped buying and playing games when the copy protect stuff became prevalent, particularly the lack ability to install on a computer and play without the CD. I am a very casual gamer. I enjoyed having a few games install on my laptop, and my desktop computer. I would play them a few times, then buy another. I am not so hardocre as to want to deal with disks, or accept the insult of being considered a pirate of a game I bought simply because I owned two machines and did not want pay for two licenses.

      As a result various software firms lost my custom and my dollars. I say this not to whine, as I firmly believe that businesses should have the right to run as they wish, and my life is less because I do not play games, but simply to state that if your aim is to sell general entertainment, you can't piss off your audience. That is not entertainment. It is like the whiny pussy stuntman they used to run before movies complaining that his family cannot eat because of piracy. Well, if no one wants to pay for the product, perhaps one needs to think about why, and not feel all entitled to a profit for a product few are willing to pay for. Perhaps a whiny stunt men, or silly ads, or expensive food is why people do not go to see movies and instead resort to piracy so that they can see the movie that is so heavily advertised that if they don't see it they feel culturally insufficient. Just a possibility.

      But in the end, I think most people who pirate games are young people, because young people are the ones who play games, and young people often yet do not have a lot of money, or at least enough sense to budget their money, or at least enough money to fill all their wants, or at least enough, or likely not enough maturity to distinguish between a want and a need, so they end up doing arguably unwise things like breaking into cars for beer money and pirating games.

      The solution to this may be developing games for the just-out-of-young-adult age range, when money tends to be available, and some wisdom has set in. Of course, it can't be so copy protected as to add to the daily annoyance of kids and the hated job.

      --
      "She's a scientist and a lesbian. She's not going to let it slide." Orphan Black
    5. Re:Flawed premise by Anonymous Coward · · Score: 0

      > You can't convert people that wouldn't have bought your game in the first place.
      True.

      > A PIRATED GAME DOES NOT MEAN A LOST SALE
      That depends on the pirate and the game.
      A percentage of pirated games ARE lost sales. There are probably a huge number of game addicted pirates that play X games each year, if they couldn't get it for free they would buy a percentage of X to satisfy their needs.

      The question is ofcourse, what percentage of pirated games are lost sales.

    6. Re:Flawed premise by BradleyUffner · · Score: 1

      maby $50 wouldn't have magically shown up in your pocket, but what about $.50, or even $.01? Yes it's unrealistic, but would you have been willing to pay pennies to buy the game? If yes, than that is something a company could do to convert you the pirate, into you the buyer. Thats what the guy is trying to find out.. what would it take?

    7. Re:Flawed premise by MightyYar · · Score: 1

      To be honest, I can't see how even $0.50 would have competed with the guy in the next dorm room giving me some disks. Especially given that this was back when we were still dialing in to our university unix machine for email. Our "network" was mostly sneakernet, but we also strung a PhoneNet through the fake ceiling of the dorm, and then setup "servers" on it :)

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    8. Re:Flawed premise by nasor · · Score: 1

      I was going to say almost exactly the same thing, but you beat me to it. I'm sure this isn't what this game developer wants to hear, but usually when I play a pirated game it's because otherwise I simply wouldn't have played it. It's much the same with people who download music. Do you really think that a teenager who downloads a bajillion songs (many by groups that he has never even heard of, but what the hell, he can get it with a click of a mouse at no cost) would have purchased the CDs with all those songs if they hadn't been available for free online? No, of course not - if it wasn't available for free, he just wouldn't listen to/own the vast majority of them. It's pointless to try to convert people like me into customers, because even if piracy became impossible tomorrow people like me would simply stop playing your games at all rather than buy them. While I realize that isn't likely to be too encouraging to a game developer who want people to buy his product, it might at least be comforting to know that a large chunk of pirates aren't actually "costing you money," since they wouldn't have purchased your game in the first place.

    9. Re:Flawed premise by Anonymous Coward · · Score: 0

      The entire "study" has one huge glaring problem: A PIRATED GAME DOES NOT MEAN A LOST SALE.

      That part is blindly obvious. I'm shocked any moron modded your post as insightful.

      Back on topic there are many cases where a sale *is* lost due to piracy. Please RTFA so you can make your posts relevant to what the author was asking about.

    10. Re:Flawed premise by Risen888 · · Score: 1

      But you can't get blood (money) from a stone (college student).

      I read this as: "You can't get blood money from a stoned college student." I was very confused for a moment.

      --
      Hey, I finally got my first freak! Took you long enough!
    11. Re:Flawed premise by LordVader717 · · Score: 1

      But you can't get blood (money) from a stone (college student).

      Ahh, but you can get money from a stoner.

    12. Re:Flawed premise by Anonymous Coward · · Score: 0

      It also doesnt mean they would not have bought it either.

      This was certainly the case in college for me. The only (PC) games that I played were freeware/shareware or pirated copies that other students had. If the pirated copies didn't exist, it's not as if $50 would suddenly materialize in my pocket - and if it did, I'd probably go out on the town rather than buy a game. I didn't even buy new console games - just played what I went to college with.

      I'm sure there were other kids with different priorities (and more money), though. But you can't get blood (money) from a stone (college student).

      Do you have $50 in your pocket now? Will you ever in the future? How many games would you have purchased now or in the future if you hadn't already played them for free in college?

    13. Re:Flawed premise by TheRaven64 · · Score: 1

      Think how many people in the world didn't buy Cliffski's games. Some of them didn't because they didn't have a computer. Some didn't because they don't play computer games. A few probably didn't because they could pirate it for free. The question is, what percentage of the non-buyers are pirates, and are they the easiest section of this group to convert to buyers? I would imagine the answers to these questions are 'very few' and 'no.'

      --
      I am TheRaven on Soylent News
    14. Re:Flawed premise by MightyYar · · Score: 1

      Do you have $50 in your pocket now?

      Yes! And after college I did buy games. Mostly console games, but also PC games. Funny how disposable income works. I still played demos before actually buying the games, and if the demos were too restrictive then - yes - I'd probably pirate a copy first. And chances are that if I had to pirate a copy then I'd never get around to actually buying the game. The exception would be games with online play where it was beneficial to get a legit key for the online portion.

      How many games would you have purchased now or in the future if you hadn't already played them for free in college?

      Since I went to college in the 90s, those games would all cost about a dollar now and were long written off. :) I know this because I actually have and still play an N64. I think that the last game I bought for it was $1.

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    15. Re:Flawed premise by Anonymous Coward · · Score: 0

      provide more value to a so-called pirate such that the "pirate" gets more utility from the game by paying for it than by downloading it

      it sounds to me like that's exactly what he's trying to figure out how to do. it's not going to help him to know that fact if he can't figure out WHY people do what they do and WHAT they want.

    16. Re:Flawed premise by Gnavpot · · Score: 1

      I would change that to read "A pirated game does not always mean a lost sale."

      Correct. Sometimes a pirated game means one or more extra sales.

    17. Re:Flawed premise by Anonymous Coward · · Score: 0

      I would have to strongly agree. In college, I had essentially no money for extras; I could barely keep up with food, clothing, shelter, and outrageously overpriced textbooks. During that time, if I couldn't play a game for free, I couldn't play it at all and no amount of demos, nag screens, outright begging, or even physical abuse would have had any chance of changing that. My financial situation was what it was.

      However, during that time someone gave me a copy of Sid Meier's Civilization which, as I recall, had a fairly easily-cracked copy protection scheme; it asked you a question about the game itself--what two advances were required for this one--and presented it as a multiple choice. All it took was one lucky guess and you were in. Since that information was also available in-game (in the so-called "Civopedia"), I made myself a list so I could play the game at will. In the end, as much as I played the game, I never bought Civilization. But, since then, I have legally purchased Civilization II, III, and IV, along with CivIV Warlords and CivIV Beyond the Sword. And it was all because I was able to play the game when I was poor and couldn't afford to buy it. The same sort of thing happened with Lemmings, SimCity, Extreme Pinball, and even Doom (although I kind of regret buying Doom III). At the same time, I have no way of knowing whether any of the games that I couldn't play for free would have or even could have captured my loyalty like those few games did.

      In contrast, I once purchased a game which turned out to have a copy-protection scheme that prevented me from playing it. I was going to be on a long airplane flight, so I bought an attractive-looking slot-machine game from Masque Publishing. I installed in on my laptop, played it briefly to make sure it was working, and then ignored it until I was on my way. That was when I learned that the *#&#*%)! thing wouldn't run without the CD-ROM (which was now miles away and several thousand feet below me)! As a result, I have refused to buy any titles from that company ever since.

      So, in my experience, I have never bought a game because I fell in love with the copy protection. Instead, I fell in love with the game, which I could only do if I could play it, which, at one point in my life, I could only do if I could play it for free. My advice to Cliff Harris is that if he is in this game-making business for the long haul, he needs to realize that some of today's pirates could become tomorrow's customers and that some amount of piracy is an inevitable cost of doing business. I am reminded of the old whisky-maker's reference to the "angel's share," which was the small quantity of whisky that was lost to evaporation during the aging process. It was a fairly small loss to their overall profits, just as piracy is to a software maker's profits, but they are equally inevitable and equally insignificant. If there is a financial problem with a whisky-maker's business, counteracting the angel's share is unlikely to fix it. Similarly, if there is a financial problem with a software-maker's business, counteracting piracy is unlikely to fix it. In short, if your games are not attracting enough buyers and your business is not turning a profit, the small amount of profit lost to piracy is unlikely to be your real problem.

      [As an added note, I would like to add that I don't know who Cliff Harris is and, to my knowledge, I have never played any of his games, so I don't know how interesting, engaging, and/or fun those games are.]

    18. Re:Flawed premise by dangitman · · Score: 1

      You can't convert people that wouldn't have bought your game in the first place.

      Nonsense. That's what marketing is all about. It's practically the basis of the consumer economic model. You take somebody who isn't a customer, and turn them into a customer.

      If somebody is unaware of your product, or not buying because they don't know about some feature - you inform them of the benefits (or cool factor, or whatever). If that's successful, you made a customer. If this is impossible, as you say, then why does advertising exist?

      --
      ... and then they built the supercollider.
    19. Re:Flawed premise by Anonymous Coward · · Score: 0

      you can't get blood money from a stoned college student?

  28. Because by xx01dk · · Score: 1

    Because, among other things: sometimes even in this day and age, a game will ship WITHOUT wide screen support, and most times you have no way of knowing this until you actually install and try to configure it.

    --
    There is simply too much glass..
    1. Re:Because by kyrre · · Score: 1

      This would be the weakest reason I have ever heard. Try Google or e-mail the companys support service. It would probably answer your question.

  29. I stopped pirating games years ago. by goldcd · · Score: 4, Interesting

    Not really for any specific reason, but here are some of them:
    I earn money now. As a student buying that game was taking food/alcohol money.
    I don't have less free time. I have to be more selective. I play less games and the cost to purchase is the least of my worries. In fact it probably saves me cash as if I was out doing something else, I'd undoubtedly be spending more money.
    I like on-line a lot. I bought Battlefield 2 for the magic code that let me go online - and I've not chipped my 360 for the same reason.
    Cracking stuff makes me feel guilty. I mean yes there's all the arguments about how paying for the game gives you a more restricted copy - but Oh I dunno. If it's a good game somebody has poured their heart and soul into it, and I don't want to make them sad.
    Steam - I like steam. I go there, I buy a game (after playing a demo maybe) and there it is to play a few minutes later. I can't be arsed fiddling with CDs, I usally lose/scratch them. If I'd put my thinking cap on and designed my own online distribution system - it'd look like Steam.
    I'm not involved in the scene. Getting a pre-Jap release of Metal Gear Solid through the post, complete with japanese stamps on the jiffy bag - that's exciting. Clicking on a torrent link or browsing usenet.. not really a challenge. Strange point this one, but I liked the days when stuff had to be posted, or tracked down to an obscure hidden FTP dir. Too easy now.

    How to stop piracy? Well that's a tricky one as I think everybody has their own reasons. If you genuinely can't afford the game - then nothing's going to stop that person pirating it (and if there's been no sale to lose - who cares?). If anything it keeps somebody in the market for future releases and hey they might turn into me and start buying them when they can.
    Possibly the other thing is to make the makers of games more important. If you've been reading the blog of somebody who is making something - or eagerly tracking the return of Sam and Max - then you're going to feel more inclined to show support and buy it. When some movie-tie-in appears on 9 formats the day of the films release from 'somewhere' - well I'm not feeling a great emotional attachment to the producers.
    Final bit is that I think game makers are starting to be nice to us and understand what we want. We don't have it too bad. Compare what's happening with online distribution of music and movies..

    1. Re:I stopped pirating games years ago. by Anonymous Coward · · Score: 0

      Steam is a big deal for me.

      If there's a demo on steam, I'll try it. If I want it (sometimes even without a demo) and it's on Steam, I'll buy it.

      It's more convenient than pirating, it's often cheaper than buying it at an actual store, and I never have to worry about a CD. That is worth my money, IMO.

      I finally tried EVE after years of hearing about that game and going "meh" when a trial was put on Steam. I didn't end up buying it (wanted more of a freelancer feel than what EVE is like), but the fact that it was there had me actually considering an MMO again. (like many others I burned out on WoW)

    2. Re:I stopped pirating games years ago. by Dolohov · · Score: 1

      These are all good points -- practically a checklist for why I don't pirate games.

      I think the solution is to personalize. Get a fast machine, and when someone orders the game, have me (the customer) wait ten minutes for a personalized link to the game, the binary of which now has my name, email, address, and credit card number compiled into the game (easily visible under an "About" window), which is free of DRM, and requires a password I select to play. After that, it is up to me to keep it safe the way I keep anything with that information safe. If I decide to make copies of the game for my girlfriend or my brothers, fine. But I'd have to think long and hard before making a copy for someone I didn't trust quite so absolutely. I might even insist on there being some kind of DRM...

      It's not a perfect solution -- there are issues of stolen credit cards, for example -- but it does seem to allow honest customers the most leeway.

    3. Re:I stopped pirating games years ago. by Anonymous Coward · · Score: 0

      I hate steam and I'm not one to throw around the word 'hate' lightly. I bought the orange box just because it was awesome. First time I get it, the cd's are damaged and I lose one weekend in returning them. Btw, here in India, the packaging and CD's they use are absolutely shit quality. Nearly 2 of 3 people who buy them, have to return them to get them replaced.
      I work during the week which leaves me with exactly zero time for games during the weekday.
      Next week, I get the game replaced from the store and start playing? Nope. Have to leave it on *overnight* to update because of my slow connection.
      Then I play it for a week, steam decides to automatically update and wipes out my saved password now I can't play the games that I actually bought. Fuck Steam. Up The Ass. I'm pirating all the other games from Steam now.
      Oh, and I do buy the games I like. I just usually use the code from them and leave the cd's collecting dust. Developers Save yourselves some plastic and move to online distribution but for heavens sake, not Steam.

      Captcha for this post is ironiaclly: Gratuity

  30. information scarcity is an anachronism by Victor+Tramp · · Score: 2, Informative

    The problem I see is game developers have the same myopic understanding of their products as the MPAA and RIAA have..

    In the material world, matter can't be created or destroyed. So in order to sell a widget, you have to make a widget first, and when you DO sell a widget, you only get to keep a fraction of the money you make, since the majority of the price has to go into MAKING ANOTHER WIDGET.

    In the digital world, information CAN be created and destroyed. it is very easy to create, and very difficult to destroy once created. So in order to sell a digital widget one merely needs to make a copy and trade material money for it. however, the party RECEIVING the money gets to keep 100% of that money since generating a new digital widget takes no industrial effort at all to make (or allow to be made) more copies.

    As the internet spreads around the globe and everybody has faster and faster access to information, there's no scarcity. ONCE a program has been WRITTEN, it can be infinitely replicated by anyone who has a copy. ..So, crying foul because people are pirating or copying your digital products literally makes no sense. No one gets rich by digging one ditch. If you don't want your information copied, don't put it out there for people to access.

    I'm not saying I have the solution for "piracy", nor am I attempting to explain the motivations behind "pirates". All I'm trying to illustrate is the physics of what the situation is for software developers, and music and movie producers, and all the other people trying to "capitalize" on the information age.

    everybody's motivations in this matter are merely based on physics, not greed or morals.. enjoy the spread of computers, technology, and bandwidth! ^_^

    -m

    --
    US$0.02++
    1. Re:information scarcity is an anachronism by Tikkun · · Score: 1

      In the material world, matter can't be created or destroyed. So in order to sell a widget, you have to make a widget first, and when you DO sell a widget, you only get to keep a fraction of the money you make, since the majority of the price has to go into MAKING ANOTHER WIDGET.

      Am I the only one who read this an instantly thought about the first law of equivalent exchange in FMA?

    2. Re:information scarcity is an anachronism by zippthorne · · Score: 1

      If you sell all your games for $0 (your estimated marginal cost) How do you pay down the sunk costs (i.e. developer time, which I guarantee was neither free, nor "on spec" in anticipation of $0 profit per copy in the future.)

      --
      Can you be Even More Awesome?!
    3. Re:information scarcity is an anachronism by Anonymous Coward · · Score: 0

      i agree with you. you have made a valid point, and there is really not much that can be added to further illustrate what you have said.

    4. Re:information scarcity is an anachronism by Anonymous Coward · · Score: 0

      So if I make a widget and sell it, I can pocket the profit from it since the person who made the first widget and who I ripped off did not actually need to pay for my materials?

      You can look at it another way. The revenue from this widget (software) is paying for the production of the next widget (sequel, expansion, etc.).

  31. my quick answers: by Anonymous Coward · · Score: 0

    Why:
    Because I can't afford to buy it right now. If it's good I'll buy it at some point in the future.

    DRM:
    Guaranteed way to make me _not_ buy the game, regardless of how good it is.

  32. Why Steam stopped me from pirating by Anonymous Coward · · Score: 1, Interesting

    1. I'm lazy. Steam lets me get the games I want without having to do much work at all. If I wanted to buy a game before I had to go to do the store, or order it online, which took time and effort.

    2. It's portable. If I get a new computer, I just load up Steam and re-download the games I want. No searching for disks, or serial numbers. Steam also allows me to install the game on multiple computers (say a laptop and a desktop), and since I'm not using both at the same time, it's not a problem.

    3. It's getting better. The process continues to be refined, and the selection continues to grow. If I pre-order or order bundles of games, I can sometimes save significant amounts of money.

    1. Re:Why Steam stopped me from pirating by morari · · Score: 1

      Real discs aren't portable? o_O

      That's all fine and dandy until Steam suddenly shuts down one day and you have absolutely no way of playing all of those old games that you love.

      You can install any game on multiple computers. Any game that doesn't allow you to do that isn't worth purchasing. Not being able to play the game on multiple computers at the same time is ridiculous though, and makes LAN games with the wife and kids impossibly expensive.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    2. Re:Why Steam stopped me from pirating by Anonymous Coward · · Score: 1, Interesting

      That's all fine and dandy until Steam suddenly shuts down one day and you have absolutely no way of playing all of those old games that you love.

      Meh. Valve has un-DRM'ing tools for the games. I have personally only bought a single game through Steam (BioShock) but it works like a charm and has always done so. People should use Steam some more.

      One problem with buying online-focused games, even through Steam, is that you have no idea if there are still people online playing that game. Before buying games like Unreal Tournament, I would like to know how alive the online community actually is. So far I have found no official way of finding out, and I'll be pissed to shell out lots of money and find that no one is there to play with.

      A problem with buying small, indie games is that usually they are fun for the first ten minutes, and then you and your friends become tired of the game and go on to play something else. The game simply isn't long/varied/fun enough to keep you entertained for long enough to justify paying those bucks.

    3. Re:Why Steam stopped me from pirating by morari · · Score: 1

      Correct me if I'm wrong, but doesn't BioShock have some pretty heavy DRM in disc form?

      I can assure you that the original Unreal Tournament still has people playing online pretty frequently. You might not find too many playing without mods and custom maps however.

      Generally indie games are somewhat shallow and perhaps not worth the money. That's not to say that there aren't exceptions though. Check out "Soldat" to see a great little game worth paying for. It's actually free, but paying the small price gives you some trivial extras and (obviously) supports the creator.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    4. Re:Why Steam stopped me from pirating by Anonymous Coward · · Score: 0

      Yes, BioShock has heavy DRM in disc form, which is not Steam.
      And not just UT, but generally, when looking to buy a game, I wouldn't buy an online game if no one was playing it. And that's why I'd like to see some form of trustworthy data on whether the game is being played or not. I'm guessing this is related mostly to older games (hence using UT as an example) but it would be nice to see how much even new titles like TF2 or CoD4 is being played (to determine what game to purchase).
      Finally, I have tried playing Soldat, and it was fun for about half an hour, after which I uninstalled it and never played it again. But that's just differing tastes.

    5. Re:Why Steam stopped me from pirating by morari · · Score: 1

      No love for Soldat? That's surprising, especially since you use so many first person shooters as examples in your post. I always felt that Soldat was the perfect incarnation of a 2D deathmatch game... y'know, if first person shooters were actually side-scrollers. :P

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
  33. My Reasons by Comatose51 · · Score: 1

    I've generally stopped pirating games now that I'm older and financially independent. It used to happen a lot more when I was living under my parents' roof. That's not a real excuse. Still, I occasionally pirate games because:

    1. I want to try them out first. In my opinion, 95% of games out there suck and I get tired of them in a few hours because most don't have any replay value. As a result, I usually pirate the games to try them out and buy them later or I buy from the used game bin a few yeas after they've come out because wasting $10 is better than losing $40+. There are some companies out there who've established such a good reputation that I don't need to do this. I've purchased every one of Blizzard's non-MMORPG games since StarCraft because they've yet to disappoint me and their games have such good replay value. I still play Diablo II and StarCraft every now and then.

    2. DRM sucks. I pirated Company of Heroes and then I liked it so much that I purchased it. When the expansion, Opposing Fronts, came out I purchased that too since I figured the company is good at what they do. After installing it, however, I want to pirate it because the DRM on the expansion is annoying as hell. They check for media or you have to register yourself with their multiplayer server. Both of these things are annoying for me. I would much rather go pirate it so the stupid game doesn't nag me everytime I try to play it. This is AFTER I've already purchased the game.

    --
    EvilCON - Made Famous by /.
  34. Out of print by tepples · · Score: 2, Informative

    A lot of programs get pirated because they're not available through legit channels. For instance, Zero Wing gets pirated because it's out of print and the public doesn't know who owns Toaplan's assets. Another case: Over a decade ago, I tried to register a shareware application for Mac. I mailed a money order, but two months later I got it back, marked return to sender. I assume the developer moved without a forwarding address.

  35. I don't want your permission to play. by Anonymous Coward · · Score: 0

    The biggest annoyance is a game calling home for permission to do something, whether it is to install or just to run. I don't want to make another account, I've got too many as it is. I don't need to login, I want to play a local single player game. I also want to play the game again in 5 or 10 years. I may want to pull out a classic game to relive those old moments but if you decide to take your servers off line of go out of business, your taking something away from me too.

    I can live with a CD key used to install and only checked if I choose to connect to your servers for some multi-player action but cd checks are useless as no-cd cracks are available for nearly every game released anyway so why bother?

  36. Mutual respect by Just+Some+Guy · · Score: 5, Insightful

    Look, I don't want to pirate stuff. I'll happily pay to go see a movie, and I'll happily pay to buy a good game (without even downloading it first to try it!). But here's what I demand in return: treat me with respect.

    1. Do not require me to leave the CD in. I have a bunch of games and don't want to dig around for the installation media every time I want to play it.
    2. Skip the copy protection. We both know that I can download a cracked version off the Internet, so why penalize me for buying a real copy? Yes, I very well may install it on more than one of my computers, such as by putting a copy on my laptop so I can play it while I'm out and around. I can do that with my MP3s and movies, and I'm going to do it with my games. These are copies for my own personal use and I'll make them to my convenience. But here's my end of the bargain: I'm going to tell my mooch friends to buy their own copy.
    3. That crap Blizzard pulled with Glider? Don't even think about it. People will grudgingly put up with it from them, but you won't be able to pull it off. This is my computer and I very well might break your program in new and interesting ways. I bought it. I can do that.
    4. Skip the EULA. When I hand over my cash, I own that copy of the game. It's not licensed to me. It's not rented or leased to me. I own it. Don't attempt to throw extra restrictions on my use of it after the fact. Again, I'm not going to distribute your work, but you need to understand that I owe you nothing else.

    I'm not trying to be antagonistic, but the above are my non-negotiable requirements for buying software in general. I'm not out to share copies or take anything away from you, but in return I want acknowledgment that I don't owe you any extra favors just because I bought your stuff. I'm your customer and want to have a good relationship with you, so don't treat my like an asshole just because other people ripped you off.

    --
    Dewey, what part of this looks like authorities should be involved?
    1. Re:Mutual respect by Anonymous Coward · · Score: 1, Insightful

      All very good points and I would add one more:

      Point #5

      Allow me to return the game to the store if it is crap! I hate how with everything else in life you can return it if you don't like it. But for some reason a $20 piece of plastic can't be returned once the magical seal of protection has been removed. This pisses me off to no end! If the game sucks I should be able to get my money back.

    2. Re:Mutual respect by TheDarkMaster · · Score: 1

      +5 for the comment above is not enought.

      --
      Religion: The greatest weapon of mass destruction of all time
    3. Re:Mutual respect by raodin · · Score: 1

      That crap Blizzard pulled with Glider? Don't even think about it. People will grudgingly put up with it from them, but you won't be able to pull it off. This is my computer and I very well might break your program in new and interesting ways. I bought it. I can do that.

      I agree with the rest of your post, but this I cannot.

      People "put up" with Blizzard trying to put down a *cheat* in their MMO because the use of said piece of software directly impacts the game experience of other players. That is not acceptable, and Blizzard is well within the boundaries of reasonable behavior to take action against it.

      Break your software in whatever creative ways you like, as long as it doesn't negatively affect other users of that software.

    4. Re:Mutual respect by Anonymous Coward · · Score: 0

      "That crap Blizzard pulled with Glider? Don't even think about it. People will grudgingly put up with it from them, but you won't be able to pull it off. This is my computer and I very well might break your program in new and interesting ways. I bought it. I can do that."

      It's not your computer, what you do there, no one gives a crap about. It's Blizzard's servers. Break the game for yourself all you want, but you have no right, to break it for thousands of people.

    5. Re:Mutual respect by cbhacking · · Score: 1

      So... you're saying A) that you've not bought a physical media computer game in the last, oh, 10 years (at least some floppy disc games had copy protect, for that matter), and B) just because you claim to be trustworthy, the game developers should trust everybody?

      No offense, but it is NOT going to happen. The introduction of anti-copy was a REACTION to the rampant piracy that was - and in many cases, still is - going on (at colleges, between friends, and through the anonymity of the Internet). If you want a world where games come without copy protection, etc. then you need to first convince the gamer community to stop piracy. Only then can you reasonably expect devs to stop putting in ant-copy. Believe me, it's not what we (in the general dev community sense) want to be doing; it costs money and lowers people's impressions of software. It is, however, also economically necessary to have at least minimal anti-copy in place.

      In other words, fix the problem (the piracy) before you complain about the symptoms (the anti-copy). They will vanish on their own once they are no longer economically beneficial.

      That said, I like your attitude. It's unrealistic in the present software world, but - with the possible exceptions of the Glider complaint (I don't like how they did it either, but programs like that really can screw up a game world) and some EULA cases (i.e. don't screw up the online experience for others by cheating) - I think the world you're asking for would generally be a better place.

      --
      There's no place I could be, since I've found Serenity...
    6. Re:Mutual respect by Just+Some+Guy · · Score: 3, Insightful

      People "put up" with Blizzard trying to put down a *cheat* in their MMO because the use of said piece of software directly impacts the game experience of other players. That is not acceptable, and Blizzard is well within the boundaries of reasonable behavior to take action against it.

      Screw Blizzard. They effectively made it illegal to run whatever combination of software you want to run on your own computer. They figured it'd be easier to sue you than to write a secure service.

      First rule of software development: "Never trust the client application." I don't get to sue people who browse my webpages with software I haven't specifically authorized. Instead, I have to make sure that my stuff won't break, regardless of what software is accessing it. You think Blizzard should get a free pass because their stuff is shiny and you have to pay for it?

      --
      Dewey, what part of this looks like authorities should be involved?
    7. Re:Mutual respect by Just+Some+Guy · · Score: 2, Informative

      So... you're saying A) that you've not bought a physical media computer game in the last, oh, 10 years (at least some floppy disc games had copy protect, for that matter), and B) just because you claim to be trustworthy, the game developers should trust everybody?

      A) I did, then installed the cracked version.

      B) The game developers are indirectly asking why their customers resent them. I'm telling them why.

      --
      Dewey, what part of this looks like authorities should be involved?
    8. Re:Mutual respect by Dolohov · · Score: 1

      That sounds great, but come on -- they don't know you from Adam. It's not lack of respect, it's lack of trust, and they can only trust you to the extent they trust everybody. But they can't trust everybody. Do you get similarly upset with clothing stores that have security cameras all over the place, and put those anti-theft devices on their products? Ditto the little RFID tags that bookstores put in their books. Even if they know and trust and respect you, they still need to put those things in, because there exist customers not deserving of trust or respect, and there is no way for them to tell the difference. They can't turn the security cameras and theft detectors off just because you, a nice respectable guy, deign to walk into their store. We don't (usually) blame the store for these inconveniences, we blame the jerks who shoplift.

      As for the copy protection: sure, I can download a cracked copy... but that probably means going to some skeezy site full of porn ads and popups and the latest in browser exploits. Even the torrent trackers aren't exactly trustworthy. But that's beside the point: it doesn't matter if I can get my grandmother to burn me a copy of any cracked game I want and send it to me overnight priority mail along with a bag of freshly-baked cookies, all for free. It's about raising the bar and preventing the kind of casual piracy that history has shown would otherwise be rampant: Burglars may be able to break my windows, but that doesn't justify me throwing up my hands and leaving my doors open. (It'd be damned convenient if I could, too -- no more fumbling for keys in the rain, or accidentally locking myself out! But I don't blame my landlord for insisting I keep the door locked, I blame the jerks who would take advantage of that to steal stuff.)

      It seems to me that game companies are making the best of a bad situation: they want to make games and they want people to enjoy them, but they need to feed their families too. Many of them dearly love their honest customers, and truly regret the need to put this kind of crap in there (in addition to your objections, many of them feel that it sullies their vision of the game they wanted to make), but they've got to lock those doors, and no amount of sniffy self-righteousness is going to change that -- only a change of the culture to discourage the crackers and pirates, and encourage people to not consider a "free" copy a viable/preferable option, will change that.

    9. Re:Mutual respect by Just+Some+Guy · · Score: 1

      Do you get similarly upset with clothing stores that have security cameras all over the place, and put those anti-theft devices on their products?

      I've never once had to call Old Navy and ask their permission to wear a sweater I'd already paid for. JC Penney's doesn't act like you're morally obligated to wear outfits in the way they display them. Levi's has never sued me for cutting the legs off my jeans.

      As for the copy protection: sure, I can download a cracked copy... but that probably means going to some skeezy site full of porn ads and popups and the latest in browser exploits.

      That's a pretty scary description of a rather mundane reality. Did someone ask you to describe it that way?

      Many of them dearly love their honest customers, and truly regret the need to put this kind of crap in there (in addition to your objections, many of them feel that it sullies their vision of the game they wanted to make),

      Hey, like I said, the net effect is that you're making it more difficult to use the item I bought from you. Given the choice of a free, cracked, working version off The Pirate Bay and a non-free, DRM-infected, half-working version off the shelf at Wal-Mart, there's a pretty thin line of morality keeping my wallet open. Rather than making it harder for honest folks and easier for pirates, why not make it worth my while to buy a copy? Suggestions: first month of online play for free. Toss in a figurine of the hero. Included a one-time-use code for downloadable content. Bundle it with a free strategy guide. Include a coupon for McDonald's. Heck - anything! Today's situation is only tenable until a critical mass say "ah, forget it" and permanently dismiss the idea of buying your stuff.

      --
      Dewey, what part of this looks like authorities should be involved?
    10. Re:Mutual respect by Anonymous Coward · · Score: 0

      good thing you're already maxed out on mod points because otherwise I'd be scrambling to try and find my actual login.

      Man have you totally nailed this one, though I'd say that #3 should not have allowed blizzard that right..

    11. Re:Mutual respect by TheRaven64 · · Score: 1

      And yet they expect you to run their software, with privileges to touch any piece of data on your computer (and often enough to modify it).

      --
      I am TheRaven on Soylent News
    12. Re:Mutual respect by raodin · · Score: 1

      You think Blizzard should get a free pass because their stuff is shiny and you have to pay for it?

      Not exactly, I think I made my position pretty clear.

      It's perfectly ok to do whatever you want to the software on your own computer, as long as it doesn't negatively impact other people. Once it does, there should be consequences. Should Blizzard have done something about Glider? Absolutely, they have an obligation to enforce a level playing field in their game. Did they do the right thing? Maybe not, but that is an entirely separate discussion.

    13. Re:Mutual respect by Just+Some+Guy · · Score: 2, Insightful

      It's perfectly ok to do whatever you want to the software on your own computer, as long as it doesn't negatively impact other people. Once it does, there should be consequences.

      If Blizzard was doing their job and enforcing rules server-side, then it wouldn't matter what players were doing. As I mentioned, my web applications make no assumptions about the integrity of your web browser or the nobility of your intent when making requests. When I try and succeed, I get to keep my job another day. When Blizzard tries and fails, they bust out the lawyers.

      For as much fun as we all used to make of Second Life, they took the exact opposite path. Instead of installing more locks and loading up the lawyercannons, they open sourced the client. Every third person there seems to be a griefer, but they used it as a learning experience to figure out how to better secure the server. Again, you're giving Blizzard a free pass for reasons unbeknownst me. For as long as there ever have been and ever will be multiplayer, there have been and will be people hacking their clients. The correct response is to accept that and work stop it on your end.

      --
      Dewey, what part of this looks like authorities should be involved?
    14. Re:Mutual respect by SanityInAnarchy · · Score: 1

      First rule of software development: "Never trust the client application."

      Problem: This will never work for gaming.

      Maybe if... No. NEVER.

      I don't get to sue people who browse my webpages with software I haven't specifically authorized.

      Your webpages very likely are simply pages, not actual games.

      Instead, I have to make sure that my stuff won't break, regardless of what software is accessing it.

      And indeed, the server didn't break. It did exactly what it was designed to do.

      But do you realize what Glider is?

      Glider is a program which auto-plays WoW for you. It is, in other words, doing perfectly acceptable things, and not breaking any security, server-side -- except for the part where a human is supposed to be playing, and a bot is, instead.

      The only way to prevent this from happening would be for the server to be able to detect whether the game is being played by a bot or a human. And that's the CAPTCHA problem all over again.

      And by the way, this problem has existed for a long time -- look at aimbots, or better, wallhacks. The only way to prevent a wallhack (make all walls appear as translucent, so you can see players through them) is to send as little information as possible -- but there's still going to be a case where this doesn't help; where the person without the wallhack would simply hear footsteps behind the door, and the person with the wallhack can see a full body.

      The only way to avoid wallhacks, absolutely, is to do all the rendering server-side. And that wouldn't prevent aimbots, it would just make them much harder.

      The only way to prevent this kind of cheat is to make a game which gains nothing from computer augmentation -- or which a human will always play better than a computer. Good luck with that -- even chess barely qualifies.

      That, or give up trying to make a real game, and let everyone play Progress Quest.

      --
      Don't thank God, thank a doctor!
    15. Re:Mutual respect by raodin · · Score: 0
      You're creating a false dichotomy here - Blizzard can sue MDY for creating and selling a hack that affects their software, AND work to secure it better. One makes headlines, and you'll never hear about the other.

      If someone breaks into my residence, I'm going to work to secure it better, but I sure hope the responsible parties still get punished.

    16. Re:Mutual respect by Dolohov · · Score: 1

      No, they don't *expect* me to run their software -- they offer it for me to run if I choose. As for privileges, that's inherent to Windows that anything you may (or in some cases may not) install can run rampant.

      To your broader point, yes, the trust and respect thing goes both ways. That's why I don't buy games from certain companies, and I tread carefully buying from indies (sorry guys, but my support only goes so far; I'm not opening up my drive to someone I've never heard of before unless you're selling through a respected site) But it seems to me that in most cases they have a lot more to lose by being untrustworthy than I do. (Unless they're Sony. But I don't buy Sony products anymore)

    17. Re:Mutual respect by CronoCloud · · Score: 1

      Do not require me to leave the CD in. I have a bunch of games and don't want to dig around for the installation media every time I want to play it.

      This is something I don't understand, why are so many PC gamers in this thread talking about CD's... in 2008! And why not leave the disc in, then you can run the game directly from disc and save space.

       

    18. Re:Mutual respect by CronoCloud · · Score: 1

      Developers resent you, because you are the kind of person who back in the 80's would be copying all their non copy protected 8-bit computer disk games and handing them to their friends. To stop that, they added copy protection, and then you said: "copy protection annoys me, I'll just pirate more." Brilliant strategy.

    19. Re:Mutual respect by Anonymous Coward · · Score: 0

      So you want to own the online wow. How does that work?

      Otherwise, I agree with most of what you say.

    20. Re:Mutual respect by Just+Some+Guy · · Score: 1

      This is something I don't understand, why are so many PC gamers in this thread talking about CD's... in 2008!

      Because they're trying to appeal to the large demographic of people who have $400 SLI video cards but haven't heard of DVD-ROMs.

      And why not leave the disc in, then you can run the game directly from disc and save space.

      Because it holds less data than and USB keychain drive I can find, and because my computer only has slots for a finite (and small) number of CD drives.

      --
      Dewey, what part of this looks like authorities should be involved?
    21. Re:Mutual respect by Anonymous Coward · · Score: 0

      Given the choice of a free, cracked, working version off The Pirate Bay and a non-free, DRM-infected, half-working version off the shelf at Wal-Mart, there's a pretty thin line of morality keeping my wallet open.

      Amen to that. Logically speaking, if you don't think you will get caught (who does?) the ONLY reason to buy it in that case is if you think it will make them more likely to make more of the same. I've bought like 4 Dow expansions that are all basically the same game with different art :)

      Rather than making it harder for honest folks and easier for pirates, why not make it worth my while to buy a copy? Suggestions: first month of online play for free. Toss in a figurine of the hero. Included a one-time-use code for downloadable content. Bundle it with a free strategy guide. Include a coupon for McDonald's. Heck - anything!

      NO! to that. that just raises their cost more. Just use a cd-key. That's plenty of DRM. Any more and it's expensive for you to make and no harder to cheat. Worried about key gens? If a key gen won't work, people who would run them would use a crack anyway. A serial key is plenty. It's a lock to keep honest people honest. Our firewalls will mute your snitches and their cracks will kill your mandatory activations otherwise - don't waste the money.

      Add a downloadable character/model or whatever for the serial registered/online activated volunteers. They run an updater, they get an easy update/notification of your new booster/expansion ad (not obnoxious, and unobtrusively) on the side while it downloads.

    22. Re:Mutual respect by Just+Some+Guy · · Score: 1

      [inaccurate ad-hominem deleted]

      You're wrong. There's nothing more to say about that.

      --
      Dewey, what part of this looks like authorities should be involved?
    23. Re:Mutual respect by Anonymous Coward · · Score: 0

      Disagree point 3.
      The ability to modify the game in order to gain an advantage over other players i can not see as reasonable.

    24. Re:Mutual respect by Anonymous Coward · · Score: 0

      Adding to the above.

      5. Actually, nevermind the CD. I do not want more crap taking up space in my house. Give me online distributables and email me a printable pdf with the manual, or mail the manual separately when I buy the game.
      6. Never give me a demo. There is never ever a reason for me to download a demo when I can download a full copy and simply bypass what is *probably* a mish-mash of scenes that do not represent the game in a good way at all.
      Instead, give me shareware. If the menu in the game has a text at the top, such as "This is a trial version, buy the game to unlock the full version [here]", chances are much larger I'll actually bother buying, especially if I know I will not have to download the game a second time. Also, this would allow you to use the Bittorrent networks in a legal way, adding another finger going "lol" and pointing at the village idiots that are the MPAA and the RIAA.
      7. Where I live, going to the store and buying a game is a pain, I have to at least take the car there, and chances are I will not bother. Do not expect anyone under the age of 18 to be able to do this either way. Instead, they will download the game, another reason for shareware. Hell, if I had a shareware disc with an unlockable full game on, I might as well take it over to a friend, and theyD be cool with that.
      8. Turnaround time is horrid. I no longer buy games online, because it takes longer for them to arrive than it takes for me to download them. Again, online distribution and unlockable shareware is the way.
      9. Connection. The only two games I remember having given money to in the last few years for the PC, are World of Warcraft, and Dwarf Fortress.
      As you probably know, World of Warcraft is an online service, which makes payment mandatory.
      As for Dwarf Fortress, it's a freeware ASCII indie game. Yes, I prefer paying for freeware ASCII games over AAA titles from most major studios. This is mainly because of the connection the sole developer has with his audience through the website, and also because the game is still in development, and I can see the changes as they happen since the game is distributed freely already as an alpha version.

    25. Re:Mutual respect by Wavebreak · · Score: 1

      That's a good rule in general, but a major part of the reason WoW is so successful is because it has very smooth gameplay, something previously nigh-unseen in an mmo. No rubberbanding etc. that often made its predecessors practically unplayable. All this because they do trust the client to some extent. Now, obviously, this causes issues, but IMHO the compromise is very much acceptable in this case. They could have made it secure, they almost certainly had the expertise to do so. Instead, they made it (arguably, but their success very much supports the argument) the best mmorpg ever, at least at the time. I'm not saying that necessarily gives them a free pass, but it damn well does go a long way in my book.

      --
      Nobody expects the British Columbia Human Rights Tribunal.
    26. Re:Mutual respect by Wavebreak · · Score: 1

      Eh, and only now do I realize that the whole issue is irrelevant, since glider is made for botting, not cheating as such. AFAIK, it sends completely valid input, so whether you trust the client or not doesn't actually enter into it. I'd like to know how full server-side validation helps when all you get is valid commands.

      --
      Nobody expects the British Columbia Human Rights Tribunal.
    27. Re:Mutual respect by Anonymous Coward · · Score: 0

      You're creating a false dichotomy here

      No, he isn't.

      Blizzard (and others) should stay out of regulating what other software is running on any person's computer. As a matter of fact, it should be made illegal for them to even try. You're missing the point, I think. Yes, Blizzard probably had reasons for their actions, but no, I disagree with them being good reasons and the actions themselves are most definitely not acceptable, whatsoever.

      To make myself clear, and reiterate what your parent poster said: In any client-server system, you design the server in such a way that it will correctly handle any client input, assuming nothing about the integrity of the client. Designing the system in this way not only eliminates this particular problem (with Glider) but a whole set of classes of problems.

      Basic distributed system design stuff.

      I thought more people knew about these things in this day and age, but apparently not.

    28. Re:Mutual respect by Anonymous Coward · · Score: 0

      I would love to know what kind of 'secure service' Blizzard could have written that would secure their game.

      The problem with Glider is not that it accesses an unsecured connection to the servers, but that it makes use of normally inaccessible client data. Now tell me, how do you propose to make a MMO where the client has zero access to the data, and is not permitted to send updates to the server?

      How exactly would that work in your mind?

      Webpages are different by default, since they are generally speaking a 1 way connection. WoW must be a 2 way connection to function.

    29. Re:Mutual respect by Anonymous Coward · · Score: 0

      1. Do not require me to leave the CD in. I have a bunch of games and don't want to dig around for the installation media every time I want to play it.
      2. Skip the copy protection. We both know that I can download a cracked version off the Internet, so why penalize me for buying a real copy? Yes, I very well may install it on more than one of my computers, such as by putting a copy on my laptop so I can play it while I'm out and around. I can do that with my MP3s and movies, and I'm going to do it with my games. These are copies for my own personal use and I'll make them to my convenience. But here's my end of the bargain: I'm going to tell my mooch friends to buy their own copy.
      3. That crap Blizzard pulled with Glider? Don't even think about it. People will grudgingly put up with it from them, but you won't be able to pull it off. This is my computer and I very well might break your program in new and interesting ways. I bought it. I can do that.
      4. Skip the EULA. When I hand over my cash, I own that copy of the game. It's not licensed to me. It's not rented or leased to me. I own it. Don't attempt to throw extra restrictions on my use of it after the fact. Again, I'm not going to distribute your work, but you need to understand that I owe you nothing else.

      You must not buy much software!

    30. Re:Mutual respect by Civil_Disobedient · · Score: 1

      100% what he said.

      The primary reason I'll pirate is because the cracking groups strip out all the protection--thus I can install and run the software wherever I like (hard drive? USB drive? no problem!) without having to jump through hoops. And I know the software will still work five years from now when I've lost my authorization key or PGP-encrypted email containing the registration information or your central servers that verify keys have vanished from the planet.

    31. Re:Mutual respect by Just+Some+Guy · · Score: 1

      You must not buy much software!

      Not a lot, no. Everything I use at work is FOSS, and I mostly buy console games these days (for most of the reasons I listed).

      --
      Dewey, what part of this looks like authorities should be involved?
    32. Re:Mutual respect by Anonymous Coward · · Score: 0

      I'm your customer and want to have a good relationship with you, so don't treat my like an asshole just because other people ripped you off

      The problem is, they have no idea who "you" or "other people" are, nor any good reason to trust what you say - that's why companies by default assume everyone is a pirate.

    33. Re:Mutual respect by LeafOnTheWind · · Score: 1

      Honestly, I don't play WoW and don't care about what happens in regard to it, but I will say that Blizzard cannot do 100% authentication on their server. That's because they are not trying to prevent illegal commands from players, but trying to prevent people from having their computer run legitimate commands for them (bots). You can never prevent against a bot using server commands since the most clever way to construct the bot would simply to read and rewrite the memory of the client. Since the client would still be delivering the commands, there is no authentication method on the server that prevents interference.

      Similarly, given enough time, even the most secure client can be cracked as the cracker has complete access to the allocated memory of the client program.

    34. Re:Mutual respect by Anonymous Coward · · Score: 0

      "When I hand over my cash, I own that copy of the game. It's not licensed to me. It's not rented or leased to me. I own it. Don't attempt to throw extra restrictions on my use of it after the fact."

      Sorry, wrong, wrong, wrong. When you buy a game you are actually purchasing a 'home user' license, not a carte blanche license to reproduce, manufacture and broadcast the game. You have no rights other than that to play the game yourself (or amongst a small, private, not-for-profit group). The rights to copy, distribute etc are always retained by the copyright owner of the work (the game design house).

      This is the whole problem with intellectual property theft, in games, music, movies, whatever. People think that as they've parted with £40 that game is 'theirs' to do with as they please. It isn't, and until we have widespread understanding of this the problem will only get worse.

    35. Re:Mutual respect by Just+Some+Guy · · Score: 1

      Don't be a sheep, and don't misrepresent what I said. I own that copy, in precisely the same way I own a book. That doesn't mean I can distribute it or manufacture copies, but it does mean I can do anything else that you can legally do with your own property.

      --
      Dewey, what part of this looks like authorities should be involved?
  37. MOD PARENT UP by Anonymous Coward · · Score: 0

    An honest answer. I respect that.

  38. 100% down to quality of game for me by Anonymous Coward · · Score: 0

    I pirated Dawn of War but ended up buying it and all the expansions since because it was such a good game.

    The same goes for many other games for me such as Ghost Recon series, Settlers series, Rainbow Six series, Quake series and many others.

    Nothing sucks more and bitters my taste, not from buying from just one company, but from the game industry as a whole as spending $60 on a game to find out it's complete and utter crap.

    Value also helps sales for me, Valve's Orange Box is a good example, the box had a lot of additional game content that made purchasing it far more worthwhile than say a single game with just 6hrs content.

    1. Re:100% down to quality of game for me by TriggerFin · · Score: 1

      Valve's Orange Box had a lot of additional game content that I had already paid for.

      1. I'd pay $30 for the two new single player games. TF2 is of no use to me.

      2. I won't pay $.01 to EA for it or any other game until they've patched out the bugs they patched into the last game I bought from them (SimGolf, it'll never happen), so I'll only buy it online through Steam.

      3. It leaves me wondering if I'll have to buy all the old stuff yet again to get the new content when Episode 3 comes out, so I have to wait for that, too.

      --
      Here's your sig.
  39. Hear from pirates by Anonymous Coward · · Score: 1, Funny

    Yarrr.

  40. Non-pirate point of view on /.? by mi · · Score: 1

    If you read /. only, you'd be convinced, that the only people opposed to piracy are the big studios and their associations, who resell the works (intellectual) of the (maltreated) artists.

    Occasional reports of exceptions (such as Metallica) don't count.

    And now we have a word of an indie game-developer, who, it turns out, has been fighting pirates for a while already...

    I guess, the only way for him to get a mention here is by trying to talk to the (almost) thieves... What does this say about our forum?

    --
    In Soviet Washington the swamp drains you.
    1. Re:Non-pirate point of view on /.? by jp10558 · · Score: 1

      That the point of view is mostly not too interested in intellectual property in the ways the estlabishment is. Maybe that many people here disagree with the concept entirely. Or possibly that we don't really care about indie game devs? There is the possibility, however strange seeming, that society (or a subset anyway) is changing their ideas about what entertainment ought to be, and just don't care enough to economically support games in the way they used to.

      I a relativist mostly, so while I may be worried about sweeping societal change, it does seem that the RIAA has proved that
      a) you can't stop people copying your stuff for whatever reason
      b) suing your current and potential customers is bad business, and also doesn't seem to help prevent copying

      In the US we've pretty much failed to stop all sorts of "bad" behavior. We haven't stopped massive drug use, fraud on massive scales, and I don't think we're going to do anything to even slow down piracy. We might end up with 2 million more people in prison for non-violent crimes and just draining money from our government like we have with drug users, but what does that accomplish? It'd be a net loss to the economy as far as I can see.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
  41. Yaar! by Greyfox · · Score: 3, Insightful
    I'll be plunderin' yer booty, matey! What's that lad? Oh GAME pirates! Well t'tell ya the truth, matey, it's been a long time since I were 13 and I buy my games legit' now, but they frequently require me t'go fumblin' 'round for a CD or otherwise don't like soemthin' about my system. Like that I'm trying to run it under wine.

    In those cases, matey, I haves' t' take a short sail down to the Pirate Bay and download a crack or pirated version of yer game which I just bought. An' there ALWAYS IS one, matey!

    So yer efforts to prevent pirates be in vain matey! And you're makin' life more difficult than y'should for yer payin' customers. And ye be forcin' me to expose my system potentially to all sorts o' malcontents whose code I'd like to keep as far away from my machine as possible.

    Now that we've cleared the air, lad, I'll be takin' that booty.

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

  42. I used to pirate games for a couple of reasons: by DeadDecoy · · Score: 1

    Here are some of the reasons I used to pirate games.
    1. The game is abandon-ware or really friggen hard to find.
    2. At the time, I was a poor student that didn't have any money (you weren't missing out on my money).
    3. To try out the game.
    4. Obsessive-compulsive desire to collect games and archive them. A few times, I got in the process of collecting games, just because I could. I never ended up playing those games.
    5. Too many competing products in the mediocre games sections to actually buy them all.

    Here are the reasons why I have stopped/don't pirate.
    1. Too annoying to camp out a torrent/download.
    2. Too busy with work.
    3. Many games just aren't that good/innovative/have replay value, to be worth my time, i.e. I wouldn't get them if they were free.
    4. Online key codes. Gotta admit, this feature of registration for online play made me buy a few games.

    To be honest, it was a combination of aquireability and availability. If the game was easier to get through other means I would. Nowadays, my interest in games has lessened and I have the ability to buy the few games I want, so it's more convenient to purchase the game over downloading it. I had some friends who were more efficient at and the games they downloaded (versus payed for) were usually obscure titles of questionable quality.

    The same reasons could apply to music really. Does the customer have the ability to pay for the media and is paying the most convenient way of acquiring the media. When most people act in an illegal manner, it is not out of malicious spite to the creator of the media, but rather because it is convenient, easy to do, and the product is not excellent such that the user wants to own a physical artifact. I'm willing to bet that the major demographics of 'pirates' are adolescents who want everything but don't have the means to pay for anything. It kinda sucks that that's your target audience. They're kinda like zombies: they are legion and serve as a nifty buying force, but they will eat your brains given the opportunity.

    So, back to the main question: are you losing a significant amount of money because of pirates. I'm inclined to say no because 'pirates' don't have the means or desire to purchase your product when it comes down to paying money.

  43. Ploy? by SIR_Taco · · Score: 1

    Well... this could be a neat ploy for self-confession

    why not:
    I want to hear from people who murder. I think murder is wrong and I would like to hear why you murderers out there think that I am wrong.

    Oh, and don't worry, we wont log any information about you *wink-wink* *nudge-nudge*

    --
    I say don't drink and drive, you might spill your drink. Before you get behind the wheel just stop and think.
  44. Convenience by Anonymous Coward · · Score: 0

    I don't remember the last time I bought a game from a brick and mortar. I've bought many from Direct2Drive and would be willing to buy many more. Unfortunately, not everything is easily available for online download. This makes piracy a reasonable option if you're not wanting to drive somewhere or wait a week to get a new game. Thats really the only reason I'd pirate any games at this point.

  45. CD checks on consoles? by tepples · · Score: 1

    Do not require me to leave the CD in. I have a bunch of games and don't want to dig around for the installation media every time I want to play it.

    So I take it you won't play a console game unless it's on WiiWare or Xbox Live Arcade. Games for consoles that come on discs typically don't install themselves completely to the internal drive, and most games for one PC don't have multiplayer.

    1. Re:CD checks on consoles? by Just+Some+Guy · · Score: 1

      So I take it you won't play a console game unless it's on WiiWare or Xbox Live Arcade.

      Sure I do, but that's inherently different. I'm not allergic to physical media, but resent having to use it when there's no useful reason to do so. Let me put it this way: I understand that a Wii doesn't have infinite storage, and in this case it makes sense to play directly off the media. The reverse situation is true on my kids' PC, where they have a 320GB hard drive but almost all their games refuse to run without the CD. Yeah, I can make (and have made) virtual drives to work around the requirement, but that's just stupid.

      --
      Dewey, what part of this looks like authorities should be involved?
    2. Re:CD checks on consoles? by kaizokuace · · Score: 1

      this is a moot point as people are used to needing the disc on a console. On a PC there are legitimate reasons to not want the disc in. On a console it makes no difference because the device is intended to need the disc in. It doesn't detract from anything else on the system. A PC is used for more than just games.

      --
      Balderdash!
    3. Re:CD checks on consoles? by TehZorroness · · Score: 1

      I stopped buying consoles for that reason. The discs get scratched up very easily. It's a HUGE fucking waist of money and isn't worth it.

    4. Re:CD checks on consoles? by tepples · · Score: 1

      I stopped buying consoles for that reason.

      What do you do when you have friends over and you all want to play a video game?

  46. WTB AAA quality games by Dukenukemx · · Score: 1

    There are 2 good reasons why people pirate games, and it's no different then any other type of entertainment. #1 Is it the best you can make? A lot of games aren't made to be top quality, but to just sell. Unfortunately for them people have realized this, but that doesn't stop people from wanting to see the game. Many pirates already know they would not buy the game, because they have a feeling it doesn't meet their expectations. For many pirates it's like they know it sucks, but they have a shred of that it doesn't, and their curiosity draws them to play it. It's like someone made "Back To the Future 4" and everyone knows it's going to suck, but because people were such huge fans of the previous movies then they're compelled to watch it. It works sorta like that. #2 Take notes from World of Warcraft. Single player games are nice but people are really into multi-player. Unfortunately there are 2 types of multi-player games. First type is single player games that have had multi-player glued onto them, like Doom 3. Second type is games built entirely around multi-player, like Quake 3 and Unreal Tournament. What people really want is Co-op game play. The option to play with friends, but also the option to play by themselves at any given point. People wanted to see more Co-op type games for a long time, and nobody has really satisfied that. By moving games to a more MMO like experience, then players will pay to play, but it has to be good. There were plenty of pay to play games before World of Warcraft and those games don't have over 10 million players like WoW does. Make it a good game or don't make it at all. If Blizzard can turn a series like Warcraft into an MMO, then anything could be turned into a MMO. People are really ready for this type of gameplay. I still wanna see a FPS-MMO type of game.

    1. Re:WTB AAA quality games by clone53421 · · Score: 1

      What people really want is Co-op game play. The option to play with friends, but also the option to play by themselves at any given point. People wanted to see more Co-op type games for a long time, and nobody has really satisfied that.

      I agree, but in fairness to the game developers I have to concede that it's incredibly hard to make a good co-op game that's also playable in single-player. Either it's way too hard in solo mode or it's too easy in co-op. The successful ones (e.g. Halo) have completely different single- and multi-player modes, and although this works pretty well for the players it required a lot more work by the devs to create two different versions of the gameplay.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  47. They should pay me for playing their games! by Anonymous Coward · · Score: 0

    Hey, all these games are huge time waste, and bring zero value. I could use the wasted time to earn money or do something useful, instead I end up playing some worthless junk! And they want me to pay money for that?!

    1. Re:They should pay me for playing their games! by dmesg0 · · Score: 1

      Hey, all these games are huge time waste, and bring zero value. I could use the wasted time to earn money or do something useful, instead I end up playing some worthless junk! And they want me to pay money for that?!

      And they should pay extra for the night shifts!

  48. *puts on pirate hat* by MostAwesomeDude · · Score: 1

    I don't pirate games, actually. I just don't happen to own that many games.

    I have Steam. Paid for a handful of Valve's games. I have Unreal, from the boxed set. Have StarCraft & Brood War. Don't play those often, except with friends. Maybe once a month at most.

    I have more freeware games than you could ever count, including the Touhou suite and a few other shmups, and a massive folder of Flash games. Pull those out whenever I'm bored and not in class or such.

    (I know that Touhou's not free, but the developer explicitly endorses piracy of it outside Japan, since it's not sold outside of the country. Quite the chill guy, in my opinion.)

    And I'm the typical casual gamer. Very few of us actually pirate out of greed and malice. Most of us only do it out of necessity.

    --
    ~ C.
    1. Re:*puts on pirate hat* by CartoonFan · · Score: 1

      (I know that Touhou's not free, but the developer explicitly endorses piracy of it outside Japan, since it's not sold outside of the country. Quite the chill guy, in my opinion.)

      Do you have a link to where he said this? Or maybe at least something I can google to verify this? I've been looking around and I have yet to find this statement.

    2. Re:*puts on pirate hat* by MostAwesomeDude · · Score: 1

      It's on his blog, which is, unfortunately, in Japanese.

      Sites like Doujinstyle (http://www.doujinstyle.com/touhougames.php) have been permitted to host them, provided that they block Japanese IPs.

      --
      ~ C.
    3. Re:*puts on pirate hat* by clone53421 · · Score: 1

      (Names games I own...) Well, I think I have an UT Classic Demo that I don't really play. I might have downloaded a copy of Delta Force, but that was ages ago, and I don't play that either. Um, Minesweeper. Tetris... wait, those are free-with-Windows. Solitaire? I hate FreeCell, so I'm not going to count that. The Space Cadet Pinball was kinda cool, but it apparently didn't come with my computer, so I haven't actually gotten around to finding a copy online. There was also that 90's flight sim that I got from the neighbour across the street... that was fun, but the floppies went bad ages ago. Oh hey, I actually bought SimAnt... well, at a garage sale... I have no idea where it ended up, though. Um... free online games don't really count... yeah, I'm running out... oh, I just remembered that I have copies of the Keen games and I'm pretty sure I have Lemmings somewhere.

      Now... name games I've written... hmm. Well, I wrote clones of Tetris and Minesweeper in BASIC. There were a few other games in BASIC (mazes, Rubik's cube, and weird move-the-smiley-on-the-screen stuff) but never anything I played as much as either of those (granted, I usually play the Windows versions)... well, maybe except the weird move-the-smiley-on-the-screen ones. I played those a lot. Then there was the Solitaire game that I wrote in HTML/JavaScript (actually, I still play that one occasionally)... and there was also a Rubik's cube in HTML/JavaScript. Minesweeper in HTML/JavaScript ran way too slowly, but it did run. Of course I can't forget the Tetris game I wrote in assembly (the random number algorithm sucked - I had to write my own - but still it kinda worked ok). Come to think of it, there was one meteorites game in BASIC that was kind of cool, but by the time I wrote it, "cool" games were a lot cooler than it, so I didn't really play it much. There were also a couple of "beat the computer" tic-tac-toe games (BASIC and HTML/JavaScript, IIRC)... in quotes because beating the computer wasn't possible. For obvious reasons, I didn't play those much after the beta testing was done...

      I think the conclusion of this rambling, semi-coherent post is that my taste in games sucks, and I'm not especially picky about them either. As long as they're free. Also, I seem to like re-creating the wheel. Or something like that.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    4. Re:*puts on pirate hat* by CartoonFan · · Score: 1

      I see. Thank you for the information.

  49. There's more than one answer by Dr.+Winston+O'Boogie · · Score: 1

    I think trying to address just "pirates" is oversimplifying the issue. I can think of a number of separate motivations for why game copying exists, and this amounts to a number of different personality types.

    1) the fear - you only have to shell out decent money once for a crappy game to want some form of guarantee or trial period.

    2) the pragmatism - playing a video game is fun, but you can live without them and spend your money on something more practical. If it's free, you'll play, but if you have to pay, you won't. (Note that counting these people as "lost sales" is a fallacy.)

    3) the challenge - the age-old root of of game copying is those that like a good challenge/puzzle, especially when adding the stroking of the ego when there's a group in a quasi-competition.

    4) the greed - this is the professional pirate, who lacks any qualms about doing it, and knows there's some money to be made.

  50. Guilt-Free by clysher · · Score: 1

    I download anything before I buy it, and no, I don't buy a lot of what I download. However, I tell people about the stuff I download, and they do spend money. I have made people go watch movies by showing them screeners. Several of my friends bought the Orange Box, Bioshock, and Unreal Tournament III because I showed it to them. So if anything, in my case, more money is spent because I pirate. Plus, if I download a game, and I won't buy it, I delete it. Because if it isn't good enough for me to buy, I don't want to play it. So there goes the whole lost money idea.

    1. Re:Guilt-Free by Shados · · Score: 1

      Because if it isn't good enough for me to buy, I don't want to play it

      And because of that, you aren't really a pirate. Your "pirating" is pushing really close to fitting into fair use, and if everyone did that, no one would talk about piracy. The pirates they care about (and there are many, MANY of them), are those who'll pirate games and play the entire thing. How significant those people are, who knows. But there's enough of them to make quite the noise on game forums and more, INCLUDING a vocal minority who'll quite enthousiastly tell everyone who doesn't pirate that they are morons for wasting money, even on the good games.

  51. Why do you care? by TheRaven64 · · Score: 5, Insightful
    Cliff, you're asking the wrong question. When someone pirates one of your games, there are three possible outcomes:
    1. They decide they like it so much they buy it.
    2. They decide not to buy it, but wouldn't have bought it anyway.
    3. They decide not to buy it, but would have done if they didn't (or couldn't) pirate it.

    The percentages of each of these might be interesting to find out. More important, however, is the percentage of people who didn't buy your games who pirated them. Since, I would imagine, most people on this planet didn't buy your game, and only a tiny proportion played it at all, then this number is almost insignificant. The correct question is:

    Why did people who didn't buy my game not buy it, and how do I change this?

    Whether these people pirated it or not is a side-question - a distraction. I can give you my answer to this:

    1. I had never heard of you, nor any of your games (apparently you advertise in your /. signature, but apparently I missed this).
    2. Your games are Windows-only, and I haven't owned a Windows machine for some years.
    3. You mentioned copy protection measures. These typically stop games working in WINE, but even if they didn't, they will detract from my enjoyment. They have no effect on pirates, and so they are indicative of your lack of respect for your paying customers.

    Beyond that might be the price. I haven't looked at how much you charge for your games - three reasons not to buy them before I even found out what they were about made me stop looking - but a lot of companies charge a lot more for games than I would consider them to be worth (especially in comparison to something like a DVD or a book).

    --
    I am TheRaven on Soylent News
    1. Re:Why do you care? by TheRaven64 · · Score: 1

      Your games are Windows-only, and I haven't owned a Windows machine for some years

      When I clicked on a buy link, apparently they are Mac as well. The demo, however, is Windows-only. Why is this?

      --
      I am TheRaven on Soylent News
    2. Re:Why do you care? by cliffski · · Score: 2, Informative

      There are mac demos of all the games at
      www.redmarblegames.com
      I need to make this fact clearer on my own site,
      Cheers
      (RMG do the ports for me).

      --
      DRM-free indie games for the PC and Mac: Positech Games
    3. Re:Why do you care? by jyx · · Score: 1

      1. They decide they like it so much they buy it.
            2. They decide not to buy it, but wouldn't have bought it anyway.
            3. They decide not to buy it, but would have done if they didn't (or couldn't) pirate it.

      You forgot a point between 1 and 2:

      1.5: They like the game and will play it through, but since they have a copy why shell out the cash.

      Me, I think its all about the price. 100$AU for a new game - That is crazy. Drop the price and people will buy more games.

      10$ games on steam is my weakness. Ive bought games I haven't played yet just cause they are cheap. Get the price right and youll get less piracy.

    4. Re:Why do you care? by Anonymous Coward · · Score: 0

      What about Linux?

      As previously mentioned, copy protection mechanisim do more to annoy legit customers than stop pirates. I know I'm far more likely to buy a game that makes a POINT of not including copy-protection mechanisms, because i know it'll be easier to play, and likely work more easily under WINE.

      I only boot into windows to play games, but it's been months since i did that, I just can't be bothered anymore.

  52. Depends on the country of course, but .. by apankrat · · Score: 2, Interesting

    It is also a case of not "wanting something for free", but more of "not wanting to pay upfront for something that may suck". Right now buying a game is effectively a gamble based on whatever other people had to say about it. So it is, of course, easier to download "full version" and see if it lives up to its ratings. But the problem is that there's no easy way and no real incentive to purchase the copy of the game if it *is* good.

    In fact, I wonder if distributing a game for free and then having an easily accessible "pay us" button would work. I know that I'd pay this way in an instant if the product is good and I am using it.

    --
    3.243F6A8885A308D313
  53. Availability by Anonymous Coward · · Score: 0

    There's no R18+ rating for games in Australia so a lot of games never make it past the censors (or if they do, it's with large cuts). To give you an idea of how silly this is, it means the US version of Duke Nukem 3D is still banned due to animated non-human "gore".

    If it's a choice of breaking the law by (1) purchasing your game overseas and hoping it misses a Customs check and (2) downloading it from a torrent, guess which carries the lesser risk and the lesser penalty.

    1. Re:Availability by theycallmejoe · · Score: 1

      I agree wholeheartedly. I personally hate optical media, and see no reason why CD drives exist (for those with broadband), save installing the occasional OS. If a game that I want appears on Steam or XBLA, I'll pay for it in a second. No CDs in drives to worry about, and I can just sit back and do other things while it downloads, which to me is the perfect solution. If I notice a game that I want, and god forbid I have to go out of my way to drive and get it, chances are I'll take the other route. The reason I'm so inclined towards downloadable content is because I'm lazy and impatient. Ideally, here is my process for buying a game:

      1. Hear about it through some news aggregate, forum, colleague, etc.
      2. Go read a pre/review online, see what the general consensus about it is.
      3. If I like the idea, grab the demo.
      4. I'm sold, let me go download it and play.

      Personally this is why I prefer Live to Steam. For the trial, you download the whole game - once you've finished the demo, it simply asks you to pay and unlock the full thing, and you can just continue playing as if you bought it from the start. Simple, painless, and most importantly, quick.

    2. Re:Availability by thredder · · Score: 1

      I agree about availability. As a Brit working in Poland, I sometimes find it hard to get an English language version of games off the shelf. The Pole are very proud that the games are in Polish language versions and that's great for them, just not for me. I either have to order from abroad, which isn't always possible, wait until I travel home or friends come out, or look for alternatives... i.e. pirate versions that I can understand. I suppose I could purchase the Polish boxed version just to show support etc. But what's the point of having a game I can't properly understand or enjoy fully?

  54. Score rankings by tepples · · Score: 1

    I don't need to login, I want to play a local single player game.

    Most games aren't as single player as you think. If you can't phone home, then you can't download or upload scores.

    1. Re:Score rankings by Anonymous Coward · · Score: 0

      Who gives a crap? Do I really need to know that I rank 5693 of 499234 players?

  55. Availability by JaredOfEuropa · · Score: 2, Insightful

    My main reason for pirating games is availability, price is usually not an issue. In this day and age it's a bit silly that I need to go buy a physical box to play a game on my PC. And in the Netherlands, buying the box means you'll have to find the damn thing first, as there are not many good game shops around. Most games are sold in electronics stores, who do not pay much attention to what's new and hot.

    I've bought a good many things through Steam. Fast and mostly painless. You let me download your games (or movies / music for that matter) and don't apply too much DRM, I'll pay your fee.

    --
    If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
  56. pirates by alxkit · · Score: 0

    Cliff wants to hear specifically from people who have pirated his games

    in other news RIAA wants to hear from all the people who pirated their mp3s

  57. Abandonware by Bieeanda · · Score: 1

    Long out of print software tends to fall into one of those wacky grey areas that pirates like to create for themselves-- like the '24-hour law' regarding console ROMs. In this case, people have latched onto the term 'abandonware' to describe software that's no longer being produced, and never will be produced again, to validate making it available for free. Some companies send aggressive cease and desist orders (Sierra On-Line being noteworthy for this), but many others are defunct and their IP rights tucked away in some dusty, disused office. Unsurprisingly, abandonware is mostly a games thing. After all, there's more nostalgia and curiosity tucked into the games of yesteryear, than the spreadsheets.

    1. Re:Abandonware by TheRaven64 · · Score: 1

      A lot of software from the '80s was made by companies that folded. When their assets were sold off, no one thought of copyright on a game as valuable, and so no one bought them. Someone owns the copyright, but it might be the next of kin of one of the deceased developers who doesn't even know about it. These are very close to being public, since no one knows who owns the copyright. They are not public domain though, and you can't legally distribute them for another fifty years or so. Unfortunately, this is one area that copyright law doesn't have an answer to yet.

      --
      I am TheRaven on Soylent News
    2. Re:Abandonware by Dr_Barnowl · · Score: 1

      Software publishers hate it though ; if you're playing old classics on your emulated hardware, you're not spending time and money playing their new shiny games.

      There was a time when Amiga and ST magazines in the UK would cover mount disks with copies of older games as a value-add for the paper. This was eventually stopped by the European Leisure Software Publishers Association who formed a compact not to license these games for cover mounting because they feared it was affecting their sales - why buy a game for £20 when you could get that, plus a good read, for £2 ?

      Nintendo have wisely yoked this resource by offering it "legit" on the virtual console.

  58. Because I don't want to spend that much by 91degrees · · Score: 1

    I like getting games for free, and generally know I'm not going to play them enough to justify the price tag. I'll buy plenty when the prices have come down, and do own mostly original games but quite often I'll want to see what the fuss is about so I'll download it.

  59. Emigrate? by tepples · · Score: 1

    There's no R18+ rating for games in Australia

    Cynical answer: "But there is emigration from the Australian censorship regime if you'll find another country that will take you and your family. If the game is important enough to pirate, it is important enough to leave the country for. In some cases, leaving the country can even be cheaper than the statutory damages for copyright infringement (under US law, see Jammie Thomas)."

    Not that I believe anything in the above paragraph.

    1. Re:Emigrate? by Ghubi · · Score: 1

      If the game is important enough to pirate, it is important enough to leave the country for.

      ROFL

  60. Pretty simple, really by Improv · · Score: 1

    I hold the notion of intellectual property to be legitimate. In practice, I don't "pirate" games anymore, for a handful of reasons (very few games coming out recently that I'd want to play being a big one), but I don't think there's anything wrong with doing so.

    --
    For every problem, there is at least one solution that is simple, neat, and wrong.
    1. Re:Pretty simple, really by Improv · · Score: 1

      Err... I mean I don't hold. Oy.

      --
      For every problem, there is at least one solution that is simple, neat, and wrong.
  61. Wrong Focus Group by DannyO152 · · Score: 3, Insightful

    Let's say 500,000 people buy the game, let's say 5,000,000 people pirate it and then play it as much as the people who buy it. Near as I can tell, there 290 million people in the United States who ignored the game. I would be in that latter category. To get 100,000 more sales one needs to convince .2% of pirates or .035% of the population to buy. Which seems easier?

    Let's imagine that 50% of piracy is self-help try before buy. Well, there's maybe locking it down harder and hope that that doesn't reduce the 500,000 or increase support costs as honest people stumble into locked down situations. How about a 30 day pay before play policy. Well, some of those 500,000 will second-guess their decision after playing the game for a while. So... can the game beat a 16% conversion rate for the 3,000,000 looky lous? The lower the rate of looky-pirates, the higher the conversion has to be in order to break even.

    I gather making a better game is prohibitively expensive?

    I kinda smell that this question has the makings of a FreeCiv type of game.

  62. distribution and price by hagnat · · Score: 1

    living in brazil, these usually are the reasons for piracy. Many games only reach our market several months after the game was released, and with a price most gamers can't afford to pay (prices like a quarter the average salary interns earn).

    Personally, i have been avoiding piracy the most, yet distribution still forces me to go pirate. Recently i tried to purchase Civilization Chronicles directly from the US (since no store sells it in brazil), and no US company would deliver it to my country. So, my options are very limited, and priacy is the only one that looks reasonable.

    --
    "life is a joke, and someone is laughing at me"
    1. Re:distribution and price by thalassinos · · Score: 1

      I live in a small EU (country) and I have the same problems.

      Games typically arrive in my country months after their US launch (if at all) and at inflated prices.

      I am asked to pay 40-60 Euros for games past their prime which are already available at bargain bin prices in the US.

      So, my options are:
      1) Put up with it and buy obsolete games at inflated prices
      2) Buy the games online on launch through the internet
      3) Download a pirated copy at (or sometimes before) launch date

      In my case, itâ(TM)s option no. 2. I order my games through the internet from the USA, or have my brother who is living permanently in the USA to buy and mail me the games I want.

      Before I got married and had kids (six years ago) I had a 3-4 games a month habit. Now I do not have the time anymore, but I do buy at least a game per month.

      I do not pirate games but I also do not install game demos because the constant install/uninstall cycle messes up my system. I buy my games after reading reliable reviews and I do not buy the hype.

      What I absolutely refuse to do is buy games with invasive copy protection. I *never* bought a game with Starforce protection and never will. I am willing to grudgingly accept some form of copy protection but not the invasive stuff that some copy protection schemes like Starforce do. I did not buy Bioshock and I will not buy Mass Effect because of SecuROM. I am perfectly OK with a serial number type copy protection check. I can grudgingly accept something like TAGES which simply checks if the DVD in the drive is original, but that' s it; I draw the line there. I will not accept a copy protection scheme which acts like malware/spyware to take control of my computer.

  63. Lets see if I can sum up the comments: by zappepcs · · Score: 1

    1_Your demos suck, so nobody risks buying first
    2_Your marketing sucks, so nobody is interested (see #1)
    3_Gamers are tired of spending money on crap games (This sounds vaguely familiar to the RIAA's problems)
    4_You have no concept of how to sell games (See #1-#3) and comments that nobody knows of your games.
    5_Your games are not written for multiple government regulatory bodies, so often pirating is the only way to play your game.

    Proforma summary: Video games are not like baseball: Build it and they will come does not apply.

    You have to market your games just like anyone else with a product to sell. From personal experience I can say that the average person does not see/notice games advertisements. I can't tell you what games are out there, but I know a few places to find mainstream news of them. Perhaps you might advertise there, and you know, do some marketing when you have a clearly playable non-sucky game?

  64. Perhaps because "intellectual property" is wrong by Anonymous Coward · · Score: 0

    Maybe some people crack his games because they think they're part of a revolution in human history that kicked off about the time of the French Revolution in which the people decided to re-write the social contract in favor of the public good and to dismantle the ancient regime of class division that is implied by capitalism.

    You have an apple, I have an apple. I give you my apple. You have two apples I have none,
    You have an apple, I have an apple. I take your apple. I have two apples, you have none.

    I have an applie pie recipe, you have an apple cider recipe. I give you my recipe and now you have two recipes and I still have one.

    I have an apple pie recipe, you have an apple cider recipe. I give you my recipe and you give me your recipe. Now we both have two recipes.

    Intellectual concepts are inherently and fundamentally different from physical objects in that they benefit society the most when they are shared freely. People are not ideas, people are physical beings. We need ideas to overcome the limitations of our physical existence. Those who would withold ideas from others are opposed to the common good of humanity. The case is quite clear that those who seek to create artificual scarcity of intellectual concepts where none needs exist are villains.

    People who love creating games will always be welcomed to do so. In a society that respects the rights of the citizens foremost, they will be just as well cared for as amy other members of society. Nobody is telling this guy he can't write games. What he doesn't have the right to do is to attempt to horde wealth by creating an artificial scarcity of ideas.

  65. I don't have a CD drive by Cyko_01 · · Score: 1

    I bought a very expensive micro-pc and it has no CD/DVD rom drive. This means that I have to burn an ISO of whatever CDs and load them with daemon tools so I can use them. Granted, not everyone has a micro-PC, but I can think of several laptops that do not have CD drive simply because they are so thin that the drives don't fit. The computer may otherwise be perfectly capable of playing the game, but since nobody wants to lug around a big external CD drive, so they burn a copy of it instead!

    Flash drives are getting to be pretty cheap now, why not sell the game on one of those?

  66. Most games suck! by Dallas+Caley · · Score: 1

    this is obviously just my opinion, but unfortunately most games suck these days. in fact in my life i have only actually purchased 3 games; Lemmings, Sim City and Civilization (several versions)

    The problem with most new games is that all they developers concentrate on is graphics, they have no strategy, every game is the same just walk around point and shoot BOOOORING!!

  67. Game developers are like writers by zullnero · · Score: 1

    Except that instead of keeping a few scripts to themselves, they try to sell ALL of them. Even if they totally suck. It's even moreso for cheap, low-budget games. People's expectations these days are high...really, really high. Everything that doesn't meet those expectations, they can play those on their cell phone and figure they can get a freeware version anyway. Take your cheap games and position them for the cellphone/smartphone market instead of trying to compete even with outdated stuff like Unreal and Oblivion, Guild Wars...or even the newer stuff. (I'm always 2-3 years behind on games, mostly because I wait until they're heavily modded first).

  68. For me and a solution by halcyon1234 · · Score: 1

    I don't play many games, but when I do they're either bargin-bin console games, or the occasional pirate ones. I would copy a game if I couldn't find a copy of it anywhere and I couldn't get it easily (such as Resident Evil 2), or because I wanted to try it out (Doom 3, cracked).

    Like almost everyone else, I will gladly get a cracked copy of a game if the original has draconian copyright protection on it that prevents me from playing the game. If I know about such methods ahead of time, it can be a deterrent to even buy the game at all.

    Now, as for paying for a game, there are two ways I'll do that.

    1. I buy the game from a retailer or from your website if the price is reasonable. I'm not an "early adapter" that will shell out huge bucks to have it "right away". The last release-day game I bought was Mortal Kombat II for the Genesis.
    2. By donation. I can see this being a better "pirate recovery" revenue stream for you. If I received a copy of the game without paying (via friend, pirate bay, whatever), and it's really, really good, I'll probably want to throw you a few dollars. I've done this with musicians and indie-movie makers. I'll send on not an astronomical amount, but a price that to the best of my knowledge is fair and sees you at least as much money (if not more) than what would have been your "cut" from the distributor-chain on a retail sale. (Sending a musician $5-$10 "cash" right to their pockets for a CD, eg). If the game had a message somewhere that was NON-INTRUSIVE* (can't stress that enough) that simply said "If you like the game and want to send me some money, here's how". Have a link to your website, which in turn has a PayPal button, or a place to send checks.

    * Intrusive is anything that pops up in game, flashes at me, pre-game nag screens, or anything that delays start-up or game play. The old-style Doom-esque exit screen is fine. A note underneath the "press start to play" screen is fine. If anything shakes, moves or flashes, I'll be looking for a pirated edition. Example: FoxIt's free edition has a small box in the upper-right corner of the screen that changes color every few seconds that says "buy FoxIt Pro" over and over. It ends up in my periphery, and is UNBELIEVABLY annoying when trying to read a PDF. So much so that I just went back to Adobe's reader, and I HATE Adobe.

  69. Why insert a CD-ROM or DVD once installed? by Prozzaks · · Score: 1

    I buy all of my games (Which are all PC games). I use the original media to install them, then I store the disks in a safe place where they will not get dirty or scratched.

    I fire up a game and get a message : "Please insert disk one of <Insert game name here> into your CD-ROM/DVD-ROM drive." People around me can hear my teeth grinding every single time!

    Let's see... If I want to play many different games, I have to keep all the disks handy. Every single time I switch from a game to another, I have to switch disk. Furthermore, I have a lot of data stored on DVD, so every time I want to access it I find some game DVD in my drive.

    Do you even wonder why I use No-CD/No-DVD patches? I see it like patching a problem or bug with the game.

    1. Re:Why insert a CD-ROM or DVD once installed? by CronoCloud · · Score: 1

      Why don't you keep your game disks organized like console players do? I understand that until recently PC game boxes weren't rigid or standardized but now they are. Stack em, put em in a shelf, whatever. As for storing data on DVD's, you could get an external hard drive, but is switching disks really that inconvienient?

  70. I'll spare the B.S. by RichPowers · · Score: 1

    I used to pirate games simply because I could. Looking back, though, I only played about 1/4 of the stuff I downloaded. I guess you could call this the "Pokemon mentality"; I had to collect 'em all. Besides, I was a student who couldn't afford to spend $50 on new games, so they weren't exactly losing money from me.

    Although I have more discretionary income these days, I find that most games simply aren't worth $50. Maybe $10 in a bargain bin, but definitely not $50. And if a game isn't on Steam or Impulse (Blizz games excluded), then it doesn't exist as far as I'm concerned. So if you're a game developer who bitches about piracy but fails to put your game on Steam or Impulse, I really don't feel sorry for you.

    But if you enjoy a game, please support the developers by purchasing a copy.

  71. Because ... by LordKaT · · Score: 3, Insightful

    Because 90% of the products on the market fucking suck.

    1. Re:Because ... by Anonymous Coward · · Score: 0

      If they suck why would you pirate them? Why not play just the 10% of the games that are good enough to justify purchasing them?

    2. Re:Because ... by stubear · · Score: 1

      This is a retarded answer for so many reason but here are a couple. I'm going to going to go out on a branch here, not because I feel this branch is thin and unstable mind you, and suggest that you pulled that 90% "statistic" straight out of your ass. Are we to honestly believe that YOU have played 100% of the games, analyzed their strengths and weaknesses and come to the conclusion that everyone can agree with that, in fact, 90% of the games out there such?!? I realize there are a lot of stupid, obtuse, and all around ignorant people who frequent Slashdot but even this is too hard for those people to swallow.

      This leads me into point two, who are you to decide which games are good and which suck? What expertise do you have that allows you to speak for an entire industry? I'm going to go further out on that rather stable branch and suggest that you have very little, if any, expertise whatsoever to make such a claim. There are many genres of games and there are a lot that I happen to not enjoy, JRPGs for instance. Were I to use your scientifically illiterate litmus test I would be making the claim that JPRGs flat out suck (100% of them in fact). I would not only be wrong as sales figures clearly demonstrate, I'd rick the ire of countless cosplay weenies and I simply do not want to do that. The point is, there are games some people like and some others don't but to claim I'm going to illegally obtain a copy of a game from one genre simply because I feel most games in general suck is ridiculous. Even if you were to argue that you illegally obtain games from the same genre because you've run across a few bad apples is ridiculous.

      I'e said this from the beginning, copyright reform is simply a way to legally obtain intellectual property for free simply because you don't WANT to pay for it, not CAN'T, or WOULD IF IT WERE {insert favorite excuse here}. When companies are not getting paid for their development efforts they will simply cease to develop for the public, and if you think open source can keep up with the demands of the current gaming industry, you're living in a fantasy land.

    3. Re:Because ... by TysonPeppler · · Score: 1

      Dude. So would "90% of games I've played fucking suck" be ok? I played the Bioshock demo and immediately reinstalled and played through System Shock 2 again. It's just better.

    4. Re:Because ... by Invidious · · Score: 1

      It doesn't matter what criteria he judges what sucks and what doesn't by, only that he lumps games into that category. Value is a subjective quality, not an objective one. If he hates 9/10s of the games he has played, well, then, for him, 90% of games *do* suck.

      Were I to use your scientifically illiterate litmus test I would be making the claim that JPRGs flat out suck (100% of them in fact). I would not only be wrong as sales figures clearly demonstrate, I'd rick the ire of countless cosplay weenies and I simply do not want to do that

      So? JRPGS -do- suck. At least, that's my opinion. I'd rather spend my time picking lice off of a chimp than playing a JRPG. I don't care who it would tick off, I'm not gonna pay money for one off the shelf. ...See? We're back to the whole 'value is a subjective thing'.

  72. I Don't Pirate but I Don't Play by Anonymous Coward · · Score: 0

    I don't pirate PC games, but I don't play them anymore either.

    The reasons are simple, the copy protection / DRM has messed up my system too many times and too many times games will no longer play do to seemingly minor changes to my system.

    As much as I'd like to play a lot of the current generation of PC games, I just don't have time to deal with the hassles.

    I'm now quite happy playing $20 or less used games on my PS2.

  73. Your games are pretty boring by iCEBaLM · · Score: 5, Interesting

    Hey Cliff,

    This is going to get modded flame bait but this is probably one of the reasons why your games in particular are getting pirated and not so much bought: people are downloading the pirated version, trying it a couple times, but because the game play is boring and repetitive, they are deleting it.

    Your games are all the same with different graphics, they're all the "tycoon" style simulations with minor variations. I know this is probably not what you want to hear, but most people are generally good in that if they play a game a lot they will buy it.

    Your games are niche and your intended market isn't going to be going online and downloading them, they won't be that savvy. Your market is looking for them on the shelf at bestbuy and getting roller coaster tycoon instead.

    1. Re:Your games are pretty boring by vertinox · · Score: 3, Interesting

      This is going to get modded flame bait but this is probably one of the reasons why your games in particular are getting pirated and not so much bought: people are downloading the pirated version, trying it a couple times, but because the game play is boring and repetitive, they are deleting it.

      I think he's just asking the wrong question. Instead of asking why pirates are pirating, he should be asking why aren't buyers buying?

      If he focuses on reaching out to his playerbase and building a community then loyalty will pay for itself.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    2. Re:Your games are pretty boring by Reziac · · Score: 2, Interesting

      I'd never heard of 'em so went and looked at the various games. Sims bore me to tears, no worries about me pirating those! But "Wonderful End of the World" is a little different in concept and looks like it might be fun... *ONCE*, twice at most. And there's the problem. What will I pay for something that's only fun ONCE, that I'll never look at again? well, consider movies. The vast majority are one-shot entertainment, and $8 for a first-run ticket is pushing it. $5 is probably more like it. So there's your price range, at least for the base unit.

      Now, for folks who get addicted to a game -- extensibility is the key to continued interest. Fan-made add-ons available at no charge, or a whole CD full of 'em for a nominal charge -- that creates a revenue stream for games. Look at DOOM, the most extensible game of all time. 14 years later people are still making mods for it. In its early years, CDs full of mods sold pretty durn well. The mods themselves were free, but it was worth a few bucks to have someone else collect 'em all up for us.

      --
      ~REZ~ #43301. Who'd fake being me anyway?
  74. What ever happened to shareware? by DeckardJK · · Score: 1

    If something looks interesting... I'd like to give it a try without forking out $50 for it.

    I think any gamer has shelled out good money for a buggy, short, or downright bad game. We never got our money back. Why should I commit my hard earned money to try something I may not like?

    Paying $9 for a bad movie is one thing... but paying $40+ to try a game is just too much of a risk.

    1. Re:What ever happened to shareware? by thetoadwarrior · · Score: 1

      By pirating it you are sending the message that the game is worth your time but you're just a tightwad and a prick and since you play the game and it's ok all they have to work on is a way to stop you from copying it.

      However if you and others would do what I do and just not buy or pirate the game then that sends the message that the game isn't worthy of your time and they'll try harder at making a good game rather than trying to secure the game.

    2. Re:What ever happened to shareware? by mdwh2 · · Score: 1

      I don't see how that relates to his message? He didn't say "I pirate games and enjoy playing them" he said "I don't like paying for games and then finding they are buggy, short, or downright bad game". I agree with his experience - I've paid for games that are so unstable to be useless.

      However if you and others would do what I do and just not buy or pirate the game then that sends the message that the game isn't worthy of your time and they'll try harder at making a good game rather than trying to secure the game.

      You wish. Lack of sales would be taken as evidence of increasing piracy.

    3. Re:What ever happened to shareware? by thetoadwarrior · · Score: 1

      Unless you could track someone's use after they pirated the game then you can't determine how long they've played it. I think most developers assume they're playing which is why they rather spend more on protection than changing their habits. Where as if people would flat out ignore their game by not buying it or downloading it then they might realise no one wants it full stop.

  75. Am I the only one who wonders if this is just a... by slohandave · · Score: 1

    Am I the only one who wonders if this is just a surreptitious way to collect IP addresses, etc. of those who bootleg games?

  76. The reason I pirate by Anonymous Coward · · Score: 0

    Why do I pirate now?
    1. I don't have an income (going to school) and despite the fact I have built up a decent savings from previous work I would prefer to limit my spending.

    2. There have been plenty of games that I have bought and got burned on for not liking, or end up being very short, with little replay value.

    3. I'm in a small town and the local store doesn't have the product. I have an urge to get the game NOW, I don't want to wait for it to arrive in the mail.

    Will I buy a game that I pirated and liked?
    Probably not. Once I have it, why spend the money and time to purchase it? The only time I have bought games that I pirated earlier are those with very high replay value and the fact that I got a new computer / just formatted/ ect...

    Pirated games I never bought (and liked):
    Lots of stuff from Spiderweb software, Civ 4's two expansions, Stuff from Ambrosia Software, Oasis, various things from Reflexive arcade (when I had a working key gen for all their games)

    Games that I have bought after I pirated:
    Civ 4 (but not any expansions), HOMM4, Diablo 2.

    Games that I don't regret buying and never did pirate:
    Sid Meir's Pirates, MOO2

    Games that I have regreted buying and never did pirate:
    Dungeon Siege, Black and White

    Games I have that aren't worth pirating:
    WoW

    What game models *might* I buy into:
    Free browser games with ads,
    An online model that lets you rent the game for a period of time, and after paying enough rent you get it forever.

    What I don't like:
    Timed demos, I really hate even considering the possibility of having my game interrupted. With a 1 hour time limit on the game I feel like I have to rush though it to fully enjoy the demo. Limit the content, not the time on demos.

  77. Money by Anonymous Coward · · Score: 0

    I buy games nowadays, as I have a well paying job. Up until a couple of years ago I simply pirated everything as I come from a somewhat poor family and, then college w/ loans, so I simply didn't have the money to buy all the cool games my friends were playing, and I didn't want to be left out. I knew it was wrong, but hey, in my case, you weren't losing any sales, as I had no money to begin with.

    I think this is a case with a lot of people, as games fall under the category of Luxury Goods, so people will buy other stuff first even if they're not poor. Once all their other needs have been satisfied, if there's any money left over they might spend it on games. If not, they'll pirate

  78. This question is flawed! by Anonymous Coward · · Score: 0

    Why should someone buy your games if they can get the game for free? The answer this question is either "because it's illegal" (that's a weak answer, really) or "because it's immoral" (which is weak too) So it really ends up two things:

    1) People buy games because they don't know about piracy
    2) The ones that do know who buy games knowing about piracy have some kind of moral idealism about the act of buying games
    3) Maybe it's hard to "pirate" some games, take WoW, and that's why they (Blizzard) make so much money

  79. If it is good... by PC+and+Sony+Fanboy · · Score: 5, Interesting

    If it is good, and I've got a pirated copy working, I still 'buy' a copy, but never bother installing it (if the cracked version works fine).

    that way, I'm supporting the devs and I've got a working game.

  80. My Reasons... by brxndxn · · Score: 4, Interesting

    Here's my reasons why I do not buy most games - and why I go out of my way to buy some..

    1. Copy protection - There should be nothing in a game preventing me from making a copy. There should be nothing in a game that installs 3rd party bullshit on my computer. I would rather not even enter a unique code. Face it, no matter how great of anti-piracy software there is, if I buy the game it inconveniences me - while the pirated version that is easily downloadable on the Internet will not have those inconveniences. If I want to loan the game to a friend, and let him play it a few days, LET ME FUCKING DO IT. I BOUGHT THE DAMN GAME.
    - THINK ABOUT THIS: Anti-piracy efforts typically only affect the people that bought and paid for the game. They are always an inconvenience. In all circumstances, the pirated version on the Internet (and it will exist no matter what game, no matter what copy protection), has most of those inconveniences removed - though the game may be missing material, have new bugs due to anti-anti-piracy, and generally have less value to the opinion of the game.

    2. Pricing - Every damn PC game comes out at a ridiculous price - $60, $65, even $75.. and every damn PC game is $19.99 bargain bin after 3 months. How about make the price somewhere in the middle and keep it there. I'll buy games on release date if I knew the price wasn't gonna fall by 2/3 in a month. I think $25-30 pricing for games makes it almost more convenient to buy it - provided my other points are considered.

    3. Community support - Let the community mod the games - and support them! Nothing is better than a game being released and the community taking over and creating unlimited amounts of new maps/levels.. unless the developer puts some of their own resources back into the community.

    4. Pirates buy games - Yes, many pirates also buy games. When I actually had time to play PC games, I pirated many and bought many - and I definitely bought more games that the average person. Consider that. I don't like being called nasty names when I feel perfectly fine with my reasons for pirating - usually too much copy protection.

    5. Don't make me have to insert a damn CD when I play the game!!! I bought the game. The pirated version doesn't make me insert a CD, why should the bought-and-paid-for version? My cd player is in my computer on the floor at the corner of my desk - and I'm a lazy gamer that doesn't want to have to open my book of cds, find the right one, and insert it! oh wait.. my cd is scratched. fuck me.

    6. Stop being so goddamn confusing with the patches! I have 'pirated' games I bought just because installing the original cds, downloading the patches, installing them in order were so annoying and time-consuming. Here's how you do it. Release a game. It is version 1.0. Patch it. It is called patch 1. Now the version is 1.1. Every new patch should not require the older patch. There should never be a game version like "Awesome Game 1.01.07.0003 p004 with Nvidia enhanced drivers". WTF is that.. That makes me wanna turn my brain off and play Xbox.

    7. Offer refunds. Yes, risky.. BUT DO IT. I bought X3 Reunion and was not able to play it for a long-ass time because I only had an external cd burner due to their fucked up copy protection. I posted on their forums. I was told everything was my fault and nothing was their fault. Think I'm ever gonna buy an Egosoft game again? Fuck no. Note: You would most likely have to offer 1/10 as many refunds if the game did not have copy protection. And, 'this game sucks' is not a valid refund request. The reviews are everywhere. If someone buys a game rated at 44%, they deserve to be out the money.

    8. Bump up the minimum requirements. Don't say the game will run on a P3 1ghz with 128mb ram if it needs a Core 2 duo at 2.6ghz with a Radeon 4850 just to look decent! Why? Because Joe-dumbass will buy the game and try to run it on his son's shitty laptop with Intel integrated graphics. After doing that once or twice, guarantee he will becom

    --
    --- We need more Ron Paul!
    1. Re:My Reasons... by GeigerBC · · Score: 1

      I second the minimum requirements part. Just because you can run the game for the first 20 or 30 minutes doesn't mean you can run the entire game. Maybe the late game gets flashier and takes more power to run, or if you're playing for over an hour and there is a small memory leak in the game and you have to restart every 45 min. I generally look at the recommended specs as the "minimum requirements" anymore because of the above problems. I'd also agree that running the game on low settings, while it may work for short periods of time, often isn't worth it.

    2. Re:My Reasons... by hanako · · Score: 1
      Um... while helpful, these reasons don't apply to the question that was actually asked, which was "why do people pirate INDIE games".

      1. Okay, some indie games do have some DRM. Not all. Many require a keycode to install. But there are a lot more indie games with no DRM whatsoever than there are retail games with same.

      2. Cost. Um... how many indie games have you seen charging $60-75? We're talking $7-25.

      3. There are indie games with community support for modding. Try Eets, for one.

      5. Downloadable indie games. We don't HAVE a CD to put in the drive.

      6. Generally not a problem with indie games, which don't tend to have huge amounts of patches.

      7. Many online sellers DO offer 30-day guarantees.

      8. Most indie games have very low requirements.

      So, clearly, from all of this, the sum up is that you should buy more indie games and ignore the mainstream industry. Job sorted! :)

  81. May conflicting reasons to pirate/not pirate. by Stoutlimb · · Score: 1

    I think it boils down to a whole bunch of conflicting and opposing reasons, and there really isn't one real reason much of the time. On one hand, I've bought a game I was intending to pirate because I walked by it in Walmart and the price was low and the box looked shiny... It made me want the original, manual, map, etc...

    On the other hand there was a game like Dawn of War that I was intending to support because some friends of my friends were involved in the development. I ended up becoming very cynical and disillusioned with the pricing scheme of the game, where they issued like 5 different versions with slightly different playability, and all with high prices. It was a complete and utter cash grab, so I made up my mind to pirate all of them, instead of fork over the several hundred dollars that they would have cost together.

    In my youth, I pirated games because often I could barely even afford the media I copied them on. I've pirated some games, liked them so much, and then bought the original when they came out with an improved "game of the year" version because it was cheap enough and I didn't feel like re-downloading it. Some games I've pirated, utterly loved, and not bought the original after out of sheer laziness, lack of memory, apathy, etc. Sometimes because I never saw the game in the store. The reason for piracy is a multidimensional formula that accounts for greed, cash on hand, laziness, opportunity to buy, chance, quality and enjoyment of the game, sense of loyalty and fairness, convenience of having no CD in the drive, DRM... Sometimes it's just a love/hate feeling of a publisher. Seriously, I'm less likely to care if I pirate a game with a Microsoft logo on it.

    Sometimes it's a feeling that all information on the Net SHOULD be free, and that all the capitalists making money right now are just a dying breed of dinosaurs, and that pirates are just the small mammals who are nibbling at the still twitching and not quite dead corpse. What would a world without copyright look like? Seriously? Some people want to try and find out, and on days where my apathy isn't overwhelming I would love to see that too, just to see what happens. I don't thing anyone really knows for sure.

    I'm sure I missed something, I'll add it later if I remember.

  82. Very simple answer... by Anonymous Coward · · Score: 0

    If I require a product, but I will not use it very often, then piracy is a good option.

    Why pay full price for something you are going to use a few times then throw it in the corner?

    Whether it be games, commercial software, etc., there is no real difference.

    Take for example photoshop. It has been pirated millions of times, but how many people would use it to its full potential?

    Very few. Most users would use it to touch up, or crop a photograph from their camera, not really understanding how the product works or wanting to learn more. They have no use for the product beyond basic functionality.

    When it comes to games, it really comes down to economics. Why pay for something you can get for free?

    If you have several kids, a low income and a very tight weekly budget, then downloading pirated games is a great option.

    10 or 12 full price titles can set you back almost $1000. Most people cannot afford that. Then there is the issue that the majority of games are great for a hour or two, then get really boring. Add to this the fact that you won't really play it after the game has been completed (@ 20 hours), its just money down the drain.

    Let's not forget the other side of the coin. Some of the biggest names in the games business owe their position to pirates. They promoted their software by establishing distribution channels that were not available to the legit distributors. In time, many of these people became customers.

    This model is exactly what made Windows so popular. With the anti-piracy features now built into Vista, we can see that this is hurting adoption, even by legitimate buyers. Take a look around the web, you'll find that many freeware developers are beginning to shun Vista, simply because many of them used pirated versions for development. If you expect your average hobby coder to pay thousands for Vista home/ultimate/business, windows server 2003/2008, etc, so that they can test their freeware apps, then your nuts!

    So, what's the answer...simple...deal with it and be thankful that there are morons who will pay for something they can get for free.

  83. I don't want to pay and get nothing by d4m4$74 · · Score: 1

    It happened to me multiple times that I bought a game and A: It didn't work on my pc (of course I can't return it and get my money back) or B: the game sucked (of course I can't return it and get my money back)

    I downloaded Uplink (illegally) and because I thought it's a work of art I bought it the same day from their website, just to support them

    I'm not evil, I just want what I paid for, nothing less, hopefully more

    1. Re:I don't want to pay and get nothing by TheRaven64 · · Score: 1

      It didn't work on my pc (of course I can't return it and get my money back) or B: the game sucked (of course I can't return it and get my money back)

      Where do you live? In the UK you may return any goods in their original packaging for a full refund within 28 days.

      --
      I am TheRaven on Soylent News
    2. Re:I don't want to pay and get nothing by d4m4$74 · · Score: 1

      I live in Holland
      at most stores you can't return digital media (cd's, dvd's, cdroms and dvdroms)

      you can only return and trade when it's still in it's sealed bag (unopened)

    3. Re:I don't want to pay and get nothing by TheRaven64 · · Score: 1

      I believe the UK law that allows returns is a local implementation of an EU law. Many stores state they have a policy that contradicts this, but they can't legally enforce it.

      --
      I am TheRaven on Soylent News
  84. A few things about piracy by Anonymous Coward · · Score: 0

    Back when I was in high school, I pirated a lot of games. A LOT. This was about twenty years ago.

    One reason I pirated games... was because I could. I had a HUGE collection of games... which I never played. Tons upon tons upon tons of games, just being collected.

    IMO, most pirates are simply packrats. Very few of my fellow pirates actually finished any games, or played them beyond a superfiscial amount of time. It was all about "the scene", such that it was.

    Now here is what I've always thought is the most effective way to deal with piracy: put on copy protection which breaks progression in the game beyond a certain point. Because if it's far enough in, most pirates will not realize there is copy protection... and by the time anyone notices, the game won't be considered "new" anymore, and nobody will bother cracking it. I doubt this would work with FPS games, however, since those get a lot of play time (if they are good, that is).

    Another reason I would cite for piracy is simply price. A $45 game is way too much money for a teenager, it will restrict legitimate purchases to 2-4 games a year. Consoles see more sales because places like Gamestop allow them to trade stuff in... which is IMO is why console gaming attracts more young people. If quality games dropped down to $30, perhaps sales would increase amoung young people. But that's not going to happen, because the key demographic for game players has shifted highter. People who grew up playing games are now older, and are still buying games (25-35+): demographic can now afford to spend more money on games.

    1. Re:A few things about piracy by Lost+Engineer · · Score: 1

      Consoles see more sales because places like Gamestop allow them to trade stuff in... which is IMO is why console gaming attracts more young people.

      True. Also a decent video card costs as much as an Xbox and won't stay current for as long. Then you usually need more RAM, etc.

      Back when I was in high school, we would have LAN parties, but most games back then would run on ordinary computer hardware -- the same thing you would type your papers on, that Dad used to pay the bills. Heck Doom even ran OK on a 486 with no FPU. Can you imagine that today?

      With the cost of hardware so high, it's amazing that any kids these days pay for software.

  85. Because i don't play the purchased games by Bredero · · Score: 1

    While i don't remember playing any of his games here are some reasons why i played pirated games. Time rich and cash poor: As a college student i had a lot of time to play games but no money to buy them. What little money i did have i spent on rent, books, beer and a computer that could actually run games. Convenience: Downloading a pirated game is easier than buying a game. No entering payment information or creating accounts. No need to keep a cd in the drive, just mount the image and play. Price: Pirated games are free, if you don't know wether you'll actually end up playing a game or not nothing beats free. Quality: Most games are crap, no really absolute crap. Most games just aren't much fun. They are invariably buggy and require frequent patching, support is horrible at best. When you've pirated a game you don't really care. But when you've spent a weeks disposable income on a game and you don't even know if it'll be patched up to a playable standard it's hard to not feel ripped off. Risk vs Reward: Where i live pirating software is risk free as a consumer. So the only thing that will force me to go out and pay for a game is a quality product. Add in some great value that is harder to pirate like great online play (think battle.net etc.) and i'll buy it. I don't play purchased games as much as i do pirated ones: Call me crazy but i played the hell out of Quake 2 pirated, i purchased quake 3 and hardly ever played it. Pirated EU2 and loved it, bought EU3 and played it once. Pirated FM '06 and '07 and played it for months, went out and bought FM'08 and played it twice. Now i didn't have any issues with this since i figured i owed them some money for the previous games. But i'm not going to go out and buy a bunch of games that i might not even like or play. The only games i know i'll play to death before they are released are by blizzard. Diablo 1 and 2 were fantastic and i know im going to buy AND play diablo 3. You see, i just can't predict which games i'll like. I can pirate a dozen games and i might end up playing one of them for months and as a consequence i sometimes buy the sequel. Demo's are useless to me, i haven't installed a demo in over a decade. If i want to try out a game i can just find a pirated copy online and see what the game is really like.

  86. Increase the value of an original by Opportunist · · Score: 1

    The problem is that copy protection actually decreases the value when compared to a copy, from the customer's view. The copy lets him run it however, whenever and wherever he pleases. The original requires him to register, to keep a CD in the drive or even to verify his copy every time he plays. And to make matters worse, often the original even plays slower than the copy due to protection issues. I've seen copy protections that were so insane as to run parts of the code in a proprietary virtual machine. Can you see how this MIGHT be killing performance?

    All this causes at the very least inconvenience, at worst a serious quality hit, for the customer. The copy is actually better than the original!

    Additionally, when you install draconic protection mechanisms, people (like me) will likely not buy it at all. Spore is a game I want, but if EA doesn't step down and remove that braindead SecuRom protection, I will not buy it. That's actually one sale lost due to copy protection that should create just what it just destroyed: Sales.

    Someone who wants to pirate, no matter what, will still play it. Any kind of protection can and will be broken. It may take a few days longer if you create nontrivial protection, but in a nutshell, breaking it takes less time, manpower and resources than creating it. It's like trying to fortify a castle. The defender has to protect all sides. The attacker only needs to create a hole in the weakest one.

    Instead, offer a customer additional value to his game. Give him free downloads. Give him a discount on sequels. Give him a discussion board and let him make suggestions for sequels, that also gives you free input for features your customers want. Show your customers that you don't just want to make a quick buck (no matter that you actually do), but that you do care for them.

    You can't convince people to buy your game when the original is worth less to them than a copy, due to comfort issues. Increase the value of an original by giving your customers more than what they'd get when they just copy a game.

    Even if that only means we have to print posters and manuals again instead of selling shrink-wrap CD jewelcases. Yes, that costs 5 bucks more per unit. But if that's the difference between making a sale and not making it, it's 5 bucks well spent.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:Increase the value of an original by Anonymous Coward · · Score: 0

      Count me on the list of people not buying spore not only because of SecuROM, but for an additional detail: I'm on a Mac mini.

      EA isn't making "Mac games" anymore than "Linux games". I'm not buying anything that uses Cider or any other "Windows emulator" (or WinAPI translator, whatever you want to call these POS).

      There is a huge installed based of Mac mini owners, and with the previous generation of MacBooks, we're all stuck with a GMA950, which also doesn't run with Cider.

      So Spore "for Mac" isn't really a Mac port, it's got invasive DRM and it's not compatible with probably 25% of the installed base of intel Macs. Way to go, EA.

  87. Convenience by Anonymous Coward · · Score: 0

    I have in the past pirated games, not because of costs, but simply because of convenience. Its just easier than hauling my ass to a store 25 miles away, finding a parking space, searching through the store for the game (hoping they have it in stock), and then waiting in line 5-10 minutes to get rung up. Not to mention doing it all over again if the game is buggy, unplayable, or just plain bad. I just don't have the time and patience for it anymore, and honestly, in this day and age where you can already buy almost anything online, not being able to download content is just silly. I've bought quite a few games online since places like Direct2drive.com allow you to download, and its the only way I'll purchase these days...

  88. Pirating by Anonymous Coward · · Score: 0

    You know why I pirate? Because I have a Mac and the software can't be downloadeded from something like direct to drive. If I want a game compatible for my Mac, I have to go to a frakin Mac store or wait for it to be delivered from Amazon. A pirated downloadable version gives me 5 hours of wait, max. Plus any PC game I want to try to run in WINE, I don't know if it will work so I pirate it to make sure. Then I'll go buy a copy, or often not, I own copies and I just lost them so I pirate after the fact.

    Simply, if you're developing for the Mac community or any community, make it where you can easily deliver the product. I'm not a big pirater, I've done it to very few products. But sometimes it's my only solution for a quick game fix. Most indie games I'm interested in, I buy or try first.

    -Anonymous Coward - (I didn't feel like making an account, also lazy in that regard.)

  89. Video game pirate olympics by Anonymous Coward · · Score: 0

    Why should rich people only be allowed in the olympics... er I mean video games.

  90. Return on Investment by Anonymous Coward · · Score: 1, Interesting

    That's been my experience as well -- the crackers who broke one of my games (in three days -- took me two weeks to do the protection)

    Thanks for making that point. Let me ask you this: how much better would your game have been if you spent those 2 weeks on development?
    Better games sell better, logically and in practice, and you're no farther behind in "losses" after those 3 days without a crack.
    (No offense intended, but you'll know you're in the big leagues when you get 0day'd. ;-)

    Copy protection is like building a narrow bridge out of popsicle sticks.
    You can brag about how intricately you crafted the bridge, and you can't get anywhere without it...
    But it's awkward, so nobody else wants to use it, it's not wheelchair accessible, easy to break, and people looking for a thrill will just swing across and bypass it completely.

    I reckon software developers are more pissed off by the time and money they waste, rather than the inevitable underground distribution.
    But some of them just really enjoy playing with popsicle sticks... it's all a game from start to finish.

    (Feel free to post that on your wisdom blog. ;-)

  91. Benjamins foo! by Anonymous Coward · · Score: 0

    This is as simple as removing your belief that the majority of the world makes it a priority and/or has the extra income to buy every game made......anyway if we did, as with all such products that are actually purchased and eventually made to be generic, the quality goes in the toilet.

    TO further this point, In 2006, the median annual household income in the US was around 48 G....thats a family of 4. 12 G each....pretty meager means huh? how many games do you think you'd be getting this year in that family? I'm fairly certain these numbers are even more glum in the UK.

    I can appreciate that "creative" expression is something that should be compensated, however it seems to be that your commodity doesn't even fit your priority list..... "Despite being genuinely interested to hear from you, I do NOT think itâ(TM)s acceptable, and for obvious reasons (not least rising fuel and food bills in the UK) I want people to BUY the games, not pirate them."

    Keeping up with the Jones has stretched most to the limit...Did I need a new iphone...Sweet Ps3! OMG the Wii is fun....HDTV! sure I'll take two...see a movie?? Macbook! sure!....if you get my drift....EXCESS EVERYWHERE.

    I pay for the good games...everything else is taken, whored for the few hrs of entertainment it might generate and tossed aside as it should be.

    My advice, try making a game that changes the industry....I've heard there's money in that.....obviously goal #1 here. Rock Legend...are you serious...this is not creativity...same general idea as every other music oriented game that has come out.

  92. My Top 4 In Order by nick_davison · · Score: 5, Insightful

    1. I was cheap.

    As a teenager in the early 90s, I had about 1/30th-1/15th the cost of a then typical game coming in as pocket money each week. If I skipped lunch each day, I could maybe boost it to 1/5th of the cost of a game each week but I went hungry a lot.

    Realistically, the only way for me to play the games of the time (Strike Commander, X-Wing, Stunt Island, etc.) was for two or three friends and I to each buy a fraction of the games and let the others take copies in exchange for taking copies of their games, ourselves.

    Not noble. But when you're twelve or thirteen, nobility doesn't really factor in when compared to getting or not getting to play all the games the magazines were hyping up.

    My best suggestion for this one?

    They don't really have the income, nor are they going to get the income. You can't find a way to make people without money more profitable today.

    What you can do is find a way to give them an alternative other than piracy so it's not so habitual when they finally do have money. Plus you can build their enjoyment of gaming so, when they do have money, they ultimately spend it on games. Perhaps some kind of a deal with after school computer clubs where the school systems get licenses for the games if the school wants to open them up after hours? Yes, gaming hardware, yadda, yadda... but many indie games don't push hardware in the same way.

    2. Quick Network Game At Work

    Everyone deserves the right to get a humiliating kill in on their boss from time to time. Getting ten or twenty people to all have a copy of a $50, just so they can play for an hour once a week, is plain crazy.

    Games with real demo modes... get played on the demo mode (and those that enjoy it at work go and buy the full game for home use). Games with no demo modes get no CD cracks. With the number of discs needed, quick math has everyone asking, "Do I feel $1,000 bad about copying?" They never buy a copy afterwards as they already know how to crack it.

    Solution 1: Good demos. The real old kind. Think Doom where you could play the first third of the whole game.

    Solution 2: Charge for the server, online multiplayer, single player content. Give the LAN client away. Add a few extra loading screens to the LAN only install that remind you that the purchase gets you so much more. Let it serve as your advertising where you'd never get the sales anyway. 20 players all tempted to buy the full game if it's good beats the hell out of 20 pirates or 20 people who're playing something else.

    3. A Lot Of Games Suck

    Sorry, harsh reality check. We've all been burned by games that bought advertising on game review sites and strangely got very prominent placement and a more glowing review than they deserved. You only have to drop $50 for a Matrix game that sucks mightily, a D&D game that constantly fails its saving throw vs. crash to desktop, or Doom 3 that looks amazing yet leaves you staggeringly bored (holy crap, did I just imply I miss Romero?) and you get jaded fast.

    In my case, now I'm older, money's less of an issue but time is, I tend to just skip a lot of games entirely. In the past, I'd take a copy just to try it and then... well... I had a copy, what was the point in finding $50?

    Solution: Good demos again. Ones with a real, appreciable, chunk of the content.

    You want to be even smarter with extra content? If there are eight chapters to your game, give away chapters 1 & 2 so people get a good chance to try it. Then offer the choice... The $40-50 box buy for all the rest or they can just buy what they want at $10/chapter via online activation. This way, your barrier of entry to the next chunk is WAY lower.

    4. Nothing In The Box But Digital Data

    Digital data can be grabbed from the internet or copied from a disc.

    I remember a time when manuals came packed with back story, maps, hints and tips, walkthroughs of the first level or two, tables of information on spe

    1. Re:My Top 4 In Order by Kneo24 · · Score: 1

      I'm so glad you brought up the extra content in the box.

      Man, did I love the days where the games you bought had full fledged postered maps all nicely folded into the box. The maps of the over all world, the beastiary, weapons and their stats, everything you needed to plan ahead. When I was playing the game, I was pouring over that information, building strategies on what I could do in the future when I got to those points. I'm an adult now, so I don't have that kind of time to read every little nook and cranny, but even so, I would still love to have that valuable information with my game. The box doesn't have to include everything, but a decent manual to get me along would be much appreciated.

    2. Re:My Top 4 In Order by Weezul · · Score: 1

      Amen on #2. If you can get people to play the lan version and then pay for more of the single player then that has to be your best bet.

      --
      The Christian religion has been and still is the principal enemy of moral progress in the world. -- Bertrand Russell
    3. Re:My Top 4 In Order by Anonymous Coward · · Score: 0

      4. Nothing In The Box But Digital Data

      Digital data can be grabbed from the internet or copied from a disc.

      I remember a time when manuals came packed with back story, maps, hints and tips, walkthroughs of the first level or two, tables of information on spell, weapon, item stats, bestiaries that actually told you about the enemy rather than just had a picture.

      This is a big one for me. I bought a little flight sim called Su-27 Flanker about 12 years ago. It came with a poster-sized map of the Crimean Peninsula, a several-hundred-page manual describing the dynamics of jet fighter flight and combat in detail, a reference card for the keyboard controls, and even some ads for joystick manufacturers. All treeware, no pewter statuettes or collector's tin required. I would love to go to a games store and get that kind of deal again.

      These sorts of additions still get bundled in with games, but only if you pay the extra $20 for the "Collector's Edition". Perhaps the publishers should make the "Collector's Edition" the norm, and have the purely digital aspects of the game available as a lower-priced, download-only package.

    4. Re:My Top 4 In Order by Vitani · · Score: 1

      4. Nothing In The Box But Digital Data

      EA still do this - or at least Command & Conquer games do. You got a decent manual that explains each unit and building, detailing their "stats", and their purpose. This isn't the reason why I bought the game, but it genuinely made me smile when I opend the case, and I do use it (which is more than I can say for any PDF manual I've ever had).

      This isn't why I bought Tiberium Wars though, I bought it because I buy all C&C games. Why? Because "back in the day" I played a 3-mission demo of C&C and was hooked, and best of all the full game didn't disapoint, and neither did the spins-offs/sequals. By giving me a good demo, and making a good game, Westwood/EA crated a life-time customer out of me. To add to this, I've introduced friends to the series, who are also serial-customers.

      Just goes to show, if you do do it right*, you get rewarded.

      *EA don't do it perfect, they do use DRM, and in return I use a no-cd crack. I want to be able to shift from Kane's Wrath to Tibirum Wars, or Transport Tycoon without having to clutter my desk with discs.

    5. Re:My Top 4 In Order by dido · · Score: 1

      4. Nothing In The Box But Digital Data

      Amen to this one. I remember the days when Origin Systems included a cloth map of Britannia inside the box, a nicely bound manual, and a little trinket like an Ankh amulet or something like that (I'm still kicking myself for losing the Codex Symbol that came with the Ultima V box). That made plunking about $50 for the game that much worth it. It seems that nobody does that kind of thing anymore, and yet they still feel it's fair to charge the same amount for games nowadays.

      --
      Qu'on me donne six lignes écrites de la main du plus honnête homme, j'y trouverai de quoi le faire pendre.
    6. Re:My Top 4 In Order by Invidious · · Score: 1

      Kill a tree, make it useful. A good, properly bound manual beats the hell out of printing a pdf and having it loose or going to a website. Give me a sheaf of maps with cool illustrations and annotation. Give me things of actual value to playing the game not cute gimmicks like a set of dog tags for an FPS that then do nothing but look cool.

      A-freaking-men. Homeworld was one of the last games that I bought that had a significant amount of dead tree in it; IIRC, not only did it have the usual tech-tree poster but a comprehensive instruction manual and a thick book on the setting. Plus, of course, the game was absofarkinglutely great.

      Then you go out and buy a game, nowadays, and it's barely got anything in it. MOst of the box is air.

    7. Re:My Top 4 In Order by clone53421 · · Score: 1

      No kidding. I bet it was by Sphere? They had a whole line of flight sims... I had the F-16 Falcon flight sim and I loved it. Unfortunately my dad finally uninstalled it and by that time the install floppies had gone bad. :(

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  93. One problem... by Catil · · Score: 1

    I think one problem with selling especially those small independent games is that people who are generally interested in pirating games usually have some warez sites bookmarked. The less press a game gets, the higher are the chances that those people stumble upon the cracked version before they even know about the game.
    They just download it and either try it and delete it, or they may even play it every day for several weeks but they will never even once visit the original website of the game. So normally, there is no way to communicate the value of those games to them and therefore no way to win them as customers. However, if the game is fun, some will probably visit looking for support, a patch, expansions or a sequel and still, there is no way to make them buy it if they don't want to.

    The only way left is then trying to delay the warez version as long as possible so people will read about the games on news-sites before they see the torrent on piratebay. Since tougher copy-protections usually only annoy buyers, I would honestly suggest to release many patches that add features and fix bugs but also render previous cracks unuseable. Pirates want the latest version, too; some will perhaps pay for it.

  94. Bluewizard814 by Bluewizard814 · · Score: 1

    When I was a kid I would pirate games because I didn't have the money to buy. Now that I have the money to buy, I buy if I like them. But the thing that would make me pirate a game is if I've bought the damn thing and the disk goes bad and I can't get it replaced. I bought it once so I should get to keep it.

  95. Many reasons by Wildclaw · · Score: 1

    Ok, I am not targetting a specific type of media here and instead focusing on piracy in general. Here is the biggest arguments that I could think of.

    1. It is cheap.

    This is an important reason, especially for those who are in economically bad situations. Children, Low salaray workers, Unemployed, etc.

    2. The entertainment cost is untied from the amount of media you consume.

    This is probably a more important factor than the first one for many. Not having to worry about spending x here and y there is liberating for the soul. Most of those heavy consumers that buy a lot but pirate even more probably fits into this category.

    3. It is easier than buying things.

    It is simply easy to pirate things. Just type into a search engine and get a torrent file back that you can use to get the media. Takes about 10 seconds.

    4. Pirates tries to deliver high quality products.

    No DRM or cd checks. High quality video encodings. No advertising before movies or that interrupt the tv shows. No streaming that you can't skip forward or backward in and can't replay at will. Playable on standard equipment. Storable directly on harddrives (not having to deal with annoying cd/dvd discs). Should I go on.

    5. Can target money to the products you like.

    This is self explanatory. Try before buying is the name of the game here.

    6. Sharing is caring

    Didn't know what I should say in the heading, but this is basically the community argument. Piracy is a life style for some.

    Trying to fix point 1 and 2 is pretty much pointless. Piracy has a huge advantage here. Especially on the second point. The best you can do is to be efficent so that you can keep a not too high price. Also, target people that actually have money and are willing to spend it.

    Point 3 and 4 is where you can make the biggest difference. Make it easy to buy/download with lots of information. Make it easy to use. Also, provide things that pirates don't. Possibility to save games online. Global highscores. Online play. And make this kind of functionality noticable enough that those who are pirating may consider buying it just for the feature. Finally, a user that is disatisified because of artifical limits can very well turn to piracy just because of that. DRM and other restrictions, as well as selling the same product with different quality at different prices are things that should be avoided as much as possible. (oh, and make sure that the consumer knows that your products are easy to use and doesn't contain DRM if they don't. Not having annoying DRM is a feature that should be marketed)

    Point 5 is an important one. There is some opportunity here. Make sure you provide the demo as widely availible as possible, and that includes uploading it to filesharing networks. Selling secondary products works with some media. Especially music is big here, where you have the concept of concerts. For games you should make it easy to access the company from within the game. Maybe showcase other products for example or a newsfeed for the game. Everything to guide people who havn't yet bought the product to actually buying it. Finally, as it is pretty much impossible to get torrents removed from torrent sites, you should instead try to get what little you can out of it. Place comments linking to where you can buy the real product that looks like they are made from a fan of the game. Just don't spam or people will get annoyed and suspicious. And no, there is no need to post your own torrents.

    Point 6 is a tough one. The safe way is to not mention piracy at all. Staying neutral is a safe bet. But it is also possible to embrace piracy, giving it a half approval. This allows for some free marketing but is also risky in a business perspective.

  96. Popular online games by boast · · Score: 1

    I pirate everything else, but I don't pirate games. Playing on cracked game servers suck, and I only buy games for multiplayer.

  97. DRM makes pirates out of faithful users too by Anonymous Coward · · Score: 0

    The door swings both ways

    I have many reasons. Ill list a few examples.
    Got my first real adult job, made the moral decision to start buying games instead of pirating. First game I buy is Bioshock..... We all know how that went.....

    I bought Mass Effect for Xbox the day it came out. several months later the PC version came out and then free DLC for PC users(not free for 360 users), not to mention the game was $10 cheaper than the 360 version. Is it wrong to download the PC version of the game, since i already paid for the IP? Did the same thing for Gears of War and Grid.

  98. Can't afford it by Anonymous Coward · · Score: 0

    Personally, I can't afford to pay for games. So if I wasn't able to get games for free, I wouldn't play them at all. To back my point up, I don't own any games consoles.

  99. Reasons Piracy of Games by ryanw · · Score: 1

    I would say that Game piracy and business applications live a completely separate life and have different economics around each, so it's smart to ask the question specifically about video game piracy.

    One thing to consider, is the life of a 12 year old is at the mercy of whatever "mommy would buy". Obviously a kid can save up his pennies and buy things, but ultimately that doesn't happen all that fast so a kid can only get so many things with the saved money. So the next way a kid gets games is asking them from mom. These kids are hit by so much target marketing that there are tons of things these kids are asking their parents for. At the bottom of the list are the things the kid can get themselves.

    Piracy lets kids get around parental censorship (not letting them play some games) and also enables them to play all the games that they feel like playing.

    Vdeo game software piracy is very prevalent amongst teenagers. In a way it becomes their status symbol amongst their friends as "the guy" who can get all the warez. They build a sense of confidence that they can hook up all their "friends" (people who use them for warez). It gives them a sense of confidence that they can do something. Some of these kids never even play most of the games that comes through them. They end up just collecting and having it "on hand" incase anyone wants it.

    As these kids grow up, they eventually get a life and start weighing time vs money. So then, any game that is super huge (4 x 8GB DVDs) they will weight whether or not they're going to actually play it. And if the media has hyped it up enough, they'll go buy it. But anything that remains convenient they will just "grab". As time moves on this same behavior changes from games to 'appz' as "their friends" are asking for different things.

    The place where software piracy ends is in user subscription services. If a kid could become a member of a 'free software group' for $20 a month, basically piracy ends. You take the power away from the kids to 'hook up their friends', and it empowers the kids to get anything they want, any time, and also allows parents the ability to censor and audit what they're doing.

    Your software will always be pirated as long as it's fairly small (fits on 1 or 2 DVDs), not largely in the media as "the game of the year", and doesn't have a subscription policy.

    ON THE FLIP SIDE, you have to consider that your piracy is 'free advertising'. And there is always a pool of 'rich kids with a life' that don't do 'warez'. So as the kids at school are talking about the things they are playing the rich kids want it too. So as long as you are writing great games and giving people a new experience, piracy can help. And eventually even a hardcore pirate will buy a game if it's something they keep going back to over and over again. I would say a MAJORITY of the software pirates have purchased software at one point.

    One last thing to consider is that most software pirates are so busy collecting and distributing the warez that they don't use them. This is their game. This their fulfillment and excitement. They will extract a game, install it, play it for 15 minutes, then delete it and say, "huh huh, cool.." (in true bevis and butthead fashion). So unless you're the "most have game", locking down piracy won't really increase revenues. It will decrease distribution and awareness of the game resulting in an eventual complete lack of recognition of the game making you have to put more of your own money into advertising.

    IF you want to increase your ultimate bottom line of more revenue, distribution, and awareness, here's what you do. Make a KILLER MUST HAVE GAME.

  100. the principle of freedom of information by zermous · · Score: 1

    Perhaps the pirates feel that information should be free, no matter what and no matter who is hurt by it because nobody has the right to control it. Game publishers don't have the right to control the information that is their game by doling out demos and making you pay for full versions. The decision on whether to _tip_ the publisher is up to the player. Each individual act of piracy does not necessarily hurt the publisher. Whether your individual act does is between you and your conscience--and thats where it should remain.

  101. I don't buy because by Anonymous Coward · · Score: 0

    it's not free software. Then of course, I don't pirate it either.

  102. SPEED by SUB7IME · · Score: 1

    It is much, much faster to download many games/apps than it is to drive to Best Buy.

  103. Why by Anonymous Coward · · Score: 0

    There are many reasons. Since i cant post them there i will here. I play console and pc games. I buy console games, havent bought a pc game in years. The reasons are simple.
    First of all, PC game i dont even know if it will work on my system. I remember when Unreal Tournament came out i had to wait 6 months so i could play and even then it would take 15 min to load up to the main menu. Why would i spend 60 dollars on that experience.
    My purchases at least are impulse purchases. I walk into a store see something i have heard about or played and liked and make a purchase. Now with consoles the train of thought is. Oh cool i can go home and play this. Pc games its more like. Oh cool i can play this, i wonder if it will run on my pc. Then you go home, patch the game, twiddle with the settings and hope your hardware doesnt suck. Too much of a hassle. If im going to waste my time twiddling with settings it will be on my 280z.

  104. WHO is more important than WHY by Sparky9292 · · Score: 4, Insightful

    Cliff asks, "Is it 10%? is it 95%? I don't know. Are they generally kids, or adults? I don't know. "

    IMHO, this is THE million dollar question here, it's more important to find out WHO, than WHY.

    I remember when Sierra released a multiplayer game called Tribes. It had absolutely NO copy protection. It installed completely to the hard drive. No cd-key was required to install it. It never performed a CD check. Even though it was multiplayer only, it did no online checks. Even the crudest CD-writing software could make a simple backup. I remember reading a developer blog which mentioned that at peak times, there were about 50% more people playing Tribes online than actual CD's sold. However, the game made a decent profit, and Tribes 2 was given the green light for development.

    This would be extremely useful information to justify expensive and time consuming DRM and anti-piracy schemes. I have not seen any studies done to see who pirates games.

    If you knew from a valid study that 99% of the people who pirate your games are less than 15 years old and live with parents, you might not spend as much money on incorporating DRM in your product.

    This would be an excellent PhD topic for some business graduate.

    However, if the study returned data that suggested a majority of your pirates are people in their 30's making over $80,000 a year and owned a Prius, then something to prevent trivial copy/burn might be justified.

    1. Re:WHO is more important than WHY by stubear · · Score: 1

      "Even the crudest CD-writing software could make a simple backup. I remember reading a developer blog which mentioned that at peak times, there were about 50% more people playing Tribes online than actual CD's sold. However, the game made a decent profit, and Tribes 2 was given the green light for development."

      Consider this though, that 50% is people who didn't fear any sort of reprisal against their illicit behavior. What happens to that number when distribution of intellectual property is legal and I can simply give you a copy of a copy of a game I downloaded from the internet? When no one has any incentive to purchase a copy, no copies will be purchased (or very few will be anyway). If 50% of the current user base enjoys the game enough to play it online all the time but not pay for it, you are going to have much bigger issues when 100% of the people are allowed to play without purchasing a copy.

    2. Re:WHO is more important than WHY by n0nsensical · · Score: 1

      And, incidentally, Tribes was also one of the best GAMES ever made. No copy protection, a good demo, REAL SUPPORT by Dynamix and Sierra, and most importantly great gameplay. I've copied my share of games but I bought that one for sure. These days I'm not buying OR copying games. RIP Dynamix.

    3. Re:WHO is more important than WHY by Sparky9292 · · Score: 1

      When no one has any incentive to purchase a copy, no copies will be purchased (or very few will be anyway).

      This is the ultimate fear any one that creates digital media (literature, songs, movies, software) for a living. It's understandably scary as hell. There will ALWAYS be a demand for these things, someone will always pay for this to be created.

      As a software engineer, I do not want the government really involved in enforcing copywrite law. I don't want the police or FBI snooping on bits worrying about what people are downloading or sharing. It just doesn't matter to me. People will always pay for good software at some point. Trust the free market. If you make a great game or app, there will be someone wanting to pay you to keep creating more apps.

      I think the main point with Tribes is that no DRM is needed because the game is that good! Another example is the game Combat Mission. (http://www.combatmission.com) None of their games has ever had DRM or copy protection, yet they make a great living because of the crazy fanbase. I know that hundreds of people are drooling months before each release and constantly donating to them to encourage the next release.

      Yes, it's scary. But if you look at Cliff's blog responses, a majority of them say that DRM is the #1 (more than price) reason they pirate the game. Because of fear, Cliff will probably dismiss that reason.

    4. Re:WHO is more important than WHY by TheRaven64 · · Score: 1

      The problem with Tribes is that it was a free give-away on the Starsiege disk. Starsiege sucked, and no one wanted to buy it. Tribes was great, but no one wanted to buy Starsiege to play it. The perception was that you were paying mostly for Starsiege and not for Tribes, which felt wrong somehow. If Tribes had been a separate game sold for a third of the cost of the combined set then I think a lot more people would have bought it. When Tribes 2 was release, it was a separate game, but it felt so much like Tribes 1 that there didn't seem much point upgrading.

      Tribes is now freeware, by the way, and well worth downloading (runs nicely in WINE too), but I have difficulty persuading enough people to play FPS games these days to make Tribes fun, and I never really enjoyed online gaming - being in the same room as the people you're playing against makes it a lot more fun.

      --
      I am TheRaven on Soylent News
  105. I stay away from DRM and expensive games by atlep · · Score: 1

    I bought a PS3 a couple of months ago. I've so far bought 12 Blu-ray discs, and no games. The reason is the games are far to expensive. There are plenty of cheap PC games around that are only a year old, and costs about a fifth.

    When buying games I stay away from anything with heavy DRM, as I hate that stuff. It makes life hard for legal customers who pay for games.

    All of the Blu-Ray discs I've bought (except one miss) is region free. The DVD-regions have annoyed me so much over the years, that I just won't buy anything with region coding any more.

    So I stay away from DRM (including region coding) as much as I can, and I stay away from the expensive games. The only exceptions are some must-have stuff.

    Also my moral belief is that copying should be legal in a non-comercial situation. But still I think people who can afford games/movies/music/software should buy most of what they consume.

    1. Re:I stay away from DRM and expensive games by Shados · · Score: 1

      Also my moral belief is that copying should be legal in a non-comercial situation. But still I think people who can afford games/movies/music/software should buy most of what they consume.

      And since there's (almost) zero commercial use for games, then you're basically saying that you shouldn't, legally, have to pay for games (aside for the rare occasion of a commercial tournement or something), and that people should pay for shit even if they don't have a single reason to do so legally. Yeah, lots of triple A games will be able to be produced on donation budgets...oh yeah /sarcasm.

      What that sounds to me is "I dont want to have to pay for games, but I still want games, so -others- should pay for them, but not me". I realise its not what you said (you didn't even say if you pirated games or not, so I'll assume not), but its still what that last quote sounded like.

    2. Re:I stay away from DRM and expensive games by atlep · · Score: 1

      What that sounds to me is "I dont want to have to pay for games, but I still want games, so -others- should pay for them, but not me".

      Then you should read more carefully, because I wrote: "But still I think people who can afford games/movies/music/software should buy most of what they consume."
      Also I wrote: "I bought a PS3 a couple of months ago. I've so far bought 12 Blu-ray discs,"
      And I also wrote: "There are plenty of cheap PC games around that are only a year old, and costs about a fifth."
      I even mentioned it is my moral belief that copying should be legal.

      Put these together, and it should'nt be to difficult to infer that what you though you heard was totally wrong.

      But I guess your generalizing autopilot kicked in and blocked all other information when you read that I thought it should be legal to copy.

      Your inability to read aside, the reason I think (non comercial) copying should be legal, is that I think it is morally wrong to have laws that protect the profitability of a given business model at the cost of the freedom of private people.

      You imply that no triple A games would be produced if this was the case. Well, heavy pirating has been going on for at least two decades, there's hardly any game you can't download if you want to. Still triple A games has been produced, and it ha been profitable thanks to people like me who prefer to buy games (as I also said in my other post!) even though pirated copies are available.

      And, based on your indignation on behalf of the industry, it appears that you to would chose to actually buy a game or two. So I think you're wrong when you imply that the laws are the reason it is possible to make profit on games today.

    3. Re:I stay away from DRM and expensive games by Shados · · Score: 1

      Before talking about my inability to read, you should look into yours, since you totally misread what I said. I said that "it should be legal to copy!!", while still saying "people with money should pay!!", right after saying "I feel games are too expensive", literally sound like "I want -others- to pay for me". Didn't I mention that from what I had read in your post, I assumed you didn't pirate? Whoops?

      And yes, there are still AAA games being made, because it IS illegal to copy, enough that there is SOME (if not too much) crackdown being made, and thus there is still a lot of lawful people who go by the "Its illegal to copy, so I don't" moto. Go on any mainstream forum, thats the argument of 2/3rd of the people who pay for games. The last third is the "I feel fuzzy inside to support people who make me happy". If it was -officially- legal to copy stuff? You'd lose a heck of a lot of people.

      And profitable? Roughly half of the game publishers are in DEEP RED (in the gaming division, for the publishers who do other things than publish games). Two of them is because they're taking heavy loss from their hardware market, and one of those making a heavy profit mostly do so from profitable hardware. On top of that, it makes for an extreme barrier for entry, since you need to be able to eat up the piracy hit. There are exceptions here and there from successful little guys, but almost none of them are their own publisher, either.

      Finally, without the laws, I'm sure people would pay. Thats what I said, it would be donations. Donations can make a game like Geometry Wars come to reality. It can make a game like the Penny Arcade game come to reality. It cannot make a game like FF13 come to fruition (not that I'd mind if that -particular- one fell flat, its just an example).

      And well, me buying "a game or two" would be quite the drop from "100+ games a year". I'm not going to support an industry alone :) Making entertainment isn't the same as a foundation to save children from cancer. You don't raise douzens of millions from 16 years old kids by making them cry.

  106. Why Do I Pirate Your Games? by Kneo24 · · Score: 1

    I don't pirate your games. I've never ever played them. I have no intention to play your games. However, except in the rare instance where I don't try before I buy, ever potential game is treated the same.

    As an indie, your biggest concern should be the price. Are you pricing your games accordingly? If I can spend $15 more on something done by a faceless corporation and in turn, receive a product of quality that is considerably higher, guess where my hard earned money is going?

    Unless your game is exceptional, phenomenal, do not charge $20. I can guarantee your game isn't worth that much. At that rate, you are also scaring off potential legitimate customers too. $10 or $15 is a very good range.

    Audiosurf is a good example of an indie game done correctly. The creator didn't go overboard. They kept their focus and kept the game small because of that. That gave him more time to create higher quality sound and graphics too. While it's all still simple, it's presented in a fashion that's just right. $10 is the sweet spot for that game. I might have bought it for $15 or even $20, it's that good of a game, but at $10, my mind screamed at me, telling me I had to buy the game.

    Just keep these things in mind. Don't go to big with your games. Other areas of the games start to suffer in quality if you do. And just keep the price low. Simple high quality games even grab the attention of a hardcore gamer from time to time.

    1. Re:Why Do I Pirate Your Games? by TheRaven64 · · Score: 1
      Indie game developers are starting to see competition from Free Software too, just as shareware app authors did. In the '90s, if I needed a utility, I would look in a shareware collection, and register it if I used it a lot. Now I look for a Free Software utility and don't even think about shareware.

      When I compare Cliffski's games to something like Vega Strike, Battle for Wesnoth, FreeCiv, FreeCol, and so on, they just look amateurish. And they don't come with source code. And they cost more. I don't pirate his games, because I can get other games legally for free that are a lot more interesting, fun, and polished. Games developed by people who love games, rather than by people who want to make money from other peoples' love of games.

      --
      I am TheRaven on Soylent News
  107. Credit card, price, DRM and convenience by LKM · · Score: 0, Troll

    I don't pirate games, but from back when I was a kid and from what my friends do, I think some of the reasons are:

    1. Lack of credit card. You need a credit card to pay for games, and lots of people (especially kids, and especially outside the US) have no credit card
    2. Price. Many games are overpriced (PS3 titles, wtf?)
    3. Paying sucks because you get a worse product than by pirating. You can either pay and get DRM, or not pay and get a game that actually works
    4. Convenience. iTunes competes with illegal downloads by being more convenient. We need an iTunes for gaming
  108. Because it seems like a scam by trillex · · Score: 1

    I've never played any of his games, but looking at his website made me feel uneasy. The way it was structured, screenshots here and there, texts, some quote about how great the game is from a "trusted" magazine or source. It feels like it's TV Shop or some program that promises the next Garden of Eden and you simply can't live without it. It makes it feel like it's a scam just waiting to happen. I believe most of us have seen these kind of websites when searching for a specific kind of software.

  109. He won't get an honest answer by thetoadwarrior · · Score: 1

    All the excuses for warezing games or using emulation over the actual item(recent hardware like the Nintendo DS notthe Atari 2600 doesn't count) is just an excuse for people to justify that they're a thief.

    If they're demoing it t hen there should be an rise in sales at some point. You can't say everyone that priates a game to demo it find it to be shit when they're often found playing it online a lot.

    The "I wouldn't have bought it anyway so it's not a lost sale" crowd are just idiots. You still got the experience so you had something for free. It might be digital bits that can be replicated but does that mean you don't pay for roller coaster rides or arcade games since, once you're done, the item is still there for someone else to use? No, you don't because you don't have the balls to use that justification in real life, because you know it's wrong.

    Finally, those people hat say the games aren't worth it because developers are just shovelling shit out to sell...well it's worth you taking the time to download, risk getting a virus on your PC and your time sitting there playing it for free so it does have a value, quite a high one if you think your time is valuable and your computer has something worth while on it that you don't want damaged by a virus.

    The fact is most people pirate games because they can and they're children whose parents wouldn't buy those games for them or they can't afford them or it's people who spent an absolute fortune on their PC and as far as their concerned they've paid enough for the right to be gaming on that machine.

    1. Re:He won't get an honest answer by GameMaster · · Score: 1

      The problem is, it is not theft. It's copyright violation. The difference is that theft requires someone to be deprived of the use of the item in question. In the case of your example with roller coasters, the owner of the roller coaster has been deprived of the use of that seat for the time in which the thief sat in it. This becomes especially important at most modern amusement parks where long lines are common for roller coasters. In contrast, every person on the planet can, theoretically, run the same software at the same time (even multiple times per person) without depriving the owner of selling an infinite amount of more copies if he can find anyone else who needs it and can afford it (aliens?).

      If they're demoing it t hen there should be an rise in sales at some point. You can't say everyone that priates a game to demo it find it to be shit when they're often found playing it online a lot.

      There could, very well, be a rise in sales related to pirates that intend to just demo the software. It's not like all pirates of this type get together and agree to all buy the game (if they like it) all at the same time so that their impact is easily visualized in accounting's sales numbers. That's just crazy. The truth is, it's hard to isolate those kind of impacts on sales.

      The "I wouldn't have bought it anyway so it's not a lost sale" crowd are just idiots. You still got the experience so you had something for free.

      So? The point of IP laws, and property laws in general, isn't to deprive people of things just because they can't afford them (that'd just be sadist). The point of property laws is to help ensure the income and security of the person who has produced the product. The problem is, if the person who is violating the property law couldn't afford the product anyway (and isn't likely to be able to afford it in the time the product is relevant), and the original owner isn't deprived of the use of the product so that they can sell it to someone that can afford it, then the point is moot.

      Finally, those people hat say the games aren't worth it because developers are just shovelling shit out to sell...well it's worth you taking the time to download, risk getting a virus on your PC and your time sitting there playing it for free so it does have a value, quite a high one if you think your time is valuable and your computer has something worth while on it that you don't want damaged by a virus.

      Personally, I've never heard anyone actually espouse this reason. However, if someone were to use this justification then I'd agree with you.

      The fact is most people pirate games because they can and they're children whose parents wouldn't buy those games for them or they can't afford them or it's people who spent an absolute fortune on their PC and as far as their concerned they've paid enough for the right to be gaming on that machine.

      That would be your opinion, and you are, of course, welcome to it. However, unless you've actually surveyed a statistically significant number of pirates using legitimate statistical polling methodologies, the truth is you don't actually have a clue why people, actually pirate games. You're, simply, conjecturing. Even using polling, you'd just find out what people think are the reasons they do it. Trying to find out the actual reason for the behavior would, probably, require a decent amount of psychology/sociology and is beyond the scope of this conversation. I prefer to focus on the results of piracy as well as the goals of the laws related to it in order to decide if it's actually immoral.

      --

      Rules of Conduct:
      #1 - The DM is always right.
      #2 - If the DM is wrong, see rule #1
    2. Re:He won't get an honest answer by thetoadwarrior · · Score: 1

      The problem is, it is not theft. It's copyright violation. The difference is that theft requires someone to be deprived of the use of the item in question. In the case of your example with roller coasters, the owner of the roller coaster has been deprived of the use of that seat for the time in which the thief sat in it. This becomes especially important at most modern amusement parks where long lines are common for roller coasters. In contrast, every person on the planet can, theoretically, run the same software at the same time even multiple times per person) without depriving the owner of selling an infinite amount of more copies if he can find anyone else who needs it and can afford it (aliens?).

      The rollercoaster seat was not stolen and is still in the possesion of the owner so it's not theft. It's delaying his sales by making a paying customer wait. You can argue that will hinder his potential earnings for the day but pirating software does effect sales.

      For most people, if they think $50 is too much for a game, they'll sure as hell think it's too much after having completed it for free. Piracy is ok as long as the majority don't do it but the fact is it's becoming easier and, unlike the old days, you get a perfect copy. None of this ripping bits out to make the download smaller so people are finding a worthwhile effort. The annoying this is that this will just convince companies to do software as a service and then the consumer is screwed because they don't end up owning anything yet still having to pay. This does have a bad effect on software sales whether or not a physical copy is stolen and consumer rights will be eaten away as the consumer is proven too stupid to play by the rules.

      There could, very well, be a rise in sales related to pirates that intend to just demo the software. It's not like all pirates of this type get together and agree to all buy the game (if they like it) all at the same time so that their impact is easily visualized in accounting's sales numbers. That's just crazy. The truth is, it's hard to isolate those kind of impacts on sales.

      If people opted to by the game afterwards then, as you mentioned, they won't buy the game all at once so you should see decent sales through out rather than one big spike at the beginning. What can be seen was in games, like Tribes 2, where the amount of people playing online was too high for the amount of actual sales. So clearly people were taking an experience for free at the cost of the developer.

      So? The point of IP laws, and property laws in general, isn't to deprive people of things just because they can't afford them (that'd just be sadist). The point of property laws is to help ensure the income and security of the person who has produced the product. The problem is, if the person who is violating the property law couldn't afford the product anyway (and isn't likely to be able to afford it in the time the product is relevant), and the original owner isn't deprived of the use of the product so that they can sell it to someone that can afford it, then the point is moot.

      Excet for the fact, by your logic, they'll never be able to afford it which is rarely the case. I'd like to know where it states in the constitution that you have the right to play a game within a certain time frame and again, if you beat a game, when the time comes that you can afford it you won't be likely to buy it after having your fun. You'll be too busy downloading the next big thing.

      That would be your opinion, and you are, of course, welcome to it. However, unless you've actually surveyed a statistically significant number of pirates using legitimate statistical polling methodologies, the truth is you don't actually have a clue why people, actually pirate games. You're, simply, conjecturing. Even using polling, you'd just find out what people think are the reasons they do it. Trying to find out the actual reason for the be

  110. i hate to admit this...but...c by Denihil · · Score: 0

    honestly, it's just cost for me right now. i've been making near minimum wage, and can barely support my internet connection, food, and rent. with less than 100 dollars left over each month, i rarely get a choice to spend that cash on some hot new game that's come out, but the urge to play a new game is still there, especially if i've already beaten my previous game. sometime it's something as simple as a rpg, just something to keep me occupied...else i usually just turn to drugs or something else, and iirc games are much healthier than drugs. so, i just download the game i want to play, and if it's really really really good, i'll pay for it later. (heck, i got 2 copies of fallout 2 and arcanum!) i know being a group of slashdotters, the majority make impressive salaries or are going to a sought after college, but some of us are barely scraping by.

    --
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  111. Cost. by Anonymous Coward · · Score: 0

    ..but not because you're too expensive.. Simply because I don't have any money to give you.

    If I have the money, I will, and have paid for software. If i'm earning from it, I'll pay for it. .. I know I know, this is a tinderbox of morals and possibles and maybes and options -- I can hear the righteous shouting "If you can't afford it you can't have it" right now(I knew I should have closed that window..)..

    But..what are you loosing?

    I know, there's no way to prove I don't have the money - and I know, this relies on my good will/moral integrity when it comes to actually paying, so its not a model that could be easily incorporated into a business plan-- but you have lost -nothing-, since I didn't have any money to give you in the first place.

    I will, though, go and tell everyone how great your software is.

  112. Why I buy software; why I don't by Anonymous Coward · · Score: 0

    Going back from my 80s youth...

    Why I buy software

    - it does something I really want to do on the computer, and there is no alternative as good in the free realm.
    - The price is good
    - I like the company.
    - The associated manuals/documentation/devices included are really necessary/useful (not in a protection sense)
    - It was available locally in the medium I liked. Or if via/on-line it was had a payment/shiping/registration method I was comfortable with.
    - The information/screenshots/reviews were good enough to prompt me to open my pocket book now.

    Why would I copy

    - I was not really interested in buying it in the first place. (lots of games fall in that category)
    - It's far too expensive and I really need/want it. Sometime I really only want to use some basic feature(s) but it's part of a much more expensive "professional" system without a 'lite' alternative.
    - I have to try it out fully first (especially if it is technical, expensive, or hardware intensive). Feature disabled demo versions sometimes just don't cut it.
    - It's just not available in my area (i.e. Europe only), in my preferred medium (something that will last not a download each time to install.)
    - Got the cracked version because it requires/or is infested by net validation/nagware; (i.e calling home for permission) if I bought it, shouldn't that be good enough for me to just use it?
    - It was given to me by a friend (sometimes you don't even have to know about it or want it.)
    - I don't particularly like the company or thier policies and would not prefer to support them financially.
    - I'm doing a favor for a really cheap/poor friend.

  113. Steam Powered by Kyngdom · · Score: 2, Insightful

    http://www.steampowered.com/v/index.php?area=about&cc=US This is the most effective solution I've ever dealt with for antipiracy. As someone who's pirated software for a very long time, I've spent quite a bit of money, happily, through steam on video games. The benefits of buying through steam however, meet the requirements of most everyone in here. No CD to put in the tray, no keys to enter (if you buy a game online [which i recommend]), constantly updated, and most importantly, the purchase is tied to the account itself, so you can download your game infinite times to infinite machines as long as it's tied to your account. I have Audiosurf on three different machines, legally :)

    1. Re:Steam Powered by Spatial · · Score: 2, Interesting

      It's not all good. I've bought about ten games on Steam, and one major disadvantage is that they have absolute control over everything even after you've bought things. For example, in one patch they put adverts in Counter-Strike, which I hated. I would never have bought the game if it had them from the start and nobody would have downloaded that patch if they had a choice. Updates are forced, even if they ruin the game. If I had bought Stalker via Steam I couldn't play my favourite mod anymore. Luckily I didn't.

  114. Provide a way to pay by paul248 · · Score: 1

    I think music, movies, games, etc. should all have a "pay here" button on their website. That way, pirates have a convenient way of paying if they ever do decide the product is worth it.

    Being forced to buy physical media or download another file just makes paying more annoying.

  115. Availability by Anonymous Coward · · Score: 0

    Cliff wants to hear specifically from people who have pirated his games. Not to criticize or lecture them, but to answer a simple question. Why?

    What game have I downloaded "illegally" lately? Final Fantasy VII That was in 2008. It's simply not possible to find this game anymore without hawking hundreds of $ over for some overpriced copy.

    Otherwise, I do have MAME ROMS. Not like I can go out and buy arcade games by the dozen. And no, I'm not going to go out and buy the "Midway Classics" pack or anything like that, which are often just NES, SNES home versions of the arcade game. Let alone the fact that most arcade games don't have counterpart versions, like Aliens vs Preditor or the Xmen 6-player arcade game.

    Otherwise, I buy/rent all the games I play. I would have bought FF7 if it was available to buy for the PC, DS, Wii or perhaps the PS2. I sold my PSP a while ago.

  116. SN - Best copy protection by Anonymous Coward · · Score: 0

    I just spend money for that serial number so that I can play online.

  117. Why? by meuhlavache · · Score: 1

    Why?

    Because they have to pay us to play!!

    1. Re:Why? by DaveV1.0 · · Score: 1

      Oh, look, a game pirate has mod points.

      What is the matter you cowardly fuck? Too much of a chicken shit to respond?

      --
      There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
  118. possible reasons by Anonymous Coward · · Score: 0

    My theory of why piracy happens:
    1) Availability. (legimate games are just not available as widely as pirated ones)
    2) Availability of money. (people who play games are young, so they dont have access to money - this prevents them from using the official channel)
    3) Access. (no access to places which sell games)
    4) Ease of use. (even if you had the money and wanted to pay for it, transfering money is very difficult compared to just pressing a button to download it)
    5) Everyone else does it (learn from other people - pirating games usually happens in a group)
    6) Kid's parents decide not to use their money for games. (no other alternative available than piracy)
    7) Have not learned rules of riaa/mpaa yet. (Young people have no access to this information, or if they know the rules, have no way to avoid piracy)

    Good news is that the kids that do pirated games will grow up and start to use Linux for the same benefits.

    Current game distribution system through retailers rely on kid's parents to buy the game. The system is targeted to wrong people - the parents do not want the game. Piracy handles situations where parents do not want to buy games or kids are otherwise prevented from buying the game.

    Suggestion for game developers: Write a software that lets people share their games _and_ pay for it for just single button press. It has to solve the availability problem by bringing the games to home. It has to be easier to use than the tools pirates are using and must work with various different ways to transfer money. And it needs to have more game content than the internet, not just one game.

    Piracy is basically caused by availability of powerful tools to transfer bits between computers. The tools to transfer money are way more difficult to use, so you need to use lots more effort to do it. So only the most careful people who think about how long it takes to build something like a game can bother to follow the rules.

    Many older people solve the same problem differently: they refuse to play games/movies/songs completely except where available for free.(movies are available for free on the tv) So the current system when following the rules prevents people from enjoying games completely. (the game is not good enough to overcome the burden of actually going to a gaming shop, buying the game).

  119. My 2ct/min... by deckardt · · Score: 1

    The problem for me:
    The first time I really felt ripped off was with the classic adventure Full Throttle, it was funny, well paced and had good story dynamics, but i found it was too short for what I had paid for it. Within 6 hours, one session, I had the end titles scrolling on my screen. Too short!
    I want some bang for my buck, in a simple â's per minute scheme.
    If I pay €60 for a game I can not return and only play for 15 mins to find out the game and I don't get along, I've paid 60 euro's for those meager 15 mins, leaving me feeling ripped off.
    My experience with a lot of games I 'tried' was that I played them for less than 30 mins before I got bored with them.
    Demo's only work for certain types of games, racing games (Forza/Gran Turismo), 1st person shoot-em-ups (Halo/Quake), the type of games with a high level of repetitiveness to them. With adventure games this is different, some adventureg game demo's only let you play the 1st act but that 1st act doesn't guarantee the rest of the story to be interesting.

    My solution:
    I'd like to see a payment method in which I put down say €5,- for the media and the 1st hour of playtime and after that a reasonable amount of € per amount of time I spend in the game, to a maximum of what a game in the store now would cost (for top ps3 titles around €60).

    This solution works two ways:
    1) I won't feel ripped off if I only play the 1st hour of the game and..
    2) The game developer gets tasked with creating a game that keeps me intrigued long enough (for a reasonable adventure-type game I'd say between 40 and 60 hours) to get his money. This 'average playtime' should be mentioned on the box as well.

    Please note that this is not a WoW type subscription to a game, but a 'pay for play' solution with a maximum amount of money i, as the consumer, will pour into the game. After I've payed the max (and spent the required amount of time in the game), I can play the game as long as I like (adding to the replay value).

    1. Re:My 2ct/min... by Brandano · · Score: 1

      The newest Sam&Max series of games spring to mind. I bought the entire first season, and am reasonably satisfied. Some episodes where better, some less, but overall they make a decent game.

  120. Counterpoint by Anonymous Coward · · Score: 0

    This has been mentioned a couple of times, but in regards to this point - it works on my system - demos sometimes have a scaled down engine. Starlancer and the first Dawn of War both had demos that worked on my old system, while the released games, Starlancer chugged, and DoW wouldn't run.

  121. Greenhouse by Enderandrew · · Score: 1

    Penny Arcade's Greenhouse games is a great alternative to Stardock, and due to the Penny Arcade guys, it is likely to see a bigger audience.

    Let me be honest. I pirated games in the past because I was broke and wanted to play the games for free. It wasn't a big political statement the way some people would like you to believe.

    I prefer to buy games DRM free. But in the end, I noticed that many of my favorite game companies either closed shop, or were bought out because of financial troubles. I realized you need to vote with your wallet. I purchase games now, and that is more of a political statement. I want those games to continue to exist.

    Origin Games, Looking Glass Studios, Black Isle, etc. are gone forever. I need to support the few good game shops that are left.

    1 - Put out a good game. This is the most important.
    2 - Put out a demo, and let people get their hands on it. Word of mouth advertising is key. Let the internet market your product for you, for free.
    3 - Give a good incentive to buy. By that I don't mean a very weak, gimped demo, but rather online play, and nice features that encourage the full purchase.
    4 - This is the least important to me, but please just skip the DRM. It costs you money, annoys the people who purchase the game, and in the end, it doesn't stop piracy one bit.
    5 - Ask people like Jeff Vogel from Spiderweb games how he does it.

    --
    http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
  122. Somewhat relevant question ... by Hektor_Troy · · Score: 1

    Here's a thought. Most people hate DRM, because it's a hindrance to them from playing the game. Put the cd in the drive. No virtual drives. Install this crappy software. All that stuff.

    Would it be possible to use a one time keypad, like the kind you use in bank transactions instead? No cd/dvd requirements, no odd software to install and so on. Could even install it on as many computers as you'd want, including multiple simultaneous online accounts.

    Obviously it'd cost you something as the publisher, but what would the "drm sucks" pirates think of this scheme? What of the regular players? As a plus it'd make it insanely hard to steal your online account if you had to use the token to log in. Downside would be selling characters, but that could be fixed in-game by allowing character transfer across accounts anyway.

    --
    We do not live in the 21st century. We live in the 20 second century.
  123. My computer sucks by Anonymous Coward · · Score: 0

    I used to purchase and pirate a number of games, but now I rarely do anymore.

    Most of the time for me it comes down to a game's specs. Lots of new games require some really powerful hardware, and my hardware allowance isn't all it used to be. So I would pirate a game (say Doom 3 or BioShock) and play it, but it never really felt like I'm getting the full experience. Lots of slow-downs, crashes, or simply ugly graphics. Even an older game, like Unreal Tournament, looked a hell of a lot better than an 800x600 low-textured version of Doom 3, for instance. While I sometimes enjoy the experience of playing an ugly version of a game, it's usually an experience not worth $50-$60 for me, and if forced to abandon the piracy approach, I simply would never have bought those games in the first place (in fact, I probably would have done something more "culturally-useful" with my time, like read a book).

    I feel the same way about a lot of console games--I don't own a PS3, and though I want to play Metal Gear Solid 4, I simply can't. Piracy isn't an option, so I just won't bother. Subsequently, I probably won't be interested in MGS5 or 6 or whatever iterations they'll be popping out in the next few years on an escalating scale of hardware.

    However, I DID shell out some money for the Sam & Max games on Steam. First, they offered a whole free episode, and I liked it, so I wanted more. No need to pirate what's already free. Second, the game was built to run on a less-than-stellar system with stylish graphics that looked great. I didn't feel like I was being ripped off. Third, it was offered on Steam, and I didn't have to muddle around with multiple CDs, long install times, or waiting for a delivery from Amazon (I'm not really one for the Christmas package opening nostalgia feel). Fourth, they were offering a sale on an already discounted item :P. Finally, I felt more compelled to support a non-mainstream game because I wanted to see a Season 2 (and now Season 3).

  124. PRESS SPACE BAR TO BRAG by tepples · · Score: 1

    Who gives a crap? Do I really need to know that I rank 5693 of 499234 players?

    Yes, some people need to know that they're in the top 2 percent of players that submitted a score today, and they're more likely to buy a game with a working brag button.

    1. Re:PRESS SPACE BAR TO BRAG by clone53421 · · Score: 1

      The point is, if "I want to play a local single player game", and I don't have a net connection for whatever reason, and I don't click the "brag button" or whatever it is, the game should work.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  125. The solution is patronage by DG · · Score: 4, Interesting

    You are quite correct to apply supply and demand economics to this problem. The "intellectual property" industries (movies, music, and computer software) rely on the artificial legal construct of copyright in order to extract profit from an activity that produces a "product" that, once produced, has an infinite supply and near-zero cost of distribution.

    The natural state of affairs is to eliminate the artificial legal construct of "copyright" and just accept that anything that can be rendered digitally is free to copy.

    The usual objection is "well then how do artists/writers/producers make money without copyright backing them up"?

    The first response to that question is to point out that it is not the responsibility of the state or society at large to see that any industry remains profitable. Once upon a time there was a thriving buggy whip industry, but there was no legal construct erected to protect buggy whip manufacturers from being obsoleted by the forward march of technological development.

    Notwithstanding, the question of "how can an artist make a living without copyright?" is a valid one. Happily, there is a historical answer - patronage.

    Not so very long ago, it was practically impossible to distribute artistic product at all. Without any form of recording device, the only way to hear Mozart was to go see Mozart. Want to see Shakespeare? Go to the Globe Theatre. Want to read Ovid? Pay the enormous costs of finding a copy and then having a monk copy it by hand.

    The flip side to this is that as an artist, given that the costs of producing your art were so very high, the only way to make a living doing art was to find a rich man who would hire you to produce the art - a patron.

    The nice thing about zero-cost duplication and distribution of artistic content in the modern age is that it allows the cost of patronage to be spread across a very much wider audience, meaning that the cost of being a patron is very much smaller.

    In effect, erect a means where your customers/fans can get money to you, and then let it be known that if they wish to see future product, then they need to contribute to the pool, or development will cease.

    Yes, many people will just download the game/song/whatever and never pay. So it goes. But if the product is good enough, enough people will contribute to allow you to continue developing more product - and that's a win. How many of us get to make a living at their passion?

    DG

    --
    Want to learn about race cars? Read my Book
    1. Re:The solution is patronage by LMariachi · · Score: 1

      The first response to that question is to point out that it is not the responsibility of the state or society at large to see that any industry remains profitable.

      Except that we've decided that it is in society's interest "to promote the progress of science and useful arts." Equating copyright to buggy-whip subsidies is silly. Buggy-whip production ceased to be relevant to society. Science and useful arts have not.

    2. Re:The solution is patronage by Anonymous+Brave+Guy · · Score: 1

      But if the product is good enough, enough people will contribute to allow you to continue developing more product - and that's a win.

      The first problem with your argument is that you take the above as an axiom, but what little evidence there is from people trying this approach isn't exactly an overwhelming endorsement of your position. And if you're wrong about that, your entire argument falls apart.

      The second problem with your argument is that it relies on people producing an initial product as nothing but marketing. That's a lot of cost for no return. In particular, if someone only has one really great idea, your system provides no incentive whatsoever for them to share it.

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    3. Re:The solution is patronage by nbates · · Score: 1

      "Science and useful arts have not [ceased to be relevant to society]." Mmm... are you sure? I'm not talking about science, because nobody consumes science directly (consumers don't buy theorems or papers, they buy the outcome). But let's talk about "art". Haven't you thought that maybe piracy is an indication that people doesn't think art is worth the millions that it costs to produce? There is something very wrong in the way "art" works today. You don't need just a good record from an artist, you also need millions in marketing to hype the artist. And still, you get a fan base so unsympathetic that isn't willing to pay $20 to get the music. Do you really think doing one good record and acting "cool" justifies the kind of money artist get as reward? I think art is great, but it is way overrated today in many cases. And the fact that so many people doesn't really care about the artist but only in a superficial way is a sign of that. Maybe if we removed those artificial restrictions the "Fergies" and "Gwen Stephanie" of our world would dissipate and we would get meaningful artists that people are willing to care for. Of course, they won't make millions and millions from inventing catchy tunes... but we would have more room for real artists that can empathize with their fan base and make a decent living in the process. And don't tell me piracy is a problem to small bands too... piracy means something reached a critical point of attention.

    4. Re:The solution is patronage by TheRaven64 · · Score: 1

      So, I went to this guy's site, and the top game advertised was 'Democracy 2.' Presumably this is a sequel to 'Democracy,' also advertised. If he'd released Democracy as a free download, I wonder how many of the people who played it would have been willing to pay something for him to work on Democracy 2 and release it for free. If not enough to fund the development of Democracy 2, then maybe he's in the wrong business. If it is enough, then he doesn't need artificial scarcity.

      --
      I am TheRaven on Soylent News
    5. Re:The solution is patronage by LMariachi · · Score: 1
      The problem there is that there will always be heavily-backed "artists" selling crap to the masses, and making money at it due to sheer force of marketing. Miley Cyrus/Hannah Montana/Disney don't need copyright to sell out stadiums at $300 per nosebleed ticket. Smaller creators need copyright as protection from the corporate behemoths. If there were no copyright, there couldn't be a GPL or Creative Commons.
      .

      Do you really think doing one good record and acting "cool" justifies the kind of money artist get as reward?

      Veering OT here, but people complain about this all the time in sports and movies and any field with a large enough audience to make buckets of money off of. If casting Tom Cruise in your movie didn't pretty much guarantee at least ten million dollars in sales, no one would be paying Tom Cruise ten million dollars to be in a movie. Yes, it's hard to imagine getting paid $25M a year to play baseball, but would it be any better if the team owner were pocketing all the money that star player is bringing in?

    6. Re:The solution is patronage by gotem · · Score: 1

      now switch 'patronage' with 'advertisement'

    7. Re:The solution is patronage by Anonymous Coward · · Score: 0

      So our games will be gigantic ads for their sponsors full of product placement and bands will write songs with creativity resembling little more than ad jingles... gotta love capitalism!

      Any rich patron who wants to finance the production of a creative work for its own sake would have no incentive to redistribute it, she would just keep it to herself after it was produced and you'd only hear it if it somehow got leaked.

  126. To get the English language version by Brandano · · Score: 1

    I usually do buy my games, and THEN download a pirated version. I know, it sounds stupid, but I hate the localized versions (I live in Italy) because of the bad dubbing and dubious translations (ok, "anello" is a translation for "ring", but not when applied to a bell on an hotel desk. Gabriel Knight 3 anyone?). On top of that, when playing games on a laptop, carrying with me the original CD's and DVD's when i am on the move is a bit of a chore. They use up space, they can get easily damaged, the copy-protection is invasive and can even cause system instability and driver conflicts. I have recently bought a few games through Steam, and for the moment I am fairly satisfied. However, what will happen when the steam servers will go offline?

  127. I am a student and i have 2 main options: by Superken7 · · Score: 1

    I am a student that does not earn any money.
    But i love video games. I play them a lot AND play a lot of them in my free time.
    I have several options:

        1. Do not pirate, and only get to play a few games a year.
        2. Pirate, and get to play lots of them.

    You see, there is no option like "3. Do not pirate and play lots of them. "
    Also, it is very important to note that option 2. includes buying all the games i would have bought through option 1.

    Since i do not know this developer's games, i will mention my experience with my last video game console, the Wii:

    The signal-to-noise ratio for this system is crap.
    I have bought Zelda, wii play, tony hawk, Guitar Hero and Mario Kart. I also have, however, pirated many other games. Why? I simply cannot afford playing every game i want to play.
    Most of them, however, have only been "distractions". I would not have bought them anyway. The main reason being they are expensive and i feel most of them are not worth it.
    Sadly, i also buy games that were not worth buying, and end up not buying some games i should have bought instead.

    1. Re:I am a student and i have 2 main options: by thetoadwarrior · · Score: 1

      And what gives you the right to play more games than you can afford? I'm not aware of anything in the constitution about this.

    2. Re:I am a student and i have 2 main options: by Superken7 · · Score: 1

      What constitution?

      You know, the US is not the whole world.
      In my country it is legal to download music and games as long as you keep it for yourself and don't make any profit off it.

    3. Re:I am a student and i have 2 main options: by thetoadwarrior · · Score: 1

      The US isn't the only country with a constitution and I don't live in the US either and assuming your country actually allows you to download stuff for free, your country will be left behind because there will be no reason to do business with it since it's just a land full of free-loaders.

    4. Re:I am a student and i have 2 main options: by Superken7 · · Score: 1

      It is not being left behind.

      But anyways, I do not wish to argue with you about that.
      Whether it is illegal or not is irrelevant to this topic.
      The developer wants to know WHY people pirate his games. Even though, as I already mentioned, I have not played any of his games, I do believe it might be interesting for him to hear people's opinions, since i am sure my experience could well be applied to his games instead of nintendo's games.

  128. Used to Pirate Games by Anonymous Coward · · Score: 0

    I used to pirate games and software, but years ago, I had a change of heart. The games were fun, but I never really appreciated all the hard long hours people put into the development of the games.

    I now have this perspective that if I want this miserable world to be a better place, I'm sure that resorting the thievery is not the answer. So, starting with myself, I deleted all the pirated games and software I had and started paying for everything that is installed on my computer.

    I appreciate even the worst game that much more because I paid for it, just like my car, and everything else that I own. I even paid for a legal commercial copy of Autodesk 3DS Max 2008, for those of you who are familiar with it, it costs a steep $3000, or rather did, when I bought it.

    Anyway, the point I'm trying to make is that I want to show is that things like this do make a difference. You never know what effect it will have on the future. Whether your future or the future of the companies that make your favorite games.

  129. simple philosophy by TRRosen · · Score: 1

    make a good game, price it fairly and make it easily available. People with money will buy it. People without money were never going to. but if the people without money get it like it and tell there friends with money,that increases sales.

    NOte I can't tell you how many times i've downloaded something and found it so good I either bought it later, bought the next version the day it was released or started buying other software from the company.

  130. Well there is another question... by Rakishi · · Score: 1

    I don't often pirate DRM heavy software but rather I simply ignore it. There are lots of games which don't force me to put up with such crap so I just buy those instead.

  131. My 8 cents by JohnMidnight · · Score: 1

    I pirate because money is tight, plain and simple. I don't care about copy right protection (I can break any, and anything that wants internet for single play easily still plays even when when denied by the firewalls), lost cd keys (I copy all cd keys into a txt document that is updated across three other duplicates, and I write the key down in my cd book) or having to stick the disc into the drive to play (woopy, discs are so close to me, its no problem, then again I have so many games half the time is spent: what to play?) Do I plan to purchase the games I had pirated? Yes, most definately. As money comes and it becomes a worthwhile interest to do so, I get a replacement for the pirated copy, which I promptly delete, unless the only difference between the two is a CD Key, which I'll just keep the pirated copy as a backup (while making sure I can also backup what I bought) To me though, there is no "crappy game" because from what I've read: "Oh this game sucks cuz the graphics sucks so its crappy!" or "This game is crappy because its repeatative!" or "this game is crappy because the monsters look cheap" or some OTHER MINOR tidbit that someone things clouds out other things that could make up for it. I could care less because hey, if the game is decent enough someone will mod it ^.^

  132. Because we can. by Anonymous Coward · · Score: 0

    People can make all the excuses they want about fighting big brother and wanting to make backups of discs and all this other nonsense but it really boils down to this:

    People who crack the games do it just to see if they can, and those who play them do so because they don't want to spend money.

    If the only way to fix the problem is to make it more convient to purchase the game/movie/music than to obtain though other means.

    Especially with music, the companies have to realize that they aren't selling content. They are selling a convient way to use that content. Buying a CD is much more convient than having to attend a live showing every time you want to hear a song, as is downloading a MP3 is easier than driving to a music store. Adding DRM and other nonsense that makes purchasing something more inconvient than stealing it will only add to the problem.

  133. Mod Parent Up by Ghubi · · Score: 1

    I want a co-op MMO-FPS that is well made, highly polished, and doesn't lag to the point of unplayability.

  134. Things to look at by Todd+Knarr · · Score: 2, Interesting

    There's a number of reasons I'd personally need to get a "pirated" copy of a game, even a game I've actually bought. Let me summarize a few of them.

    1. Games that require the disc to be in the CD/DVD drive to play. The game isn't the only thing on my computer, nor the only thing that wants/needs that drive. If I have something else that needs the CD/DVD drive, I have to choose between the game and that something else. That ends up annoying me, and if there's a "pirated" version or a crack that bypasses the disc check I may be inclined to get that just to free up the drive.

    2. DRM and anti-cheating software. When a game installs that stuff, it usually winds up affecting more than just the game. Remember, the game is not the only thing I use the computer for. If the DRM and anti-cheat software the game requires is nasty enough to interfere with other legitimate things I'm doing on the computer (and it usually is), I'm going to either dump the game or go looking for ways to get rid of the interference. I'm sorry, but I simply can't afford to dedicate a piece of hardware with a 4-digit price tag to the job of playing one single solitary game. I don't care how good the game is, it's not good enough to justify a 4-digit cost. On-line checks are just as bad. Unless the game's specifically a multi-player on-line game, I may not have an active network connection while playing. If the game demands that I do, it may not be physically possible and even if it is I may not want to go to the hassle of running a wire or setting up wireless on a computer that doesn't otherwise need it.

    Notice that the two have a common theme: games that assume they're the only thing on the machine and that satisfying their demands is the only priority. That's fine on a dedicated console, but a PC isn't a console. You want to make it less likely I'll have to go looking for a pirated or cracked copy? As a game designer, start taking into account the fact that your game has to live alongside everything else on my computer and not cause problems for me when I'm doing all the things I do with the computer when I'm not playing your game.

    3. Economics. Look at the target market for your game, and how much disposable cash members of that market will have. Then look at the price of your game. Can they afford to buy it? If you're pricing your game at $45, and targeting early teens, you're going to have rampant piracy. 13-15 year old kids don't have $45 burning a hole in their pocket. Especially not with the economy the way it is right now. And no, the fact that your game really is worth $45 isn't relevant. As people trying to sell homes they can't afford are finding out, the value of something isn't what it's worth, it's what a buyer can afford to pay for it. If the buyer can't afford the price, you'll have no buyers regardless of how good a deal it is. If you go about deliberately creating a demand for something in a market that can't afford the price you've set, don't be surprised when piracy goes through the roof. Either re-evaluate your target market, or re-evaluate your price.

    4. Accessibility. How easy is it for members of your target market to buy the game? Again, if you're targeting early teens, they aren't going to have a credit card to buy on-line. If the game's also not readily available in stores, how are they supposed to buy it? And when it's available on-line, if it requires physical shipping (meaning a wait of several days to a week) people are going to go looking for alternatives like downloading. If getting your game legitimately is annoying, aggravating and takes a long time, and downloading a copy from a pirate site is convenient and fast, don't be surprised when people choose convenient and fast.

    Note that this last one's a good example of a rule I got from an old shopkeeper friend: "Whatever you do as a store owner, never ever make it hard for the customer to give you their money.". A lot of on-line stores could stand to listen to that advice. I put my stuff in the cart, go to

    1. Re:Things to look at by hanako · · Score: 1
      Why do people keep saying all this when it's irrelevant to the question that was actually asked? We're talking about why people pirate INDIE games, tiny download-only games sold for about $20. With the exception of the accessibility question (which is valid, and I've had my own share of troubles with that, especially relating to sites that give me grief because I live in Europe) most of your statements don't apply. :)

      That's part of the point of this question being asked - when you're already NOT doing most-or-all of the things pirates whine about and you're still pirated JUST AS MUCH OR MORE as the big companies are, you begin to feel that perhaps the pirates aren't doing it for the reasons they say they are.

  135. Banging the wrong drum by stonecypher · · Score: 4, Insightful

    It turns out that the article summary presents a very different question than what the actual article author asked. I responded to the SlashDot version first, and the real version second. I also primarily posted this on my blog so that trackbacks would go appropriately to his blog. Still, since there are more people here, I'm leaving the response where I found it, so that I'll get responses.

    Assuming that developers are missing out on potential sales from disgruntled pirates

    ... is a flawed assumption. Mister Harris appears to fail to understand the mindset of the pirate, who is a person who has confused what they want with what is ethical.

    I've been running and co-running a number of small communities about game development for more than a decade now. Several of them have a real problem with pirates who show up looking for help with piracy. It's sometimes hard to tell the difference between a pirate and a kid using the wrong terms for things ("how do I build my ROM", etc); as such there's sort of an ongoing competition among the people who run these groups to see who can get these goons to uncover themselves the fastest, usually by feigning sympathy.

    As a result, I've seen about three times as many warezers as the human population of Earth. Every single one tries to tell me, after they're removed, how it's not their fault they stole - the game is too expensive, or they don't want to feed EA, or they'll pay for it if they like it. Many of them have already forgotten that during the sympathy phase, they gave us lists of the games they had. Particularly galling are the people who brag that they have ROMs of every single DS game, or what have you, then turn around and pretend that it's just due to cost.

    With respect, Mr. Harris, you're asking the wrong question. You could be selling your game for a quarter with a change accepting machine in their rooms; they wouldn't buy your game. They're out there getting every game they can find, often just for the bragging rights of having stolen more than their peers. Many of the people stealing your game haven't even heard of it and will never play it. These people cannot be converted into customers; they are too used to theft to recognize it as such, invariably vomiting up the same tripe about a false and meaningless distinction between copyright violation and theft, because they don't think of themselves as thieves and cannot face the honest nature of what they're doing. These people will never voluntarily give up money for your hard work, and you cannot get them to stop taking your work.

    There are two somewhat more legitimate questions you might ask, however.

    The first is "how can I profit from these people." That's not the same thing as turning them into customers. For example, though I do pay for my games, I play a lot of free games on the web which I wouldn't pay for (I'd just play more Civ instead.) DesktopTD is a great example: when it was news to me I would not have bought it because it looks poor, and by now I've played it so much that I don't even play it for free anymore. During my addiction I might have paid a couple of bucks for it, but probably not, and the market doesn't offer a sales mechanism that hits that phase.

    However, DesktopTD has probably made about $3.50 from me by now. I'm not pulling that number out of thin air; I made an honest estimate of plays based on my best guess about when I found the game and how often I play, and ran it through the numbers for MochiAds. Admittedly, I'm not a warezer, so my example applicability is limited, and indeed I do know a few people who brag that they're running ad blockers so they're not inconvenienced with ten seconds of advertisement to put money in the developer's hands, even though the developer is giving their game away. Most of these people, unsurprisingly, are warezers.

    The other questi

    --
    StoneCypher is Full of BS
    1. Re:Banging the wrong drum by Borg+Bucolic · · Score: 1

      After reading this, I had to think about WHY I did pirate software. (This was many years ago. I don't pirate software now, because I don't have to, I can afford it, and I'm much older now.) Back when I started computing, there was no internet, little shareware, practically no distribution, and no BBS's in my area. I became a software collector of every thing I could get my hands on. I'd save it on floppies, and most of it I never used. That stuff has long since hit a landfill somewhere. When I did find software, which was rare, it was costly. Imagine my disappointment when it didn't work as advertised. It only took a couple times of that before I subscribed to the try first, buy second. That wasn't an option in those days. You had to pirate. The first software I hacked was nagware that I removed the nag from. That was theft. I did eventually purchase a legal copy after a year. That was disappointing in that the purchased program did not work as well as the hacked copy and it still had a nag screen. This time, the nag screen was telling me that I had a legitimate registered version of the software. I went back to using the hacked version. If this had been the only instance of that, it would have ended there. Unfortunately, that was not the case. A few times I had to hack legal software just to remove bugs and other things to make it work as it should. I have no shame in that. I knew that I was not going to get support on that end. As the internet explodes with donate-able fully working software, I don't have to deal with any of those issues. I don't have to hack, pirate, or fix things. I can exercise consumer choice. The thing I remember most was that the interactions that I had with those people who vended software (back then) left a bad taste in my mouth. I gave me little cause to be honest with the dishonest. You can call it whatever you like.

    2. Re:Banging the wrong drum by stonecypher · · Score: 1

      I can exercise consumer choice.

      Consumers pay for what they consume. You're a thief, plain and simple. Your dissatisfaction with the service provided by some companies ten years ago does not justify your theft in any way.

      I'd love to see a warezer with basic logic skills someday.

      --
      StoneCypher is Full of BS
    3. Re:Banging the wrong drum by Borg+Bucolic · · Score: 1

      I can exercise consumer choice.

      Consumers pay for what they consume. You're a thief, plain and simple. Your dissatisfaction with the service provided by some companies ten years ago does not justify your theft in any way.

      I'd love to see a warezer with basic logic skills someday.

      That was 30 years ago. I was much younger then and stupid. I was only thinking about my motives at the time. I wasn't excusing anything. I didn't deny theft. You said: You're a thief, plain and simple. I gather from your thinking that once a thief always a thief, even if I never take another thing. So, there is no forgiveness, no redemption, no salvation, no heaven. That leaves me with 3 options. 1. I could shoot myself, I have no future. 2. If I am to be forever a thief, do as Romans. 3. Not concern myself with the rigidly minded that have no understanding or forgiveness.

    4. Re:Banging the wrong drum by Borg+Bucolic · · Score: 1
      Quoting.. Your dissatisfaction with the service provided by some companies ten years ago does not justify your theft in any way.

      I wanted to make more clear a point. Again, that was 30 years ago. Microsoft was just a baby then. I was using a homebuilt XT computer with a 5" floppy (hard drives were too costly). There was NO retail software to speak of. There was very little shareware and no distribution for it. It wasn't so much a question of money as availability. You should try writing software with edlin and debug. (circa MS-Dos 3.0)

    5. Re:Banging the wrong drum by stonecypher · · Score: 1

      Yeah, I'm actually older than edlin and dos 3. Thanks for playing.

      As far as once a thief, always a thief? Well, if you haven't stolen in years, that's different, but I confess I maintain my skepticism. Maybe it's music or TV these days, maybe it's office supplies from work. Maybe it's ROMs of old nintendo games you used to own because you don't want to buy them on the Wii. And, hey, maybe you really are different now. I don't know you.

      Also don't really care.

      --
      StoneCypher is Full of BS
    6. Re:Banging the wrong drum by Borg+Bucolic · · Score: 1

      Yeah, I'm actually older than edlin and dos 3. Thanks for playing.

      As far as once a thief, always a thief? Well, if you haven't stolen in years, that's different, but I confess I maintain my skepticism. Maybe it's music or TV these days, maybe it's office supplies from work. Maybe it's ROMs of old nintendo games you used to own because you don't want to buy them on the Wii. And, hey, maybe you really are different now. I don't know you.

      Also don't really care.

      no reply

    7. Re:Banging the wrong drum by stonecypher · · Score: 1

      What kind of idiot replies by saying no reply?

      --
      StoneCypher is Full of BS
    8. Re:Banging the wrong drum by Anonymous Coward · · Score: 0

      It's obvious you do care. Replying to that simply illustrates it.

  136. In my experience by Spy+der+Mann · · Score: 1

    I bought a few game DVD's back in the day where I was "good" and piracy was "evil".

    The first game, Spiderman, sucked. I got ripped off, so there go my $60. I even got angrier after a few months later the same game was available for $20.

    Then I bought a copy of the Robotech game, and it sucked big time. There go another $40.

    Later I got Silent Hill 3, and unfortunately my DVD got scratched and could never play well after that. It kept crashing after a certain moment. I tried to fix it using DVD Skip Dr, and now the game was rendered completely unusable. There go $80.

    In total, I ended up paying $140 for something that never worked at all.

    I also purchased Castlevania: Lament of Innocence after I had bought a bootleg and decided I'd like to have the original. But without being able to make a backup copy, I fear my investment will go to the garbage, too.

    So how do I get my money back? Well, simple. I get pirated games just to get from the videogames industry what they took away from me. And I swore I would never purchase an original game ever again.

    My only exception is the Konami Castlevania games. Unfortunately I find no way to pay them without having to pay the middlemen which overinflate the prices to no avail. And I have no plans of purchasing an expensive console which will be obsolete in any minute. And due to stupid exclusivity contracts, there are no Castlevania games for the PC (even less for Linux). In order to punish the industry, I boycott them simply by playing through an emulator.

    My message: I love the game, but I hate your commercial practices. Until you give me what I ask for, you won't be getting one yen from me. Sayonara.

  137. A particular twisted but consistent morality by Anonymous Coward · · Score: 0

    Here's my moral reasoning:

    When you "steal" information, you aren't depriving anyone else of anything, unless you would have paid for it had you not been able to steal it.

    That is, if I were to shoplift any material good, then I would be taking something that someone else had undertaken effort to create. I don't mean development costs, which are already undergone and exist for both software and physical goods, but the actual costs of production. I would never do that, I would never steal physical goods. (Of course, I need to be careful what I say, sometimes it gets into semantics when my definition of "steal" may be different from the legal one. For example, I've "stolen" many valuable things from the trash at a University. I'm pretty sure that, legally, taking things out of their garbage cans is still theft, yet I do it anyway, because it's consistent with my morality, because it doesn't "put them out" anything- they were trying to get rid of it. But this is a tangent.)

    So when it comes to software theft, I ask myself: would I have considered paying for this? Take Adobe Photoshop. I would not have considered paying the $700 (at the time) that Photoshop cost, there was absolutely no way. So I bought Photoshop Elements, because that's what I realistically would buy. However, I then used a hacked version of the full Photoshop. My reasoning being that it costs Adobe exactly nothing for me to use that hacked version instead of my purchased version of Elements. There was absolutely no way I was going to buy it, so what harm have I done to Adobe by using it?

    I then ended up employed in a field where I use Photoshop professionally, and suddenly I moved from a random individual, who'd never fork over $700 to touch up a picture of his cat, to a professional- the target market for Photoshop. Even though I already had the current version installed on my machine for free, I then forked it over to buy a full licensed copy.

    I've donated for freeware, and I've purchased shareware. I also do things like download a hacked copy of a $1,000+ piece of software and give it a shot just for the fun of it and to see what it's like.

    Yes, there's a moral hazard here; perhaps I delude myself sometimes, and say "there's no way I would have paid for this, so I'll just steal it" when it fact, had I been unable to steal it, I would have paid. I just try to be careful to be honest with myself about that.

    Anything that's just information- things where the existence of my copy in no way diminishes the value of what anyone else has- I take this attitude towards. Pay if I'd pay to get it were I unable to steal it; otherwise, it's OK to steal it, because in stealing it, I am not harming others.

    I'm sure there are plenty of arguments against this, but it's my point of view.

    Posted anonymously in case the BSA gets curious about what $1000 programs I try out.

  138. What puts people off by Anonymous Coward · · Score: 0

    What puts people off buying games?

    *Inflated prices - Developers may blame piracy for this, but games have become ridiculously expensive. Why would anyone pirate a game if it was sold for a reasonable price? Basic economy teaches us that demand rises when prices are slashed.
    *More eyecandy than substance - Some games are woefully substandard. They look nice, but the AI couldn't fight its way out of a paper bag, couldn't even find its way out of a paper bag (RTS) or is just script-generated aliens or whatever coming at you from entirely too predictable angles and/or forcing you to go one specific way instead of allowing for non-linear gameplay (RPG/FPS).
    *Inflated system requirements - Why shell out for an expensive game if you're not even sure it works on your system? Better to try it first, see if it even runs in the first place!
    *Annoying Copy Protection - Rootkits and other crap that make it hard for you to make use of a legitimately bought game, or make you refuse to buy it at all once you find out your machine will basically be taken over.
    *Too many bugs, too few features - Games are often rushed out because of a deadline, cutting down on features and resulting in bugs. Some games, indeed, some studios, are notorious for being unplayable until updates which don't come out long after the game has already been put aside by people who bought it. Duke Nukem Whenever is the opposite example, deadlines exist for a reason, but if you can't make them AND come out with a decent game, then please just spend some extra time on at least making sure that it meets the expectations that have been generated and at a bare minimum (but don't expect to make a stack of money) a game should be STABLE. Nothing is worse than buying a game you've been looking forward to is not as interesting as you thought it was and won't be until some add-on comes out with additional units/scenarios or whatever and it is absurd that console games always work out of the box while many PC games just don't work until several patches have been applied, while others are just basically abandoned as soon as they have hit the shelves.
    *Game Y looks strangely like game X - Some games are horribly unoriginal. Once there is a hit, be it GTA, Doom, or Dune2, other companies rip the basic idea and come out with some kind of knock-off that is just more of the same. One of my pet peeves is that RTS, isn't. There is basically no RTS game on the market. Most games are RTT at best, most games which claim RTS have some kind of resource gathering system which is then turned into units, never mind the fact that soldiers are not trained on the battlefield and that tanks don't run off the assembly lines and onto the frontlines. Red Alert 3 is more of the same shit we've been seeing for years, albeit with really odd but flashy units. But hey, it worked before, so why change a formula? Homeworld and its sequels, while beatiful and original in that it was a real 3D game were still so linear that all the eye-candy and the extensive storyline could not hide that fact. Game Developers seem to be afraid to do something truly original. But that is what commerce is all about. Commerce is about taking risks, investing in something not knowing for sure if it will do well. A lack of creativity, of originality is a death sentence. Gamers want to be surprised, want to be kept on their toes, especially with a RPG or whatever. *Cheating - I used to play Counterstrike, did so for a very long time, but eventually gave it up. Too many cheaters, it was impossible to play without bumping into some guy who was so obviously cheating it wasn't funny anymore. Most of them would leave before getting caught, making it a pain to go after them, only to know that even if they were banned, they would be back with another key or some other guy would replace them, just because the system couldn't identify them. If other players are spoiling the fun and the developers can't seem to do anything about it, it's time to bail out.

  139. Universal Problem by daveisfera · · Score: 1

    It's the same reason that people don't leave a good tip to a waiter or other person in the service industry. Basically, they just don't see the value/hardwork that went into the "product" and since it's not required to pay, they don't. Anything else is just a lot of talk with little behind it.

  140. people like free stuff by circletimessquare · · Score: 4, Insightful

    as opposed to stuff they have to pay for

    duh

    the real story is that there are people out there for whom this is an earth shattering parable bending conceptual leap forward

    if we must make an intelligent observation in a thread under a really stupid question, let it be this:

    once upon a time, some german dude invented the printing press, and previously uneducated clueless serfs were now able to read on the cheap, birthing the middle class, and fancy ideas from the likes of voltaire and jefferson about equality and democracy. no one intended this, no one planned it, but this is what the printing press did

    of course, the previous understanding was there was an aristocratic class, who knew all and decided all, and the uneducated rabble, who were to be herded and put to work, and that is the way god ordained it. there are still people coming to grips with the way the printing press has changed this equation

    well, now we have the internet, no less earth shattering than the printing press. and what is the internet going to change?

    it destroys the concept of intellectual property

    you either get that, or, like those who still believe in the preeminence of a ruling class, you don't get it. and you will be befuddled for many centuries to come

    intellectual property is dead. the internet killed it. understand that, or not, but it is the truth whether you like it or not. deal with it

    --
    intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
    1. Re:people like free stuff by servognome · · Score: 1

      well, now we have the internet, no less earth shattering than the printing press. and what is the internet going to change?
      it destroys the concept of intellectual property
      you either get that, or, like those who still believe in the preeminence of a ruling class, you don't get it. and you will be befuddled for many centuries to come
      intellectual property is dead. the internet killed it. understand that, or not, but it is the truth whether you like it or not. deal with it

      Technology also destroys many of our concepts of privacy, I guess we should just sit back and just deal with it.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  141. Who is This? by Derosian · · Score: 1

    Seriously don't ask why people pirate your games, if you are not important enough for people to already know what games you made.

    I mean if Will Wright asked me this I could answer, if Richard Garriott asked me this I could answer, but for goodness sakes if you are a nobody at least list the games you've created.

    1. Re:Who is This? by cliffski · · Score: 2, Informative

      its in TFA.
      www.positech.co.uk
      and the link in the summary too :D

      --
      DRM-free indie games for the PC and Mac: Positech Games
    2. Re:Who is This? by Derosian · · Score: 1

      Oh, thanks...

      After looking at the games though my point still stands, he really isn't anyone big I'm surprised anyone actually bothers to pirate his software.

  142. Abundance by Brain-Fu · · Score: 5, Informative

    There is a fundamental, philosophical, problem with the traditional means of distribution: the product is abundant.

    Cars are not abundant. It takes a significant expenditure of materials and effort to put one together. When I drive off in one, I cannot simply dupe it and give the dupe to my friend. The laws of physics dictate a level of scarcity to this good, and as such it makes perfect sense to expect to receive money from every person who obtains a car.

    The world of "data" follows different laws of physics. Once I have the data in my hot little hands, I can dupe it and give it to my friends at zero direct cost to the producer. There is no deprivation of use nor loss of mineral resources nor expenditure of manpower nor anything of the sort on the part of the original developer when I dupe the game. None. And I can keep duplicating this ad infinitum, at the same cost (of zero). Furthermore, my friends can do the same thing with the copy I gave them...there is no quality loss. Once the good exists, it can instantly exist everywhere. It is "abundant."

    So, since data follows these laws (rather than the laws of physics as they apply to physical goods) people feel like they are being cheated when they are asked to pretend like data follows the laws of physical matter. They feel like they are buying into a game of control that is unfounded in reality and ultimately to their detriment (since they have to pay money for something that doesn't cost anything to produce *at this point* (excluding initial development costs).

    I think that is the crux of the issue. We all know the good is abundant, and we all feel like pretending it is not abundant is just silly, and harmful to us (our money is valuable and if we can get games for free then we have optimized our entertainment budget and have more money left over to spend on things like real cars or educations for our kids or what-have-you).

    What about the potential sale that we are "stealing" by copying a game? We tend to respond to such a representation of the situation with great cynicism. We feel like the only reason you feel entitled to every single "potential sale" is because of your insistence in everyone pretending that an abundant good is not abundant. We also feel that the dog-eat-dog world of capitalism doesn't guarantee a ROI on any kind of development project, so when you pound your fist in frustration at your inability to monetize your efforts we just say, "so try something else...thats what every other entrepreneur in the world has had to do...what makes you special? If you can't make money making games, do something else, and stop whining." That is the same answer we get when we complain about being downsized, or having low-paying jobs, or what-have-you...so we are just responding in turn.

    Lastly...the age-old mantra that if you can't get money for every copy of a game sold then nobody will produce games. I call BS. Piracy has been alive and well since before the computer games industry even existed...and since long before DRM existed...and the games industry thrived anyway. And it still thrives, despite the continued piracy. Enough people pay for the games (even though they don't have to) that the industry remains profitable. If that model suddenly stops working, alternative models will take its place (subscription-based games and so on). If that doesn't work, and we actually reach a state of utter cultural impoverishment where no games (or music or movies, for that matter) are being produced because nobody can figure out how to make a living doing it (and no hobbiests manage to churn out anything but crap)...which I maintain is an economic impossibility...but if it actually does occur THEN it might make sense to talk about legislation...and there would be a conscious buy-in to the legislation from the masses who are hungry for cultural enrichment. However, this has not happened, and I therefore submit that it makes no sense to try to preemptively pass laws based on the premise that it might happen (given that it is unlikely and that the situation could be remedied after the fact anyway).

    1. Re:Abundance by IamTheRealMike · · Score: 5, Insightful

      The problem with your attitude is that it fails the "golden rule" - would my behavior still be OK if everybody did what I do? If it's not, that's a pretty good signal it's unethical. You can, if you wish, live your life without a tip of the hat to ethics but don't be surprised when nobody cries at your funeral.

      Your last paragraph in particular is pretty naive. You say the games industry thrived in the face of piracy. There isn't a binary thrives/fails outcome here, it's more subtle than that.

      Let's say you create a game on the assumption that 500,000 people will want to play the game, based on demographics and popularity of similar games. You want to sell it for $50 each so that's a $25,000,000 budget - pretty good! Although that has to pay for quite a lot of stuff. Not just salaries for a large team for several years, but business overheads, engine licensing, and then you need to make enough profit to cover your next game which might be a flop.

      Your game is awesome and indeed garners 500,000 players very fast. Unfortunately only 20% of those people pay for the game (this figure seems reasonable sadly). Instead of being rewarded with a nice profit and the ability to make a new game, you are now on the verge of bankruptcy. But let's say you're bailed out. For your next game, you'll rectify your mistake. Instead of budgeting based on how many players a game might get, you budget based on the sales you'll get. The result is a much smaller budget. Fewer programmers, worse artwork, perhaps some characters don't get voiceovers this time around. The whole project just doesn't live up to what it could have been.

      Piracy is not cost-free as you seem to believe. It results in a worse experience for all gamers, both through more limited games and less risk taking (because studios don't have as much money to cover the potential losses). Instead people stick with what they know can make money - boring MMORPGs that can't be pirated because they need an account, or console games that don't have a keyboard.

      This is what happens because of pirates actions. But wait - it gets worse. When the law is not upheld honest people start to wonder why exactly they inconvenience themselves by following it. Why, they say, should that guy over there get free music and movies and games when I work hard and can only buy one of those things this month? Why shouldn't I break the law too? This is how corruption starts and if you want to know what a culture of corruption is like take a visit to any developing country. It's not good for their economy and just keeps them poorer for longer.

    2. Re:Abundance by nasor · · Score: 1

      Cars are not abundant. It takes a significant expenditure of materials and effort to put one together. When I drive off in one, I cannot simply dupe it and give the dupe to my friend. The laws of physics dictate a level of scarcity to this good, and as such it makes perfect sense to expect to receive money from every person who obtains a car.

      TO be fair, there isn't really any law of physics that dictates that a car has to be scarce either; we just don't have the technology to create a copy of a car with near-zero expense. But I wonder, if we had some fantastical technology for copying objects (nanomachines, star trek style replicators, etc) would we see car companies trying to stop people from downloading the plans for their car and making a new coy of one out of $50 worth of scrap metal?

    3. Re:Abundance by devman · · Score: 5, Insightful

      I realize that this will probably be an unpopular opinion here but I felt like it's something that had to be said.

      Producing the original material does take resources though, and it feels like a lot of people forget that. If we follow the strictly physical aspect digital products then the producer would have to recoup the costs of making the product in one sale because afterward it would be infinitely copied, which is obviously absurd. The point is that developers are selling something abstract not a physical good, an "experience" if you will, something which cost them time and money to put together.

      On the one hand people exclaim how digital products should not be treated like real products, as in the parent post, and then on the other hand people try to say that the consumer should enjoy all the same rights over the digital product as if he had just bought a real tangible product.

      You can't have your cake and eat it too. Either digital products are special and have special rules, or they are not. I don't think the lawmaking has fully caught up with this concept and right now its balanced to far over to the right holders. However, I think it's unreasonable for consumers to expect the same rights to control over the digital product as they are given over a physical product.

    4. Re:Abundance by daffmeister · · Score: 1
      They feel like they are buying into a game of control that is unfounded in reality and ultimately to their detriment (since they have to pay money for something that doesn't cost anything to produce *at this point* (excluding initial development costs).

      So who pays for the initial development costs?

    5. Re:Abundance by Mr2001 · · Score: 3, Insightful

      The problem with your attitude is that it fails the "golden rule" - would my behavior still be OK if everybody did what I do?

      In this case, I think the answer is yes.

      Think about it: if everyone pirated games, what would happen? Developers would quickly realize that selling copies is no way to make money. But -- and this is a fallacy that nearly every copyright advocate seems to commit -- that doesn't mean they'd be left without a way to make money!

      What it means is they'd have to focus on the thing they have that can't be copied: their skill and talent. In other words, their labor.

      The unimaginative ones might decide that making games just isn't possible anymore, since they wouldn't be able to look past the business model they've been relying on for the past couple decades. But the ones who can adapt will choose another business model, based on selling the service of writing software rather than selling a disc in a box.

      From our viewpoint here in the present, we can't know exactly what that future model would look like. We can, however, see that the fundamentals are all there: programming and game design skill is a scarce resource (unlike data), and it's one that people are already willing to pay for. We might need a novel system of middlemen to pick the wheat from the chaff, or a new payment model to allow millions of individual gamers to fund development rather than a handful of investors, but there's no reason to think selling copies is the only way to make money.

      --
      Visual IRC: Fast. Powerful. Free.
    6. Re:Abundance by Anonymous Coward · · Score: 0

      >>The problem with your attitude is that it fails the "golden rule" - would my behavior still be OK if everybody did what I do? If it's not, that's a pretty good signal it's unethical. You can, if you wish, live your life without a tip of the hat to ethics but don't be surprised when nobody cries at your funeral

      -Golden Rule? Whose being naive now? Are you insinuating that the free flow of information is harmful or wrong? Should we have allowed pythagoras to patent the algorithm for calculating the hypotenuse of a right triangle? Should he have gotten licenses from everyone who ever used it, and then have the company that he worked for continue to require license fees thousands of years after his death? Would this have benefited society? From this perspective, demanding universal payment would be a bigger infraction of the "Golden Rule" than "piracy".

      >>Your game is awesome and indeed garners 500,000 players very fast. Unfortunately only 20% of those people pay for the game (this figure seems reasonable sadly). Instead of being rewarded with a nice profit and the ability to make a new game, you are now on the verge of bankruptcy

      Knowing full and well that only 20% of those using your work are going to decide they like it enough that they want to thank you in financial terms, it seems rather naive to have projected a 100% reward.

      I would argue that software/music/information is not a product, it is a performance. The street musician who plays for tips does not expect compensation from every listener to his performance. Information of other types is no different. Perhaps as the musician's audience grows, he can perform in a theater with comfortable seating and charge for physical use of the seating and air conditioning and whatnot. Similarly, a game developer can develop a support system as a service for a fee for those who like it enough. Expecting to be compensated over and over again for performing one single job is really an individual wanting to be the "free rider" to society, not society being a free rider on the indivual.

    7. Re:Abundance by Anonymous Coward · · Score: 0, Troll

      You're confusing legal with moral. Capitalism is morally wrong. So how can it be good to conform to its rules? Between the Pirate Bay and Berlusconi, I know who the good ones are.

    8. Re:Abundance by matchlight · · Score: 1

      I agree with this post, the fact that it is simple and easy to share the product, the product is much more likely to be shared.

      I offer a solution, and I cite real products that exist today: Guitar Hero and World of Warcraft. You can use Dance Dance Revolution and D&D Online if you want. Either offer a tangible compliment to the game or make the game depend on remote content.

      Without the guitar, Guitar Hero is pretty boring to play and WoW, even played on a private server, just isn't the same.

      What they have to do is make a product that doesn't make sense to pirate. There are other ways too, like releasing games with massive amounts of content, content that you want, not cinematics shot in the most inefficient way possible.

      Add this to the right price point and the idea of spending less than $20 to get it now vs. waiting for a very long time to download a 100gig games starts to make sense.

      In the future when downloading 100gigs isn't a big deal, then offer an amount that is.

      So, make games with dance mats, or ever changing remote content, make them jam packed with local content, include a login that allows you to interact with the game developers or celebrities or you favorite sports hero. Basically produce something that compels people to buy it... and they will.

      Lawsuits and DRM won't make a difference.

      Anyway, I'm gonna go play some Rock Band now.

    9. Re:Abundance by servognome · · Score: 5, Insightful

      But the ones who can adapt will choose another business model, based on selling the service of writing software rather than selling a disc in a box.

      Essentially you'd be promoting a sponsorship model which would destroy the risk taking and innovation of game developers. The sponsor would already have something in mind when they hire a developer. In the current model a developer has freedom to create something different then shop it around - sometimes their ideas hit, other times they miss, but what's important is they have incentive to take risks.
      You wouldn't have independent studios that make games to survive, you have a bunch of people contracted by the EAs & Activisions of the world. Any independent studio that creates a great idea on their own would just have it hijacked by the megacorps with much greater marketing and flexibility to extract money from alternate revenue streams than pushing product.

      From our viewpoint here in the present, we can't know exactly what that future model would look like. We can, however, see that the fundamentals are all there: programming and game design skill is a scarce resource (unlike data), and it's one that people are already willing to pay for. We might need a novel system of middlemen to pick the wheat from the chaff, or a new payment model to allow millions of individual gamers to fund development rather than a handful of investors, but there's no reason to think selling copies is the only way to make money.

      We have seen the non-box business model, software as a service. You never own a copy of the game, you pay to access it while it runs on some big mainframe. As I said before this would kill small studios and the innovation they bring. An EA has enough different games to make running a server farm profitable, and enough marketing muscle to exploit advertising or other ways to make money

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    10. Re:Abundance by majorafro · · Score: 2, Interesting

      Fair points. However, I'm still at a loss as to who is going to pay the developers for their skills in your scenario. Why would an entity pay for their skills in the first if they cannot turn that skill into something they can make a profit on? barring artistic and volunteer efforts, if people will no pay for the end product, the middle men will not pay for the workers. I especially enjoy your idea of a model that would allow "millions of individual gamers to fund developemnt." Isn't that what already happens when people buy a copy of the game? Granted, there's no reason to believe we've found the one and only distribution method, but what model actually works better?

    11. Re:Abundance by servognome · · Score: 1

      Cars are not abundant. It takes a significant expenditure of materials and effort to put one together. When I drive off in one, I cannot simply dupe it and give the dupe to my friend. The laws of physics dictate a level of scarcity to this good, and as such it makes perfect sense to expect to receive money from every person who obtains a car.

      Games (or any art) are not abundant either. They may be easy to reproduce, but they are very difficult to produce. So you get in a situation of trying to find a way to encourage investment to produce something, while knowing that it can be reproduced infinitely.

      Once I have the data in my hot little hands, I can dupe it and give it to my friends at zero direct cost to the producer.

      Do you feel the same way about your medical records? Just because data can be distributed doesn't mean it's in the public interest for it to do so.

      We also feel that the dog-eat-dog world of capitalism doesn't guarantee a ROI on any kind of development project, so when you pound your fist in frustration at your inability to monetize your efforts we just say, "so try something else...thats what every other entrepreneur in the world has had to do...what makes you special? If you can't make money making games, do something else, and stop whining." That is the same answer we get when we complain about being downsized, or having low-paying jobs, or what-have-you...so we are just responding in turn.

      As long as the rules are followed. Companies can't lay everybody off to bust up unions. Copying a game is breaking the rules, don't like the rules get them changed.

      Piracy has been alive and well since before the computer games industry even existed...and since long before DRM existed...and the games industry thrived anyway. And it still thrives, despite the continued piracy. Enough people pay for the games (even though they don't have to) that the industry remains profitable.

      In part because copyright infringement is illegal, so not everybody does it. If copying was legal, then how many would pay for games? Other industries would exploit the hell out of being able to distribute games free, imagine a copy of Half-Life 2 in every box of cereal.

      If that doesn't work, and we actually reach a state of utter cultural impoverishment where no games (or music or movies, for that matter) are being produced because nobody can figure out how to make a living doing it (and no hobbiests manage to churn out anything but crap)...which I maintain is an economic impossibility...but if it actually does occur THEN it might make sense to talk about legislation...and there would be a conscious buy-in to the legislation from the masses who are hungry for cultural enrichment. However, this has not happened, and I therefore submit that it makes no sense to try to preemptively pass laws based on the premise that it might happen (given that it is unlikely and that the situation could be remedied after the fact anyway).

      It wouldn't just be cultural impoverishment, there would be a huge amount of economic impoverishment. Almost every sector of the US (as well as European & Japanese) economy relies on the preservation intellectual property. Why would you want to commit to something so sweeping when there are no compelling reasons. Yes reform is needed to tweak the system, but it shouldn't be abandoned unless there is something demonstrably better to replace it.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    12. Re:Abundance by VisceralLogic · · Score: 1

      Who's going pay for the service of writing software if they can't turn around and sell it? The only other way I see is through advertising-supported software... and I know I don't want that. So I purchase my games.

      --
      Stop! Dremel time!
    13. Re:Abundance by gfxguy · · Score: 1

      That's all well and good, but you're not answering the question, you're providing a solution.

      I don't pirate; I can't answer the question - copyright infringement for games is NEVER justifiable. If you don't want to pay and go by the terms of the publisher, you don't get to just steal it. That's all there is to it... you're not entitled to anyone else's labor for free. If they want to give it away, like many open source developers, that's fine. If they don't, they don't.

      I'm not going to lie and say I've never copied games... I was a poor college student once, too. But then young people do a lot of stupid things that they realize probably wasn't the most... let's say "moral" thing to do when they get older.

      As corny as it sounds, while most daily life issues are crystal clear to me, I still pass things through the "on my deathbed" test when it comes to decisions where the morality might be questionable... at that point, it's quite clear that stealing other people's labor will make you regret.

      On the other hand, if you're just an a!%#hole with no consideration or respect for the worth of anyone else, have at it.

      --
      Stupid sexy Flanders.
    14. Re:Abundance by Jason+Levine · · Score: 1, Troll

      -Golden Rule? Whose being naive now? Are you insinuating that the free flow of information is harmful or wrong?

      You're completely right. Information needs to be free. And that means all types of Information. No exceptions. So I eagerly await your reply posting your real name, real address, Social Security number, date of birth, bank account numbers and PIN codes, etc. Shouldn't that information be allowed to be free too? So come on "Anonymous Coward," let that information be free!

      --
      My sci-fi novel, Ghost Thief, is now available from Amazon.com.
    15. Re:Abundance by matchlight · · Score: 1

      To satisfy your need for an answer, quoting the Portal end-game song, "We do what we must because we can...".

      The person I replied to gave an answer about it being abundant and easy, and whereas I don't completely agree with the nit picky points of zero cost or loss, since I am giving away my hard earned electrons, I do think he has given an answer for us both.

      You were a "poor college student" and an asshole (by your definition not mine) but now you're reformed. Back then would there have been anything the game makers could have done, save give you the game for free, that would have made you obtain the games legitimately?

      Regardless of the answers to the OP, I believe the industry should care more about how they can reduce piracy by creating products and services (read not drm and not litigation) that make piracy difficult or undesirable.

    16. Re:Abundance by westlake · · Score: 1
      There is a fundamental, philosophical, problem with the traditional means of distribution: the product is abundant.
      .

      But production is not.

      Consider Black Isle and Bioware's legacy: Fallout, Baldur's Gate, MDK2, Neverwinter Nights, KOTOR, Mass Effect, Planescape: Torment, Icewind Dale.

      These games - and their sequels - are the stuff of legend.

      "The Essentials" - to borrow a useful phrase from Turner Classic Movies.

      The single-player RPG demands a strong sense of theater and story - and the skill to keep the backstage manipulation from becoming visible to the player.

      The technical challenges - apart from [the scarcely trivial problems of] programming an RPG and its UI - are similar to those of an animated feature:
      character design and animation, dialog and vocal performance, background art, music, sets, props, special effects and so on...

      ---except that Pixar only has to hold an audience for an hour and a half - not the twenty to sixty hours of a deep and engaging RPG
      ---and Pixar has four hundred people permently on staff - talent banging on the door for entry - and can budget high-risk 100 million dollars projects, knowing that Disney has a dozen revenue streams to draw on to cover any losses.

      Production does not remain abundant if production does not show a profit.

      Production does not remain diverse if only the mass-market franchise game sells in numbers that can overcome losses to the pirate. The 50th incarnation of The Sims. The 10th of GTA.

      Who will take the risks inherent in a game that departs from what is now the norm? Who will take a bet the farm on the next Half-Life, the Fallout or Bioshock?

    17. Re:Abundance by gfxguy · · Score: 1

      That's right, I was an asshole about stealing the labor of other people.

      If I had to come up with a solution, though, I'd say to just let it go... people are going to pirate no matter what you do, the solutions only seem to be taking away rights from the legitimate buyers. Moreover, the DRM and anti-pirating schemes drive up the cost of the development... again, paid for by the honest consumers.

      --
      Stupid sexy Flanders.
    18. Re:Abundance by Uniquitous · · Score: 1

      A sponsorship model isn't unworkable. If you believe (as I do) that game-making is a form of art, then you can apply similar models. There are endowments for the arts, why not a game-maker's fund? Some of the best symphonies ever written were commissioned works.

    19. Re:Abundance by lawpoop · · Score: 1

      The problem with your attitude is that it fails the "golden rule" - would my behavior still be OK if everybody did what I do?

      If everybody chose the same route to work that you did, wouldn't that create a major traffic jam, and likely congest the entire city for the morning? If so, isn't it therefore *wrong* for you to take that route to work?

      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
    20. Re:Abundance by bravecanadian · · Score: 1, Insightful

      So who pays for the initial development costs?

      Yup.. you caught the problem.

      In the new mythical fantasy world of the future (with unicorns and fairies) where no one charges anything for digital media of any sort, these development costs would be paid for out of the wizard's treasure chest. Or by some new business model if gosh, anyone could figure out what that is... in the meantime yay everyone pirate what they want for free!

      Makes me laugh.

    21. Re:Abundance by Nataku564 · · Score: 1

      I like the idea you propose - of a directly consumer funded operation. However, what prevents the game that X number of gamers funded from being pirated?

    22. Re:Abundance by bravecanadian · · Score: 1

      Developers would quickly realize that selling copies is no way to make money. But -- and this is a fallacy that nearly every copyright advocate seems to commit -- that doesn't mean they'd be left without a way to make money!

      Please enlighten me.. I'd love to know how.

    23. Re:Abundance by PopeGumby · · Score: 1

      based on selling the service of writing software rather than selling a disc in a box

      And who will pay for that service, when you've just said that noone can sell discs in a box any more? If I'm the kind of business that pays people to write software, you can be damn sure I'm going to want to sell that software at some stage, which, according to your model, I now can't do.

    24. Re:Abundance by PopeGumby · · Score: 1

      Guitar Hero and World of Warcraft.

      So you're saying that all games should either
      - have a uniquely designed peripheral, or
      - be a pay-per-month subscription service.

      We'll throw the first one out right away, I'm pretty sure most people aren't going to want to buy a peripheral for every game they play, not to mention the increase in cost-per-game.

      I think one of the brilliant things about the marketing of WoW has been the subscription service. People pay little bits each month, as long as they keep playing, but I think the amount they've paid would equal WAY more than they would have expected to pay for a full game, up front.

      Also, if you have ever changing remote content, and local content, can't i just copy that to all my friends?

    25. Re:Abundance by Scratch-O-Matic · · Score: 1

      Piracy has been alive and well since before the computer games industry even existed...and since long before DRM existed...and the games industry thrived anyway.

      Shoplifting has been around for quite a while too, and the stores seem to be OK. I guess since most people are paying, it's alright for me to pick up a few things for free.

      --


      Evil is the money of root.
    26. Re:Abundance by Das+Modell · · Score: 1

      This is all very clever, but let's just stop pretending and admit that we're scallywags who steal shit because it's easy, fast and free.

      I'm a poor person, but I don't really pirate anything except Asian films which have little if any market in the West. I still buy them on DVD whenever I can, even things that I already have ripped versions of. I consume video games and Hollywood movies and I've never felt a need to pirate them, so I really laugh at people who have 2-5 times my financial capacity and still download a shitty cammed version of Dark Knight and start explaining how they're doing it because of colonialism, quantum physics and Nietzsche.

    27. Re:Abundance by xristoph · · Score: 1

      The problem with your attitude is that it fails the "golden rule" - would my behavior still be OK if everybody did what I do? If it's not, that's a pretty good signal it's unethical.

      Ah, but that depends which model of ethics you are basing your judgment on... ;) I personally do not think that everyone will use pirated games, there still seem to be quite a number of people paying for them. And, well... if you look at it economically, you should always base your budget on expected revenue, not on expected use or some other fantasy figure. There is also a move towards online games, or added online functionality, which requires you to buy an account, and to use the original game. Seems like some companies at least are finding an answer to lower revenue streams from offline games sales...

    28. Re:Abundance by Scratch-O-Matic · · Score: 1

      Your position reminds me of the attitude held by people who leave garbage on their table at a fast food restaurant (or throw it on the ground in the parking lot, for that matter.) "It's OK, they pay people to clean up after me." You are describing how an industry must adjust to deal with people who steal from it, and suggest that the need to adjust excuses the theft.

      --


      Evil is the money of root.
    29. Re:Abundance by russellh · · Score: 1

      If everybody chose the same route to work that you did, wouldn't that create a major traffic jam, and likely congest the entire city for the morning? If so, isn't it therefore *wrong* for you to take that route to work?

      If the choice of driving route were a moral decision... then sense your argument would make.

      --
      must... stay... awake...
    30. Re:Abundance by p0tat03 · · Score: 2, Insightful

      What it means is they'd have to focus on the thing they have that can't be copied: their skill and talent. In other words, their labor.

      What are you talking about? The product of their skill and talent is easily stolen/copied. That's like saying "DVD piracy isn't a problem, movie producers just have to concentrate on their talent and make better movies!". That's bullshit.

      Pirates need to own up to the fact that in the vast majority of cases, it's done because the user is too cheap to buy the game, and having it for free with a few mouse clicks beats driving to the store with money. That's the simple truth of it. Our society has ingrained into people that stealing is wrong - but because there's no shopkeeper that the user can see is being negatively impacted, neither sympathy nor empathy exists, and it falls into the category of "victimless crime".

    31. Re:Abundance by georgeMandis · · Score: 1

      What it means is they'd have to focus on the thing they have that can't be copied: their skill and talent. In other words, their labor.

      But who's going to pay someone to create a product they can't sell? I think reducing this to case a abundancy/scarcity might be oversimplifying the issue.

      We might need a novel system of middlemen to pick the wheat from the chaff, or a new payment model to allow millions of individual gamers to fund development rather than a handful of investors, but there's no reason to think selling copies is the only way to make money.

      Doesn't the current system already fund this development?

    32. Re:Abundance by servognome · · Score: 1

      Some of the best symphonies ever written were commissioned works.

      That's actually my point, you'll still have art, but you destroy risk taking.
      Do you think rich white guys would sponsor rap music? No, but they'll invest in it to turn a profit.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    33. Re:Abundance by chromatic · · Score: 1

      Essentially you'd be promoting a sponsorship model which would destroy the risk taking and innovation of game developers.

      Are you thinking of, for example, Joseph II cutting off Mozart's funds because Die Entführung aus dem Serail had "too many notes"?

    34. Re:Abundance by chromatic · · Score: 1

      Let's say you create a game on the assumption that 500,000 people will want to play the game, based on demographics and popularity of similar games. You want to sell it for $50 each so that's a $25,000,000 budget - pretty good! ... Your game is awesome and indeed garners 500,000 players very fast. Unfortunately only 20% of those people pay for the game.

      Let's say your game only garners 50,000 players, and there's no (or negligible) copyright infringement. You know, like most games. Of course, you covered the results of that as well.

      Instead of being rewarded with a nice profit and the ability to make a new game, you are now on the verge of bankruptcy.... It results in a worse experience for all gamers, both through more limited games and less risk taking (because studios don't have as much money to cover the potential losses). Instead people stick with what they know can make money - boring MMORPGs that can't be pirated because they need an account, or console games that don't have a keyboard.

      Well said. What does this have to do with copyright infringement though?

    35. Re:Abundance by Mr2001 · · Score: 1

      What are you talking about? The product of their skill and talent is easily stolen/copied. That's like saying "DVD piracy isn't a problem, movie producers just have to concentrate on their talent and make better movies!". That's bullshit.

      No, you seem to have misunderstood me.

      The product of their labor is easily obtained for free, that's true. But the labor itself is not: no one can force them to write games against their will.

      That means as long as people want new games to play, the developers hold the upper hand. They can charge whatever they want for the act of writing a new game, because they're the only ones who can do it.

      In other words, to adapt, you need to stop thinking of game development as a manufacturing job, where you churn out objects that are sold, and start thinking of it as a service, where people hire you to do something. As long as you charge enough for the initial act of writing the game, it doesn't matter who gets a copy later (and of course it wouldn't have to be one single entity paying all the development costs).

      Our society has ingrained into people that stealing is wrong

      Yes, and for one simple reason: because when you steal something, the person you stole it from doesn't have it anymore.

      The bad part of stealing isn't that you get something for free. It's that you make someone else poorer by doing it. If you take that part out of the equation, you might still be able to call it "stealing" in some sense of the word, but it's missing the one thing that makes real stealing objectionable.

      --
      Visual IRC: Fast. Powerful. Free.
    36. Re:Abundance by Mr2001 · · Score: 1

      However, what prevents the game that X number of gamers funded from being pirated?

      The point is that "piracy" only matters when your business model is based around selling copies. If you treat your work as a service, and only write code when you're being paid a fair price for your time, it doesn't matter if anyone pays for a copy or not -- you're already being compensated.

      --
      Visual IRC: Fast. Powerful. Free.
    37. Re:Abundance by AGMW · · Score: 2, Informative
      ... based on selling the service of writing software rather than selling a disc in a box.

      How is that going to work? Hmmmm. I fancy playing WoW tonight, I'll shop around for some programmers to write it for me? More likely is that, as another poster suggests, EA, or whoever, shops around for programmers and they write the game for EA, then EA (try to) sell it - oh wait, isn't that what currently happens?

      The whole concept of "if I can copy it easily it must be mine" is really just a cover for shop-lifting! If I can walk into a store and pick up some stuff and there's no obvious (or effective) security to stop me walking out without paying ... then it's mine! If you cared about it you'd make the security better!

      That not to say that sometimes the perveyors of such goods don't grossly over-estimate the worth of their wares, of course! But it's still not OK to steal it - just don't buy it!

      I'd have to say I have some sympathy with the try-before-you-buy folks, but maybe the game writers could build something like that into the purchase process - as others have suggested - demo versions that can be unlocked etc.

      --
      Eclectic beats from Leeds, UK
      handmadehands.co.uk
    38. Re:Abundance by Mr2001 · · Score: 2, Interesting

      How is that going to work? Hmmmm. I fancy playing WoW tonight, I'll shop around for some programmers to write it for me?

      How strange. You have a link to Sellaband in your signature, so I'd expect you to understand this model easily.

      As I'm sure you know, at Sellaband, every band has the same $50,000 goal (which they can raise from any number of people, as long as it totals $50k), and the money is always used to rent a studio to record a CD. But imagine if bands could set whatever price they wanted, and spend the money however they wanted (including keeping it for themselves), as long as they still managed to record an album. And imagine that instead of selling CDs, the album was just released for anyone to download and share freely.

      That is what I'm proposing. A model where developers present their ideas to customers, convince them to fund it, and then release the game and move on to the next project. The developers and their customers agree on a price for the work, and the developers are paid directly for doing the work -- no matter how many people end up downloading copies later.

      --
      Visual IRC: Fast. Powerful. Free.
    39. Re:Abundance by Mr2001 · · Score: 1

      But who's going to pay someone to create a product they can't sell?

      Mostly, the people who want a product they can play.

      (Also, the people who benefit in some other way from the existence of new games. NVIDIA, AMD, and Intel would have an incentive to fund game development, for example, since new games drive the sales of new graphics cards and processors.)

      Doesn't the current system already fund this development?

      Not well enough, it seems. Why would they be worried about piracy if the current system is doing such a great job?

      Piracy is a threat because the current business model requires the developer to be the sole source of copies. The reality, however, is that anyone can make and distribute their own copies: after over 20 years of game development, they're still trying fruitlessly to stop it. Copying is only getting easier.

      You can't change the nature of information to make it uncopyable, but you can switch to a business model that isn't threatened by copying.

      --
      Visual IRC: Fast. Powerful. Free.
    40. Re:Abundance by Anonymous Coward · · Score: 0

      They're not the same, and that information only needs to be protected in a society of idiots and fools. If people were generally good to begin with, then it wouldn't matter if such information was public, but because others do not have our best interests at heart we need privacy for that kind of data.

      You're comparing apples and oranges. If we invented startrek replicator tech tomorrow, I'd love to see the looks on those traditional capitalist faces. Because wealth would no longer be tied to dominance using unjust legal and economic systems which are enforced by gunpoint.

    41. Re:Abundance by Edam · · Score: 1

      > You say the games industry thrived in the face of piracy.

      Ah, to hell with the games industry. And the music and film industries as well, for that matter. Do you think people will stop writing games/music/films just because the industries aren't making enough money to survive?

      In the past those industries have thrived, much to the expense of the rest of us, in a scenario where their product couldn't so easily be replicated. They paid the actual artists and creative people peanuts whilst charging the consumers a fortune so that they can make a mint. Now that the data *can* be trivially copied, those industries are finding that their business model is failing. But I say we're better off without them anyway! They're middle men! They've only been making money off the backs of the artists (game developers, film writers, etc.) and consumers anyway!

      I genuinely feel sympathy for the little independent groups that still want to earn an honest living from making and selling games. The reality is though, that the market these guys are involved in has been pillaged and plundered by these industries for years! My advice to them would be to find a different market. This one is a sinking ship.

      And as far as ethics goes, it's a question of degrees... If I found a crisp tenner on the street, would I pocket it, or hand it in to the local police station? I'd pocket it. Does that also make me unethical? Of course, but I think I can live with that...

      --
      "Beware of he who would deny you access to information, for in his heart he dreams himself your master." -Pravin Lal
    42. Re:Abundance by WNight · · Score: 1

      Maybe your assumption that 500k people wanted to buy the game was wrong.

      If I have $100 a year for games, and buy two games, how would it change the situation if I also pirated a bunch of other games? No more money would be made, nor would any be lost.

      But wait - it gets worse. When the law is not upheld honest people start to wonder why exactly they inconvenience themselves by following it.

      And that's the problem with laws and rules. They're fundamentally inadequate to guide our every behavior, when they don't do any good people start to break them, and that undermines the whole system. We let the system of laws quash our rights to judge right and wrong for ourselves, and then complain when people find any loophole to abuse. If the only rule was "Do what you won't be ashamed to hear someone telling people that you did" we'd have a much more just society.

      We can keep using the phrase "piracy" and pretend that everyone really would steal from content creators, or we can wake up and realize that a right to limit publication (in the interests of making the author more money) might not be the best system. Especially since copying information became literally millions of times easier since the law was created. Legislate away the tide if you must, but realize that you'll get more benefit from looking for new ways to fund creators than in more ways to detect/punish those who do not.

    43. Re:Abundance by GaryPatterson · · Score: 1

      Nice idea, but while it'd work well for business apps, it will fail for games.

      Here's why - a modern game can cost upwards of $20M to make. You can't just make a bit of it at a time, you've got to commit to the whole thing. The developers have to get access to the entire funding before they start.

      They have to eat, pay the rent and all that.

      On top of that, games aren't delivered in a few months. They take a lot of time.

      Now, how many gamers will put in real money today for a game that might be delivered in 3-4 years?

      Anyone?

      No?

      You could well argue that games will be simplified in this new model. Programmer art would save a lot of money. Pre-built assets from the public domain would go a long way too. After all the high production value games we've had lately, maybe we're ready for simpler games that look crap.

      Hmm...

      I've seen your model proposed before, but it just won't work.

      (A variation is that gamers band together to form a shell company to pay developers through. Add in a bit of management overhead and you've got a *very* similar situation to what we see today. That is, the model introduces no substantive change.)

      And a last point - if your model comes to pass, what will the gamer who paid their $50 and waited through the hard times feel when they see the game being copied for free? Will they adhere to the ideals of the development model, or will they get a bit pissed off that other people are getting a free game while they had to pay, keep the faith and wait and wait and wait?

      My experience with people is that they won't be happy about the freeloaders. I reckon they'll feel the same as the companies do today about pirates.

      And so we come full circle.

    44. Re:Abundance by Kaukomieli · · Score: 1

      Let's say you create a game on the assumption that 500,000 people will want to play the game, based on demographics and popularity of similar games. You want to sell it for $50 each so that's a $25,000,000 budget - pretty good!
      Your game is awesome and indeed garners 500,000 players very fast. Unfortunately only 20% of those people pay for the game (this figure seems reasonable sadly). Instead of being rewarded with a nice profit and the ability to make a new game, you are now on the verge of bankruptcy.

      So after the first try you should have understood that your approach on estimating an available budget is wrong, but instead you repeat the same error ad nauseam hoping it might be different next time?

    45. Re:Abundance by WNight · · Score: 1

      There are two cakes, that's what's making it confusing.

      The first cake is the right to full control of something you buy. Digital works aren't the issue here, the word "buy" is. A sale is a specific legal thing, if you want to retain rights to the thing, don't sell it, use one of the appropriate tools like a lease or rental.

      The second cake is that digital works are different. You can't deny it. I can't simply duplicate a computer the way I can duplicate a video, or text file. Trying to use copyright law to legislate away the ability to duplicate information not only is futile, but ultimately will stifle our society.

      The purpose of copyright law is to enrich society, both by making new works available, but also by increasing society's coffers via the creator. I'm all for helping society, and rewarding the people who help society, but I can see that our current copyright laws aren't helpful. Creators aren't getting money and people aren't getting useful works, upon which to base future works, etc. DRM is curtailing the usefulness of modern works. Walt Disney created so much wealth by being able to leverage his animation by animating classic stories, saving costs and presenting everyone's favorite works. That's good, but we need to consider the next Walt Disney who will come along and introduce something new based on the works of those who've preceded them. In trying to collect every golden egg we've killed off the "public domain" goose.

    46. Re:Abundance by GaryPatterson · · Score: 1

      Q: But who's going to pay someone to create a product they can't sell?

      A: Mostly, the people who want a product they can play.

      Have you ever gathered requirements on a blue-sky project? The more stakeholders you canvass, the broader the scope gets. Eventually you have to dump the project.

      Well, that's a worst-case scenario with a PM who can't manage expectations, but when people are being asked for money they'll demand their pet feature or else they'll drop the whole thing.

      So, how do you propose dealing with 200,000 gamers who each have their own ideal FPS/MMORPG/RTS/RPG in mind and will just move on if they don't get their way?

      Remember, every player who drops out reduces that funding pool, and you've got to hit your budget before you start. The pressure is on to listen to the players.

    47. Re:Abundance by GaryPatterson · · Score: 1

      So when we invent a technology that's impossible to even theorise accurately about at the moment, and assuming that the costs of running such technology aren't prohibitively expensive for ordinary people, property will become worthless and we'll all be happy.

      In the intervening thousand years or so, we'll just have to go with the maxim "Information just wants to be free. Except for my personal identifying information. And my bank details. And stuff I just don't want other people to know about. But except for all that, information wants to be free!"

    48. Re:Abundance by GaryPatterson · · Score: 1

      Capitalism is morally wrong.

      Easy statement to make. An easier one that's far more accurate is "All extremes of economic theories are morally wrong."

      Capitalism is far, far, far from perfect, but it's what we've got to work with today. It fits what most people want as well - if a person works more, they can earn more. If they work less, they will generally earn less.

      Scratch the surface and you'll find issues, but don't justify piracy through economic theory. Pirates just want other people to work for nothing. They never want to apply that to their own lives.

      Yes, I'm generalising, but when someone demands others produce stuff for free I want to hear their justification as to why they should be allowed an income.

    49. Re:Abundance by Anonymous Coward · · Score: 0

      I'm sorry, but when I pay MY money for a service, for ME, I don't see why other people should benefit from it for free. Or if they do, why can't I benefit from someone elses money?

      Again, it DOESN'T WORK if you take it to "but what if everyone did it" extremes.

      Good luck in your search for a way to have everyone make stuff for you without paying a cent for it, but I think you're going to run smack into reality some time pretty soon.

      Right about after you get your first job maybe.

    50. Re:Abundance by Mr2001 · · Score: 1

      So, how do you propose dealing with 200,000 gamers who each have their own ideal FPS/MMORPG/RTS/RPG in mind and will just move on if they don't get their way?

      I don't think it'll be the problem you make it out to be: keep in mind that we're not talking about huge sums from each person. There's real-world evidence that people will pay in the double digits for games that aren't exactly their ideal.

      At some point, you have to draw the line and say "this is what we're offering; if you want something else, find someone else to make it". Chances are, a lot of them will accept your offer.

      --
      Visual IRC: Fast. Powerful. Free.
    51. Re:Abundance by Elldallan · · Score: 1

      Mostly, the people who want a product they can play.

      (Also, the people who benefit in some other way from the existence of new games. NVIDIA, AMD, and Intel would have an incentive to fund game development, for example, since new games drive the sales of new graphics cards and processors.)

      Without computer games there would still be a market for computers but without computers computer games wouldn't exist so actually it's the other way around.

      Doesn't the current system already fund this development?

      Not well enough, it seems. Why would they be worried about piracy if the current system is doing such a great job?

      Piracy is a threat because the current business model requires the developer to be the sole source of copies. The reality, however, is that anyone can make and distribute their own copies: after over 20 years of game development, they're still trying fruitlessly to stop it. Copying is only getting easier.

      You can't change the nature of information to make it uncopyable, but you can switch to a business model that isn't threatened by copying.

      No it's not that easy, if people pay for a product they expect to get it within a resonable timeframe and computer games takes years to produce and the only things people would wait that long for are things like Ferraris and yachts, things that costs hundreds of thousands of dollars per copy, not something that costs 50 dollars.

    52. Re:Abundance by Anonymous Coward · · Score: 0

      I'm interested in your ideas and would like to subscribe to your newsletter.

      Seriously though - should benefactors have any advantage over people who don't donate, or should it be a case of would-be benefactors paying only if they really want the game and don't want to risk relying on others to donate for them? If a game failed to reach it's goal, would people be issued refunds, would the developer take the money and walk, or would it be put towards another game? Would people accept the idea of some portion of their money going towards administrative fees (server hosting, forum maintenance, etc.) (charities are often criticised for this)?

    53. Re:Abundance by Mr2001 · · Score: 1

      I'm sorry, but when I pay MY money for a service, for ME, I don't see why other people should benefit from it for free.

      Er, why shouldn't they? They're not stopping you from enjoying the game. The developers get paid the same either way, so what justification is there for limiting who can play the game once it's released (especially since any system of licensing or DRM would raise development costs)?

      What matters is whether you believe you're getting a good value for your money. If you think you'll get $X worth of enjoyment out of the game, then you'll be willing to pay $X. But if simply knowing that someone else also gets to play the game is enough to reduce your own enjoyment of it, well, maybe you have deeper problems.

      Or if they do, why can't I benefit from someone elses money?

      Indeed, who says you can't?

      If you hear about a project that sounds a little interesting, but not enough to open your wallet, then you can sit back and wait for other people to fund it. Maybe they'll come up with enough funding without you, and you'll get to use it for free.

      Or maybe they won't, and it'll never be released. But that won't bother you, because we already established that you don't really care about the project anyway, right?

      Again, it DOESN'T WORK if you take it to "but what if everyone did it" extremes.

      Sure it does. If there's enough overall demand to pay for development, the project gets made; otherwise it doesn't. That's how a market is supposed to work.

      --
      Visual IRC: Fast. Powerful. Free.
    54. Re:Abundance by Anonymous Coward · · Score: 0

      Here you go:

      Jason K. Walbright
      1309 Green Avenue
      Oakland, CA 94612

      Email Address: JasonKWalbright@fontdrift.com
      Phone: 510-804-7846
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      MasterCard: 5298 1911 0079 9128
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      SSN: 552-33-9588

      Thank you Fake Name Generator

    55. Re:Abundance by Mr2001 · · Score: 1

      Without computer games there would still be a market for computers but without computers computer games wouldn't exist so actually it's the other way around.

      Not really. The big profits come from early adopters buying cutting-edge gear, not offices and soccer moms buying cheap PCs made with two year old parts. Without a supply of new games, the market for things like 1 GB graphics cards and quad-core CPUs would be much, much smaller, and the technology's evolution would be that much slower.

      Indeed, if games hadn't been driving GPU development for so many years, we'd probably have no eye candy in Vista or OS X because 3D accelerators would still be rare. Instead, they're so common that you can't even buy a 2D-only card anymore.

      No it's not that easy, if people pay for a product they expect to get it within a resonable timeframe and computer games takes years to produce

      As I wrote in another response, development cycles don't have to be that long. Episodic content and casual games are becoming more prevalent already.

      --
      Visual IRC: Fast. Powerful. Free.
    56. Re:Abundance by hesaigo999ca · · Score: 1

      I agree, look at the bazillion dollars that WoW have made based on that new internet based model.
      No matter how hard you try to cheat, you can't, so you have to pay to play.
      Plain and simple, anyone still on the old system will fail.

      WoW is a great game, and I am an avid fan, which hates to waste money on a game i already bought to play it, but it is so good, that I overlook this burden, and just try to lessen the game play to 2 months on, 2 months off...this way I don't go broke....or blind.

    57. Re:Abundance by Anonymous Coward · · Score: 0

      You're very insightful.

    58. Re:Abundance by gnupun · · Score: 0

      So who pays for the initial development costs?

      And who pays for the profit? The cost only allows developers to survive the duration of the game development. How are they going to feed themselves after the game is released?

      I'm amazed at the gall of many slashdotters suggesting that pirating is morally right and that capitalism is some sort of sin. Well, why don't they try "creating" a game for a change? It will take anywhere from 2 to 5 years and cost anywhere from $1 to $20 million. The duplication cost may be $0, but the cost of production is huge.

    59. Re:Abundance by plasmacutter · · Score: 1

      Capitalism is morally wrong.

      Easy statement to make. An easier one that's far more accurate is "All extremes of economic theories are morally wrong."

      Capitalism is far, far, far from perfect, but it's what we've got to work with today. It fits what most people want as well - if a person works more, they can earn more. If they work less, they will generally earn less.

      Scratch the surface and you'll find issues, but don't justify piracy through economic theory. Pirates just want other people to work for nothing. They never want to apply that to their own lives.

      Yes, I'm generalising, but when someone demands others produce stuff for free I want to hear their justification as to why they should be allowed an income.

      Don't justify copyrights under this description through economic theory either.

      They want to work hard once, and be paid for it forever.

      Under the justifications they offer, everyone who invests in student loans and is not offered a job by company x is entitled to damages.

      --
      VLC FOR MAC IS DYING! IF YOU DEVELOP, PLEASE SAVE IT!!
    60. Re:Abundance by fearsomepirate · · Score: 1

      There is a fundamental, philosophical, problem with the traditional means of distribution: the product is abundant.

      Cars are not abundant. It takes a significant expenditure of materials and effort to put one together. When I drive off in one, I cannot simply dupe it and give the dupe to my friend. The laws of physics dictate a level of scarcity to this good, and as such it makes perfect sense to expect to receive money from every person who obtains a car.

      The world of "data" follows different laws of physics. Once I have the data in my hot little hands, I can dupe it and give it to my friends at zero direct cost to the producer. There is no deprivation of use nor loss of mineral resources nor expenditure of manpower nor anything of the sort on the part of the original developer when I dupe the game. None. And I can keep duplicating this ad infinitum, at the same cost (of zero). Furthermore, my friends can do the same thing with the copy I gave them...there is no quality loss. Once the good exists, it can instantly exist everywhere. It is "abundant."

      So, since data follows these laws (rather than the laws of physics as they apply to physical goods) people feel like they are being cheated when they are asked to pretend like data follows the laws of physical matter. They feel like they are buying into a game of control that is unfounded in reality and ultimately to their detriment (since they have to pay money for something that doesn't cost anything to produce *at this point* (excluding initial development costs).

      I think that is the crux of the issue. We all know the good is abundant, and we all feel like pretending it is not abundant is just silly, and harmful to us (our money is valuable and if we can get games for free then we have optimized our entertainment budget and have more money left over to spend on things like real cars or educations for our kids or what-have-you).

      What about the potential sale that we are "stealing" by copying a game? We tend to respond to such a representation of the situation with great cynicism. We feel like the only reason you feel entitled to every single "potential sale" is because of your insistence in everyone pretending that an abundant good is not abundant. We also feel that the dog-eat-dog world of capitalism doesn't guarantee a ROI on any kind of development project, so when you pound your fist in frustration at your inability to monetize your efforts we just say, "so try something else...thats what every other entrepreneur in the world has had to do...what makes you special? If you can't make money making games, do something else, and stop whining." That is the same answer we get when we complain about being downsized, or having low-paying jobs, or what-have-you...so we are just responding in turn.

      Lastly...the age-old mantra that if you can't get money for every copy of a game sold then nobody will produce games. I call BS. Piracy has been alive and well since before the computer games industry even existed...and since long before DRM existed...and the games industry thrived anyway. And it still thrives, despite the continued piracy. Enough people pay for the games (even though they don't have to) that the industry remains profitable. If that model suddenly stops working, alternative models will take its place (subscription-based games and so on). If that doesn't work, and we actually reach a state of utter cultural impoverishment where no games (or music or movies, for that matter) are being produced because nobody can figure out how to make a living doing it (and no hobbiests manage to churn out anything but crap)...which I maintain is an economic impossibility...but if it actually does occur THEN it might make sense to talk about legislation...and there would be a conscious buy-in to the legislation from the masses who are hungry for cultural enrichment. However, this has not happened, and I therefore submit that it makes no sense to try to preemptively pass laws based on the premise that it

    61. Re:Abundance by mc900ftjesus · · Score: 2, Insightful

      "Essentially you'd be promoting a sponsorship model which would destroy the risk taking and innovation of game developers."

      Hahhhahahahhahahaha. That's priceless. Madden 2028, God of War 12, Pokemon Silver Tournament Card Champion Alpha 3, The Sims Universe, and Mario Party 234 would like to discuss how innovation and risk died when game budgets started hitting in the tens of millions.

    62. Re:Abundance by Elldallan · · Score: 1

      For sure the manufacturers make a whole bundle of money but they also make a mhuge bundle of money on the enterprise deals, maybe not on the computers themselves but on the very juicy support contracts that inevitably come with them.

      Ok I can buy that the graphics market wouldn't have been what it is without gaming because thats the single biggest use of high end cards.
      But the manufacturers have very little incentive to give part of their profits to the game developers because even though graphics card sales might depend heavily on gaming the manufacturers know that the game producers have to make games for their own benefit since otherwise they go out of business and they are well aware that the consumers demand shiny new graphics in a game so the developers can't exactly come with an ultimatum tp not make graphic heavy games either.

    63. Re:Abundance by GaryPatterson · · Score: 1

      They want to work hard once, and be paid for it forever.

      Don't extend the argument beyond anything related to my point. Copyright might be a secure future for some, but I reckon games developers aren't in that group. With hardware changes, OS changes and the moving average of the 'good game' it's hard to believe these people want to write a game once and be paid for life.

      I think it's fair enough to write a game once and be paid for a little while, should people play it and enjoy it.

      This talk you introduce of being paid forever is a red herring, confusing the issue.

    64. Re:Abundance by GaryPatterson · · Score: 1

      At some point, you have to draw the line and say "this is what we're offering; if you want something else, find someone else to make it". Chances are, a lot of them will accept your offer.

      And I think they won't. In fact I'm certain of it, based on what I know of Human nature.

      Neither of us has empirical evidence, so we cancel each other out.

      Curses!

    65. Re:Abundance by Anonymous Coward · · Score: 0

      DRM and other anti-pirating schemes also does very little to prevent the actual pirates to pirate the games because the pirates always have more manpower and time to crack your DRM scheme than you can afford to put into making that DRM scheme secure.

      DRM does nothing but piss off legitimate customers into never buying a game from that developer again or turning to piracy. Take for example Mass Effect, a game I'd gladly pay money for, heck I'd probably even be willing to pay a little more than what they're currently charging, but due to bioware's moronic DRM protection that only allows 3 activation and even reinstalling OS can use up those activations and after you have used your activations you have to convince some bioware sheep to allow you to activate the game I PAYED for. So instead I pirate the game and it works flawlessly for me.

      When a crack works better than the legit product there is something seriously wrong with the product, ppl will be willing to go through a little hassle with pirated games because they expect it but none at all with legit games because since they payed for them they should work out of the box with no hassle whatsoever.

    66. Re:Abundance by LastToKnow · · Score: 1

      Actually, I think driving is a perfectly good decision to apply the rule to. You could get to your destination by speeding or driving recklessly, but if everyone did it then the danger of driving would skyrocket.

      The flaw with lawpoop's argument is that you aren't choosing a specific route to work, rather you are choosing the route (within the rules of the road) that gets you to work the fastest (or whatever criteria you have for choosing the 'best route'). Part of your choice of route is influenced by how crowded that route will be. And so if everyone used your way of choosing a route, then yes, things would probably be ok.

    67. Re:Abundance by Anonymous Coward · · Score: 0

      A brilliant interjection, and my sentiments exactly! As far as I am concerned, there is no such thing as a potential sale -- you either sell your products or you do not. A "potential sale" is the same thing as a non-sale until the money has changed hands. In the case of video games and other entertainment media, companies are entitled to ONE (1) sale per person and the consumer is entitled to make as many copies of the data as he wants henceforth. What the consumer does with the copied data is completely irrelevant.

      In that respect, I have always been a proponent of the complete elimination of the "middle man" retail stores and replacing traditional media entirely with Internet based distribution. It would be expected, with that business model, that a consumer will download many copies of the software instead of just one. Intuit had it right in some respects with Quicken, offering unlimited downloads of an unlocked setup file to paid consumers for one year (i.e. nothing stopping the consumer from making many copies of the software).

      The fact of the matter is that most people do NOT run massive counterfeiting operations. To assume and encourage "good behavior" on the part of 80-90% of the consumer base is not all that unrealistic... Treating them like criminals for doing business with you, however, is.

      P.S. On the issue of video games not making money... Video games have become multi-million dollar projects placed on the backs of underpaid developers and paying out to fat cat executives, much like the record and movie industries (thus the similar philosophies and "deterrence" tactics). The other solution aside from abandoning the idea of making money altogether is to DRIVE DOWN COST. Yet another facet of capitalism is to sell as many products as possible at the minimal cost of production, which in the end yields the maximum profit. "Minimal cost of production" does not mean slashing salaries, it means cutting the UNNECESSARY out of the product.

    68. Re:Abundance by Elldallan · · Score: 1

      Yes and all those games are GREAT games which is why atleast I am willing to pay for them.

      Except for when the developer does something incredibly stupid like Bioware did with the PC verion of Mass Effect, add a draconic DRM system that completely erases any value of the time and money they spent on making a truly great game.

      And no I didn't pirate Mass Effect I borrowed the game from a friend along with his 360 to play it because I don't have a console of my own, only my computer and I would have paid for a copy of the game if not for that stupid DRM crap they put in the game. I own several of Black Isle and Obsidian Entertainment's games but Mass Effect will not be joining them in my bookshelf anytime soon.

    69. Re:Abundance by gordo3000 · · Score: 1

      why should I, a non-game player, have to have my taxes diverted to something I care nothing about because gamers aren't willing to just pay for the game?

      what you are advocating is making others pay for your (not you in particular) gaming experience. If it was a fund that gamers who wanted the right to play would contribute to then great, but unless it is some subscription model with very tight DRM (like steam) then it is back to the situation we are currently in but with less freedom and variety in the gaming market.

      I like the current system because people who want to play a game take part in funding it's creation, after the fact. it means developers have to take huge risk (failure can mean bankruptcy) but success means profit. the reason I like the model is unlike public funded arts, museums, etc. my money goes to where I think it should go.

      btw, I don't like publicly funded arts either because they are an equal waste of my money. art that I like I will spend money on to support, otherwise I don't want my money wasted to support someone else's desire to see that kind of "art".

    70. Re:Abundance by Anonymous Coward · · Score: 0

      The problem with your attitude is that it fails the "golden rule" - would my behavior still be OK if everybody did what I do? If it's not, that's a pretty good signal it's unethical.

      Not in economics. Law of demand says everyone has a different willingness to pay but it's typically too challenging to charge anything but a fixed price. So everyone will react differently when they see the price of a good. Piracy among the people whose willingness to pay is lower than the price is not a lost sale--it's just the market making itself more efficient at delivering goods at a price the individual is willing to pay (in the case of the pirate that cost is in time). It's only bad for the developer if someone who would have been willing to pay for the game decides to pirate instead.

      Let's say you create a game on the assumption that 500,000 people will want to play the game, based on demographics and popularity of similar games. You want to sell it for $50 each so that's a $25,000,000 budget - pretty good! [snip]

      Your game is awesome and indeed garners 500,000 players very fast. Unfortunately only 20% of those people pay for the game (this figure seems reasonable sadly). [snip]

      For your next game, you'll rectify your mistake. Instead of budgeting based on how many players a game might get, you budget based on the sales you'll get.

      Are you suggesting this doesn't happen with traditional games? You could throw me in all kinds of market research studies about the types of games I would enjoy playing like Yahtzee, Monopoly, etc. but guess what--I don't buy them. My friends bought them and I play them when I hang out with them. Is that piracy because I never paid the company for the game and now they have to work on smaller budgets based on the sales they expect?

    71. Re:Abundance by Endo13 · · Score: 1

      No, you're missing his point. His point is that a commissioned game doesn't have to be "ok, here's the game I want, I'll pay you $xxxxxxxx to make it for me." It can be thus: "I like your talent at making games. I'll pay you $xxxxxxxx to come up with a new game for me." The risk is, if the developer then makes a garbage game, the chances of him being commissioned for another game of his own design drop dramatically.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    72. Re:Abundance by Anonymous Coward · · Score: 0

      Essentially you'd be promoting a sponsorship model which would destroy the risk taking and innovation of game developers. The sponsor would already have something in mind when they hire a developer. In the current model a developer has freedom to create something different then shop it around - sometimes their ideas hit, other times they miss, but what's important is they have incentive to take risks.
      You wouldn't have independent studios that make games to survive, you have a bunch of people contracted by the EAs & Activisions of the world. Any independent studio that creates a great idea on their own would just have it hijacked by the megacorps with much greater marketing and flexibility to extract money from alternate revenue streams than pushing product.

      From our viewpoint here in the present, we can't know exactly what that future model would look like. We can, however, see that the fundamentals are all there: programming and game design skill is a scarce resource (unlike data), and it's one that people are already willing to pay for. We might need a novel system of middlemen to pick the wheat from the chaff, or a new payment model to allow millions of individual gamers to fund development rather than a handful of investors, but there's no reason to think selling copies is the only way to make money.

      We have seen the non-box business model, software as a service. You never own a copy of the game, you pay to access it while it runs on some big mainframe. As I said before this would kill small studios and the innovation they bring. An EA has enough different games to make running a server farm profitable, and enough marketing muscle to exploit advertising or other ways to make money

    73. Re:Abundance by plasmacutter · · Score: 1

      I'm not extending it beyond anything related to your point at all.

      You're claiming consumers want something for free, and i'm saying that's mirrored on the producer side with the concept of copyright.

      They want free wages for no labor after the initial expenditure of labor has been compensated.

      If I work for a month, i get paid for a month. I don't get residuals, franchising fees, and licensing fees in perpetuity. We all know what my boss would say if I demanded that.

      Guess who's the "boss" in the copyright bargain with the public.. oh wait I just answered that question..

      --
      VLC FOR MAC IS DYING! IF YOU DEVELOP, PLEASE SAVE IT!!
    74. Re:Abundance by Endo13 · · Score: 1

      Welcome to civilization Mr. Scrooge. I must warn you however, that all manner of people will be driving THEIR cars on roads and sending THEIR children to schools that YOUR tax money paid for. You will however need to buy your own car or have your own children to partake of those same benefits.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    75. Re:Abundance by Anonymous Coward · · Score: 0

      Essentially you'd be promoting a sponsorship model which would destroy the risk taking and innovation of game developers. The sponsor would already have something in mind when they hire a developer. In the current model a developer has freedom to create something different then shop it around - sometimes their ideas hit, other times they miss, but what's important is they have incentive to take risks.
      You wouldn't have independent studios that make games to survive, you have a bunch of people contracted by the EAs & Activisions of the world. Any independent studio that creates a great idea on their own would just have it hijacked by the megacorps with much greater marketing and flexibility to extract money from alternate revenue streams than pushing product.

      I don't think so. You can have a shared risk model where the indie company takes the initial risk of developing a game to prove their talent, then transfer the risk of producing future games to the users. This may lead to an indie development firm getting bought instead of continuing as an indie firm. However, that's their choice, and if they monetize their investment by merging with a bigger firm, who are we to argue with that? I think that people get quite upset when indie firms get bought and the quality goes down, but we don't have any right to dictate to that firm what they should do. We can simply sponsor their continued efforts, or not. It's that simple.

      We have seen the non-box business model, software as a service. You never own a copy of the game, you pay to access it while it runs on some big mainframe. As I said before this would kill small studios and the innovation they bring. An EA has enough different games to make running a server farm profitable, and enough marketing muscle to exploit advertising or other ways to make money

      Who says that they have to run their own server farms? Are web developers killed off because they don't have the hardware to serve up their content/app to millions? Hell no! They lease horsepower from firms that make a living selling access to horsepower. Once they're big enough, it becomes cheaper to buy their own infrastructure instead of leasing it. Who's to say that SAAS game developers couldn't do the same? A new market for game server providers would spring up. And if an indie firm can't muster enough marketing power to sell their wares, they will fail, regardless of the business model. Arguments that only big players in the field will survive automatically assume that the rules of the game are static and tilted towards the big firms. Markets change. Businesses thrive and fail. Don't think that you can survive with the rules the way they are? Change the rules.

    76. Re:Abundance by dontPanik · · Score: 1

      Capitalism is morally wrong

      That's a huge point to make and you're going to have to explain it. I believe that Capitalism is morally correct, because capitalism is the most efficient economic system and efficientcy brings good to everyone, making everyone happy.

      --
      "Computers are useless. They can only give you answers." - Pablo Picasso
    77. Re:Abundance by Anonymous Coward · · Score: 0

      You can, if you wish, live your life without a tip of the hat to ethics
      Your last paragraph in particular is pretty naive.

      You seem to have gone on the offensive, attacking the poster's character and quality right from the get-go. This is generally a sign that you have no logical case. Those who can make a sound philosophical argument don't rely on insults and ad-hominems. So...are you using insults to make up for a lack of sound reasoning?

      Instead of being rewarded with a nice profit and the ability to make a new game, you are now on the verge of bankruptcy. But let's say you're bailed out. For your next game...

      It would seem so. In stating this you have completely missed the poster's point. He was discouraging the model in which developers make games expecting to make money on every copy sold, and further stated that if developers try and fail, they should not continue developing games. So your hypothetical example amounts to a big straw man fallacy...you aren't actually attacking what the poster said, but something different.

      When the law is not upheld honest people start to wonder why exactly they inconvenience themselves by following it.

      The poster was clearly advocating that "piracy" should not be illegal. In his opinion, data duplication is an ethical use of data, and it is the *market* that should adapt to this, not the laws (of physics or of the country).

      There may be some good challenges to what the poster said...but you haven't presented any. I believe that you could do better if you tried.

    78. Re:Abundance by mpe · · Score: 1

      So, since data follows these laws (rather than the laws of physics as they apply to physical goods) people feel like they are being cheated when they are asked to pretend like data follows the laws of physical matter.

      In the past "data" was often tightly bound to physical media, thus it was possible for people to accept this fiction. Developments in technology have been making the link between "media" and "content" less relevent over at least the last half century or so.

      What about the potential sale that we are "stealing" by copying a game? We tend to respond to such a representation of the situation with great cynicism. We feel like the only reason you feel entitled to every single "potential sale" is because of your insistence in everyone pretending that an abundant good is not abundant.

      There's also a false dicotemy involved with assuming that everyone who "pirates" would otherwise buy, they could just as easily do without. That's before even considering that the only copy available to some people may be a "pirate copy".

      We also feel that the dog-eat-dog world of capitalism doesn't guarantee a ROI on any kind of development project, so when you pound your fist in frustration at your inability to monetize your efforts we just say, "so try something else...thats what every other entrepreneur in the world has had to do...what makes you special? If you can't make money making games, do something else, and stop whining."

      That "something else" could include the likes of getting payment (or contracts for payment) before you produce a game. Producing a product then hoping for customers will always carry the risk that those customers simply don't exist.

      Lastly...the age-old mantra that if you can't get money for every copy of a game sold then nobody will produce games. I call BS. Piracy has been alive and well since before the computer games industry even existed...and since long before DRM existed...and the games industry thrived anyway. And it still thrives, despite the continued piracy. Enough people pay for the games (even though they don't have to) that the industry remains profitable.

      If an industry is profitable then that is a good thing, especially considering the current state of the global economy...

    79. Re:Abundance by Anonymous Coward · · Score: 0

      If the only rule was "Do what you won't be ashamed to hear someone telling people that you did" we'd have a much more just society.

      Well suppose that I have friends who would high five me and congratulate me for scoring with a chick no matter what methods I used, does that justify rape?

    80. Re:Abundance by servognome · · Score: 1

      Hahhhahahahhahahaha. That's priceless. Madden 2028, God of War 12, Pokemon Silver Tournament Card Champion Alpha 3, The Sims Universe, and Mario Party 234 would like to discuss how innovation and risk died when game budgets started hitting in the tens of millions.

      Yes because every title costs tens of millions to produce. When you start killing off the viability of the indie scene you lose the risk taking. A huge company is not going to spend their valuable hours developing something that they don't see a market for. If a small studio creates a game that fills a strong niche, at least their developers have a chance to be rewarded for their effort and more importantly are protected from a company with greater marketing and distribution muscle from just taking it without compensation.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    81. Re:Abundance by servognome · · Score: 1

      It can be thus: "I like your talent at making games. I'll pay you $xxxxxxxx to come up with a new game for me."

      And usually the expectation is that whatever new you create is along the lines of what you previously did. Which makes it difficult for artists to explore and take chances. "Hey why did you make a FPS, I hired you for your 4X talent"

      The risk is, if the developer then makes a garbage game, the chances of him being commissioned for another game of his own design drop dramatically.

      But the sponsor is the sole decision maker on what is garbage.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    82. Re:Abundance by Anonymous Coward · · Score: 0

      Unfortunately only 20% of those people pay for the game (this figure seems reasonable sadly).

      Why does 20% seem reasonable? That seems vastly unreasonable to my be like 80+%.

      It results in a worse experience for all gamers

      This is a false assertions based on false assumptions. Though, the premise is true if the games industry was under the attack that you described. That is not the case, however.

      Instead people stick with what they know can make money - boring MMORPGs

      This statement is true, regardless of piracy or any other destructible market forces. This is simply how all markets work, or perhaps even a definition of "market" as in: a group of people who want something. If there's a market for MMO games, you can be sure that said market will be flooded with MMO games. Which is what's happening.

      If people didn't want to play MMO's, then there would be no market, regardless of pirates.

      This is what happens because of pirates actions.

      Wrong. Nolan Bushnell once called Atari "pirates" -> "Jackels". These where the people who would copy Atari games and resell them. This was far greater a problem for Atari in the late 70's than most game developers face today. These "Jackels" not only copied Atari games, but then sold and competed directly against Bushnell's Atari in the market place, not just preventing a sale from the person who's doing the pirating, but then taking away sales other potential customers. In some case, these "Jackels" sold nearly 2x as many systems/games than Atari sold due to manufacturing and distribution problems, as well as poor legal legal precedence (the fact that Nolan didn't properly protect some early works games)

      Yet, Atari exploded in growth by out innovating their competition. While the "Jackels" were trying to create more "Pong" games, Atari started creating tank and racing games, among other things. Though, Bally/Midway was legitimately competing with Atari at the time and in some cases, had more successful games.

      Atari had a very interesting history, you can read about it in "The Ultimate History of Video Games". An excellent booking I'm reading through ATM.

      Yet, by your very own theory, this would be impossible because of pirating. Clearly is is not and clearly you extremely over estimate the impact of modern day "pirating" as well as how market forces work.

      Pirates don't make crappy games. Nor is all "pirating" immoral. In fact, you could make an analogy to "Robin Hood". With vendor lock in (look at Shadowrun and Halo 2 being "Visa only") and specific corporate forces trying to intentionally keep supply down, despite demand, to squeeze endless profits out of consumers in "unfair" practices, only shows that consumers *need* a way to fight back. Part of pirating is with regards to this.

      Does my pirated copy of FFVII effect Square-Enix's sales? No. Would I have bought a copy if it was available. Sure. So, why doesn't Square-Enix have FFVII available for download off their website? Why is my only "legal" option to buy a resell game for $100 (which Square-Enix sees no profit from)?

      In truth, "pirating" is only a very small part of the market and of that small portion, only part of that is "bad" piracy. People who are pirating to make a profit from someone else, opposed to those who are doing it out of recourse of non-consumer friendly practices.

      It's time to stop calling these people pirates and start coming them part of a "Rebellion". "Rebels" is a far better term for what most call "pirates" these days.

      As with any market, there are many variables that determine one's "buy point", price is only one portion of that. Availability. Ownership. Test Drive. Those are all determinate of whether a person will rebel or not against the establishment.

    83. Re:Abundance by Endo13 · · Score: 1

      And usually the expectation is that whatever new you create is along the lines of what you previously did. Which makes it difficult for artists to explore and take chances. "Hey why did you make a FPS, I hired you for your 4X talent"

      If you look for nits to pick, you will always find some.

      The sponsor is free to set forth whatever expectations he chooses. The developer is also free to either accept or reject the sponsor based on those expectations.

      But the sponsor is the sole decision maker on what is garbage.

      Are you following this thread at all??? The "sponsor" in this thread is a collective comprised of thousands or even millions of gamers. And even if that were not the case, the whole point of this hypothetical exercise is to make piracy irrelevant. So this whole scenario assumes the game will be pirated and there will be a lot more people than the sponsor determining whether or not the game is garbage.

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    84. Re:Abundance by Jaeph · · Score: 1

      "Think about it: if everyone pirated games, what would happen?"

      We are already at that point without "everyone". Enough people are pirating that the gaming industry is moving away from PC games. My local EBgames has changed dramatically in the past many years. There used to be 2 or 3 walls full of PC games. Now, PC games are a tiny handful, and they mainly sell xbox/ps/wii/etc. Meanwhile, the pc game industry is surviving by turning more and more to online games.

      The market works - if one area is unsafe/less-profitable, the market moves towards other areas.

      -Jeff

      --
      Please learn the difference between a dissenting opinion and a troll before you moderate.
    85. Re:Abundance by lawpoop · · Score: 1

      What if you decided to go down to your local store and buy a soda? Not choosing any particular store or route, but just the store closest to you, whatever route is fastest, and buying something. Now, what if everyone did that? Chose to go to the closest store to them and buy something. There would be mass crowds, congestion, perhaps some tramplings, and stores would quickly run out of stock of popular items. What seems an innocent, amoral decision would quickly usher in a capitalist apocalypse if "everyone decided to do it". :)

      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
    86. Re:Abundance by AGMW · · Score: 1
      Ok ... using Sellaband as the analogy (though actually, with Sellaband the people raising the money have to throw in amounts in increments of $10 - so a maximum of 5000 people - not that it matters in this context - but hell, I'm a scientist right!). ... and the original plan was to give away the album as free downloads but it cost to much to give it away - there are just 3 free (& DRM free) downloads for each $50K album now.

      So, Sellagame (?) starts up and some group of game writers start up a profile and throw in some screen shots or whatever to encourage people to support them - to whatever budget they think they need. If it's like Sellaband then they don't get the money until it's all raised, then they write the game - so this isn't going to be much like popping down the shops to get a game 'cos yer bored on a Saturday afternoon! How long does a game take to write? You probably have to throw in some planning time too 'cos you wouldn't want to do too much before you got the budget in case no one supports you. Gotta be 6 months ... a year?

      In Sellaband the punters are basically pre-buying an album for $10 and they do get a (small!) share of any sales (CD sales, download sales, & ad revenue on the site), etc, too. Is the games market sufficiently similar to the music market? I'd suggest that it isn't. Maybe games players would pay for a game before it's written? Would they? In sufficient numbers to make it work?

      --
      Eclectic beats from Leeds, UK
      handmadehands.co.uk
    87. Re:Abundance by servognome · · Score: 1

      The sponsor is free to set forth whatever expectations he chooses. The developer is also free to either accept or reject the sponsor based on those expectations.

      That's the problem I have, the idea gets axed before it can be realized. Ideas good or bad aren't given a chance to succeed on their merits but rather somebody's else's vision.

      Are you following this thread at all??? The "sponsor" in this thread is a collective comprised of thousands or even millions of gamers.

      How realistic is it to think that thousands or millions of gamers can unite to sponsor a single idea? You can't get enough fans to sponsor "Enterprise" or keep Stephen King writing "The Plant." Most people would rather just pay to consume rather than pay to sponsor. Then you get into the horrible politics that would be involved with any large group. "my {favorite character} doesn't have a big enough role, I'm withdrawing support"

      So this whole scenario assumes the game will be pirated and there will be a lot more people than the sponsor determining whether or not the game is garbage.

      But the holder of the purse-strings is the ultimate decision maker for future products.

      I still don't see what's wrong with the current system other than some people don't want to play by the rules. If you don't like the DRM, no demo, CD requirement, price instead of pirating just not consume. Games aren't essential to life, and there's a whole lot of alternatives for entertainment. I'm not sure about you, but I've never played a game that was so incredible I couldn't live without it; And maybe publishers will really get the idea of what people want when they don't get sales, and there's no "piracy boogieman" to point to.

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    88. Re:Abundance by Anonymous Coward · · Score: 0

      Stop trolling and yell up to your mom to make you a grilled cheese sandwich.

    89. Re:Abundance by Squiffy · · Score: 1

      It would be wrong to do it if you knew everyone else were doing it at the same time, yes. But that's not what you're doing when you decide to go to the store and buy a soda. You go there with the knowledge that there won't be a gigantic surge of people, all trying to purchase Mountain Dew. And if you got to the store and indeed found such mayhem, you'd likely do the right thing and go home empty-handed.

    90. Re:Abundance by Endo13 · · Score: 1

      That's the problem I have, the idea gets axed before it can be realized. Ideas good or bad aren't given a chance to succeed on their merits but rather somebody's else's vision.

      Yay, more nits.

      Come on. Seriously. That's the way it's ALWAYS worked with anything that doesn't have an obvious value. If you're a startup developer, you have to create and release some games for free before a publisher will even look at you. Either that or start with waaaaaaaaaaay more cash than any startup developer has had. But at this point that's largely moot, as pretty much everyone in the game industry already has past work to demonstrate their skill, or work for someone who does.

      How realistic is it to think that thousands or millions of gamers can unite to sponsor a single idea? You can't get enough fans to sponsor "Enterprise" or keep Stephen King writing "The Plant." Most people would rather just pay to consume rather than pay to sponsor. Then you get into the horrible politics that would be involved with any large group. "my {favorite character} doesn't have a big enough role, I'm withdrawing support"

      About as realistic as expecting the government to legislate a mandatory profit for the entertainment industry in an economy based on CAPITALISM.

      I still don't see what's wrong with the current system other than some people don't want to play by the rules. If you don't like the DRM, no demo, CD requirement, price instead of pirating just not consume. Games aren't essential to life, and there's a whole lot of alternatives for entertainment. I'm not sure about you, but I've never played a game that was so incredible I couldn't live without it; And maybe publishers will really get the idea of what people want when they don't get sales, and there's no "piracy boogieman" to point to.

      That's the whole point really. Capitalism is about a free market without rules (for the most part). The problem here is that people are trying to legislate value that doesn't in truth exist. You can chalk up the lack of sales to piracy if you want, but it doesn't change the fact that your game is still ultimately only worth what people want to pay. If people are refusing to pay for it (whether it's because of piracy or simply not buying your product is mostly irrelevant, as has been demonstrated over and over again), you're probably charging too much. If you can't sell it at a price acceptable to the market and remain profitable at the same time, you're probably investing too much money into it.

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    91. Re:Abundance by lawpoop · · Score: 1

      Nonetheless, it demonstrates the failure of what the originator called the 'golden rule' -- "If everyone did X, would the result be good or bad?" That alone is not sufficient to make a good system of ethics.

      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
    92. Re:Abundance by p0tat03 · · Score: 1

      That means as long as people want new games to play, the developers hold the upper hand.

      There exists a lose-lose situation here. You assume that in the end, consumers will miss having their great games so much that some uneasy equilibrium will be established between piracy and paying for all games. But IMHO this can easily go to either extreme - where game-makers throw up their hands, say "fuck it", and move onto industries where their work won't be ripped off en masse. In this case everyone loses.

      The bad part of stealing isn't that you get something for free. It's that you make someone else poorer by doing it.

      Not all stealing is tangible like taking a candybar from a convenience store. Say I get someone to design me a website, and then stiff them by refusing to pay the invoice. That's also stealing - I'm stealing the fruits of their labour without proper compensation. In this case the designer still HAS whatever he created, but he can't eat websites, nor will websites run his car. He has not been materially deprived in any tangible way, but it's hard to argue he hasn't been harmed.

      It is the same way with game developers. Sure, they have no physically *lost* anything via piracy, but you are enjoying the fruits of their labour without compensating them. That to me is clearly morally wrong (unless the developers have openly invited the whole enjoyment-without-compensation bit). Our society doesn't seem to feel this way, though.

      It is also similar to people who steal graphics off websites. The original author hasn't lost the ability to use his graphics, but nonetheless, you have taken his work without compensation. People greatly look down upon stealing things like website content, or pilfering text and graphics from books and publications, but yet somehow software is a-ok.

    93. Re:Abundance by servognome · · Score: 1

      Come on. Seriously. That's the way it's ALWAYS worked with anything that doesn't have an obvious value. If you're a startup developer, you have to create and release some games for free before a publisher will even look at you. Either that or start with waaaaaaaaaaay more cash than any startup developer has had. But at this point that's largely moot, as pretty much everyone in the game industry already has past work to demonstrate their skill, or work for someone who does.

      The difference is with the current rules a publisher can't just distribute your games without compensation. Without protections the big corporations will just take any good idea presented to them and use their own developers for the future.

      About as realistic as expecting the government to legislate a mandatory profit for the entertainment industry in an economy based on CAPITALISM

      It isn't legislating profits, it's legislating OPPORTUNITY for a return. There's no guarantee people will buy your game, but at least there's a chance.

      That's the whole point really. Capitalism is about a free market without rules (for the most part). The problem here is that people are trying to legislate value that doesn't in truth exist.

      There are plenty of rules in a capitalist society. Little things like fraud, counterfeiting, contracts, etc. There is a recognition that for "fair" trade which is the essence of the free market, certain rules should be adhered to otherwise the system breaks down. The reason you can't print your own money is not that it's stealing, but rather it destroys the value of cash rendering it worthless. There's a recognition that the realization of ideas have value (otherwise people wouldn't want them), and that certain rules are needed to encourage investment and "promote progress."

      If people are refusing to pay for it (whether it's because of piracy or simply not buying your product is mostly irrelevant, as has been demonstrated over and over again), you're probably charging too much. If you can't sell it at a price acceptable to the market and remain profitable at the same time, you're probably investing too much money into it.

      If the cost to produce was 0, then there'd be no problem with reproductions selling at 0. The problem is ideas aren't magically realized, and there is a great value to society to try and encourage investment in new ideas - that is how progress is made. Like most laws it's a balancing act between the needs of society vs the individual.
      What is so amazingly wrong about a creator being able to secure how their works are distributed for a limited time?

      --
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    94. Re:Abundance by Mr2001 · · Score: 1

      Essentially you'd be promoting a sponsorship model which would destroy the risk taking and innovation of game developers. The sponsor would already have something in mind when they hire a developer. In the current model a developer has freedom to create something different then shop it around - sometimes their ideas hit, other times they miss, but what's important is they have incentive to take risks.

      That wouldn't go away. Developers would still have the freedom to come up with an idea and shop it around -- possibly to a single "sponsor", but more likely to thousands of individual customers. If there's sufficient interest, the project will be funded; if not, hopefully they'll get some good feedback to allow them to shape their idea into something that people will fund.

      We have seen the non-box business model, software as a service. You never own a copy of the game, you pay to access it while it runs on some big mainframe.

      Er, that's one non-box business model, but it's not the only one, and it's not the one I was talking about.

      What I'm talking about is closer to another non-box business model that already exists today: custom development. BigCorp wants an application developed that they'll use internally, so they hire a team of developers to write it. They're not paying per copy, and they're not "sponsoring" the software out of the goodness of their hearts; they're paying for a service, the service of writing that application, because they know they'll receive a benefit.

      Now, there's nothing inherent to this model that says it has to be one entity paying for the service: it could just as easily be hundreds or thousands of individuals, all meeting through some web site that connects the folks with money to the folks with development skill. Sites like Sellaband and political campaigns have already proved that you can collect massive amounts of money through lots of small transactions.

      And there's nothing that says the design has to be dictated by the customers, either: the developers could just as easily come up with an idea first and then look for customers, instead of the other way around. All they really need is a place for customers and developers to connect.

      --
      Visual IRC: Fast. Powerful. Free.
    95. Re:Abundance by Mr2001 · · Score: 1

      You assume that in the end, consumers will miss having their great games so much that some uneasy equilibrium will be established between piracy and paying for all games. But IMHO this can easily go to either extreme - where game-makers throw up their hands, say "fuck it", and move onto industries where their work won't be ripped off en masse. In this case everyone loses.

      Can you provide any examples of industries where this has happened? That is, where there's a demonstrated demand for the product (obviously, people are already willing to spend enough money on games to pay for development), and yet the market simply fails to move that money to where it's needed?

      Say I get someone to design me a website, and then stiff them by refusing to pay the invoice. That's also stealing - I'm stealing the fruits of their labour without proper compensation. [...]

      It is the same way with game developers. Sure, they have no physically *lost* anything via piracy, but you are enjoying the fruits of their labour without compensating them.

      No, it's not really the same. In one case, you've deceived someone into doing work for you. You told him "make me a web site and I'll give you some money", and then you failed to hold up your end of the bargain. If you hadn't been there in the first place, lying to him, he would've spent that time doing something else, so you have taken that time away from him.

      In the other case, the developer freely chose to work on a game, hoping (but with no guarantee or promise) that he'd make some money from it. You didn't ask him to do it, and in fact he isn't aware that you even exist. Whether you buy a copy, download a copy for free, or never play the game at all, he's done exactly the same amount of work. You haven't taken anything away from him.

      --
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    96. Re:Abundance by Mr2001 · · Score: 1

      These are all great questions, and I think the best way to answer them is to try it and let customers decide what they're willing to support.

      I think it'd be totally unacceptable for developers to keep the money if they don't reach their goal, but beyond that, I don't see any pressing argument one way or the other about how the overhead should be paid for, when and how the money should be released to the developer, or whether the people who funded the game should get any extra benefit.

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    97. Re:Abundance by Squiffy · · Score: 1

      You conflate "going to the store to get a soda at a time when only a few others, if any, will be doing the same thing" with "going to the store to get a soda at the same time as everyone else". If everyone does the former, there's no problem. The problem only comes when everyone does the latter.

      In other words, you take the example of "going to the store to get a soda", something any sensible person would agree is permissible, and then try to make the act categorically unethical by showing a particular case to be problematic. You ask, "What if everyone went to the store to get a soda?" and answer, "Everyone would go at the same time and cause utter chaos," but that isn't necessarily true as we've seen in our daily existence. Many, many people, as a matter of course, go to the store and buy a soda without causing the havoc you describe.

      You might have a point but you need to choose a different example.

    98. Re:Abundance by Anonymous Coward · · Score: 0

      >>You're completely right. Information needs to be free. And that means all types of Information. No exceptions. So I eagerly await your reply posting your real name, real address, Social Security number, date of birth, bank account numbers and PIN codes, etc. Shouldn't that information be allowed to be free too? So come on "Anonymous Coward," let that information be free!

      You are making invalid assumptions in that you are assuming I am an American with a social security number, bank account, or live in a country that files birth certificates, and that I am not a nomad living in a caravan or a refugee with no "real" address. You are assuming this information exists. This is how BAD (Broken As Designed) code comes into existance.

      If it does exist, well, its not my job to find it for you, do your own search. Free doesn't mean easy. Free doesn't mean advertising information to the world. Free does not obligate me or anyone to help you in any way in finding information. The bottom line is NO ONE OWES YOU ANYTHING IN LIFE.

    99. Re:Abundance by Geekbot · · Score: 1

      Copying games is not morally wrong. Copyright is a legal invention to encourage development of new material. If people are violating copyright then there is a reason. The primary question here was why are people violating copyright.

      If these are business men then they should understand market forces. It is more convenient to walk into a store and buy a product than it is to find it and run hacks and risk malware. A consumer would prefer to have a product with verified product from a reputable dealer. Product typically comes with some incentive, even if it's just a nice manual. Part of the problem here is that developers are being blind to their audience.

      These reasons might not apply to every developer.

      #1. You are charging more than the market will bare if the piracy is significant.
      #1a. One of the problems here is that there is really more than one market, isn't there? Are developers creating games that will appeal to consumers that are not going to buy? If you developed a game about shooting up liquor stores instead of portfolio management I think you may find your audience doesn't have $50 to spare.
      #2. Your consumer base doesn't trust you. And they don't want to give their money to someone who is their enemy. Your protections schemes insinuated they were thieves after they spent 10 hours earning the money to purchase your game. Your hype wasn't honest and lying to make money isn't advertising, it's fraud.
      #3. There's no payoff for being legit. When the consumer opens the box there is nothing more than if they just downloaded the game. There's no color manual, no fan materials, no stickers or buttons. A bunch of people just bought an IPhone App that does nothing but tell other people how much they paid for it. Give your legit customers something to brag about?

    100. Re:Abundance by Invidious · · Score: 1

      There's an intrinsic problem with your stance: you're assuming that every pirated copy equals one lost sale. This certainly hasn't been established to any degree of certainty.

      In reality, if they had to pay for it, a significant percentage of the people out there wouldn't buy the product anyway. The greatest amount of this type of piracy comes from people who don't have money to begin with. So, every person in this category cannot be considered a lost sale, so it can't be considered to have cost the publisher anything. On the other hand, people are still using and presumeably enjoying your product, so when they do have money, they may flip into the second group: those who download something and only buy it if they like it, and if it had replay value.

      The latter group can't be considered as a lost sale either, for both the reasons above (they wouldn't buy it if they didn't get a chance to play it) and because a significant chunk of this group regularly goes out and buys the games.

      When the law is not upheld honest people start to wonder why exactly they inconvenience themselves by following it.

      It would be better to look at why the law is not being upheld, or why it is impossible to uphold. Generally this is because the law is either just unjust or completely unrealistic. (Like Prohibition, or the RIAA attacking people for downloading a couple of songs.)

      Corruption occurs when the law is applied unequally. If a law is equally and roundly ignored by all, it's unjust to suddenly and inexplicably enforce it. If people with lots of money can get favorable judgements purely based on that amount of money -- whether you're buying judges, senators, or lawyer-hours -- the government is corrupt. (Like the RIAA and its scattergun lawsuits.)

      I don't need to visit a developing country to experience corruption; I live in the US. :)

    101. Re:Abundance by Jason+Levine · · Score: 1

      I've got to thank you for that information, actually. No, not the fake name, but the link to Fake Name Generator. A while back, I was thinking of making a FireFox extension that would contact a website (which I would write also) that would randomly generate an identity (name, address, SSN, etc). The extension would then auto-fill out any form on the page with the fake ID information. I envisioned it being used on sites erected by Phishers. A hundred or so folks tossing a few dozen fake IDs into the phishing pool might help to spoil their fun/profit. If you could automate the entire process (i.e. design a system that could receive phishing e-mails, follow the link, generate a false ID, fill out the form, and submit it), then all the better. (Though you would have to contend with valid links somehow being submitted to the system.)

      As with many of my ideas, I have more time to think them up than to code them. (The curse of being married with 2 kids, I suppose, though I wouldn't trade it for all the free time in the world.) So if anyone wants to take this idea and run with it, more power to you.

      --
      My sci-fi novel, Ghost Thief, is now available from Amazon.com.
    102. Re:Abundance by Phydaux · · Score: 1

      Let's say you create a game on the assumption that 500,000 people will want to play the game, based on demographics and popularity of similar games. You want to sell it for $50 each so that's a $25,000,000 budget - pretty good! Although that has to pay for quite a lot of stuff. Not just salaries for a large team for several years, but business overheads, engine licensing, and then you need to make enough profit to cover your next game which might be a flop.

      Your game is awesome and indeed garners 500,000 players very fast. Unfortunately only 20% of those people pay for the game (this figure seems reasonable sadly)...

      Well the problem with that is clearly their target was not 500,000 units but 100,000 and should have been budgeted accordingly, it shouldn't have been a case of how many people will end up owning a copy of the game but rather how many people will buy it.

      Piracy doesn't need to be included in the initial budget of a game. It is just as easy to assume these people do not exist. It doesn't cost you anything when someone makes a copy of your game, it is not like physical theft from a shop which means the store owner has one less unit to sell to a customer. You can still sell all the games you want, to all the people who are going to buy the game.

      People talk about "lost sales" when they talk about piracy. There are no lost sales, the people who have pirated a game were never going to buy it anyway.

    103. Re:Abundance by LastToKnow · · Score: 1

      You're making the same sort of simplification again. Yes, if everyone makes the same sort of action at the same time bad things can happen. But I agree with the original idea. I choose my actions based on thought process which I evaluate with one of the criteria being "would it be ok if everyone did it this way?".

      Choose the route that gets you somewhere fastest, including taking a longer route if the shorter one is congested. Choose a store that is most convenient to you, taking into account how busy different stores are.

    104. Re:Abundance by Endo13 · · Score: 1

      The difference is with the current rules a publisher can't just distribute your games without compensation. Without protections the big corporations will just take any good idea presented to them and use their own developers for the future.

      Reread the thread. Your comment here has nothing to do with this discussion.

      It isn't legislating profits, it's legislating OPPORTUNITY for a return. There's no guarantee people will buy your game, but at least there's a chance.

      Not any more it's not. Or did you somehow miss all the news about the RIAA over the last 5 years?

      There are plenty of rules in a capitalist society. Little things like fraud, counterfeiting, contracts, etc. There is a recognition that for "fair" trade which is the essence of the free market, certain rules should be adhered to otherwise the system breaks down. The reason you can't print your own money is not that it's stealing, but rather it destroys the value of cash rendering it worthless. There's a recognition that the realization of ideas have value (otherwise people wouldn't want them), and that certain rules are needed to encourage investment and "promote progress."

      No. Just no. Sorry, I'm not playing your nitpicking game.

      If the cost to produce was 0, then there'd be no problem with reproductions selling at 0.

      And it's that mentality that is causing all this grief. Piracy is not a sale at a cost of 0. Piracy is a non-sale. As I implied before, it's been demonstrated over and over again that the vast majority of piracy incidents (obviously the exact percentage can't be quantified, but a safe bet is it's over 99%) are by people who would never have purchased the product pirated. Does that justify piracy? No. But the fact is, it's not a lost sale. The key here is, it doesn't affect your end profit, certainly not enough to warrant spending time and money trying to put the genie back in the bottle.

      The problem is ideas aren't magically realized, and there is a great value to society to try and encourage investment in new ideas - that is how progress is made. Like most laws it's a balancing act between the needs of society vs the individual.

      And that's what copyright and patents did at first. Not any more. Now they have the exact opposite effect.

      What is so amazingly wrong about a creator being able to secure how their works are distributed for a limited time?

      The fact that it's really not "a limited time" any more. The original durations specified in our first copyright and patent laws are much too long for today's fast-paced world of software and high-tech. What we have now is so far beyond ludicrous, it's mind-numbing. And that's why people pirate and don't care - they know that any software they're at all interesting in using will be obsolete loooooooong before it ever enters the public domain. That's completely against the spirit of the law. The spirit of the law is to give the innovator a brief period of time to be the sole profiteer of his work, and then everyone is allowed to profit from it. In the software world, that would be at most a year. Yes, really. Think about it.

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    105. Re:Abundance by servognome · · Score: 1

      No. Just no. Sorry, I'm not playing your nitpicking game.

      It's not nitpicking, it's pointing out specific issues. You don't throw out an exisiting system that have generally been working for 200 years unless there is something compelling to change to. If there are a number of holes in the new system, don't dismiss them, address them.

      And it's that mentality that is causing all this grief. Piracy is not a sale at a cost of 0. Piracy is a non-sale. As I implied before, it's been demonstrated over and over again that the vast majority of piracy incidents (obviously the exact percentage can't be quantified, but a safe bet is it's over 99%) are by people who would never have purchased the product pirated. Does that justify piracy? No. But the fact is, it's not a lost sale. The key here is, it doesn't affect your end profit, certainly not enough to warrant spending time and money trying to put the genie back in the bottle.

      Do you have actual statistics? If piracy is just accepted, then even if 99% would never have purchased you would likely get an influx of people who would have purchased but don't, because they don't have to.

      And that's what copyright and patents did at first. Not any more. Now they have the exact opposite effect.

      Yes the rules are causing barriers, but they are far from having the opposite effect. It's not like society is slowing down significantly in terms of technology and culture.

      The fact that it's really not "a limited time" any more. The original durations specified in our first copyright and patent laws are much too long for today's fast-paced world of software and high-tech. What we have now is so far beyond ludicrous, it's mind-numbing. And that's why people pirate and don't care - they know that any software they're at all interesting in using will be obsolete loooooooong before it ever enters the public domain. That's completely against the spirit of the law. The spirit of the law is to give the innovator a brief period of time to be the sole profiteer of his work, and then everyone is allowed to profit from it. In the software world, that would be at most a year. Yes, really. Think about it.

      A small developer could spend over a year to find a market, so no it wouldn't be a year. I'd estimate the average time to get an acceptable ROI is 3-7 years. I never said keep the system as it is, but don't throw it out.

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    106. Re:Abundance by Endo13 · · Score: 1

      It's not nitpicking, it's pointing out specific issues.

      You're bringing up small insignificant "issues" that are irrelevant to the discussion at hand. That's the very definition of nitpicking.

      You don't throw out an exisiting system that have generally been working for 200 years unless there is something compelling to change to. If there are a number of holes in the new system, don't dismiss them, address them.

      When the existing system is so far gone that no one is willing to try fixing it, yes you do throw it out. Thus far, "fixes" just keep making it worse. It really is about time to just throw the whole thing out and start over.

      Do you have actual statistics?

      Do you know how to read?

      Yes the rules are causing barriers, but they are far from having the opposite effect. It's not like society is slowing down significantly in terms of technology and culture.

      The intent of copyright/patents is to promote innovation by making it profitable. Instead, they are now stifling innovation by making it unprofitable. Can't really get much more opposite than that.

      A small developer could spend over a year to find a market, so no it wouldn't be a year. I'd estimate the average time to get an acceptable ROI is 3-7 years. I never said keep the system as it is, but don't throw it out.

      Yep, you really like those nits. Either you're too obtuse to grasp what I meant, or you're just ignoring it because you love those nits.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    107. Re:Abundance by servognome · · Score: 1

      When the existing system is so far gone that no one is willing to try fixing it, yes you do throw it out. Thus far, "fixes" just keep making it worse. It really is about time to just throw the whole thing out and start over.

      You can't just sit at home and complain and expect things to be fixed. How much time do you spend educating your neighbors on copyright, or contacted elected officials?

      The intent of copyright/patents is to promote innovation by making it profitable. Instead, they are now stifling innovation by making it unprofitable. Can't really get much more opposite than that.

      The existing incarnation is making it more difficult to be profitable, but innovation is far from being a negative ROI.

      Yep, you really like those nits. Either you're too obtuse to grasp what I meant, or you're just ignoring it because you love those nits.

      Yup, you like to try and make a point with an example, and complain about nitpicking when I point out what a poor example it is.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    108. Re:Abundance by Endo13 · · Score: 1

      The existing incarnation is making it more difficult to be profitable, but innovation is far from being a negative ROI.

      We haven't seen real innovation in most areas of tech in decades. Because it's no longer profitable.

      Yup, you like to try and make a point with an example, and complain about nitpicking when I point out what a poor example it is.

      No, you're the only one using poor examples. A small development firm that might need 3 years to find a publisher? Please. We already discussed that. How convenient of you to forget. Like I said before, when you're that small and unproven of a developer, you almost always have to release some work for free before you have any chance of getting a good publisher. Not to mention the fact that if the game is really worth publishing, the publisher doesn't even need to see the whole game to realize it, let alone the code.

      But all this is besides the point anyway and completely offtopic in this particular thread. This thread is about implementing a better system where the developer gets paid before actually doing the work. Pirates don't care one way or the other - video games will always be available for free, sooner or later. The very nature of the system guarantees this. Switching to a commission-based system is merely a suggestion for those developers who feel they're not making enough revenue under the current system.

      All you're doing is going around in circles, picking nits and trying to defend a broken system that no one is trying to fix. Since they clearly don't want to fix it, they need to throw it out and start over.

      Respond to this if you wish, but I'm done here. You can spin your circles by yourself. Have a nice day.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    109. Re:Abundance by KDR_11k · · Score: 1

      Yeah because developers get paid forever on everything they make. It's not like most works lose relevance within weeks or months and developers only get a salary from the company coffers anyway, no sire!

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    110. Re:Abundance by Jarik_Tentsu · · Score: 1

      It's the same problem as gun laws in a America. It's a problem without a viable solution - nothing can fix it. You're never gonna stop piracy at its roots, so don't try.

      You can try workarounds. For instance, multiplayer games thrive because you *can't* pirate them. Oh sure, you can get a version of CS which only works on LAN...or WoW that works on private servers. But ultimately, you miss out on the main playing experience - so people are forced to pay and buy. Of course, this doesn't work for singleplayer games. If you tried to implement such a feature, then it would alienate those without internet connections, and still be pirated and broken.

      As for the actual people who pirate these games? I'd imagine most of them do it for fun - for the hell of it - because they can. The people who crack these games and throw it up somewhere do it for that reason. I doubt they play half the games they crack.

      The people who actually download 'em? We all try to justify it, but ultimately...we do it because it's free. Why would I go pay $100 for Crysis when I can get a burnt copy from a dozen of my friends?

      1. It's easy
      2. The chances you'll have negative consequences are very low.
      3. It's free
      4. Morally acceptable in today's society - ie, everyone does it
      5. It's very hard to find personal moral issues in it

      Summed up, it's got high gains and very, very low risks. No one's gonna think any less of you, and hell, can you even personally find any moral qualm about it? Oh sure, you are, in essence, gaining something you did not pay for. At the most fundamental level you can say that's wrong. But whether you get it or not, the actual companies don't really feel anything different. I'd imagine that's what most people who download stuff feel.

      ~Jarik

    111. Re:Abundance by riprjak · · Score: 1

      Id rather turn this point of view around slightly.

      Leave out for the moment piracy, counter piracy, DRM etc... Lets talk about "value"; or the consumers percieved Value. I realise that when an Engineer starts using arguements from Economics, there is a real risk of the universe imploding, but Im willing to bear that risk.

      If a game costs $100 AUD, I pause... Thats 2.5 Slabs of beer, that is a significant investment of my disposable funds (for the foreign, a "slab" is 24 375ml bottles or cans of beer). Im definately going to be tempted by the opportunity to get it "for free", assuming I can find a suitably trusted source. In this case, the Pirate is COMPETEING with the Game company with an effective pitch; same quality, lower price and (potentially) faster delivery (Im not explicitly agreeing that there are only 3 aspects of competition, but its a good enough template for discussion!).

      This is further complicated by stupid, arbitrary product boundaries where I pay MORE in AUD (often by a factor of 2 or more) that they pay in AUD equivalent Euros or USD. Where games "arent available" over steam or some other form of digital distribution. All of these actions tend to INCREASE the relative value of the Pirate's offering. Then there is DRM, often I need to access the Pirates offering for games I legitimately purchased so I can get around the inconvenience of hauling around and schlepping disks in and out of my PC.

      If a game costs, say, $20 AUD... Ive normally finished punching in my payment details and are downloading before my brain kicks in and asks why I didnt grab the demo (I simplify, but not by much). At this point, the cost is low enough that it is close enough to "free" for me (considering I dont buy games daily). Therefore the pirate no longer has a compelling pitch for me personally. Why not buy the official, supported and theoretically more trustworthy version; all of a sudden, the pirate cant effectively compete.

      *THIS* proposition is further compounded with uniform, global, internet based distribution. If I can click, buy, download and play for a cost which doesnt cross my "personal" cost value threshold, then the Pirates value proposition is further diminished. Particularly where I am not dicked around with stupid arbitrary boundaries based on outdated notions of geographical distribution related to physical scarcity.

      So what I am suggesting is that this comes down to understanding the market. If you offer more VALUE than the Pirate, then they wont use the Pirate as a source of products.

      Sure, there will always be dicks in wealthy nations who will pirate regardless and there will be portions of the world where you simply cant provide the product cheap enough to compete with free, regardless of the remaining offerings. Still, that leaves a relatively large *potential* market; and you can consider the piracy in developing nations as market building, because eventually they will be affluent enough that this postulation becomes true for them too, and if they already enjoy and wish to consume games... well, work out where that goes when 2 billion Indian and Chinese people have sufficient disposable income to consider 15ish USD expenses "as good as free" (assuming we have found a way to get to this point without exhausting all available resources!! If we regress clubs and hunter-gathering; none of these arguements are really important!) ;)

      Essentially we have the same issue here as with movies and music; the Lumbering and inefficient supply chains and distribution networks developed to sell physical goods are a huge overhead weight on a product which could otherwise be profitably produced and distributed in an "online-only" format.

      You need not face piracy if you produce a product offering that is SUPERIOR to the pirate's offering which is, IMO, exactly the same as yours except that they are FREE, LESS TRUSTWORTHY and provide NO AFTER SALES SERVICE. So, if your price is low enough as to make negligible the "FREE" arguement to

    112. Re:Abundance by stonemetal · · Score: 1

      No one cares about the physics of data being abundant. The simple fact of the matter is they charge less than the cost to produce but in doing so you have to agree to not share. It is like renting a car I let you drive it for a week and charge you less than the price of the car. You get less than the full value of the item and promise to not do something that you are physically capable of doing, you can't keep the car or screw it up.

    113. Re:Abundance by cowtamer · · Score: 1

      You possess the naive optimism of someone who has never done business outside the United States. (I did too, at one point -- search my earlier posts :) )

      I like my free games and hate DRM as much as the next guy, but the reality is that I would never try to start a business producing shrink-wrapped software (such as a game) in a country with unenforced intellectual property laws. And guess what -- when you can buy any piece of software for $3 in a stand around the corner, NOBODY pays for it, and it becomes impossible to even buy the thing legitimately (meaning that if this became the case in the USA, the thing would not have been produced at all).

      The assumption that all the content you like would be produced anyway (but with a different business model) is wrong. There are many countries in which no such content is produced. This is due not to a lack of talent, technology, customers, or desire but primarily to the lack of intellectual property laws that would allow the producers to make _any_ money.

      As for the hobbyists: making a game is a lot like making a movie. Given a handycam and an enthusiastic staff, try making Star Wars!

    114. Re:Abundance by Svartalf · · Score: 1

      Here's why - a modern game can cost upwards of $20M to make. You can't just make a bit of it at a time, you've got to commit to the whole thing. The developers have to get access to the entire funding before they start.

      Heh... A goodly portion of that expense is how someone DOES that development- I need only point to Introversion Studios, S2 Games, and studios like them to show that you can have those same production values, but yet only spend maybe a million on developing the same caliber of title.

      The main reason that a title can run $20mil is because you've got companies like Vivendi or Sony running the show- and they're running it more like it was interactive movies than games in many cases.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    115. Re:Abundance by Mr2001 · · Score: 1

      I like my free games and hate DRM as much as the next guy, but the reality is that I would never try to start a business producing shrink-wrapped software (such as a game) in a country with unenforced intellectual property laws. And guess what -- when you can buy any piece of software for $3 in a stand around the corner, NOBODY pays for it, and it becomes impossible to even buy the thing legitimately (meaning that if this became the case in the USA, the thing would not have been produced at all).

      Er... did you even bother reading my comment?

      Of course it's hard to sell copies of software when people can get them for less. That's why I said you shouldn't base your business model around selling copies! If you've been paid a fair price to write the game in the first place, it doesn't matter who gets a copy later or how much they pay for it -- you've already been compensated.

      The assumption that all the content you like would be produced anyway (but with a different business model) is wrong. There are many countries in which no such content is produced. This is due not to a lack of talent, technology, customers, or desire but primarily to the lack of intellectual property laws that would allow the producers to make _any_ money.

      Well, it's obviously false that they can't make any money without copyright laws. Anyone can get paid for performing a service, they don't need special government-enforced monopolies.

      It seems more likely that, if there indeed are places where content is not produced, it's because the would-be producers moved on to other countries, where strict copyright laws make it easier for them to produce content on speculation (without having to find a paying customer before they start working, like nearly everyone else manages to do in nearly every other industry).

      --
      Visual IRC: Fast. Powerful. Free.
    116. Re:Abundance by Anonymous Coward · · Score: 0

      Let's say you create a game on the assumption that 500,000 people will want to play the game, based on demographics and popularity of similar games. You want to sell it for $50 each so that's a $25,000,000 budget - pretty good!

      Hmm, it seems to me that you have determined the budget, sales figures, popularity and price point before you have determined if your game idea is actually any good. One of the reasons people pirate games is that the industry will shovel any old crap on us and expect us to like it "based on demographics and popularity of similar games". Surprise! We like games that are good, not just any game that is similar to one that sold well. If you can't grasp this part, then your game deserves to be a flop.

      Your game is awesome and indeed garners 500,000 players very fast. Unfortunately only 20% of those people pay for the game (this figure seems reasonable sadly)

      Erm, reasonable to whom? Not to me. I'm gonna have to hit you with the [Citation Needed] there I think.

      The result is a much smaller budget. Fewer programmers, worse artwork, perhaps some characters don't get voiceovers this time around. The whole project just doesn't live up to what it could have been.

      I don't give a toss about the artwork or number of voiceovers if the game is fun. How much fun your game is isn't even something you evaluate at any point in your post. The only ways you judge your games are: budget, number of players, number of programmers, quality of artwork, number of voiceovers. I don't give a shit about any of these. As a gamer, the only thing I care about is: is the game fun?

      When the law is not upheld honest people start to wonder why exactly they inconvenience themselves by following it. Why, they say, should that guy over there get free music and movies and games when I work hard and can only buy one of those things this month? Why shouldn't I break the law too? This is how corruption starts and if you want to know what a culture of corruption is like take a visit to any developing country.

      Actually, disrespect for the law comes from the people in power passing laws that a significant fraction of the people do not consider to be reasonable. I forget which of the US Presidents said it, but they said something along the lines of "It is our moral obligation to disobey unjust laws". Well, some of us consider $250,000 per infringement to be "unjust".

  143. Four reasons by ps3udonym · · Score: 1

    There are four reasons why I pirate games:

    1) Support and Return policy: Once I have opened a game for the PC, that is it. I can't return the damn thing. So I had better be sure that it is worth my money before I put cash down. Also, game publishers refuse to actually support their games. I have Test Drive: Unlimited sitting on my shelf. It has only been played a very very few times, because thats how often it actuall worked! There is no support, and patches are few and far between and seem far more intrested in updating DRM than fixing game issues.

    2) DRM. This is the BIG reason. Every game I have bought has been FAR more of a headache to install and play than games I have downloaded. In fact, I tend to keep using the pirated versions even AFTER I have bought the game. I just install with the valid CD key. Again, far less headaches than using the included DRM infested media (Bioshock required me to reformat the computer to get rid of it's DRM, even after I uninstalled the game).

    3) Quality: Lets face it. Most of the games out there are crap. I ussually only play about an hour or two of a game before it gets deleted off my machine. As I am unable to take the game back to the store for a refund, I had better make sure the game is actually worth my hard earned cash.

    4) Cost: Games are quite expensive for what you are getting. No other application would give you such poor support, poor quality, and buggy software and still charge a premium price. The least one should expect from such a premium is technical support.

    Those are my reasons.

  144. Lack of reasonable ways to pay by DoktorTomoe · · Score: 1

    Not everyone has a credit card to whip out (in Europe, a mere 16% apply for a credit card, the others quite happily use their bank accounts). Some people got burnt by PayPal.

    Make it easy to pay.

    Get a working non-creditcard-based international payment system out the door, and I will happily but Indy Games - Either that or get your game boxed in a retail shop near me. This second option worked great for DefCon, which now belongs to my collection.

    1. Re:Lack of reasonable ways to pay by mcvos · · Score: 1

      Not everyone has a credit card to whip out (in Europe, a mere 16% apply for a credit card, the others quite happily use their bank accounts). Some people got burnt by PayPal.

      Make it easy to pay.

      The problem is: credit cards are exactly what makes it easy (though not necessarily safe) to pay online. The only reason I've got a credit card at all, is to make online payments. I got it for that explicit purpose, and as far as I can remember, that's the only thing I've ever used it for.

      I wish someone would make something better. In fact, there are better solutions, but they're all national, not international.

      Get a working non-creditcard-based international payment system out the door, and I will happily but Indy Games.

      I don't think Indy developers are likely to have much influence over international payment systems.

  145. give away the game but sell maps, levels, etc. by Weezul · · Score: 1

    A god indie game offers significant enjoyment for free but requires a paid license to access new maps, levels, quests, etc. Ideally you should also let others make maps, levels, etc. themselves, but offer convenient centralized distribution yourself. You must let people access their friends maps quickly, say by providing a private url for them to share, but then you capitalize on their maps by distributing them with your own.

    The point is you want people to remain intrigued both as players and creators. So your games continually changes outdating the pirates versions. And more importantly your pay version is much more convenient than pirated versions.

    --
    The Christian religion has been and still is the principal enemy of moral progress in the world. -- Bertrand Russell
  146. The "I hate copy protection" argument doesn't hold by Anonymous Coward · · Score: 0

    Consider Company of Heroes, metacritic's highest rated PC game of 2006. It and Oblivion cleaned up that year for awards enough nobody can sanely call it "shit"

    It had a demo at launch.

    It had no copy protection.

    There were (are?) more people playing the MP game warezed on the Hamachi "LAN" than the standard online system!

    When the expansion for CoH came out copy protection was added. If you have an internet connection you can automatically sign in (convenience, it's quicker than DVD validation!), but if you don't (e.g. laptop) then you fallback to traditional DVD verification.

    So even if you provide an incredible game that receives a ton of critical acclaim, has a demo, and has a ton of support from the developer, and has no copy protection, invasive or otherwise, people will still pirate it. In fact they'll *especially* pirate it if it is easy.

    The excuses eagerly posted here when people justify piracy don't hold up. The fact is some people are either poor (i.e. students) or highly technically savvy and find it more convenient to download than go to the store.

    Fortunately the 2nd group is shrinking as the growth of systems like Steam is making it so anybody can easily, legitimately, download a game via torrent.

    At that point there isn't much more money to be made from pirates since even if you could stamp out piracy they'd just find a different form of entertainment than games until they earn enough income to buy them.

    If you're in one group or another don't lie, you pirate because it's easy enough for you save $50 so you'll continue to do it regardless of what the developer does.

  147. a lot of pirates are kids with no money by Khashishi · · Score: 1

    Hell, I know I pirated stuff when I was younger, and I wanted games and couldn't just ask my parents for money to buy them. Even if I had the money, the computer store was too far away to walk, and nobody rides bikes in Scottsdale.

  148. Why I Pirate... by Anonymous Coward · · Score: 0

    to give a straight answer (yes i know there have been several allready). i would have to say that i pirate a game in order to try it when a demo does not exist or does not offer istelf up easily. case in point, several years ago metroid prime was announced for the gba, at the time i was pirating games like a manic obsessive squirrel on crack... i also am a big fan of metroid, so as soon as the rom was avaliable, i downloaded it, and played the entire game thru, i then being very satisfied with the work decided that the developers were well deserving of my money. i went to game stop to make the purchase, they told me it wouldnt be out for annother month or so, i reserved a copy and on the date of release made damn sure that i was first in line at my local gamestop to make the purchase even tho i did not have a physical gba at the time.
    i have done this on several occasions with several games another of them being the whole kingdom hearts trillogy, these games i also purchased when they became avaliable. (yup countem 3 two on ps2 one on gba, the gba one is more like 1.5 than a valid 2 this will acount for the minor confusion and terrible grammar involved with my reply).

    simply put i like to try before i buy, if i decide you, as a game developer, deserve my money for your brilliant work (penny arcade: on the rain slick precipice of darkness, i loved it you will too now go get it.)
    then and only then will i go and purchase your game.
    if however i play your game and decide that the game was a waste of my life and i want those hours back, i will not pay you. doom3 i am looking in your direction here, having to download a patch that puts a flashlight on every gun and my head is not a game that is worth money, i would not even counterfit the ningi coins needed to make one triganic pu with which to pay john carmack founder and ceo of ID gamges of dallas texas for that game.

    I Pirate Music Simply Because I Hate RIAA
    dont get me wrong i still buy music, but only after i download a couple of songs from the album and decide that the artist deserves money for their time and creativity. if it is just plain crap then i dont bother buying and i delete the songs of theirs that i pirated in the first place.

    i pirate movies because i want a digital copy of my movies so that i dont have to risk destroying my dvd hard copys due to multiple viewings and friends asking if i can brign it over so that we can throw it up on the projector, i firmly beleive that there is a vga in connection on said projector for a reason and that God had the makers put it there to enable people like me to instead of risk scratching or loosing my dvd's i can simply and safely plug in a laptop and play the digital copy.

    sorry for the minor rant.
    TAZ=out

  149. It's all in the price. by Touvan · · Score: 1

    $60 for a game you haven't played, and know little about is ridiculous.

    $60 for a game you have already played is ridiculous.

    How about $20 (Lost Planet on Steam) $30 (UT3 on Steam) for a game you downloaded the demo for, or are otherwise familiar with - or even $40 for a collector's edition, or a pack (Orange Box - although I got that through a promotion when if first came out for $25).

    I don't even own a PS3 or an XBox 360 precisely because all the games are $60, and that's just too much. And usually by the time they get cheaper (this goes for $50 Wii games too) I've already played them through other means (borrowed from a friend, etc.).

    I did buy Prey for $5 on Steam even though I had already played that (I would have payed $10 or $15 though - that's a good game).

    I don't care how much it costs to develop a game, figure out how to sell it cheaper. $60 is simply too much.

  150. You can't buy this sort of publicity. by Anonymous Coward · · Score: 0

    I like to support artists whenever I can. If anyone says games aren't a form of art look at the 3 main aspects of them - Storyline, Music, and Visuals.

    If I pirate music - most people never heard of the bands...hell I didn't know about them until I listened. I might download their cd, but if its any good, I'll be front row at their next show wearing band merch. I like to think buying stuff at shows cuts out those greedy middle men and more of my money goes straight to the talented folk doing the actual work.

    VIDEO GAMES. Its easier to find games if you pirate them. Go to your favorite torrent site, type in the name and Ooh there it is. Click... and a half hour later tops you'll be playing it. Now lets go over to ea.com or something. chances are you'll be looking around overly complicated flash menus with only the latest games having easy access. When you do find what you want you'll probably have it mailed to you (ea.com was just an example... maybe they have game downloads... i wouldnt know). So you drop say $50 on this game that you haven't even played yet. You try it out... WOW IT SUCKS! but oh well they got your money and won't accept opened package returns. reminds me of hellgate london...

    As for Cliff's work and other indie developers, If the game is good and I plan on playing it more than once, i would click your paypal button and definately buy a copy. If it sucks... well maybe someone will like it.

    I think piracy should be renamed free publicity. Lets face it, without it you're going to have a hard time getting exposed. Do you have the money to pay for a tv commercial? or how about a magazine ad? Are there any demo's out on the counter at gamestop? probably not.

    the RIAA gives pirates a bad rep. but if it wasn't for that kid that really liked your game/movie/band and decided to share it on the internet, your audience would be a fraction of its size, not to mention the profits from the people who DO buy games after they pirate them.

  151. Here's some good ideas. by scorp1us · · Score: 0, Flamebait

    The only game I ever bought was Quake (1). Yet I've played many more. Lately, I've not been playing much at all. Here's how you can get me buying games again:

    1) I'm [still] waiting for the Orange box to go on sale. Fun games are always fun. This is game play over technology. There's not a lot to do about this one.

    2) The last demo I downloaded was Bioshock. It was good but I had issues with my video card. (I think my hardware was at fault, but I'm not ready to replace it.)
    a) Why not allow in-game downloads, to convert the demo to the full version as you play?
    b) If we have incremental level loading, why not just have us play for as far as we get. Let's face it, I suck at a lot of games. I don't finish most of them. Why should I pay full price? Charge me per level, first level is free, with a price cap.
    c) With incremental levels, there is no media to protect. Given multiple paths (plot choices), no one can have a full copy of the game until the game is completely beaten. The downloads can also be coded per computer so they can't be copied. Also, this puts pressure on some really fantastic levels. This way the game doesn't open strong, then fall apart after level 3. When you're paying per level, we'll get our value or stop p[l]aying.

    d) While levels are nice, I really only ever play at LAN parties. Making network-only versions (pricing and lack of levels). I've dabbled with some single player for a few games, mostly to just get good at multiplayer. Having cheap or free multiplayer play is a great way to get us interested.

    Finally, this isn't about piracy, but please for the love f god, have a common key-binding system between games. I've been playing FPS for over 10 years and I've always used the same key bindings whenever possible. It would help if it would take my common key bindings automatically so I can jump right into game play.

    --
    Slashdot's rate-of-post filter: Preventing you from posting too many great ideas at once.
  152. From the mouth of a slew of pirates by RaigetheFury · · Score: 1

    Cliff, if you want to beat pirates... it's very simple. Give up.

    1) No DRM. It does NOT work. Ask me a game.. ANY game... and ill find it for you in a torrent for download that has it broken already. I mean seriously... what's the record on copy protection lasting? 2 weeks? How much did you invest in whatever schema it was?
    2) Make DAMN sure that the cracked version of your game isn't superior to you own. Having to call a server everytime you play is stupid. Having to have the disc in the drive is stupid. People pirate games exactly for this reason.
    3) ASSUME that your customer base are fun loving gamers. They WANT to play your game and are happy to pay for it. There will ALWAYS be the criminal element or college students to broke to pay for your game. That's a fact of life. You'll spend more money trying to fight them than anything. Lets say your game gets popular via pirates... there's a huge section of those people who when they hear your game rocks will BUY IT.
    4) Keep your price lower than your competitors. $49 is way too much now. I don't even buy a game until it's under $30. It's not worth it to me and yes I'll pirate if I get tired of waiting for the price to drop. I know you need to recoup the development costs but do it by offering digital downloads of your game. NO CD required!!! Most people don't give a damn about the crap in the box or the box. Most of us just want the game. Steam had a great idea unfortunately it's slow as shit.

    The world is telling you that they aren't going to put up with merchants violating any of the above. They don't have to. If you aren't willing to give us the product how we want it... we'll take it. While that may be wrong to you... it's right to me. I WANT to pay for your products... just make it worth it to me. You'll save money in the get go.

  153. Pirate friends by Brandybuck · · Score: 1

    I have two friends who pirate games and other software. Why? I'm not sure, but it's not money, ease, ideology, or anything like that. I think they just like being pirate.

    Norm is a software pusher. He pirates stuff because he can. He's always trying to push software on me. "It's Vista man, you use Vista, here have some Vista. What? You don't use Vista? What do you use then, I can get it for you! FreeBSD? What's that? Never mind I'll get it for you. Free man, all free!" He also downloads movies. "Spiderman III man! Spidey3! Don't go to the theater they just want to take your money. Here look, I've got it on my iPhone. Look! [tiny 2" screen showing the back of people's heads in some Hong Kong theater]"

    My other friend is more into movies. He subscribes to NetFlix 8 at a time. Yes, 8 at a time. Every one he gets he immediately rips and mails back. He has a rack of harddrives with ripped movies, and a case of DVDs with ripped movies. HE DOESN'T WATCH THEM! He just rips them in case he might want to watch them in the future. He doesn't have a lot of money, but for the number of movies he does watch, he can drop down to a $11.99 subscription instead of the $47.99 he has now. So it ain't the money.

    --
    Don't blame me, I didn't vote for either of them!
  154. Inflated Market by HerbanLegend · · Score: 1

    I think the problem of piracy is basically a problem of perception from the Business Community. They have become convinced over the years that there is this huge market for DVDs, or Games, or CDs, or whatever, but the reality is that the market isn't quite a big as they think. For people with lots of money - for whom purchasing a DVD or a CD or a game is inconsequential, piracy is actually harder than just buying the media. For those of us who have only a limited amount of money (certainly I fall into this category), I would never consider buying a $50 game, unless I really felt like my life wouldn't be complete without it. I feel the same way about most media today.

    I haven't bought a CD or DVD in years - at least not for entertainment. I actually have bought a few bits of media, but only because I felt so strongly about them that I felt I needed to support the artist or idea behind it. If pirated versions of more "vanilla" media weren't available, I would probably just go without these things - God knows I have more important things to do that sit around playing games or watching idiotic films.

    So, in summary, I suppose my feeling is that the "sales figures" that media companies think they've lost to piracy probably wouldn't have been "sales" anyway. Many of us simply drink from the pop-culture waterhole more often than we could really afford to if companies were getting what they really want for this entertainment media.

  155. Games that expire by tepples · · Score: 1

    I wait until the games been around a bit, been patched up, thoroughly reviewed, and drops in price.

    In some cases, by the time the price of a game has dropped, the online community for the game has largely evaporated, or perhaps the publisher has even unplugged the matchmaking server.

    1. Re:Games that expire by thermian · · Score: 1

      I don't much like any online game except for quake 1, and that's still going strong.

      I get what you mean though.

      --
      A learning experience is one of those things that say, 'You know that thing you just did? Don't do that.' - D. Adams
    2. Re:Games that expire by TheRaven64 · · Score: 1
      I have no idea where my Quake 1 disk is anymore. I installed the game on DOS. I took it with me to Windows NT, then to FreeBSD, then to PowerPC and finally x86 Macs. And it works on all of these.

      Quake 1 is the perfect example of a game that was a good investment. It was something like thirty quid new and I still occasionally play it. Half Life started well, but I haven't played it since a few weeks after they introduced Steam (and can't anymore because I don't keep a Windows box lying around).

      --
      I am TheRaven on Soylent News
  156. Steam seams to have defeated pirates years ago by Anonymous Coward · · Score: 1, Insightful

    How many people play cracked counterstrike? I know I used to play 1.5 cracked, and damn it was a bitch to setup. Sure it is an online game and for the most part the new online games seem pretty secure. Even half-life 2 was so much harder play cracked than any other cracked games today. I still know some computer nerds(./ readers) who play hl2 cracked, but the majority of gamers would rather buy a game than have to go through the hassle of changing your hosts file and going through a multi-step process.

    I know they got a bad rap for all the overhead steam uses.... but come on if you're running SP2 or vista your 'upgraded' OS uses vastly more overhead.

    Not only did they mostly defeat piracy of their games they also offer great benefits to buying a legit version. You can download and install steam to any computer you use, anywhere in the U.S. from my experience. You can download all your games, there are no crazy DRM limitations. They also have great deals on games, I know I bought the orange box for like $70, and it was 5 games or something. They drop their prices pretty quick, and they are the only company I would PURCHASE games from.

    I don't often hang on to my old cds or dvds of video games and without steam I would have lost halflife 1 and conterstrike everytime I upgrade to a new computer or need to reinstall windows.

    Why doesn't anyone else get a clue and offer gamers what they want, cheap games, the ability to download it as many times as you want from anywhere you are, on any computer you have access to.

  157. Did I miss a memo? by deblau · · Score: 2, Informative

    The reason people pirate games is because getting games for free is cheaper than paying for them, and because of the thrill. People have been sneaking into movies for years -- it's no different.

    --
    This post expresses my opinion, not that of my employer. And yes, IAAL.
  158. Who defines what "crap" is? by Anonymous Coward · · Score: 0

    if you buy something and determine it's crap, you can just return it.

    So with ethereal products like movies or videogames who's to determine what's crap and what isn't? Some people's crap is other people's gold.

    Also, there's a big difference between tangible and ethereal merchandise. When you return tangible merchandise it can be restocked and resold, and you're no longer using is, but with ethereal merchandise like a movie or a game, once you've enjoyed it (crap experience or not) you've finished with it. Methinks you're just labeling something crap after spending time with it and just want a free ride.

  159. I used to play pirated games. by Anonymous Coward · · Score: 0

    And spend most of my disposable income on buying games.
    And it wasn't rare occasion, that i pirated
    A GAME then when A GAME 2.0 came I bought it from the store because I liked the original.

    Then I stopped using pirated software.
    About same time I stopped buying games.

    Don't we all love the OSS software, no more need to buy games. Some people will make some free games and then you play them legally without need to spend a dime on games.

  160. What a bunch of fakers by Anonymous Coward · · Score: 0

    WOW.

    I always thought commercial game developers were exagerating, and that piracy actually helped small developers, but seeing the amount of replies of people on slashdot, a place that supposedly is visited by relatively smart and justice caring people, justifiying why they pirate a game makes it obvious that this is deep problem. It's part of the culture.

    If you really don't want to pirate a game, then just don't. No one is making you buy a game you don't know if it's good. No one has a gun behind your head forcing you to play a game.

    To everybody who tries to justify 'why they have to *play a game*' just doesn't has high morals. Be honest to yourself and accept it. You'll probably feel a lot better knowing you are not adding being a hypocrite to piracy, and you might stop caring about piracy after accepting it.

  161. DRM screws up my computer by d3am0n · · Score: 1

    I just got sick of the DRM honestly. I used to buy a ton of games but then crap like Doom III started ordering me to delete legitmate software like clone CD etc from my computer. It's a video game, and being told what other software I can or cannot have on my machine by a bloody game is quite frankly, uppity. Not only that but all this garbage where companies kept hopping into bed with stuff like securom which has this overly complicated and in alot of cases technical show stopping problems made me never want to put legitimate copies onto my machine. I just got really tired of these DRM things telling me what to do, or trying to take control from me to do their own thing and being a pain in the ass. I don't want to pay money for a viral infection on my machine, which is exactly how some of the DRM out there acts. Plus the pirated versions have a tendacy to run alittle faster, and not require cd's. It's 2008, everyone knows that popping the cd in and out of the machine is just a ruse and the only reason for it is that the developer left in chunks of code telling the game to ask for a cd it doesn't actually need to function which just slows things down for no reason. I figure if all I'm going to do when I buy a game is go download and run the pirated version since it's superior, then why the hell go through the hassle and cost of plunking down the money just to go get the pirate version anyways? It wasn't always like that though, it's been more of a slide into never paying. After I got tired of running the legit copies and the crap that came with it, I started to crack the games after buying them. Then I started to clean up all those stupid DRM files or render them inert everytime I'd buy a game and install it after cracking it. Then I'd start to just ditch the game version because the DRM couldn't be removed so while I'd buy the game, I'd install a pirated version. Soon I just got completely fed up as going legit was such a complete pain in the ass for abunch of useless cd's I never even would touch. As more and more companies have clamped down harder and harder on piracy, it's made it really obnoxious to just buy something as fickle as a time wasting video game. I think game companies have over estimated exactly how much we care about their product, it's something to kill time after work, it should NEVER be telling me what to do or trying to take over my computer. If the game industry would pull it's head out of it's behind and throw the gears in reverse and treat their customers properly and professionally, they might find more customers again.

  162. Cost and convenience by realmolo · · Score: 1

    Mostly cost. Games aren't worth $50 or $60 dollars. They just aren't. There's not enough entertainment value in them. Luckily, if you are patient, you can wait for the price to drop to something more reasonable, like $30 or less.

    Add to that that the pirated/cracked version is EASIER TO DEAL WITH. The original Xbox really demonstrated this. Soft-mod your Xbox, and you can rip all your games to the hard drive, and never have to deal with load times or scratched disks again. On the PC side, cracked games don't require the CD in the drive.

    I understand that games are expensive to produce. But so what? Movies are more expensive to produce, and yet, even brand-new, "triple A" movies costs $25 when they get released on DVD. Yeah, they sell more copies than games, which lets them price them cheaper, but again, so what? Make games that more people want to play. Sell them for $30. Leave all the copy protection off. Watch profits soar.

    I'm sure that the various game publishers have done the math on all this and determined that they are charging the optimal price for their software, but I think they're wrong. Make it cheaper, and people will pay for it. Right now, software of almost all kinds is too expensive to fall into the "impulse buy" category, and that HAS to limit sales.

  163. Why I don't buy or Pirate by Anonymous Coward · · Score: 0

    Thought of a third category... why I don't buy or pirate some programs at all.

    - The game/program is not that good, incomplete, or could be done better. Atari lost a lot of sales to Activision, Parker Bros. and Imagic because of that.
    - I can't handle or don't like the system, requirements, some games use a lot more added components than they really need (Vista/DirectX 10 comes to mind as late) I know many just don't want Vista. Publishers should be very cautious on implementing some new fad (or marketing based) technology. Trying to limit your code base to tried and true libraries and components will probably help sales in the long run. Bought some clip art library CDs to use via Linux, the data files were enclosed in .cabs, required me to install some proprietary Windows app to use - the disc went into the trash. Will never buy one of those again.
    - Cross platform (document format, internet or network related) at work it's gotta work with everything, Windows, Mac, and Linux, it it doesn't - it's not really advanced or capable of long term usage thus not worth the effort to deploy in my book.
    - Lock in - If it ties you to something proprietary (format, protocol, subscription, service, etc.) is just like a bad loan, sure it's great at first bunt in time you get hit hard with all the strings attached and you end up really screwed in the end. No thank you. This goes for DRM / net validation. (candidates: Apple iWork, MS Access, etc.)
    - Crapware/Adware - you know all those e-games CDs? filled with "free" software that is mostly ads for 'full versions' of the games as well as some adware/spyware/malware requirement during installation. Authors: be careful on choosing your distributor!
    - Bad history/Track record - Fail me once: shame on you, fail me twice: shame on me ("20+ years of MS products on Mac" says it all)

  164. Why? by DaveV1.0 · · Score: 0, Flamebait

    Because pirates are cheap, lazy, selfish scumbags.

    There is the answer to "Why".

    --
    There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
  165. Easy! by moore.dustin · · Score: 1

    This is an easy one and is true in nearly every aspect of the web where good people do bad things.

    Anonymity breeds immorality. People know they will not be caught, so they steal it. Suppose a different application and it becomes apparent. Take for example a grocery store that we all visit with frequency. Now imagine that if everyone went there knew that if they simply filled up the cart and wheeled it out of the store they could get everything for free and they would never be caught for whatever reason. Now imagine if everyone knew this and knew that it was true - how many people would skip that checkout counter?

    The answer is 95%.

    Game developers should stay muted on the issue because the more they talk about it, the more people find out they can do it and the problem snowballs. There is no answer where anonymity is ensured. Most people are only good people when eyes are upon them to pass judgment.

  166. Mod prevention by Anonymous Coward · · Score: 1

    As a game developer, I don't bother with copy protection. In fact, we released a game that had zero copy protection on the full version, and it was still pirated. So yeah, basically pirates are just jerks that do it for shits and giggles.

    What I've been more interested in lately is just modification prevention, not copy protection. As I've discovered that most game mods are crap and made by people that have no concept of game design whatsoever. If they want to shit up someone's game, it's not going to be mine.

    I mean, seriously? Mods aren't really an excuse to get a PC Version over a Console Version. Most if not all the mods for Oblivion are 'rebalance' mods, aka people trying to turn the game into one it is not (and once again, they have no concept of game design).

  167. The ultimate reason: Monies by Anonymous Coward · · Score: 0

    Specificly my lack of them.

    If I don't pirate them, I don't play them at all. Is it worth having more users at no elevated earnings?

  168. your games suck by Anonymous Coward · · Score: 0

    if you are looking for reasons they aren't selling don't blame pirates, I seriously doubt anyone who even pirates your games plays them. They're really bad... like 1992 shareware bad.

  169. I don't play any pirated games right now. by dreemernj · · Score: 1

    In the past when I downloaded cracked versions of games it was to 1) try them out first and/or 2) get a version I was able to mod after purchasing the full version.

    This guys games have demos and are built to easily be modded. So I would never pirate them. I also have little to no interest in them. They look like games intended to be teaching tools in classrooms more than anything else.

    My guess is people pirate them just to do it for fun. Or because they want the full game to use in their classroom and they are underpaid teachers that don't want to shell out the bucks themselves.

    --
    1 (short ton / firkin) = 89.1432354 slugs / keg
  170. It's my belief.. by X86BSD · · Score: 1

    The reason people pirate, and I think if everyone who has pirated software or movies or whatever is honest will admit, is because of price. The free market revolves around pricing being based on what the market will support. Look at Photoshop or Windows. I argue the two most pirated pieces of software out there. For them both people are faced with two options. Pay the TOTALLY over inflated price of the product, or steal it. Software has gotten away with pricing whatever it wants since its inception without regard for the market. There is no PS alternative. And since softwares inception people have been pirating. To me this is pretty obvious. Software is grossly over priced and some people are choosing to steal it. I bet if you reduce the cost of windows or PS to $10 or less piracy becomes almost extinct for those applications. Thats my theory and I bet it would be true. I know people want to be compensated for their work. I have no problem with that. But I don't believe you can be pricing your software for hundreds of dollars and not expect people to "vote with their dollars" and just steal your work because you are ignoring the market and super inflating the value of your software.And that is what piracy is imo it's people telling you your software is SUPER inflated in price and not worth it so either lower the price or accept piracy. I think piracy and price are directly related. This is my opinion but I am willing to put money on it being valid.

    1. Re:It's my belief.. by Anonymous Coward · · Score: 0

      It is true. My college offers the big Microsoft software for $5 a piece. Sure I could download word, but for $5 I get a CD key that allow me to get updates and a shiny CD so when I need to reinstall, I don't need to spend time downloading.

  171. Math by mordejai · · Score: 1

    I can't speak for the US or Europe... but I can tell you how it works in "developing" countries like mine.
    It's just simple economics:
      * A computer here costs about 50% more than in the US because of import taxes.
      * The salaries are about 30% of those in the US.
      * This means, in average, it costs a whole month's salary to buy the cheapest desktop PC you can get (about u$s 600 including the monitor)
      * Then, the reasoning is "I've paid a LOT of money for the computer. No way I'm paying for the software too!"

    I used to think that way until I discovered Free Software.
    Now I don't use unlicensed software, but I don't buy it either (I also earn a lot more than the average, but I don't spend it on software)

  172. I don't buy games by ichigo+2.0 · · Score: 1

    Games these days are becoming so crappy that I actually read user reviews before deciding if I want to *pirate* a game! And even though I do that I still end up downloading doozies like NWN2. Not even brand loyalty helps nowadays, with Bioware putting out games like Mass Effect.

    I mean seriously, what's the point in a "role"-playing game where the role you play is predetermined and the only control you have over the plot is what your character says? And even then all the other characters ignore everything you say and continue on their predetermined plotlines. No wonder they put lots of enemies in the games to kill, because the player will be pretty pissed after being treated like nothing in all of the dialogue!

    Another problem with games today is their level of difficulty. I don't know if kids today have low esteem or something and need to complete a game on the first try, but it doesn't really give a sense of accomplishment to win in games where the difficulty comes from keeping yourself from falling asleep.

  173. Piracy by log0n · · Score: 1

    A person pirates because they don't want to pay. The reason for not paying varies, but that's all it really boils down to.

    From my own experience.. the closest I've ever really been to outright pirating (I think this counts) was continuing to use academic software I purchased after I left school (not for money or work or anything.. just personal use). Years later, as happens to most of us when we age, many of my hobbies/interests/goals have changed. I no longer pursue those 'avenues' facilitated by the software I purchased.. but if I ever decided got back into it, I'd reinstall that software and continue to use with no qualms (as long as I can get away with not needing whatever new features are available - probably) - even though I'm not supposed to now that I'm WAY beyond my academic years.

    If I was using as part of my livelihood or for other professional purposes, I'd definitely buy. But really, I have no desire, nor could someone convince me to rebuy my software to regain legitimacy. I have the money for it, but I just don't see the point in replacing what I already bought once (the discount allowed me to purchase over doing without).

  174. Different Types of Pirates by Jekler · · Score: 4, Informative

    I identify most with a group which I'll label "The Conditional Pirates". Pirates who see a critical flaw in your product. They can be converted to sales, but you flubbed something significant that's a barrier to their willingness to buy. Game lacks crucial features or was abandoned.

    The flaws I notice the most which will prevent me from buying is overzealous tamper protection (like GameGuard, PunkBusters, etc.) which somehow restricts my use of software which I paid for (or would have). As a Linux user I'm particularly offended when developers use tamper protection to make sure I don't run their program in Linux. Once I pay for their software, they shouldn't care or have any say over which computer, operating system, or environment I run it in. Because of that, I won't pay for software which will police how I use it after I buy it.

    The other flaw is abandonment of a game. Buying a game comes with an expectation of support because game developers ship games fully aware of the many bugs it contains and intend to patch them later. When I buy a game, I'm not given the option of "abandoning my payment", but game developers/publishers choose to abandon each game at an arbitrary point, sometimes that point is acceptable, many times it's not, and pirating games is really the only weapon people have against abandoned game rot.

    If you build a relationship based on lies and deception, expect it to go both ways. Game developers/publishers lie about the fitness of their product, and the consumer lies about their purchasing status.

    A few specific cases:

    Shadowrun (Windows Vista/XBox 360) - Released June 2007, Abandoned September 2007. Company closed a few months after release, the game still has many critical bugs that lead the game to have about a 20% crash rate. There are no game servers, it's entirely peer-to-peer so the company was able to wash their hands of this mess 100%. Take notice, the game developers felt no obligation to let players know they closed the studio and abandoned the game. For 8 months after the release, the game's web site still had information leading people to believe it was a vibrant an active game supported by the company with a message that you could "play against the developers!"

    Giants: Citizen Kabuto - Released December 2000, Abandoned immediately upon release. I bought this game on the day of the release and the game's link to play online brought you to a web page which said they had changed their mind about supporting online play, and recommended you give Gamespy Arcade a shot if you want to play multiplayer. To make a decision to pull a game's support on or before the release date is shady by any definition. It didn't stop them from talking up the multiplayer features on the box or on their official web site.

    Tribes: Vengeance - Abandoned upon release. The company even stated in future messages on the forums that support of the game was conditional on the game's success. They knew the game had a lot of flaws when they released it, and even completed development of a patch, but decided not to release the patch because they didn't see a future in supporting the game. That's real hard for my mind to process. That they would actually pay for a patch, get it, and decide not to release it for spite of poor sales. Their refusal to release a patch they had already developed was nothing short of malicious.

    When game developers are so willing to treat customers maliciously, why should I feel like I owe them something? To address the argument that "My company doesn't screw people like that..." As an industry, developers and publishers who do screw people aren't ostracized by the ones who don't. The first time Vivendi Universal screwed people, every development company under their umbrella should have turned their backs on them. It should have become virtually impossible for Vivendi to stay in the industry. But companies which have poor practices aren't ostracized, it's seen as business-as-usual or a "toug

    1. Re:Different Types of Pirates by magus_melchior · · Score: 1

      I know it seems counter-intuitive, but having your source code available doesn't mean people won't pay for your deliverable...
      As a matter of fact, given the increasing complexity of modern games, having the source available means that only the most dedicated of pirates will try to compile and sell his own rip-off. The only thing that prevents many game dev houses from using open source methodologies is the fact that the algorithms contained in the code are still very valuable to developers (and are therefore protected by NDAs and the like), and the big publishers have adopted many of the media distributors' (RIAA, MPAA, BPI, etc. member companies) views on digital copyright. I'm pretty sure the big guys are BSA members, so that should say a lot.

      The one problem I see, however, is that open sourcing can kill a small developer looking to make money off his product. Most small fare games are nowhere near the size and complexity of big-ticket games, so if the source were available, all a competitor or jerk has to do is fetch it and make himself a rip-off to sell at a lower price, or flood the market with free clones. In such a scenario, I would keep the source and artwork closed, but give the game away with as few restrictions as possible. Offer direct support for a small fee, or sell expansion packs that add value, or (if it's a Flash game) stick some ads near the game. Heck, you can take id's cue and give the engine away (assuming it's really snazzy), but keep the artwork and story of your game proper. If the game is fun to play and doesn't handcuff the players for wanting to play, you'll be asking yourself how to handle all the legit customers rather than piracy.

      Seriously, if you're a small-game developer, or one of scores of bit players, you can't afford the "churn" business model, which is the only model copy protections can encourage. The idea that equates a copy made without payment to a lost sale is a myth.

      --
      "We are Microsoft. You shall be assimilated. Competition is futile."
    2. Re:Different Types of Pirates by Jekler · · Score: 1

      "The only thing that prevents many game dev houses from using open source methodologies is the fact that the algorithms contained in the code are still very valuable to developers..."

      That's wrong thinking on their part. Algorithms are basic components of software, they're only valuable in an academic sense, they shouldn't be something a company needs to guard.

      "...if the source were available, all a competitor or jerk has to do is fetch it and make himself a rip-off to sell at a lower price, or flood the market with free clones..."

      That's the key scenario many people fear about open sourcing their software, but it's not grounded in reality. There isn't a single example of that ever happening because it's not nearly as simple as it sounds.

      Closely guarding source code and artwork seems like a natural response because we instinctively horde the things we believe are most valuable. When it comes to open source software, it is not our instincts that are wrong, but our assessment of where that value lies. Our ideas are far more valuable than the resources which go into them. Production/construction is grunt work; when you need a door installed, anybody with a screwdriver will do the job just fine. The value lies in the design and vision, you can't seamlessly replace the designer or visionary without losing something. Steve Jobs is the perfect example of this. When he left Apple, the company still had every technical resource, every piece of source code, every ounce of sweat that anyone who had ever set foot in the company had given them, but without their designer, they really had nothing at all. If they thought the company's value was in all the source code they had amassed, a decade of steady downfall should have been a rude awakening.

      A fear of open sourcing software is akin to fearing that if you tell people the route you take to work, anybody will be able to steal your job. If your route to work is one of your most valuable assets, or even a significant asset, you have a big problem. Source code is just a set of instructions for how to arrive at a particular place, and there are an infinite number of instructions which will give you exactly the same result. How you got there is immaterial, more important is your understanding of why you're there and your knowledge of what to do once you're there.

      It's an important point that bears repeating with a different analogy. There are millions of web sites which will tell you the recipes for every single menu item at McDonalds, KFC, Burger King, Subway, and every other restaurant. But people still go to these places. A lot of them have long held (like KFC) that their 'secret recipe' is what people like. It's not. Do they honestly believe that the millions of people who go to KFC every year do so because they're incapable of making their own, good tasting, fried chicken? They could give their recipes away on index cards with every order and they'd still have a line out the door for the next century.

      A small developer has a lot to gain from open sourcing their product. The one thing they lack is manpower, and making it possible for the world at large to help you out and fix problems that your small team doesn't have the time or resources to deal with should be a huge incentive. Yes it's scary, especially when you believe that guarding your carefully typed source code is the only thing your company has going for it. The truth is, that source code isn't valuable, no matter how much you might believe it is.

  175. Clouding the facts, aren't we? by Bluemumba · · Score: 2, Interesting

    Lets face it. When you download a pirated game, you're not doing it for copyright reasons, philosophical reasons, or even ethical reasons. Trying to rationalize one's behavior behind "acceptable" reasoning is pretty bad, and I can guarantee 99% of the people who claim they "buy the game" do not.

    Don't be ridiculous... people pirate games because they cost money. I've pirated plenty of games, ever since I was a teenager--why? Because I didn't have the money to buy them. And what's easier, paying money for a game, or not paying money for a game? Seriously, do you really think sites like GCW et al exist because people have huge personal issues with DRM (that are apparently circumvented by theft) or because demos don't exist? Be realistic. Don't hide behind false reasons.

    I'll be perfectly honest, since it seems people don't want to be. I'll buy games that I know I'm going to enjoy--I own all the HL2 expansions, TF2, etc., because I enjoyed their successors and had a reasonable expectation that their sequels would be equally good. It wasn't a risk I was taking--it was a sure thing. And even though most of the people posting here won't admit to it, I have the feeling that its that uncertainty--whether or not one will enjoy a $50 game--that makes people more willing to pirate than to take a monetary risk.

    Not to mention one of the same excuses I used to hide behind--regardless of whether or not I'm going to pirate the game, if I wasn't going to buy it anyway, is the company really losing money on me?

    1. Re:Clouding the facts, aren't we? by mcvos · · Score: 1

      I can guarantee 99% of the people who claim they "buy the game" do not.

      no you can't, because you don't know 99% of the people who claim they "buy the game". Speak for yourself, please.

      Seriously, do you really think sites like GCW et al exist because people have huge personal issues with DRM (that are apparently circumvented by theft) or because demos don't exist? Be realistic. Don't hide behind false reasons.

      Are you saying that nobody has ever had any problems due to DRM? I have on several occasions downloaded no-cd cracks just to get around those unnecessary, annoying, and occasionally broken CD checks. No-cd cracks are quite popular, even when they don't include an entire copy of the game. Many people don't mind paying for a good game, but they do mind paying for a game that makes a special effort to annoy them.

      I'll be perfectly honest, since it seems people don't want to be. I'll buy games that I know I'm going to enjoy--I own all the HL2 expansions, TF2, etc., because I enjoyed their successors and had a reasonable expectation that their sequels would be equally good. It wasn't a risk I was taking--it was a sure thing. And even though most of the people posting here won't admit to it, I have the feeling that its that uncertainty--whether or not one will enjoy a $50 game--that makes people more willing to pirate than to take a monetary risk.

      Isn't that exactly what a lot of people are saying? That they don't want to pay $50 for a game that they might not enjoy, or that might not work properly, or that might annoy them with its DRM?

      Trying before you buy reduces that risk.

      Not to mention one of the same excuses I used to hide behind--regardless of whether or not I'm going to pirate the game, if I wasn't going to buy it anyway, is the company really losing money on me?

    2. Re:Clouding the facts, aren't we? by grumbel · · Score: 1

      Seriously, do you really think sites like GCW et al exist because people have huge personal issues with DRM

      Ever tried to run a game in Wine? A visit to GCW is often the first step in getting it running, since copy protection is the one thing Wine doesn't properly emulate. Now that is certainly not the only or the major reason why people use GCW, but its one of many quite legitimate uses. Also never underestimate the convenience to not being forced to have the DVD in the drive to play the game.

    3. Re:Clouding the facts, aren't we? by Bluemumba · · Score: 1

      Trying before you buy reduces that risk.

      Isn't that the risk of an open market? I don't know if I'm going to enjoy the Tiramisu, but do you think I'd be within my rights to demand a dessert, and then only pay if I enjoyed it? Because that's essentially what you're saying is a valid reason.

    4. Re:Clouding the facts, aren't we? by mcvos · · Score: 1

      Trying before you buy reduces that risk.

      Isn't that the risk of an open market?

      It's the risk of a non-transparent market, and lack of transparency makes a market less open.

      I don't know if I'm going to enjoy the Tiramisu, but do you think I'd be within my rights to demand a dessert, and then only pay if I enjoyed it? Because that's essentially what you're saying is a valid reason.

      There are two big differences between tiramisu and computer games. Firstly, tiramisu is something phisical, and therefore subject to scarcity (which information like software isn't), and secondly, tiramisu generally doesn't cost you $50. You can try tiramisu quite cheaply once, and if it turns out you like it, you can go ahead and spend $50 on tiramisu over the course of a year, knowing that you like it.

      A different business model that would also reduce the risk to the consumer is a cheap subscription model: pay $2 a month to play the game, and if you like the game enough to play it for two years, you still end up paying $48, but you pay that money knowing that you enjoy that game.

      (Ofcourse a subscription model like that wouldn't work for a lot of people in a lot of circumstances either, and would make most sense for online games.)

  176. Pirates don't really deliver products though by Anonymous Coward · · Score: 0

    Pirates deliver a more convenient product at a better price.

    Pirates don't really deliver products though; they repackage other people's products. You can't have an ecosystem that just has parasites; it has to be mostly producers.

  177. Steam and Blizzard have the right idea by lord_sarpedon · · Score: 1

    I'd gladly pay for more games.

    Some games I'm not so sure about. Perhaps no demo. Maybe the demo is too short or is missing too many features. And in my experience, most of these that I'm not sure about end up getting deleted or forgotten about not long after install - a lot of times I'm left feeling glad that I didn't buy the game, but not necessarily at any fault of the developer. Different tastes! And yes, that's what demos are for. But if the demo doesn't exist or doesn't tell me enough, a no-effort pirated copy is a hell of a lot easier on my vague mental relation with you as a developer than, say, buying and attempting to return it with a BS excuse.

    And no, I won't claim that I run out and buy it the second I decide it's worth the money. It's just too damn convenient NOT to, and a lot cheaper as well. (Though I'd feel a bit more generous for an independent title)

    It's all about making the process terribly convenient at all stages. Steam and Blizzard have decent systems in place.

    -Bittorrent is good. Blizz uses it for WoW patches to great effect. They don't care about piracy of course, but it's still a good alternative to pressing DVDs. All it takes is some web seeds with Akami or such.

    -Re-download is good. One can download WoW and expansions by logging in to the WoW site. One can get Steam games on any computer, just have to download Steam. Would you rather me torrent it when I lose the CD and contribute ever so slightly to less legitimate piracy?

    -Activation and CD checks are bullshit that make us look for cracks. It's too easy to lose the CDs, and we all know what happened with Bioshock.

    -Preloading is good. Blizzard does this with patches, Steam does this with not yet released games. Yes, it's 1 month until ship. But let people place digital download orders long in advance - let them buy on impulse as soon as they play the demo. 99 percent of your assets will be the same on launch day as they are some time before.

    -Logging in to play is bad. WoW is excused, but not Steam games. Let us download it anywhere with one purchase, play offline as normal - add a check for multiplayer to disallow multiple copies online w/ single account # as seen in current games. Doesn't hurt anything really. Sure, it's terribly easy to download a copy just for a friend, but I would advise you not to care.

    -10 minute time limits on demos and such are retarded. Make it a good, solid demo. They can pirate at anyway and your bandwidth is dirt cheap thanks to Bittorrent - give us the first 25 percent. It's not like shittier demos with arbitrary constraints reduce piracy or increase sales. Yes, we know it's probably unfinished at the time of the _first_ demo. Release another one _after_ release. The polished one, bit identical up to level 5...

    Yes, you still need to press disks. Just come to terms with the fact that if it's good enough, it will be pirated, so don't piss people off in trying to think otherwise. Put your game online, embrace peer to peer, and take away all the little excuses pirates have stood by.

    --
    "Strangers have the best candy" -Me
  178. Meh by goldcd · · Score: 1

    I don't want my cc details buried into a game.
    I don't actually think there's really a need for DRM at all.
    Example I've always liked is books. High Street is full of shops selling them, Amazon built an entire business physically posting them - yet nobody bothers to copy them (well OK, not in 'the western world'). No reason it couldn't be scanned to a text file (cut the spine and shove it through a $99 OCR sheetfeeder and you'd be done in no time. That txt file could easily be sent to anybody on the planet as an email attachment, could be read on practically any computer/phone/PDA etc etc - yet nobody does it.
    Guess there are a few frontrunners in 'reasons why':
    People like books, they like picking them up, they like holding them, they like reading them - Now I personally feel that ties more to the 'contact with the maker' thing. Somebody wrote this book, their name is on the cover and now I'm reading their words. I'm guessing if books were uncredited and just had a serial number (or some other whim of mine), then people wouldn't quite feel the same about them. This is something that surely needs to be encouraged in the 'games' world (or for that matter any software).
    Books are cheap. Well OK the textbooks I had to buy when I was my poorest, were the most expensive.. but by and large they're cheap for the time and pleasure you get out of them.
    Libraries - never quite understood how they and the sale of books managed to co-exist. I mean you can walk into your library and walk out with the book you want to read. Bit more fiddly/time consuming than purchase - but definitely a lot cheaper... Do you think there are people that use libraries buy less books than those who don't? Are these the people that can't/won't buy books - would they all resort to piracy if libraries vanished - or just go illiterate.. oh questions questions.
    Anyway, where was I going on this one.. I'm full stream ramble now..
    Oh right - that's where I was. Audible. I love audible. I pay them £15 a month and I get two big audiobooks to shove on my ipod. I listen to them as I walk to and from work every day and I've probably got more books through my head in the last 2 years than the previous 10 (well OK, 5). Now maybe I'd pay a bit more for three books (occasionally I run out and may be forced to 'borrow' one from elsewhere). 4 books a month? 5.. No I mean I simply don't have the time to listen to them all. I mean with 5 maybe I'd quit playing something I hated but.. they'd just stack up and up. Back to games. I could pirate 5 game DVDs each night. I could pirate their games faster than they can make them. Now when I did pirate, that's what I would have done. I'd be downloading everything I could possibly get my hands on. I'd be archiving it on DVD, NAS, etc etc - it was more about the collecting - I physically couldn't have played all these games. I would however leap from game to game, play 5 mins, get bored and then onto the next one. Occasionally I'd hit a gem; The orginal PC GTA, Total Anihilation (both of which I rushed out and bought), Einhander, Puzzle Fighter etc anyway, point is the best bit of messed up world of piracy was you did get to love stuff nobody else had heard of. So...
    How about a subscription based model to games - either:
    Pay £x for a new game of your choice from Steam each month (plus 50% off if you pick up a second).
    Or Pay £30 a month and play any game you fancy on steam. I mean you just go hog-wild and play whatever takes your fancy. Now revenue sharing from this might be a bit strange - split up by hours you spent on each game? number of times you loaded it up? Review scores? Player review scores? Who knows - but it'd make the world a lot more interesting.
    I mean something similar is already happening with MMOs - DVD is given away free with months online trial. They're hoping to get you hooked and get those monthly fees. New Battlefield game is going to be microtransaction based. How's about £1 extra on your WoW sub, for £5 credit in Battlefield?
    A

    1. Re:Meh by TheRaven64 · · Score: 1

      If you google for a couple of words in the title of my book and 'download', the first hit is to a pirated PDF copy. Somehow, I can't get too excited about it. I opted to have no DRM on the digital copy, on the basis that it would just piss off paying customers and not affect pirates at all (PDF DRM is laughable even by DRM standards). Of course, I'd prefer people bought it. I'd also prefer people stopped me on the street and handed me wads of cash.

      --
      I am TheRaven on Soylent News
  179. My 2 â cents by Anonymous Coward · · Score: 0

    I'll try not to be flippant but i will be blunt.

    I had no intention of buying your game/movie/song before I pirated it, and now I have pirated it I have no intention of continuing to play/watch/listen to it.

    Let's take some recent examples that apply only to me.
    I pirated crysis. My pc couldnt run it... i had hoped that after the beta the performance would improve, but it didnt. I had intended to buy the full game when i got a pc good enough to run it well, for the multiplayer only, but then they bitched and moaned about low sales so i'll wait and see for this new thingy they are bringing out, but yeah...

    I pirate a heck of a lot of tv series' ... but then I watch them on tv again later... with the ad's... but i have to put up with the 2-ish years where every forum is full of spoilers if i dont pirate it right away.

    I pirated a cam of Hancock... i missed the first 10 mins of the film because I was late so i downloaded it to see those minutes.

    Specifically to Indie games. So many Indie games grab my attention but then repel me within an hour or so. I then feel really bad about wasting and time on that crap game when i could have spent it on a much better one. I will admit though, I often pirate games with the intention of try and buy, but then dont bother out of pure lazyness.

    Strange thing about pirates. Eventually we stop following gaming sites and that so the only way we find about new games is via the torrent releases. At that point, its easier to download the torrent then hunt for a demo. For many its just a matter of download it, maybe maybe not install it and actually try it.

    If I were you, which I kind of wish I being a programmer with just about enough sense to stay away from games development for selfish pay reasons and previous failures, i would not get hung up on the piracy thing.
    As long as people can pirate your stuff, they will. You are better off being positive and getting more people to try your games and buy them then try to punish pirates, prevent piracy and make people feel bad (wheter they deserve it or not). Maybe thats idealistic but thats just me.

    Great job on the publicity, wheter intentional or not. Gonna go check out some of your games now... no promises.

  180. My 1.5 cents after tax by M0b1u5 · · Score: 1

    Games in New Zealand are usually in the $120 range for new releases. Most new games suck donkey testicles. These are the facts. (Developers take note).

    I'll DL/Torrent the whole game before I buy.

    If it's a good game, and if I need a valid key to play online, and I see myself playing the game a bit, then I'll get online and buy the thing from an overseas supplier to avoid paying the retarded price in New Zealand.

    Mostly though, the games I torrent end up having 2 hours of game play, and then I'll dump it, because it's crap.

    Often, I spend a great deal of time looking for resources for the game online. Developers seem to think a 6-page PDF is enough of a manual for a game, but that's bullshit. Usually I have no idea how to play, and even finding out what to do can take hours. When this happens, and I don't find a really good fan-built resource or active online community which can answer my questions, then I give up in disgust.

    Tip for Developers: engage one of your DEV team to create a "X-HELP" web site, where X is the name of the game. Assume NOTHING when assembling the site. Treat a player like they have never played a game before. Make a link to the site from within the game.

    Try looking for Descent 3 Help, or D3 Help to see what I did for the old game. That's what's required (and more).

    Here's a tip: if you think your game is going to be predominantly played online, then give the game away for free, but charge for an online gameplay key.

    Here's some general tips for game devs to avoid fucking off potential purchasers:

    Don't disable normal functionality in a game. I swear, No wonder people hate paying for games when developers stops a scroll wheel from scrolling a list of options!

    When I click the EXIT GAME button, it's because I want to exit the fucking game! I do not want to see a stupid fucking dialog saying "Are you sure you want to exit the game?" Because I wouldn't have clicked the fucking button unless I was sure!

    Allow the game to run in a window for fuck's sake!

    Allow me to alt-tab out of the game without it crashing. AAAARGH!

    Don't fuck with my mouse settings! If my middle button is double-click then let me use it!

    Let me re-assign EVERY control in the game. I mean EVERY SINGLE ONE!

    Let me use any god-damn controller I want! If I want to use a Magic-Orb from 1996, then let me do it! If I want to use a steering wheel to play Quake, then that's my choice, NOT YOURS!

    Let me create customised commands using macros WITH A NICE INTERFACE.

    Don't make your game in OpenGL: ATI cards suck for GL!

    Let me turn off the fucking annoying splash screens and revolting adverts EACH AND EVERY TIME THE GAME STARTS. If you want me to pay for a game, stop making me watch adverts for the fucking thing! AARGH.

    Make it possible to disable an Antivirus scanner, or simply prevent scans from taking place when your game is running. How hard can it be???

    That's the easy ones. Good luck.

    --
    How many escape pods are there? "NONE,SIR!" You counted them? "TWICE, SIR!"
    1. Re:My 1.5 cents after tax by raynet · · Score: 1

      When I click the EXIT GAME button, it's because I want to exit the fucking game! I do not want to see a stupid fucking dialog saying "Are you sure you want to exit the game?" Because I wouldn't have clicked the fucking button unless I was sure!

      Better option would be to just exit the game IF the game status hasn't changed since last save, otherwise as if you want to save the game before quitting.

      Don't make your game in OpenGL: ATI cards suck for GL!

      Perhaps ATI should just fix their drivers.

      Make it possible to disable an Antivirus scanner, or simply prevent scans from taking place when your game is running. How hard can it be???

      This probably cannot be done as if a game can disable antivirus then viruses could do that too.

      --
      - Raynet --> .
    2. Re:My 1.5 cents after tax by mcvos · · Score: 1

      Let me use any god-damn controller I want! If I want to use a Magic-Orb from 1996, then let me do it! If I want to use a steering wheel to play Quake, then that's my choice, NOT YOURS!

      If it identifies as a mouse, sure. But you can't really expect every game developer to support every crappy, badly supported peripheral ever devised, can you?

      Don't make your game in OpenGL: ATI cards suck for GL!

      Disagree completely here. OpenGL is the open standard, soo please do support it! That goes for ATI too.

      Make it possible to disable an Antivirus scanner, or simply prevent scans from taking place when your game is running. How hard can it be???

      How is this the game developer's problem? Contact your virusscanner maker. Your complaint aren't very useful if you make them to the wrong people.

  181. Distribution by Anonymous Coward · · Score: 0

    It is not just the price, it is the distribution system.

    Your distribution point needs its own marketing team.

  182. An honest answer by tknd · · Score: 2, Interesting

    Here's an honest (non anonymous) answer:

    When I was a kid/teenager, pirating was preferred because:

    • I was poor and even if I wanted the game, I couldn't have it.
    • I had a lot of free time to do nothing better.

    Now there were still games I bought as a kid, but each game was after saving precious allowances over months just to buy a stupid game.

    When I was a teenager and working, pirating still occurred because:

    • I was still poor (money is not infinite).
    • I still had lots of free time to do absolutely nothing.

    However, I will say that legal purchases increased quite a bit for games that were better than others.

    Now that I am an adult, and working full time paying for everything. I can afford your crappy games but I know better, I know that most of the time your game sucks so I refuse to buy it unless I can try it either by playing it at a friend's house or pirating it and trying it. If there's a demo I'll try that. But if the quality (time spent for fun received) doesn't justify the asking price ($50 or whatever) then I delete your pirated data from my computer because it isn't worth my time. If it is, I will make a legal purchase to support you and your industry.

    Finally there is a phase for some poorer people where they pirate simply to pirate. They collect what they can get for free even though they never use it. It isn't the fact that they are playing your game every day and actually having fun. No, your data just sits on a hard disk somewhere but it is never read. Even if you prevented these people from pirating, they wouldn't buy your product.

    The other thing is most of the people pirating (as I've described above) simply can't afford your product. $50 seems like so little yet for someone who's working at McDonalds, $50 is probably a lot. Therefore these people would not buy your game either if they couldn't pirate it because they simply can't afford it either.

    So when you see a pirate, each pirated copy does not necessarily mean a sale was lost. Even if you stopped all pirating, you probably wouldn't get good sales, or even worse sales, because the pirates are no longer contributing to word of mouth marketing or hype.

    Finally, I will give you the trick to why this is so. If you charge a flat rate for your product, you are alienating out a certain markete while giving another market a price benefit. In a real market, people would not pay a flat rate, instead each purchaser would buy the same product at a different price based on their circumstances. So for example, if I'm as rich as Bill Gates, and I really really am a fan of your product, I probably wouldn't mind throwing you $1000 for your game because I really really like what you did and I feel that your game is worth $1000 I'm throwing at you. Now if I am a poor kid who gets lunch money from my parents and that is it, I'm not going to give you $50 even if I think your product is the shit. As a stupid and poor kid, I don't have the buying power to give you money. But if you lowered your price to $1 or even $2, as a kid, I might be able to make something worth with my birthday and christmas gift money.

    So if you are a game developer, sell your product at whatever price the target market you want to hit will pay. If you want poor people to buy your product, sell it for a dollar or two. If you want middle class people to buy your product (be warned, these folks don't have all the free time in the world), sell it for $40 or $50. If you want rich fucks to buy it, sell it for $100 or $1000. Finally if you want to sell to all three markets, then you're going to have to alter your product or marketing in some way: poor people can only download a copy of the game, middle class get a fancy box + cd/dvd + poster or toy, rich bastards get a 5 dvd set, autographed 'gold plated' dvd set and HD movie disk, etc.

    But don't come crying when it is obvious your marketing strategy sucks balls and you're whining because you can't deal wi

    1. Re:An honest answer by Anonymous Coward · · Score: 0

      "So if you are a game developer, sell your product at whatever price the target market you want to hit will pay."
      I did something similar when I was a kid shoveling snow for ppl in the neighborhood. I'd let the customer decide on the price. When they would ask how much, I'd tell them they can decide. I'd then shovel and knock on the door when done to ask for payment. I *never* *ever* had anyone give me $0.00, and actually did pretty well. I don't remember all the details (it was >20 yrs ago), but I know I don't have any memories of being pissed off at how much people were paying me.
      It's a very daring business model: let the customer decide what the product/service is worth. I wonder how well it would work with software. And I'm not referring to the "Donate" model, which I think is flawed. I'm talking about you checking out with the products in your cart and YOU inputting the price along with CC#/quantity/etc. I've never seen this anywhere and I'm curious how well it might work.

    2. Re:An honest answer by Anonymous Coward · · Score: 0

      That is how tipping works and you always hear about the people who make the staff jump through hoops but then give them squat for a tip. Some people are just selfish and cheap no matter how much you do for them.

    3. Re:An honest answer by Hoi+Polloi · · Score: 1

      I only copied games that I never had any intention of buying in the first place. I usually got them out of curiosity or just out of oppurtunism. There was never a lost sale there. Every game that I've actually enjoyed I've paid for.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    4. Re:An honest answer by clone53421 · · Score: 1

      NO, it is NOT how tipping works. Tipping is over and beyond the price of the meal, and if people are already annoyed that the meal is too expensive, they'll give shitty tips. And then some people will give shitty tips, or no tip at all, just because they're rude, but they can justify it because hey: they did pay for the meal, after all. So what if the high school student who brought the food is only making $2.50 an hour plus the worthless 50-cent tip they gave; that's the restaurant's fault for using a system that's so exploitable and/or the waiter/waitress' fault for having that job. (Yeah, I used to think tipping good was kind of dumb, too... I know how this thing works. But now I actually have some friends who work as servers and I see what a crappy deal it is for them; I don't necessarily tip generously but I always give 15% now.)

      Now, a restaurant that really followed the business model suggested by the GP would let the customer choose how much to pay for the meal. And yeah, some people would be assholes and abuse the system, but most people would pay their due... and it's not really comparable to food sales because every burger or shake costs the restaurant $x to produce. The software costs $0 -- the entire cost of the software is in the development, and don't give me crap about how that's not a fair criticism: restaurants spend a tidy sum on research and product development too (not to mention the up-front cost of buying or renting a building and hiring a staff).

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  183. Better support from the pirates by EvolutionsPeak · · Score: 1

    In the case of Mass Effect, the cracked version of the game has had better support than the real version. For example, there is a bug in which your weapons permanently overheat. The cracked versions of the game have this fixed and the distributed version still does not, despite a recent patch. As someone who bought the game, this is very frustrating.

  184. Except that they DO!! by hanako · · Score: 1
    Again, if we're talking about indie games, quite a number of them *have* a 30-day money back guarantee.

    It's always really irritating to grant a refund. I pester them for "why?" first, and if they don't answer me, they don't get their refund. This is largely to track down solvable technical issues (some people would rather request a refund than ask for tech support, but with prompting can have their problems fixed) and to get hints on what people would like to have in future games. But I, like a lot of people selling downloadable products, DO grant refunds.

  185. Put more stuff in the box! by Anonymous Coward · · Score: 0

    Simple: because I don't get anything extra if I pay! What about adding woven maps of the game area, small replica's of game items, an extensive game manual that is actually fun to read.

    Ultima VI came bundled with a woven map, a plastic 'moonstone' and an extensive booklet that described the back story. S.T.A.L.K.E.R.-Collector's edition is one of the few games I bought, because it was a neat box, and it had a lot of extra's.
    So put back non-digital things in your boxes, instead of just a small manual and a dvd disc! We can't download plastic replica's of game characters just yet.

  186. Cost by Anonymous Coward · · Score: 0

    At the end of the month, I'm lucky to have $300 to bury underground for Winter. Odds are, I won't even give a game a second glance if it's over $40. Now imagine I had a kid (and that kid had a decent computer and a good internet connection). After I said 'no' for the billionth time, he'd probably just check TPB and ask me to buy hardware every few years.

    I have absolutely no sources to back up my assumptions, but I'm guessing a lot of piracy is from the above behavior. In which case, those copies wouldn't even be 'lost' sales.

  187. oops by goldcd · · Score: 1

    think I meant to put this as a reply to the post above.

  188. It worked before.... by DG · · Score: 1

    The issue is the expectation that content production should be outrageously lucrative, to the tune of millions of dollars a year.

    That probably won't happen... and that's not a bad thing. There is no need for an artist to make any more money than any other profession.

    Up until the invention of copyright and mass distribution, artists managed to - with the aid of their patrons - make a decent living and produce content. Mozart and Bach did just fine, and they didn't have the ability to reach mass audiences that modern day artists do.

    Yes, during the switch between "legally enforced artificial scarcity" and "patronage" there would be some lean times, as customers need to realize that if they don't contribute back to the artist, the well dries up. But is fining people, sending people to jail, and the other MPAA/RIAA madness worth it?

    As far as "lots of cost for no return"; it's the same thing in every other business. Even a normal retail business has to be able to carry its costs (with no expectation of sales, never mind profit) for at least a year - why should content creation be any different?

    You pay your dues, do your time, and if people like what you do, they contribute to your efforts to do more. If they don't like your work - no contributions.

    Hell, that's how most webcomics fund their livelihoods. Read up on how t-shirt sales drive most web comics sites - that's a form of patronage. I buy a shirt because it keeps my favourite comic in production (and as a bonus, I get a cool shirt)

    Real artists are driven to create. They'll fit it into their lives however they can. Patronage allows an artist to take their passion full-time.

    DG

    --
    Want to learn about race cars? Read my Book
    1. Re:It worked before.... by Anonymous+Brave+Guy · · Score: 1

      The issue is the expectation that content production should be outrageously lucrative, to the tune of millions of dollars a year.

      Who said there should be such an expectation? There's a whole scale, starting with "doesn't buy you one night's dinner", moving up through "doesn't pay the rent" until you get to "roof over head and eating nutritious food, but that's about it" and eventually "decent quality of life", long before anyone has dreams of becoming a millionaire. Until someone shows me real evidence to suggest otherwise, I claim that most professional artists would probably fall at the wrong end of this scale in the absence of copyright protections or other incentives to make their work economically worthwhile.

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    2. Re:It worked before.... by nbates · · Score: 1

      Yes, but the parent claimed otherwise, and attached a nicely put argument backing his claim.

      You should try arguing about why you think "most professional artist would probably fall at the wrong end of this scale".

      First of all, I would argue that most professional artists are currently falling on the wrong end of that scale even with copyright protections. It isn't important that you are protected if people don't care about what you produce, not even to copy it.

      And second, I think the reason many artists today fail is because we are so numbed by mega productions that we don't value smaller (in budget) products.

  189. Replay Value by lmnfrs · · Score: 1

    Quite a few pirates are gamers. They just love the replay value of a bigger, broader game; especially when it has human opponents rather than AI.

    Cliff, I think, of the things you mentioned, DRM and ease of access are what should be focused on by the developer/publisher. What else stands in the way of obtaining and starting to play a game?

  190. reply to lost comment - famous game publisher by Anonymous Coward · · Score: 0

    Messed up a reply so this is a 'new post'.

    Scott Miller at

    http://www.apogeesoftware.com/

    I played the shareware version of one of his early Kingdom Of Kroz games and loved it!

    Years later I tried to buy them when I could but was told they were unavailable.

    Tried to find them online but failed so I gave up for now.

    Maybe one day I'll be able to play all of them.

    I have a soft spot for well-done ASCII-graphics games.... :)

  191. You're all wrong... by WgT2 · · Score: 1

    ...it's human nature.

  192. The problem I have is with retailers by Rutefoot · · Score: 1

    I used to buy PC games all the time, however as technology improved, so did the requirements for the games I wanted to play. It started becoming a hassle to make a game work on my PC, even if it met all the requirements. Despite that, I still continued to buy games because the store I bought them from had no issues with accepting a game that you couldn't get working on your system.

    Of course, times change. Pretty much all stores since then have stopped allowing the return of games, for ANY reason. When that started happening, I stopped buying games.

    Even if my computer met all the requirements, there was still a decent chance I wouldn't be able to get it to run, or run with decent performance. I wasn't going to spend $60 on something I wouldn't be able to use. It has happened to me before. I used to have games packed away in my closet waiting for the day I got a new computer or got an upgrade.

    At first, I'd use the demos as a way of checking if the game would run on my computer or not. Pick up a copy of PC Gamer or other gaming magazine. But then slowly the price of the magazines kept going up and the content of the demo discs kept going down. In addition to that, fewer demos were released.

    It got to the point where the developers/retailers/publishers made it damn near impossible for me to buy the game without gambling the little money I had.

    Sadly, little has changed. I have a brand new computer that even makes little revving sounds when I turn it on, but I still find myself struggling to get certain games or applications to work as they should. I'll spend hours trying to find patches for my video card, sound card, and OS. Things I really shouldn't be doing when I #1) Meet all the requirements. #2) Destroy all the requirements.

    Secondly, demos are rarely released and when they are, they are of such huge file sizes that you might as well be downloading the entire damn game to begin with. Why spend hours or days trying to download something on fileplanet when you can download the entire thing in half the time on bittorrent? It doesn't help that these file hosting sites try to convince you to buy premium memberships by purposely throttling the speed of the download.

  193. Burden by Kratisto · · Score: 0

    I think Piracy is overblown. There's no way to confirm that when a game doesn't sell well, it's because everyone went out and pirated it, and it seems to have become a scapegoat for shitty developers. However, if developers want to ensure that their games are not pirated so that they can make a profit, it's up to them. Who else is responsible? The pirates can't be expected to have some sort of moral enlightenment, especially considering the product they are "stealing" is in infinite supply, and the government and tax payers shouldn't be responsible for the ineptitudes of large corporations who can't secure the scarcity of their product. This means that marketing games will become about marketing DRM, too, because no one wants shitty, restrictive DRMed games that are a burden to the paying gamer. I don't pirate games now, but if I can circumvent bad DRM's with a pirated copy, I will in the future.

    --
    Conscience is the inner voice which warns us that someone may be looking.
  194. From a developer and content producer by billcopc · · Score: 1

    Cliff (and others), hear me out. Don't see pirates as a problem. Pirates get your product out there, it's free promotion! They are organized (somewhat), they have loyal followers, they are all over the net. How else can you reach a million eyeballs with $0.00 investment ?

    The kids that pirate your game, if they end up liking it, they will tell their friends. Those friends might tell others, and you suddenly have 10-15 more people who like your product. Eventually one of those will convert into a paying customer, either because they're against piracy, or because you've released an expansion or sequel and they got hooked on the original.

    Another thing to keep in mind is why you got in the business in the first place. If you're doing it for the money, you're screwed. If you're doing it because you love making games and channeling your creativity, then keep doing it! The warez scene has made celebrities from relative unknowns... do you really think Sid Meier would have been so successful if it weren't for students copying Civ floppies back in the day ?

    Price is another point of contention. I personally don't think the $50-70 price range is reasonable for any game. They should aim for $20-35, with "budget" titles under $10. I don't care what MBAs say; everything they know, they learned from other, failed MBAs :P Make the game so inexpensive it becomes an easy impulse buy, and plan your development budget accordingly. Some of the biggest hits have been simple, cheap-to-make games, sold at a low price point to broad markets.

    More random advice: stay the hell away from DRM / copy protection. You will waste your money buying those "solutions", and some teenager will crack it anyway. More importantly, the copy protection will annoy your paid users, precisely the ones you should be worshipping.

    One fantastic way to fight piracy is to offer added value for paid users. The most common example is online play, but there are numerous other opportunities like members-only leader boards, contests, random giveaways... anything to entice people to get legit. As a small developer, you have the complete freedom to do whatever it takes to please your users. I suggest you take advantage of this agility to its fullest potential.

    --
    -Billco, Fnarg.com
  195. Different factors, different "customers"... by HigH5 · · Score: 1

    I think that this is actually quite a complex problem consisting of many factors:

    b) some people don't want to spend the money on crap games with little replay value
    c) some people don't like to wait for a few days or weeks instead of hours to get it through some torrent site
    d) any of these people have enough motivation or ignorance to face the increasing dangers of searching for cracks on malware ridden websites

    1) some people will pay for the game because they still don't know what P2P is
    2) a few people will pay for the game because they have enough money to afford and don't mind waiting a bit
    3) a very few will pay for the game since they don't want to bother with cracks. This factor is increasing with online play (see WoW or Steam for example).

    If you can cut out (as much as possible) the middleman, set a reasonable price, make the game available to a worldwide audience within a few click "distance" and have them pay for your game in a simple and not frustrating manner I think there should be enough people to pay for the game.

    The main problem is, that there is no such globalised and convenient financial system available to the masses in comparison to the availability of P2P networks. I, for example, don't have/or use a credit or a debit card, and so are many of my peers, eventhough they could get it - there's just not yet such a need to use one, and certainly not for games only.

    Eventhough Steam is showing the path, it can't address the financial problem completely. But I guess this problem will fade away as the gaming demographic matures worldwide even more and the financial transactions will move online.

    Quality and replay value are also an important factors. If you're making a game, that most people would play it just once and then forget, it would be better if it could be rented online. I can't figure how would this work (micropayments,...?). On the other hand, games of high quality and good replay value have a better chance of being bought. Mods and community are a big plus in my opinion.

    The best anwser against piracy is actually quite obvious: don't build just a game, enable diversity through mods, create a community, build a following around it, and don't forget to scale your development properly. Game is just a core product, the services is what matters today. The regular "run-through-and-forget" consumers wouldn't buy the game anyway, if they can get around P2P.

    --
    Ceterum censeo Microsoft esse delendam.
  196. Your games by Anonymous Coward · · Score: 0

    So I downloaded your Planetary Defense and Democracy 2 demos. PD was, to be blunt, crap. I suspect you know this since it's not on your front page. I only found it because I was looking at the D2 'buy now' page to see if you used any of the crappy DRM-wrapped distributors, which I won't buy from, and there was a link to get PD for $5 with the purchase of D2.

    Then there was the D2 demo. It was interesting. It got my attention. Then the demo ended, a whopping 8 minutes into the game, before I could see the actual effects of any of the decisions I had made. My first thought was... Shit, I have to pirate this now. I'm intrigued, but not enough to blow $20 to see if I like it. How am I supposed to judge your game if I can't play through at least one level? Or, to be more specific, how am I supposed to judge a game where I'm trying to win an election, if I can't see at least one election?

  197. Okay But.. by Anonymous Coward · · Score: 0

    I thought people pirated because they can get something for free at low risk of consequence that would otherwise cost them?

  198. Crysis vs. Tetris by Langfat · · Score: 1

    and yet I believe that, ironically, Tetris will still be remembered 10, 20, 50 years from now, and Crysis will likely be long forgotten in a string of mediocre, but pretty-looking FPSes.

    Just goes to show that a bigger development budget doesn't necessarily mean a better game. I'd rather pay $50 for Tetris than Crysis, but that's just me...

    1. Re:Crysis vs. Tetris by clone53421 · · Score: 1

      I'd rather write Tetris than pay $50 for it... and I've actually written it, three times if memory serves: Twice in BASIC and once in x86 assembly.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  199. There's one reason, and one reason only by Zorque · · Score: 1

    Because I don't like paying for things I don't have to.

    Of course, it's different than in real life. I still consider piracy to be theft, after all I'm taking and using something without paying for it. I stole it. But it's much different than walking into a store and pocketing something. I don't have to be too sneaky, I don't have to hide what I'm doing, and I definitely don't have to face anybody while I'm doing it. There's no Loss Prevention in my home to escort me out the door and ban me for life, and there's really nothing to "get away" with. I just do it and am successful. Cool, now I have Crysis and $60 I can spend on other things, like hardware.

  200. Incentives by Anonymous Coward · · Score: 0

    I don't see why developers very rarely provide incentives to having a legit copy of the game. Sure games often have patches but that often isn't enough. How about easily accessible extra content, great support, better online play, new campaigns etc... However, accessibility is key here. If I have to jump through more hoops than entering my cd-key to get this extra content then forget it.

  201. Re:Gaming Demographics by Technician · · Score: 5, Interesting

    Let's say you create a game on the assumption that 500,000 people will want to play the game, based on demographics and popularity of similar games. You want to sell it for $50 each so that's a $25,000,000 budget - pretty good!

    This is exactly where most games lose me. I work full time, have a family, etc. There isn't much between minesweeper and Unreal for non-dedicated PC gamers. Nintendo game found this market wide open with easy to learn games that doesn't require complex manuals and a large dedication of time to enjoy. Much of the piracy is simply limited time and money budgets and wanting to try lots of games. They are not priced for casual gamers. I've never spent over $20 for a single game. I sometimes pick up recycled games as I don't need the latest and greatest. With online registration and failure of right of first sale, even this has died.

    Now days, I stick to older games, Linux games, and other mindless time wasters. (the demo games are fun)

    Often the demo is almost playable to encourage you to buy the full version, but the full version is priced for hardcore gamers.

    --
    The truth shall set you free!
  202. It's too hard to pay by jnnnnn · · Score: 1

    There are so many horror stories about Paypal (they're too greedy, untrustworthy and unregulated); I'm terrified of credit cards; and there's no bank transfer or similar option (like with debit cards at shops where a PIN provides some semblance of security).

    I've often wanted to buy or donate small amounts online. I never have.

  203. Just like sex, it has to last to be good! by Man+in+Spandex · · Score: 1

    I'll make this clear and simple: I buy well made games that last. Example? Quake 3, released in 1999, I still play it nowadays in 2008. Starcraft? Diablo? Well, Blizzard sure knows how to make games with long lifespans

    Civilization II, III etc. from Sid Meiers? Oh you better believe it, such brilliant games that can give you loads of fun for a good while and take away what was left of your social life.

    So, those games when released cost what? $60-70? Why the fuck would I pay that much for a game I know I won't play for at least a good year or more, especially when it doesn't have multiplayer.

    I mean yeah, CD protections and such do get annoying, but I'll just crack the shit and continue to mind my own business. It's not a reason to go "OMFG I GOTTA PUT MY CD IN, I MUST PIRATE IT!" that's bull. What makes me buy a game or not is if it's fun and if it will last. Most of the time that depends of how good the multiplayer is.

    Solution? On consoles it has existed forever: RENT THE GAME. You could pull this off by making what you buy/download online expire after "X" months, like $5 a month or something. It may already exist, I can't say but a well implemented not too greedy online rental games service would be successful to distribute games that are worth playing just once or twice.

    My $0.02

  204. Abundance of dishonesty by Anonymous Coward · · Score: 0

    That is a nicely reasoned argument but all that going around in circles is just an attempt to avoid the fact that the current model works because most people are honest. If there wasn't a critical mass of honest people who were willing to pay for a game then the game wouldn't exist at all. If a larger percentage of people were equally dishonest then the model wouldn't work.

    I should disclose that I must be counted among the dishonest. I have stolen software repeatedly since about 1983, when I got bootleg copies of MSDOS1.1 (my PC came with PCDOS1.0), lotus123, and Snipes. In more recent years I have possessed and used bootleg copies of Photoshop, Sound Forge, and AutoCAD. Thankfully Gimp and Audacity have come along to free me from my need (or desire) for photoshop and sound forge. Those programs are all VERY expensive. Games aren't. I haven't had a stolen game since about 1990. It is self deceptive to make all of those justifications. Bootlegging software is dishonest. It's much healthier to admit it that than it is to continue to lie to yourself.

  205. pennst26 by Anonymous Coward · · Score: 0

    Interesting points of view from all three sides ;)

    Basically, I pirate movies,tv shows and music because I can watch them how,where, and when I want. I get so tired of all the BS out there every time you buy an mp3 player or cell phone etc and you need this format or this software etc. Stop limiting me. I know most of you haven't mentioned this, but it bothers me to no end. I don't like being told how to watch/listen/play my media.

    I'm not a big theatre guy, mebbe 4/5 a year tops. Previews of games and movies are very well done, unfortunately the movies/games aren't in most cases. Should I get my money back for a shit movie?
    I am not making this up, I have no reason to. If I download a movie (DVDSCR or DVDRip) and I truly enjoy the film, or my family does. I will buy it. $19 and watch it many times np
    But with games I feel cheated so often. I pay $60 for a game that may not work on my PC causze I can't afford latest graphics card. Or I beat it in 1 day and I am done with it forever. I took the last one to gamestop and they offered me $10 lmao
    isn't worth it in most cases.
    Now games that offer three things are the games that I buy and not pirate.
    1. Good demo (this is a must)

    2. Online and for console system link

    3. Reasonable system requirements

    I also pirate 360 games sometimes as well, and here is why. I am a huge Tom Clancy series fan. And I purchase this every time a new one comes out. I have been disappointed a couple times, but for the most part I like them . Problem is is I have 4 children and two of them are teenagers and play system link with me. I feel (maybe I am wrong) that if I didn't play system link with friends and my boys... I wouldn't buy the game at all. I can't afford $60 X 3. And the old back-up argument does have some merit. Anybody with children knows how easily a disk can be scratched. A swap program would be nice from developers. I send you my destroyed disk and you send me fresh copy at my shipping cost?

    Anyway my opinion is that games are harder for me to purchase, as I have had alot more bad experiences from both gameplay and system requirements issues. So forking over alot of money for a game without proper demo is not likely.

    On a final note to all developers.... stop leaving all of us nix/bsd users in the dark. There is a market there and it is quickly growing.

  206. I stopped by Samah · · Score: 1

    I used to copy games from friends, download from Usenet, etc. but I just don't anymore.
    Reasons (for me):
    * I'm not a Uni bum anymore, I now have a well-paying job, and I feel guilty.
    * If a game gets bad reviews or the demo sucks, I won't play it.
    * If a game is so riddled with DRM that it treats me like a criminal for paying for it, I won't play it.
    * Steam. If a game isn't on Steam now (unless it's something awesome like most Blizzard products), I won't buy it. I don't want to have to go all the way to EB Games and pay outrageously extortionate Australian prices; not when I can click a couple of buttons and download the content from my ISP's Steam content server, importing by the exchange rate (which is relatively awesome right now for Aussies).
    The only "lost sales" here are the publishers' and developers' own damned faults. Not because of piracy (from me at least) but for releasing garbage and expecting people to buy it.
    Additionally, content distribution systems like Steam just make things way too easy (and cheap) to buy games that if you have money and STILL pirate the game (if you know it's good and you'll get good replay value), you're a tightarse.

    --
    Homonyms are fun!
    You're driving your car, but they're riding their bikes there.
  207. What happened to /. and FOSS? by Anonymous Coward · · Score: 0

    This being Slashdot, I take it that many people here advocate free software. Shouldn't this include games? Why should it suddenly be OK to hide your code and use DRM when it's a game? How come /.ers fall for the argument that sharing is morally wrong?

  208. Your definitive answer by definate · · Score: 1

    I know this might be a little to generalized for your liking, and it certainly isn't specific to this specific publishers games. However this is why people pirate...

    There are so many games these days, that you're never sure which you should spend your money on. The bar is consistently driven up by games like Half-Life 2, Crysis, and in the indie market Gish. If you don't meet this bar enough, we don't want to play your game. However, how do we know this?

    This is where we pirate, we don't demo. Demo's have often been either too crippled or released too early, such that they aren't an accurate representation of the game. Because of this, a lot of people ignore them, or they will play them with the purview that this will give them an idea on whether or not they will pirate it.

    After this decision has been made, whether or not to pirate it, you then go to pirate it. You search for cracks, serials and similar. You'll often find something, which will allow you to play the original game completely. You'll either play it for a small amount of time, or all the way through. All this time you are valuing the work. This is where, there might be problems with the cracked version, but you aren't sure if it's the crack or the original game, and so it becomes devalued. There might be problems in the game, or features you don't like, so it becomes devalued. Does the game try to force you to pay for it (eg, does it have starforce or similar)? You might not play it as much in relation to others, etc. Until such point, that in your mind is an intangible value that you assign to this game.

    You now take into account your financial standings. If you can not purchase the game, because you are poor, you don't even consider it. When I was in primary and high school, no one ever considered buying games, besides the ones with parents who liked buying games. As we grew older, we found ourselves buying the games we liked.

    At this point you compare your intangible value, to the actual asked value. Does this game, in comparison to the other games you've bought, deserve your money? If the amount they are asking for is too much compared to how you have valued it, you will not pay for it. If the value is below you will pay for it. However this is relative, and so you are competing with the other games in this persons catalog.

    This is why people pirate. This is why people pirate games, tv, movies, music, and anything.

    We are all bombarded with useless low value works that we need to value and decide about, that this is second nature.

    I have found this to be true for 95% of people, in fact, my anecdote about me in high school and being unable to pay until I got a job, guess which games I bought when I got money? All of the games I valued and hadn't been able to pay for years earlier.

    As it stands I've bought Half-Life and Half-Life 2 and mods about 3 times now. (Due to packaging and losing cd/serials)

    I've bought WarCraft 2, twice. (Lost the CD)

    And over the years about 20 other games, and I'm not even a gamer. I have an antiquated system which couldn't even think about playing Crysis, and I don't spend any money on things I don't like. But even I've still bought a lot of games.

    You'll hear a lot of "why should I buy this, if I can get it for free" from people. These people don't understand themselves, or the situation. I've talked to a lot of people with this ideology and when you explain the above to them, and question the reason why they bought the games they did, it always comes back to "well i really like (value) that game.

    What should you as a developer/publisher take away from this?

    Sell your game for a specific amount, but have it on an honor based system. Ask them to pay for it, but allow them to play the full version. If they value it, they will buy it. Look at providing community competition based features, like a competition board where everyone who pays a monthly fee gets to compete for scores, or organize other contests. Have an area where people can donate

    --
    This is my footer. There are many like it, but this one is mine.
  209. Multiplayer support and more by Pdinc · · Score: 1

    I used to generally pirate games unless they have multiplayer support that I like, in which case I bought them. (Counterstrike and BF2 here). I know this is bad, because there were plenty of single player games I loved and in retrospect, feel bad that I didnt support.
    Now that im no longer a cheap teenager, I do pay for the games I play. I think some crucial points are though:
    1. The $50 price point is too much, especially when hardware is expensive, and more so when you charge the same in third world countries where piracy is so rampant(I was from one). A lower price would be nicer.
    2. Some emphasis on multiplayer(i know this isn't applicable for every game) would also sweeten the deal, especially at a lower price point.
    3. Hi quality free/reasonably priced DLC from game devs, like more weapons/units/maps. Im a little peeved off that PC games still don't get as much out of DLC as console games.
    4. Package deals - have one copy of the game for $x, and a 4-pack for $2.5x. This would encourage sharing.
    5. Bundles - Similar to Valve's Orange Box idea
    Also, maybe a simple message to gamers at the splash screen reminding them that studios depend on their money and support. And maybe incentivise people to upgrade from a pirated copy by possibly making the game a little cheaper.

  210. Piracy? Hardly. Hobos. by TheeGravedigger · · Score: 1

    Stop calling it Piracy. It has nothing to do with Piracy. They are not seizing the games by force.

    People who crack and copy games are like hobos. Much like the hobos ride the rails, not actually costing anyone anything, not intending to pay for it, and generally not causing any real problems, aside from a few people they annoy.

  211. Runaway1956 by Runaway1956 · · Score: 1

    I wrote Cliff a rather long letter, explaining how and why I got started pirating things. Somewhere along the way, I explained how and why I have been converted to Open Source and Linux. I finished by suggesting that the very business model under which software writers work is all wrong, and suggested that he take a look at http://www.baen.com/library/ where he MIGHT stimulate his mind to explore alternative business models. I hope that a lot of other serious minded people take the time to explain politely why piracy canÂt be beaten, and why he should join the community, instead of fighting it.

    --
    "Windows is like the faint smell of piss in a subway: it's there, and there's nothing you can do about it." - Charlie Br
  212. Piracy takes no skill now by Anonymous Coward · · Score: 0

    The advent of the torrent was the downfall of pc gaming. A while ago, to pirate anything, you had to know something about computers to do it, you had to know people, you had to know where. Now one word in Google will give you a half million places to find anything with one click. Developers can't compete against that. Consoles still take some modicum of skill to pirate (i.e. installation of a modchip) so they aren't so prolifically pirated.

  213. Large Demos by Akzo · · Score: 0

    Why would you want to download a 2GB demo when the full game is only 3GB?

    --
    Sig is for Signature, so you don't have to manually sign every post.
  214. Because it just isn't worth it by Anonymous Coward · · Score: 0

    I haven't downloaded any cracked or other version of this guy's games. But I have done with several others. In the end, I play the game for a few weeks and then lose interest.

    The fact of the matter is that the gameplay just isn't worth the price on the package.

    But then again, I'm probably not the demographic you're looking for. Which begs the question: would a downloader have ever paid you for your game?

  215. W.T.F.?! by Ahnteis · · Score: 1

    >What it means is they'd have to focus on the thing they have that can't be copied: their skill and talent. In other words, their labor.

    Um... what exactly kind of service market is there for GAMES? Games aren't some mission-critical thing that you need support for. They're entertainment. There is virtually 0 market for post-sale support.

    For multi-player games, you can still require access to servers (which is why games like WoW aren't pirated as much), but for single-player gamers, that's just not viable.

    The programming skill/labor is paid for when you purchase the product. What do you think you are paying for? With digital distribution becoming more popular, you should KNOW that you aren't paying for the disc. You're paying for the work that went into creating the game.

    You claim that they need to find a new novel solution; but none is evident to either yourself or others. Do you propose that game companies lose billions over the next couple years to find a new business model because you feel entitled? This isn't like the music business where you are going to go see a live show.

    If piracy continues at current levels, you'll see one of 2 things CONTINUE to happen:
    1) Big-budget games will move to consoles where they are less-often pirated.

    2) Development companies will go out of business or move to small budget "casual" games.

    That's the price of piracy. Personally, I don't like those options so I make a conscious, greedy decision to purchase games with the intent of giving monetary support to developers I like.

    1. Re:W.T.F.?! by Mr2001 · · Score: 1

      Um... what exactly kind of service market is there for GAMES? Games aren't some mission-critical thing that you need support for. They're entertainment. There is virtually 0 market for post-sale support.

      Er, I didn't say anything about post-sale support. You don't need an ongoing relationship to sell a service; you just need to charge enough to compensate you for the time you spend performing that service.

      Suppose you hire a team of workers to build a house. You pay them $X and then after the house is finished, you never see them again. Do they go hungry? Not if $X is enough to pay for their supplies, feed their families, and sustain them until they're hired to build something else.

      Now suppose it's not just you who wants to live in that house - it's you and a bunch of your friends. You all pay a share of the money, it adds up to $X, and you never see the workers again (until you get tired of this house and want a different one). Nothing wrong with that, right?

      Well, there's nothing magical about houses; replace "house" with "game" and it works just as well.

      The programming skill/labor is paid for when you purchase the product. What do you think you are paying for? With digital distribution becoming more popular, you should KNOW that you aren't paying for the disc. You're paying for the work that went into creating the game.

      But a lot of people aren't paying, and that's the problem. Developers are writing games and not being compensated for it, because this business model works poorly in a world where anyone can make their own copies instead of buying them through authorized channels.

      So, you can move on to a business model that doesn't depend on stopping people from making their own copies (since we all know DRM doesn't work), or you can... do what? Pray for the problem to just go away?

      --
      Visual IRC: Fast. Powerful. Free.
    2. Re:W.T.F.?! by Fweeky · · Score: 1

      There is virtually 0 market for post-sale support.

      The success of services like Steam and Impulse suggest otherwise.

    3. Re:W.T.F.?! by Anonymous Coward · · Score: 0

      You're paying for the work that went into creating the game.

      I have one thought: you're paying for the money that was invested in to the game.
      For most people work has fixed price. I mean something like 1 month = 1000 USD, while selling game copies (even if there were no piracy) it can be 1 month = 1000USD or 12000USD or -12000USD.

      Do you propose that game companies lose billions over the next couple years to find a new business model because you feel entitled?

      I think that if enough people would "feel entitled" then this would be a sign to those companies. Companies are not some sacred thing blessed by the big One sitting on the cloud to get all the money they "feel entitled" to get.

      And one more thought:
      If people are not willing to pay for games then maby the development is not worht it?

      And two more thought:
      I dont think that dont paying for game is good thing, but I dont think that it is bad thing when I dont pay for every game that I tried. (I don't play games, I'm just stating my view)

      And three more thought:
      Companies care just for money. That is neither bad, nor good. But all the talks about ethics is BS. You could talk about ethics if the product would belong to programer (craetor), but I don't think it does (in most cases).

      And four more thought:
      Is there some different terms that separate the
      (a)piracy "I copy your stuff, sell it and make profit"
      from
      (b)piracy "I copy your stuff, and use it"
      ?

  216. used to pirate quite abit by Anonymous Coward · · Score: 0

    I like flight sims they all cost >£50 (well ones that arn't flight gear) I don't have a job, I probably get £50 every 5weeks or so. I just cannot afford games/music(although I do buy some non RIAA cds and go to gigs a few times a year)/films. I could not consume this stuff and for a large part I have done, creative commons music, open source games, desktop linux, fansubbed anime (legal grey area but no one seems to object to it) are what I mainly consume now.

  217. Pirates, can turn into customers by ohho · · Score: 1
    I am not a game developer. I write shareware.

    Few years ago, I wrote a launcher program to celebrate the lovely Treo 680. It was $12.95 and registered users will receive a key code to unlock the full version, which turns off a random "Please register me" message.

    As usual, the crack was posted within a few days.

    I logged on one of the active Treo discussion forum (not a crack site) and asked "Why you people use a crack, instead of paying for my hard work?".

    "Too expensive!"

    So I discounted the software to the point whether most forum users said, "fair enough."

    "More features!"

    Then I add whether features I can do, as options.

    ...

    Eventually, that become one of the longest thread in the forum history. And I earn more than 100 registered users in the country, which I could never dream of.

    So, a brief conclusion:
    - people are willing pay for what they love, if the price is right (for them)
    - listen to customer, usually the early versions lack one or two "critical" features
    - pirates are also human, they just want to earn a living (or flame, or.. what), because
    - when I was young, I also loved boot code trace my Apple II box, some day, they will become a programmer ;-)

    Just in case you want to know the thread, pls Google: treo launcher hi-pda.com ohho

  218. One Word: Rentals by coop247 · · Score: 1

    Just because I have no interest in owning a game doesn't mean I don't want to play it. I read a lot of replies, but I haven't seen anyone mention renting. I rarely buy games, I rent, I play, I mail them back.

    I don't want to own games, I want to experience a game. Once I've done that I usually have no reason to play it again. Renting allows the developer to get paid (Gamefly bought it) and allows me to experience a wide variety of games at a lower cost that purchasing them.

    --
    //TODO: Insert catchy phrase
  219. Re:Gaming Demographics by cjp · · Score: 1

    There isn't much between minesweeper and Unreal for non-dedicated PC gamers.

    There's an enormous number of games that you're missing out on! Check out any random flash portal for an easy example of exactly what I mean (e.g. kongregate, newgrounds, armor games), but there are also plenty of downloadable games (plant tycoon, diner dash and anything Popcap come to mind) in the same broad niche. Also check out the huge number of $10 games on Steam. It's a thriving sector of the industry.

  220. Re:Gaming Demographics by gfxguy · · Score: 1

    That's great for you, unfortunately you and I are not the kind of people this question is targeted to.

    My son is into games big time... and I just opened up my old game binder and found some classics that were some of the best buys I've ever made w.r.t games... Sim City 2000 and 3000 (bargain bin buys); I bought Total Annihilation in 1998, two years after it was "game of the year." I just loaded it up (and found it runs under Wine, even, unlike the Sim City games), so I don't even have to reboot. My son is LOVING these games.

    But they are all legal... there's simply no justification for pirating a game. I don't care what any of these "but it's got zero duplication costs" people think; big new commercial games have big budgets, and you often find they have lengthy and expansive game play... something well worth the money compared to other pastimes.

    Sorry, but new cutting age games are expensive; if you've simply got to be one of those people who's got the latest greatest games all the time, and you invest in a $2000+ gaming "rig," you're a freaking leech if you stoop to pirating.

    I know, I know... they should have offered you a demo, right? Well they didn't... that doesn't give you the right to steal someone else's labor. Besides, I still see MANY games being offered in demo versions.

    I guess my rant is less about people being pirates and more about how they justify doing it... if you're going to pirate, pirate; just admit you don't respect other people's labor. There's no "real" justification. You're not entitled to someone else's labor.

    --
    Stupid sexy Flanders.
  221. Your answer right there. by Anonymous Coward · · Score: 0

    I think you have your answer right there. The human mind has a fantastic ability to make a decision and then justify it later. The inner primate say "go on, just take it, what are you waiting for", and then the intellectual mind says "well, it's all about abundance...."

  222. Why people pirate. by hellop2 · · Score: 1

    People pirate because it's so easy to do. Compare piracy to ratio of "books stolen to books purchased".

    That would be a far lower number then the ratio of "software copied vs. software purchased."

    It happens because it's easy. The fact that it's easy is why it is a lesser crime then stealing. If something else that was easy to do was made illegal, like bumping into people on the street, a lot of people would break the law.

    As a developer you have to realize this and use it to your advantage. If people want to play your game for free, enable them. Then adjust your profit model accordingly.

    For example, WoW makes a lot more money on subscriptions then game sales. They could probably increase their player base by giving the game away for free. Another option is to release say, %25 of your content, and charge for the rest while making it easy for people to purchase and play the game. e.g. Offer a free demo that contains an option to buy and download the game online, right from the demo.

    --
    How many more years will slashdot have an off-by-one error on your Score in your profile?
  223. Real price of games by Anonymous Coward · · Score: 0

    Well you will think that you sell your games at a reasonable price, however in developing countries the price of your games can be 4 times or more after taxes, import and incredible surcharges by businesses that sell games, that is why a game that is the uS sells for $50 in some countries if you try to buy it it will cost you $100-120 dollars, now keep in mind that the income in developing countries is less than 10 times what you have in the U.S or Europe, so how can you expect people to buy that?

  224. Organized Crime by Anonymous Coward · · Score: 0

    A lot of you are probably naive to the fact that piracy is a criminal act perpetrated by organized crime.

    Yes, Organized Crime.

    These software actually get SOLD in third world countries for a FEE. And people actually BUY them from pirates.

    YES, I buy pirated software near the grocery for $1 a CD.

    1. Re:Organized Crime by clone53421 · · Score: 1

      Why on earth would you spend $1 that you knew was going to support organized crime when you could download the game online for free?

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  225. Criminal by Anonymous Coward · · Score: 0

    Yes, it is about money. Pirating games is an organized criminal act. Mostly operating in third world countries. The perpetrators download a torrent then mass reproduce them. They then redistribute it to small scale "guerilla" retailers here who sell a $20 game for $2 a CD.

    Piracy is nothing but stealing then reselling. There is no rational justification for it.

    You people from the US think that it is just about "sharing" well get this - piracy made a lot of money for some criminals here in the third world.

    Open our eyes.

    1. Re:Criminal by clone53421 · · Score: 1

      Um, your argument works nicely against the people who are selling pirated game CDs. Not so much against the torrents. Thanks for playing, though.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  226. Hasn't he done this himself? by lawpoop · · Score: 1

    Is this guy a real game developer? Has he been using computers since age 13? It always seemed to me that cracking the game was part of the territory -- almost as if cracking the protection mechanism was part of the game itself, the first puzzle. A friend would buy a game, and then everyone who wanted a copy would search BBSes for keys for the game, or ask an older brother if they knew a password. Did this guy grow up in a different world, or what? Or did he, as a young computer user, studiously make sure that all of his games were legitimately licensed?

    --
    Computers are useless. They can only give you answers.
    -- Pablo Picasso
  227. Two main reasons... by wizzahd · · Score: 1

    I used to almost exclusively pirate games until I became about 20. Then I discovered Steam, and it was all downhill.

    Part of the reason was I simply didn't have the money to throw around. Once that became a non-issue, I found that Steam made the buying process so much more convenient, and, more often than not, provided a discount over an over the counter retailer.

    While it's great to have a sweet box with sick graphics and a nice manual and the occasional poster, getting to a brick-and-mortar store (for me, at least) can be a pain. I live in the 'burbs, so a trip to GameStop for me is at least 20 minutes, and then with having to deal with the idiot behind the counter trying to upsell me some stupid warranty and blahblahblah, it's just easier to download the game.

    I can't, however, say that Steam has prevented me from pirating completely. Hellgate: London, is a good example of this. The demo was great, but I wasn't really convinced, so I got some cracked version of it. After playing it, I'm SO glad I didn't drop $50 on it, because the game is completely half-assed. After some 10 hours of play I got rid of it.

    Then there are the old games like Serious Sam and Duke Nukem and Yserbius/Cawdor (damn, remember those??) that you just can't find anywhere, and I mean what choice do you have?

    Having said that, of the games that I've pirated in the past, none of them equated a lost sale, because I wouldn't have bought them at that time in my life anyway.

  228. If it runs on Linux .... by Anonymous Coward · · Score: 0

    I don't pirate it.
    So I will stop pirating when there is native Linux support.

  229. Value for dollar. by Bigbluejerk · · Score: 1

    Cost. I consider games a poor value compared to novels or movies. If video games were $20 versus the $60-$70 they are now, I would buy more and pirate less. I only shell out for video games that have a superb multiplayer experience that allows for hours and hours and hours of gameplay.

  230. Availability of the product by Gumbercules!! · · Score: 1

    I used to pirate games. In fact, I never paid for any for about 15 years. Then I happened onto Direct2Drive. The prices were reasonable (because they were US prices, not Australian prices, which are stupidly inflated) and I could buy a game, download it and play it in a few hours, without having to leave the house.

    As a result, I bought quite a few games this way. Then Direct2Drive stopped allowing sales to Australia. Guess what happened next...

  231. My reasons. by Arterion · · Score: 1

    1) Games are expensive for my budget. I don't feel like it's MY fault I don't have gobs of money to spend on games. Either way -- my piracy isn't hurting the developer because I couldn't buy the game anyway. Maybe someday I might be able to by that developer's game, if my personal financial situation improves.

    2) Support. What if I buy a game and it doesn't work for some reason? What if my hardware version has some little bug that causes problems that make it unplayable? Most places won't allow you to return opened software, and I can't say that I feel comfortable relying on the developer to either resolve the issue, or refund my money.

    3) Investment. I think of a game as an investment. Something I buy once, and can enjoy as much as I like. I DON'T feel like just being able to play the game is worth anything. I want the game to come with a poster, maybe a tshirt. Something value-added that doesn't really add much expense, but gives me a little something extra. Most games these days are just a DVD. Or worse, they're a download.

    More importantly, if I am making an investment, I want to be able to try out what I'm going to be buying. Most game demos these days are a joke, and shareware seems to be a thing of the past. For example, I'd be interested to try Age of Conan, but I'm not paying $60 for it, only to find I might hate it. And since it's a game I CAN'T pirate a copy of... I'm just not going to fool with it. So they could be losing a sale + many months of subscription.

    4) DRM. I refuse to have to have the CD in to play a game. I don't want to authenticate with some servers to activate my copy. I'm going to find a way to crack that if possible. I figure if I'm going to have to crack it anyway, I might as well pirate the software to begin with.

    It boils down to: I want to play the game MY way, on MY computer, under MY conditions.

    --
    "That which does not kill us makes us stranger." -Trevor Goodchild
  232. Why? Because I can you fucking lame ball by Anonymous Coward · · Score: 0

    If I wanted to throw away money on this shit I'd wipe my ass with ten dollar bills. If your software was worth more than toilet paper I still wouldn't buy it, turb conisewer.

  233. Because we can... by Anonymous Coward · · Score: 0

    Because some people just want to watch the world burn.

  234. Old Games by Anonymous Coward · · Score: 0

    Frankly, I don't buy games, but that doesn't mean I pirate them...necessarily. I tend to borrow games from my siblings, who have an embarrassing amount of money more than I do. When I'm finished, I give it back.

    However, there are times when I find I just want a game that has been out for a while. A good example is EV Nova. For how many years have the developers been getting paid for this (admittedly great) game? They've moved on to bigger and other things; why pay for a game that the developers may have forgotten?

    Sometimes, I pirate a game simply because it's so old I cannot find it legitimately anymore. The other month, I had a hankering to play SimAnt. Where else was I going to find it? Thrift stores don't even carry that title anymore!

  235. Price, quality, and demo versions by Anonymous Coward · · Score: 0

    A big issue with me is price. I don't like paying $50.00 or more for a game that I will have completed and get bored with in 2-3 weeks. Besides, if the prices were more reasonable, more people would buy.
    So many of the games today are clones of what has gone before. Not many truley new and different games are being developed. And nothing sells a game like a free playable demo of the game. Like others have said, if they can't try first, they don't buy.

    While I like to play games, I want to make it clear that I do not pirate them. But I can understand why some people do. Its like the RIAA and MPAA. High prices and lack of quality content are big driving forces of piracy. DRM is also driving piracy.

  236. This is the dumbest question I've heard in a while by Cainjustcain · · Score: 0

    People pirate things because they don't want to pay for them. It's really that simple.

    All the people saying they do it because they wanted to try it and there weren't enough demos, or they wanted to tinker with the code, or they wanted to make a backup, or because the publisher is rich and faceless and charging too much, or because a digital copy isn't the same as a physical one, or any other explanation are either the exception to the rule or just trying to justify their actions, and I doubt they count for very much. They may make up the majority comments here but that's only because people don't generally admit they are doing something they know to be wrong.

    Most people with a pirated copy of UT on their computers simply wanted to play the game and didn't want to pay for it. And no amount of hand waving or new demo releases by Cliff is going to change that.

    Unfortunately for publishers of digital content we are in the process of a major transition in the way their products are sold and there is no good solution to the problem of piracy. They will try new locks, but the pirates will invent new lock picks. They will try asking the customers for voluntary payment as Radiohead so successfully did. They will push for draconian laws to investigate and penalize pirates like the RIAA is doing. They will try asking the pirates to meet them halfway as Cliff is doing here. But, ultimately I think they will just have to recognize that a certain percentage of their sales are going to be lost to piracy and it really amounts to a cost of doing business in digital goods.

    From the millions of dollars still being made with mega hits like The Dark Knight, Grand Theft Auto IV, or the Lil Wayne's new album I think it's an adjustment they can learn to live with.

  237. I stand corrected by goldcd · · Score: 1

    and now you mention it, I do have a copy of the O'Reilly bookshelf somewhere.
    Maybe electronic books are considered to be 'software' and therefore treated as such? I'd never really though of it before - might possibly explain the reluctance of publishers to go electronic.
    As for the O'Reilly thing - I swear I never used it Mr O'Reilly and much prefer buying your books with their pretty covers.
    When I had my first PocketPC and was honeymoon happy with it, I did buy a legit e-book. Never got passed the first chapter and decided I hated reading on that little screen (I think it was the screen thing, but maybe I just like paper books).

    1. Re:I stand corrected by TheRaven64 · · Score: 1

      might possibly explain the reluctance of publishers to go electronic

      Quite the reverse, in fact. Publishers realise that they don't really sell books. They sell access to an author's works. For reference books, they are typically selling the answer to a question, not even a complete book. With electronic books, they can offer companies access to their complete library for a fixed fee. In the next few years, when eInk devices become a bit cheaper, I expect to see something similar for fiction - publishers joining together with joint ventures (like Safari Books Online, backed my most of the big tech publishers) to offer access to PDFs of all of their back-catalogue for a flat monthly fee. They can track how many people download a particular book, and pay royalties based on this (current contracts specify a percentage of electronic sales, and so would be valid if you regard each sale as being for the monthly fee divided by the number of books the person downloaded that month).

      Never got passed the first chapter and decided I hated reading on that little screen (I think it was the screen thing, but maybe I just like paper books).

      I have an iRex iLiad now for reading eTexts. The screen is gorgeous. It's not quite as good as real paper, but it's sufficiently close that the convenience of being able to carry an entire library in my pocket outweighs the quality difference in a lot of cases. The screen is about A5, which isn't smaller than most books, and I can put a load of research papers onto it and read them in the park when it's sunny.

      --
      I am TheRaven on Soylent News
  238. My $0.02 by Anonymous Coward · · Score: 0

    Why do crackers crack programs? It's what they do. Why you? Because you made a game.

    Why would someone download a cracked version when the demo is available? Most people don't go to your site and say "Do I click on the download demo button, or click on the Download cracked version button?" What the do is hang out at torrent sites and grab whatever looks good. The fact that you have a demo, "Doesn't enter into it".

    Myself, I love demos. Lot's of times I'll just play the demo and never buy the game.

  239. Let's explore this idea by snowwrestler · · Score: 2, Insightful

    But the ones who can adapt will choose another business model, based on selling the service of writing software rather than selling a disc in a box. From our viewpoint here in the present, we can't know exactly what that future model would look like. We can, however, see that the fundamentals are all there: programming and game design skill is a scarce resource (unlike data), and it's one that people are already willing to pay for.

    So who pays for it? Perhaps a rich benefactor pays for the development of a game for their personal use, then decides to release it to the public free of charge. That seems unlikely though.

    More likely is the development of a model whereby the public can pay developers directly for the service they provide. Perhaps this would take the form of commissions, where members of the public get together and pool their money to pay for the development of a new game. But this raises many questions of coordination--how would the decisions be made as to what the game would be, and which developers will get picked to provide the service? As you mention, this would require a huge middleman layer.

    or a new payment model to allow millions of individual gamers to fund development rather than a handful of investors

    Perhaps the cost of the development service of each game could be broken up into many shares, and each person who plays the game could pay one share. That way only the direct benefactors would pay for the service, which seems fair.

    Is this sounding familiar yet?

    The unimaginative ones might decide that making games just isn't possible anymore, since they wouldn't be able to look past the business model they've been relying on for the past couple decades. But the ones who can adapt will choose another business model, based on selling the service of writing software rather than selling a disc in a box.

    I would say that you are the unimaginative one, since you seem fixated on the disc without realizing that the current business model is in fact the same one you're advocating. Developers are directly paid for their service by the public in the form of "shares" known as game licenses.

    You can't have it both ways. If you want to make the point that games are essentially a service not a product, then you have to ask who is the recipient of the service? The person playing the game, obviously. The current business model apportions the service cost to each service recipient through the concept of the software license. Forget the disk, what you are paying for is a small part of the service that developed what's on the disk.

    This idea of infinite abundance is totally ridiculous. Yes, after a service has been performed, the end result is already in existence. That does not mean that games are highly abundant in general, it simply reflects the reality of any service, which is that once it has already been performed, there is no natural incentive to pay. Pirating games is like dining and dashing. "Why pay for this dinner? I'm already full." People say, "Why pay for games? I can already get a perfect copy for free." But the very first copy does not just appear out of thin air.

    Most people do not dine-and-dash for two reasons. First, people recognize that it took time, effort, and expertise to prepare their food, and feel a moral obligation to pay for that. Even if they did not like the food. Second, this feeling has been codified in the law so that it is a crime to dine and dash. I would say the same concepts apply to game piracy.

    --
    Build a man a fire, he's warm for one night. Set him on fire, and he's warm for the rest of his life.
    1. Re:Let's explore this idea by Mr2001 · · Score: 1

      More likely is the development of a model whereby the public can pay developers directly for the service they provide.

      Yes, exactly. It would require middlemen to make such a model work on a large scale; however, those middlemen wouldn't really be doing anything the game companies aren't doing already. They'd just be doing it in a different order (and not wasting effort on DRM and other license enforcement).

      Perhaps the cost of the development service of each game could be broken up into many shares, and each person who plays the game could pay one share. That way only the direct benefactors would pay for the service, which seems fair.

      If it were possible to ensure that each person who played the game had paid for his share of the development, then we wouldn't be talking about piracy, would we?

      There's nothing inherently unfair about benefiting from the service without paying for it. If I hire someone to write a game, and you enjoy playing it even though you didn't pay for half of it, so what? The developer gets paid the same amount either way, and I still believe I'm getting a good value for my money (otherwise I wouldn't have paid in the first place).

      Pirating games is like dining and dashing. "Why pay for this dinner? I'm already full." People say, "Why pay for games? I can already get a perfect copy for free." But the very first copy does not just appear out of thin air.

      Of course not. Someone has to make it, and that person deserves to be paid.

      But think a little more about your restaurant analogy. When was the last time you heard about a dine and dash at a fast food restaurant, where people pay before receiving their food? It doesn't happen, because that business model makes it impossible. If you don't want to pay, they simply don't cook for you. They don't lose any money, time, or food.

      Dine and dash is only possible when you feed people before they've paid... just like piracy is only possible when you write software before you've been paid for writing it. If you charge directly for your labor, instead of selling copies afterward, then the problem goes away.

      --
      Visual IRC: Fast. Powerful. Free.
    2. Re:Let's explore this idea by Elldallan · · Score: 1

      Unlike the resturant analogy you won't get your product in what most people would consider a resonable timeframe from when they part with their money.

      People are shortsighted and won't pay for a product that won't see the light in a year or more.

      Somone has to pay for the software ahead of time yes, because the programmers won't accept to go without pay until the game is released but it won't ever be the end users because they don't have the patience to pay for something and then wait 2 years for the product to be produced.

    3. Re:Let's explore this idea by Mr2001 · · Score: 1

      Somone has to pay for the software ahead of time yes, because the programmers won't accept to go without pay until the game is released but it won't ever be the end users because they don't have the patience to pay for something and then wait 2 years for the product to be produced.

      Who says game development has to take two years? Maybe we'll see a greater focus on things with a shorter development cycle, like episodic content or casual games.

      --
      Visual IRC: Fast. Powerful. Free.
    4. Re:Let's explore this idea by Elldallan · · Score: 1

      Yes that is one alternative but the time would still be alot longer than most people would accept.
      Atleast for the initial product since that would have to include things like engine design and things like that(sometimes you can license then engine from another company but they still have to be made and funded from time to time) and the initial cost in this case would be quite high meaning you have to charge more for the first episode, which would probably not be a price the consumers are not willing to pay for such a short game.
      The consumers would also expect a lower price on the conscutive episodes because "the developer doesn't have the same costs for development costs" or we would run into the same problem with piracy again.

      I don't think there is any easy solution to this situation.

    5. Re:Let's explore this idea by immcintosh · · Score: 1

      So who pays for it? Perhaps a rich benefactor pays for the development of a game for their personal use, then decides to release it to the public free of charge. That seems unlikely though.

      Tell that to the de' Medici family as well as the rest of Renaissance Europe. That used to just be how things were done. In a lot of ways this abject modern capitalism where everything is art-as-product--some means to a financial end--has really perverted the artistic process. Or perhaps changed rather than perverted? Are things better this way? I dunno...

    6. Re:Let's explore this idea by Mr2001 · · Score: 1

      Atleast for the initial product since that would have to include things like engine design and things like that(sometimes you can license then engine from another company but they still have to be made and funded from time to time) and the initial cost in this case would be quite high meaning you have to charge more for the first episode, which would probably not be a price the consumers are not willing to pay for such a short game.

      I think they would be willing to pay a fair price, as long as you explain to them why your costs are higher than expected. Just say "we're designing a new engine, we expect it'll take X programmers Y months, and then we'll be able to make the next episodes for less".

      No matter what business model you use, you're going to have to make those costs up somehow. If developing an engine is going to cost $1 million, then your customers are going to have to pay $1 million, whether they pay you directly for development or indirectly by buying a disc in a box at Best Buy.

      The consumers would also expect a lower price on the conscutive episodes because "the developer doesn't have the same costs for development costs" or we would run into the same problem with piracy again.

      Sure, and they'll be right to expect a lower price when the actual development costs are lower. But piracy won't be a problem; remember, piracy doesn't even exist in this business model, because it's based around paying directly for labor, not selling copies. If people don't want to pay for development, then there won't be any game for them to copy.

      --
      Visual IRC: Fast. Powerful. Free.
  240. Copy protection and Online registration, both suck by Anonymous Coward · · Score: 0

    Copy protection schemes are the primary reason.
    Even with a legit game I've bought, generally one of the first things I do is look for a crack for it.
    Why should I have to run off a slow clunky DVD when hard drives are bigger faster and abundant room.
    Most games run much better with protection removed.
    Online registration is the second killer of games. Why should you need to have internet, online accounts etc for a game you have bought. Slows game play, and limits games to when online only.

  241. If I have a copy machine, I don't pay for copies! by Anonymous Coward · · Score: 0

    For me, I can't justify spending $50 on a game I will play ONCE all the way through, spending maybe 20 hours on it. And really, if downloading the game (or a much cheaper version, $10 or less) wasn't available, I wouldn't think about playing it! I'm just a casual gamer and see it more of a curiosity.

    It is like a painting...it's intellectual art, YES! But, what if I make an exact replica of it so I can admire it myself? Is this HURTING the artist? Well...it isn't giving the artist charity to continue work...but it isn't stealing from the artist either. What if I make my copy available to others for free? And let them know who the real artist is? If I were charging for it, I think that would be wrong...but giving it away for free? It's a replica. They know they aren't getting "original" content. Well, with digital games,music,etc., the replicas happen to be EXACTLY the same! If someone made copies of art with proper credits to the creator, and gave them away for free, why should anyone get upset?

    Here is my point: My conceptual art is...a blue circle!! I'm going to charge $5 for it. It is my living, I love doing it. I make an original, and sell copies (just like games, what is sold are copies basically : ) But should I get made when people start making their own copies and give them away for free? Well...it is my livelyhood and less people will buy my "original copies" unless I offer them some that is not copyable, like hand-detailed copies (or CD's :) THAT is the idea of "originals".

    So...not all art is so simple, but all art (especially digital) is as easy to copy.

    What if people edit out measures to prevent free distribution (hacking)? Well...the other artists (hackers) are giving away their art (of hacking), time, and talent for free so others can enjoy art for free.

    I think there would still be people painting awesome pictures, singing awesome songs, and even making awesome games, even if they didn't get paid for it! "Don't humm my song in public, that's MY song and you can't duplicate it in any form!" or..."Don't stech my paintings!" What if the sketches were perfect replicas? EXACTLY. Some artists think they can control freedom, wrong!

    What about people recording songs played on the radio? Pirates? I think more of those people are apt to say "I love your work!" and buy from the artist after having experienced their art. The same should be for games. Artists who embrace others for freely distributing their work are the ones who are loved, and the ones apt to receive the "I love your work!" purchases!

    Basically...if an artist won't paint if he isn't paid, he isn't an artist: he paints from the billfold, not the heart! And truly, that is what the best art is all about (where the inspiration is), whether painting, singing, or creating video games. Artists who distribute for free, if having awesome work, quickly pick up endorsements (I think game devs could live on simple, un-intrusive ads).

    One day, the "paid" game dev community will fight against free game devs tooth-and-nail as their games become just as impressive, just as Microsoft is fighting the free movement/community/OS known as Linux.

  242. Actually it didn't work very well before by snowwrestler · · Score: 1

    The old style of patronage did not work very well, which is why we have our legal concepts of "intellectual property" today.

    Remember that the system you advocate predates, and was largely replaced by, the concept of copyright. That happened for a reason. Simply asserting that the other way was better betrays a lack of historical knowledge. If it was better we would still be using it. There is absolutely nothing preventing a patronage model today--the reason it is not common for things like music and software is simply that it does not work as well.

    --
    Build a man a fire, he's warm for one night. Set him on fire, and he's warm for the rest of his life.
    1. Re:Actually it didn't work very well before by gpuk · · Score: 1

      "the reason it is not common for things like music and software is simply that it does not work as well." - for who, the producer or the consumer? I believe the parent is arguing that patronage represents a fairer balance from the consumer's point of view than copyright, which is too loaded in favour of the producer.

    2. Re:Actually it didn't work very well before by Anonymous Coward · · Score: 0

      not EVEN the producer. these days, copyright is loaded in favor of the middle man, the recording company, who really is just a delivery service that is no longer needed.

    3. Re:Actually it didn't work very well before by snowwrestler · · Score: 1

      for who, the producer or the consumer? I believe the parent is arguing that patronage represents a fairer balance from the consumer's point of view than copyright, which is too loaded in favour of the producer.

      For the consumer. The GP mentions Mozart and Bach, who both made nice livings when they were alive. However during their time, almost no one heard their music. Only the very richest and most well-connected slice of society was able to attend their performances. Whereas today anyone can listen to dozens of different performances of each piece of their music for almost nothing--a few dollars a piece.

      Copying technologies are way, way better for consumers than the patronage model. In fact they are so tilted toward the consumer that a new area of law--copyright--had to be developed to ensure that producers would be able to make money.

      It is important to keep a historical perspective on things. Our ability to access the creative products of our society would blow away anyone from Mozart's time. Today janitors and garbage men can easily afford to hear everything Mozart or Bach ever wrote, whenever they want.

      --
      Build a man a fire, he's warm for one night. Set him on fire, and he's warm for the rest of his life.
    4. Re:Actually it didn't work very well before by gpuk · · Score: 1

      You make a very good point but I think what you describe may not necessarily be as true for the 21st century as it has been for the bulk of the 20th century. I think a 21st century version/interpretation of patronage could open a producer's work to a much larger audience than was possible under 18th century patronage (at least for any works that could be digitally replicated and distributed i.e. music, film and literature).

      Perhaps the natural counter-balance will be a stronger push by artists and their publishers towards more performances, book readings etc. Real world events that are immune to digital replication.

  243. Piracy starts at a young age by whong09 · · Score: 1

    I was introduced to torrents when I was 14. I have never looked back. Not only does pirating provide me a way to get material that I otherwise wouldn't be able to get with my limited cash, there's also the allure of doing something illegal and sticking it to the large gaming corporations that are largely just profit making vehicles. Besides, you tell me if it's right that I bug my parents or work a meaningless job to purchase things that hold no real physical value.

    I believe that the ideas and intellectual works of others should be free to use for enjoyment and noncommercial purposes. If I made a video game or a computer program or wrote a song, I'd distribute it over torrenting just because it's the right thing to do.

    I feel bad for the people who still pay for things, and I constantly try to teach my peers how to pirate and avoid being exploited. Yarh.

  244. Pay for the experience, not content! by Anonymous Coward · · Score: 0

    An awesome case-in-point:
    A DVD has...technically, much more content than the original theatric version. All the same, then some! But...people pay $10 to see it on a 100ft screen, with nice dolby surround, and a bunch of people to clap, cry, cheer, or just share emotions with. Even if DVD's came out the same time as movies, I think there would be people who, if choosing between a $20 DVD or 2 x tickets for $20 (and pop/popcorn for another $20 :), would spend the money on the one-time tickets/snacks and never buy the DVD...for the personally un-reproducible experience!

  245. It would be better for him if I pirated games! by Anonymous Coward · · Score: 0

    I have changed how I acquire games. Why? Yes, it's the COST! Games are too damn expensive. I buy all my games almost exclusively used. I limit myself to $20-30 for a boxed game with everything in mint condition.

    There is an even more serious downside to this. While waiting for a game to reach my price point, there is an increasing change I will loose interest in the title and never pick it up. Not only do they loose my sale, I wind up not telling or showing anyone else how awesome the game is, so no doubt they lose other sales as well. I suppose it would be better for them if I pirated it, but pirating games doesn't sit well with me.

    So, basically they have lost a purchaser of the original products, as well as other potential buyers. All without piracy. Sucks for them.

    The other arugment, and I sort of agree, is lack of demos. I usually want to try before I buy.

  246. Romania in the early '90s by ancappsc · · Score: 0

    In the early '90, right after the breaking of the eastern block, you could actually BUY cracked versions of games on street corners, nicely displayed on a small table or something, for the equivalent of roughly 1 or 2 euros. Actually, at the time, those were the only games versions available. I even used to joke about it, with my brother, that if a software company wants to really make some money they could release both the official version and the cracked one, for different prices of course. Later on, this of course dissapeared, we proceeded to pirating games the old-fashion way of internet download, and the reason was mainly a financial one - at the time I couldn't afford the games. Now that I can afford, I buy the games that I like (so this is the try-before-you-buy it reason). I know that this is somehow a particular situation, but my point is that without the first (historically speaking) pirated copies of the computer games I probably wouldn't even started to play, not to mention to consider buying games now. But then again, this is just an exception from the rule.

  247. Boils down to... by Anonymous Coward · · Score: 0

    I think in the future, "paid" game devs will fight free, open-source game dev tooth-and-nail (when free games reach the impressiveness of non-free games), just as microsoft is fighting the free movement/OS known as Linux. And for being free, Linux is becoming more impressive by the minute, and could very well surpass Windows one day. Just look at compiz fusion, way better than Vista AND Mac OS X effects!

  248. why i choose not to pay... by Anonymous Coward · · Score: 0

    because i use my money for purchasing food to survive, and also because i like my games free and open source so i can work with the code, making it better.

  249. I pirated Sins of a Solar Empire. by Anonymous Coward · · Score: 0

    I pirated Sins of a Solar Empire.

    I played it well, finished a few missions, even did updates to it.

    I liked the lack of anti piracy measures on the game.

    I bought the boxed copy of the game 3 weeks ago.

    I doubt I will like steam or anything else that has any form of DRM in it(didn't alot of gamers had major issues when the steam servers when down a few hours?)

  250. To pop out a level... by caywen · · Score: 2, Interesting

    I think there's a more general, obvious question: Why do people steal? Software is unique in that there is the *potential* to thwart thieves through the same medium that makes up the goods. I suppose just like Masterlock likely uses its own product to prevent breakins to their warehouses, developers try to adopt the same strategy. However, perhaps this is a lost cause. Thieves will get what they want, despite the technology. However, the useful function is about the percentage of honest people out there. Perhaps the real problem is that software just costs too much. If bread bakers charged $50 per loaf, I would suspect they would suffer the same thievery rates as software. Perhaps Microsoft Office should be $50, not $500. After all, there are more than 100 times the number of honest potential customers than there were when they started that product. Indie games should cost less. There is often a sweet spot where the effort to steal is just not worth the cost of the software.

  251. The reason is money by Anonymous Coward · · Score: 0

    Games cost an awful lot here (from the price of an xbox360 game I can eat dinner happily for at least two weeks)... though since I HAVE a salary, I don't really have the time to play games.

  252. Reasons by Anonymous Coward · · Score: 0

    I think it's easy to say the distributor-consumer model is deeply flawed when it comes to information-based products, and piracy.

    Simply put: a product-based business model does not work. The price of distribution and advertisement, on file sharing networks, is essentially zero. The only thing anyone should actually be paying for is the production costs - the service of good creators making good products. This is a service I think most people, even pirates, would be willing to pay for.

    But pirates are not willing to pay for those unnecessary costs of distribution and advertising - and is probably the reason for their particular scorn for big production companies. They are not willing to support a system where a large chunk of the costs incurred are being payed to middlemen who don't even gain the optimal result. Distribution by bitorrent is more convenient and cheaper for everyone (even the pirate), and advertisement by word of mouth and online rating systems is preferred by any user to "brainwashing" advertising elsewhere. The old system is simply inefficient, hierarchical, and unneeded in this new world.

    In this way, pirating is essentially pressure being applied to a broken system that's trying to push it to change to a better model - one where money goes directly to the creators, it's easy, efficient, and benefits the consumer (perhaps by promising future work by the creator. I know there are many games I would GLADLY "subscribe" to if it meant a sequel would be on its way quickly).

    The hope is that, eventually, this pressure will force the system to change to a better model. If worst comes to worst, and we break it - it will simply be a system run by amateurs, making their art just for the enjoyment. And personally, I almost feel like that's how it *should* be. One well known feature of ANY good art is that the creator truly cares about it. And if it really is an amazing idea, then other artists and patrons will flock to it, and cooperate to create a big, masterful piece.

    But when it comes down to the basics, and the right-here, right-now: I pirate because it is free. And I pirate because there is absolutely no way I would play that game if I had to pay for it. If that was the case, I would either continue to only play cheap/free/old games, play only those games (and their sequels) I already know and love, or not play games at all. I have just too many things to occupy my time and money, and risking both on some game I don't have a passion for already is far from being the ideal choice.
     

  253. Steam games = easily accessibl! by ekran · · Score: 1

    There are two kinds of games that I usually buy, games that I find on Steam (because I can download them directly (access) and play them within hours) and MMORPG (which has an attached monthly subscription.) If more developers would put their games on to Steam there would probably be less Piracy, or at least that is how things work out for me.

    (atm. I don't have any pirated games on my PC, but there are several titles I would have bought if I could have found them on steam.)

  254. Because we can and it's easier by Yeef · · Score: 1

    Everyone has their own rationalization for why they do (or don't) turn to piracy. An example for myself: I pirate movies all the time, but I've also got a Netflix subscription, most of the movie channels on my cable service and a DVR. A lot of the time, however, it's just more convenient to grab a torrent and have a movie in an hour or so than have to wait for it to come in the mail or, worse, show up on TV and the studios are still getting my money anyway (I don't pirate movies that are still in theaters).

    I know plenty of people who pirate simply because they can. A lot of them only end up using a fraction of the things they download. I think it's a result of two big changes in our culture: The quest for consumption, which is instilled in us from a young age. And an overwhelming respect for curiosity, which I think the vastness of the internet has strengthened in the last decade or so. The fact is, a lot of people, download things that they've only got a cursory interest, but it's so easy to pirate that figure they might as well check it out. The same way I might look up Boudhanath on wikipedia, but if I had to go to the library to do so I'd lose any interest I might have had in it.

    Personally, I rarely pirate games. Those that I do pirate are usually old games that I either want to revisit (roms) or just never got to play when they were still new (I didn't have a computer as a kid, so I missed out on a lot of classics).

    A trend I have noticed, however, is that a lost of publishers are including intrusive and annoying DRM in their games and sometimes even in the demos of the games. I remember on my last computer I'd been having problems with the disc drive for months before I found out about Starforce. Removing it fixed all of my problems. Those sorts of things make it clear why even legit customers would prefer to use a pirated version.

    It'd be foolish to think that you could stop piracy completely, but I think the best way to reduce it is to make your product as easy to acquire and use as possible. It's pretty difficult to beat the pirates at ease of acquisition; with torrent sites people can go to one place for anything they need, whether it be games, music, ebooks or what have you. Something like Steam, but for EVERYTHING, that worked in a browser rather than as a stand-alone app could put up a good fight, I think, but I don't see that happening anytime soon.

    Increasing ease of use can be done pretty easily, though. It just means throwing out any DRM that impedes functionality (of the game OR the system it's run on), because that will just turn customers into pirates.

    --
    I was once a horse.
  255. Honestly....Its was a hobby by Joker1980 · · Score: 1

    I dont download anymore. years ago i used to do it coz i could, recently i have realised that it has become like stamp collecting for me. Hard drives full of warez that have never even been looked at, it had become a habit nothing more. Just something else i'd do when i sat at a computer. The day i stop was when i realised 80% of my 'collection' had never been looked at.

    --
    Well, Bart, your uncle Arthur used to have a saying: "Shoot 'em all and let God sort 'em out."
  256. I actually bought one of his games by Anonymous Coward · · Score: 0

    Rock-legend. I played the demo & it seemed like an okay game. However in the later levels of the game (not accessible from the demo) the difficulty curve breaks down & turns it into a very narrow-ended game later on.

    I wish i'd pirated it, because the full version was deleted within a week. A total waste of money.

    Dont waste your money on this guys games folks, he programs just enough to make the demo look good & the rest of the game is shallow & pointless.

    1. Re:I actually bought one of his games by Anonymous Coward · · Score: 0

      so its exactly the point made above http://yro.slashdot.org/comments.pl?sid=641447&cid=24547309

      demos are misleading. download it, then buy it if it really is good.

  257. Re:Gaming Demographics by Anonymous Coward · · Score: 0

    "But they are all legal... there's simply no justification for pirating a game. I don't care what any of these "but it's got zero duplication costs" people think; big new commercial games have big budgets, and you often find they have lengthy and expansive game play... something well worth the money compared to other pastimes."

    You're obviously an idiot, we use capitalism because of scarcity, we don't use it because it's inherently moral or superior, information is not scarce. According to neoclassical economics supply and demand, they shouldn't be able to make anything off it, period. It's the same reason we use to justify and enforce poverty in our own nations -- supply vs demand, not every man is equal, and all those things we tell ourselves ot justify our domination over the other.

    When the supply of labour goes up costs of labour go down for businesses. Next is the geometry of population problem with infinite non-scarce goods, people get rich primarily because of population size, not merit alone. Many of these game dev's and their business models would be impossible in smaller populations. Sometimes I wonder if americans have any brains at all.

  258. What money does for you by kuzb · · Score: 1

    So, here it is. I used to be a heavy pirate when I was a kid. Nearly every game in my rather large collection was a pirated copy. The reason behind this was that games just didn't last for me. At $40 - $60 a game, I just couldn't afford to shell out for the latest titles which only kept me occupied for a few weeks to a month. So, I copied them. I had other things going on in my life which also required money, and there was no way to get around paying for those things. So rather than sacrifice them, I chose not to pay for games. Things are different for me now. Forking out $100 - $200 a month to feed my habit isn't a big deal. So now, a lot of my games get purchased. It avoids a lot of hassle in my opinion. Many games now register with a serial number online, and while you can crack them, they're often not usable for multiplayer. In there here and now, for the indie game devs out there - a lot of the times I won't purchase your games because they just fail to impress. There may be some real gems out there, but I can't say I've seen them. It's also possible that you're just not getting the right kind of exposure. You're competing with big game makers, some of whom set very high standards. Ones I'm not sure small teams of 1 - 3 people can stay on par with, or outdo very easily. As gamers, we're used to having the bar constantly raised. I feel for you guys. As a programmer myself, I can appreciate how much time and effort goes in to these things. I can appreciate that it's a labor of love. However, you have to consider what it is you're going up against. I'm not saying don't do it, I'm saying you need to be sure that your game is of a quality level that can compete in today's saturated market.

    --
    BeauHD. Worst editor since kdawson.
  259. Compare buying and "stealing" by dascandy · · Score: 1

    Consider the use cases for the game player:

    1. I buy the game. I go to a physical brick&mortar store, I locate the game, pay for it and bring it home. I infest my computer with DRM software I didn't ask for, click through horrible install processes that are actually pointless, enter a 40+ digit entry code and then can play the game - that I never played so far. If I didn't like it, I'm essentially screwed.

    2. I download the game. I don't even have to get dressed, it's delivered at high speed into my bedroom. I install it, which is an easy process that does not install outside of the target directory. No nagware, no infestation, no DRM. No CD required, I can use it for another CD. No Cd key required, or I can copy/paste it from some other tool. If I like the game I can send money their way, but that's a conscious "I like it" choice. If I don't like it, I don't lose my money and I don't get to go through a lengthy process to return it.

    Can you imagine anybody considering pirating games?

    How about:
    - Make it easy to install
    - Make it painless to use
    - Make it simple to remove completely
    - Make it easy to return for full refund within X days (>= 8)
    - Make it run properly on my PC
    - Make it so cheap that I can fit it in the cracks of my budget (like $10-20).

    In that category, I recently bought Portal. It fits all except for the easy install and the full refund. It's still annoying because it's on Steam which is a load of shit (that already corrupted its install once) and I can't give the CD to somebody else and expect them to use it like I do with my car (for instance).

  260. because i couldn't get it from Steam" by Sky+Cry · · Score: 2, Insightful

    Because it's easier to download a game than go to the shop and buy it?
    Because I'm going to use no-cd crack anyway, since I absolutely hate swapping CDs?

    Steam solves quite a few problems for me - when the game is on Steam, I buy it there (though I still hate the fact that it often costs more than buying it locally). Steam doesn't require me to swap CDs to play my games. Steam doesn't even require me to HAVE those CDs - I can uninstall the game at any time and simply redownload it later, when I feel like it.

    Yes, it doesn't solve all problems, but it's certainly a step in the right direction.

  261. its about the price and convenience by Anonymous Coward · · Score: 0

    I have played online propriety and cracked games. I generally enjoy the free Linux games as they are often very imaginative. When i pay for a game i expect more than a one night stand. I prefer to have legitimate copies, but I dont want to be ripped off so i want to pay no more than $50.
    I have also bought games, where I ended playing with the cracked version. Why, I dont want to shuffle CDs/DVDs, so cracked is often better.

  262. Easy access by Anonymous Coward · · Score: 0

    I normely buys my games.

    But I have piratede some games.
    I remember I wanted to try Oblivion.
    Well it was Saturday evning the shop has closed, and were clost Sunday.

    So I could
    1) wait to after work monday and the buy it
    2) Order it online and the get it by mail, and not being fome when it comes, and then pick it up at the post office wendsday.
    3) go to Piratebay, find it, download it, and play it after dinna.

    Yes I tjek round and no one offered digital download of it, and I wanted to play it now!

    The upcomming game "Spore" If they do not remove there 3 activations only DRM.
    Well then I will end up finding a crack for it sooner or later, so why not just do it sooner, and just get a pirat version.
    DRM only screws whit the one that pays for game, not the one that pirates it.

  263. Its obvious by Frozen+Void · · Score: 1

    game physical worth is near-zero in electronic medium and demanding people to pay, sounds absurd to many.
    Game anti-features like DRM/anti-cheat/bugs also
      devalue the original version,so that cracked/pirated one(with them disabled or patched) at $0 is "worth" more then $60 original.

  264. I've had demos work, but not the real game. by FatSean · · Score: 1

    Local retailers refuse to exchange a game for anything except the same game (i.e. defective media). They don't care if my system meets the spec on the box but won't run because the copy protection doesn't like a SCSI CD-ROM.

    Best Buy and GameStop (or whatever they are called today) did this.

    Sometimes I just don't feel like giving a fuck about Imaginary Property so who knows what might happen.

    --
    Blar.
  265. I pirate because I can't afford not to. by Anonymous Coward · · Score: 0

    I do buy games, here and there. Whatever I can afford. I've been a gamer a long time.

    However there are, quite simply, far too many games I want to play than I can afford. I look at it this way... the games I download are games I cannot afford anyway. Thus, since they are not losing a sale (Since I wouldn't purchase it anyway) and they are not losing anything material, me pirating something will have no effect on them.

    If my financial situation ever changed to where I COULD afford these other games, then sure, I'd buy them. But as for now? Not so much.

  266. LOLfactor by Anonymous Coward · · Score: 0

    It is funny to see how lazy people into business without a real passion for gaming and its delicate mechanism work the things out this to have the most money from less effort.

    1- You take a style and theme that is mainstream, you mix it with a generic gaming system concept that is more or less already embedded within the already made engine that you just bought the license.

    2- You get coding monkeys underpaid to code all parts needed and duct-tape them all so it runs ok.

    3- In the meantime you've got underpaid artists that does 2d/3d and sound stuff.

    4- If you have some budget left, you put it into 2d/3d/sound effects, so it is more eye-candyish to your stupid average consumer, instead of having RnD into gameplay and gaming concepts.

    5- You deliver you product on which you make more or less good money, people forgot your game after 6 months, and you have to repeat all those step in order to be high/drunk/have-sex-with-hookers.

    That is what is the problem in the gaming industry. And also why piracy and indie developers are going to save all this.

    In the 80s/90s. A game developping team usually consisted of 2 or 3 friends listening to power/trash metal, and making something they'd be willing to mofo-ing play themselve a long time before getting bored. And they'd would not care about the demographics and economics. So they'd make great innovative games. But then when those innovative computer games would be getting popular and people would use BBSes to share them, we would have people who wanted to make a lot of money on it and now you all know the rest. My friends. We are about to enter into a Computer Gaming renaissance. If you are skeptical, look on how Apogee/3drealms and IDsoftware, and all those 80s/90s had their business model at first, and how they've changed to agressive whores when they knew they could for a time make more money on those. .. 'nyways just an opinion.

  267. jjjj by Anonymous Coward · · Score: 0

    1. Stop having annoying ports. Ports from Consoles to PC are horrible. Buggy and terrible gameplay and really ruin the experience.
    2. Stop developing games exclusively for consoles. Us gamers hate it when you guys develop a game for consoles(especially fps,RPG)
    3. Reduce the bugs. I don't know whether you guys really do Quality check department but they are terrible. We hate the bugs, after all we have paid 70+ dollars for an item and an item which we can't return so we would like to

    Until you guys create a game which is perfect, piracy is going to remain a problem. Trust me on this.

  268. Is AntiPiracy/DRM the Cure or Disease for PC Games by Swinto · · Score: 1

    ByteShield has released a whitepaper entitled Is Anti-Piracy/DRM the Cure or Disease for PC Games?

    Only customers hate DRM, pirates remove it â" this is how one developer summed up the current state of software protection from piracy. In summary, the current state of anti-piracy in the PC game industry is:

    1. DRM efforts have largely failed to protect vendors legitimate rights because they are rapidly cracked
    2. They have contributed to destroyed customer relationships and trust by impinging, inconveniencing and even impugning honest customers
    3. Annoyed and hostile gamers publicly vent their outrage and fury on game suppliers and DRM suppliers via portals, blogs and message boards
    4. Impacting honest users tends to shift their sympathy towards the pirates rather than the developers and publishers. In effect, onerous DRM legitimizes piracy â" because with pirated copies you avoid the hassles DRM imposes

    How did technologies and efforts designed for the benefit to the industry instead become the enemies of the software business? And how do we fix it? This whitepaper draws from multiple sources across the PC Games industry to answer these questions and it can be downloaded from http://www.byteshield.net/byteshield_whitepaper_0005.pdf.

    ByteShield, Inc.
    http://www.byteshield.net/

  269. Because I can't buy it by WWWWolf · · Score: 1

    I've only pirated games these days if I absolutely want them but I absolutely can't get them from local retailers. And before anyone worries, I usually do that only for some really good reason. If the opportunity arises, I buy the game.

    A recent example was Final Fantasy VI: I played the SNES ROM. None of the retailers here had the PS1 version (though they did carry FF7, 8 and 9). I bought the GBA version at the earliest opportunity soon after it was released here - and I've been quite happy, thank you for asking.

    It's usually the older games that are almost slipping in the abandonware territory already anyway. If the publishers want to combat this, they should elevate the shovelware CD collections to a new era, or make the old games legit freeware. Perhaps make buying old games easier online (I can't do Steam - no credit card and my debit card can only be used nationally). Hey, I'd sure as heck buy a giant collection of DOS games on a DVD-ROM if the price was right... Not long ago I bought a collection of D&D RPGs for 40€ and I suppose everyone agrees it's a steal for 8 games and 5 expansion disks =)

  270. I've never pirated so somewhat OT I guess by mongaikan · · Score: 1

    I have never pirated a game but I'd love to have a game developer that listened.

    About the packaging: most valid points have been made, but to sum it up: respect the customer and make installing and playing a game convenient. I *still love* the UT version I have that plays without the CD in the drive. Another reason I kept UT for years and years now is that I've managed to install it on my Linux box, and for years I simply copied the folder were it sits when I upgrade my system and it still just works.

    The last game I've bought was Half-Life2 in 2004 but since that game only works on windows I hardly get to play it (on wine didn't work for me). I'm still interested in games but it's difficult to sort out the trash and find new ones I like. Also, I don't like upgrading hardware just because some new game has even more bloated graphics - rather would like to see better AI, better interactive and online features. C&C being the first game I spent a lot of time with, I was pleasantly surprised to discover how smoothly Warzone 2100 Resurrection runs on Linux and how incredibly small it is. If volunteers can make 3d games for Linux like warzone or openarena how hard can it be for a commercial firm to make something like a 3d version of Riven, more ineractive and multi-platform, like warzone? I would buy that!

  271. The obvious answer... by TractorBarry · · Score: 1

    Cliff Harris: "Why am I wrong ?"

    Pirates: "'cause ye just arrrrrrr."

    Sorry about that, I'll get my coat.

    --
    Sky subscribers are morons. They pay to be advertised at !
  272. Obscene Profiteering? by Cyanara · · Score: 1

    Can't speak for everyone in the world, but when games consistently carry a whopping $110 price tag in Australia but merely $50 in the US despite a near equal exhange rate, it can be a just a *little* discouraging. And it's even worse when online services that would normally negate this problem, such as Steam, are made to follow suit by publishers, artificially raising prices based on detected region.

  273. You are better than a demo. by Anonymous Coward · · Score: 0

    When I finally "got a life," I found that I had almost no time for games. Now I just let the rest of you play all of the games. Then I just buy the games that y'all think are the best. No need to pirate when I have you. You have my thanks.

  274. But what do you get? by Anonymous Coward · · Score: 0

    The problem is that pirated games give more value(no copy protection, easier to back up) than games you purchase. If you look at the quality of the actual box the games come in today they look like crap, and the manuals are all electronic. If they were to ship more quality in the actual box that the game comes in, to justify the ridicoulous prices the more people would buy games.

    If you ship a physicall uncopiable product(like a huge poseter) younger people and hardcore fans would be more likely to buy the product. Alot of the games sold today are just a plain jewel case with nothing special inside.

  275. Infrequent play / LAN parties by Anonymous Coward · · Score: 0

    I've known many people that really don't set aside time to play games, but at the same rate, they will join a now annual or at best, biannual LAN gathering with their friends. They tend to look for a pirated copy of a game for as they see it, why buy a game you literally are going to be once, or maybe twice tops. I can see their point... dropping $50 for something you will install and use 1 time seems like a waste of $50... then again $50 could be seen as the price of admittance, but if there are 3+ games played during the party, that's $150... a steep price to be paid, when party goers are hesitant to show (read, not avid gamers).

  276. If it is broke do fix it by Digital+End · · Score: 1

    Here's my list.

    1: I've downloaded games because I was broke at the time and couldn't afford them, but I was a fan of the game. When this happens, I do normally feel guilty about it and if the game is a good game I will be sure to tell my less-broke friends about it.
    --These are not lost sales, but gained fans.

    2: I've downloaded games because they were less buggy when not dancing around your crappy copyright protection program. There is no shame like the pirated version working better.
    --These are lost sales.

    3: I've downloaded games because it is simpler. Please note I have not nor do I intend to EVER download a steam game without paying (with 1 exception to #1... was broke at the time). Valve has done it right. Unlimited re-downloads, a smooth interface, automatic updates, a reason to keep it connected online (which you can't do pirated) and for the love of god a NON INVASIVE INTERFACE. The second you ask me to install a toolbar I'm downloading it out of spite. Don't be ashamed to follow their model, because the worthless crap version that EA has is insulting.
    --These are lost sales.

    4: Sampling. Many times I can't find a good demo for a game, and I won't pay $60 with nothing to go on but game review sites that you sent gifts to. If I can download a demo in these cases I would (if it was faster download, NON INVASIVE, and worth the time of download (more playtime from it then time it would take to download). If not, i'll download the whole damn thing.
    --These are normally lost sales, there have been a few that I went out and bought afterward.

    5: Spite. Some companys have already lost my willingness to buy from them.
    --These are lost sales

    _______________

    Fixes: Easy online interface like steam that is not like EA's version. Steam good, EA Downloader crap bad.

    Demo's that last more then 5 minutes after I spend 30 minutes downloading them. (Faster connection or longer demo, get it to a 1:1 download/playtime ratio or better for the demo)

    Acheivements/rewards for connecting to your servers. Once again, valve wins. I love being able to look at my gamer profile on steam and see all the stuff I've done, my stats for each game, and so on. That is a perk for connecting (pirated versions don't work online, so you miss out on this)

    Honest reviews, but of course that's corruption on the reviewing end not on the makers end. (Though threatening to 'cut them off' if you don't get a good review? That's pretty bad)

    Blah, blah, blah. We want steam. We want you to have your game set up thru steam for delivery, because it is the best. We don't want you to f--k steam up though in the process. Leave it as is, and the first time someone in middle management advises you to 'pretty it up' you'll be at the crossroads where you choose between your customers and your managers. Kick him in the balls for us.

    --
    Beware of he who would deny you access to information, for in his heart, he dreams himself your master.
  277. Software and media should cost very little over .. by Hohlraum · · Score: 1

    their cost of distribution.

    What difference does it make if you sell a million COPIES of something at $10 or ten million at $1.

  278. Because Cracking IS THE GAME by Anonymous Coward · · Score: 0

    Mr. Harris, you're a game developer. I don't think you need to look much deeper than one's motivation to play a game to understand the answer to your question. Cracking IS the game.

  279. Reason for Piracy 101 by DoChEx · · Score: 1

    0. Lack of cash, surprisingly simple reason for at least 80% of all Piracy. Why pay for something if you don't have to, it's capitalism in its purest form. Capitalism operates off the ability to pay the worker less then what the true value of the work done is worth. This discrepancy is the Profit margin. It's the same thing but in reverse. The investor hasn't protected their investment enough to stop these types of shenanigans, hence why software comes out with more and more elaborate copy-protection mechanisms. It's the same reason Banks' have really thick walls. The easies way to save money is not to spend it on things that don't have to be purchased. Make what you want of that last sentence.

    1. Pre-releases. If you really know where to look sometimes you can get the game before it hits the selves (before you ask I don't know any of these places, but you read about them, e.g. Oink). So you have the elite factor of saying I've played it, its {great | crap} on the forums.

    2. Like number 1, but staggered world release dates. A game comes out in the US but Europe has to wait a week. Would be Pirate thinks I want that game NOW! All my forum buddies are playing the game and I can't talk about it with them, why should I have to wait, feck it! download time.

    3. Inconsistent world pricing policy of distributors. Metal Gear Solid 4 as an example US $59.99, Eur â59.99, GBP £39.99 now that again in US for Eur $90.04, GPB $76.81. Is the rest of the world subsidizing the US gamer? The âFree-market' isn't working right if you ask me. Regionalize of consoles' game distribution in order to rip the customer off, PC doesn't suffer from this, yet. DVD & Blu-Ray again have this problem; they also get pirated. For some reason Intellectual Property has different values in different parts of the world for no other reason then you can't import it from a cheaper source, this is caused by monopoly & cartel'ing.

    4. Popularity, be the go to guy. There's always one who seem to have all the music, all the games, all the TV shows. It's a tool to win & expand his/her popularity in a peer-group.

    5. Cheap Bandwidth; people will download all sorts of crap if it's free just to try it out because they're bored. Flavor of the month syndrome. But this would be more Music then Video Games.

    I'm sure there's more but I'm bored now.

  280. Demos by DarthVain · · Score: 1

    Back in the day every game that came out was proceeded by an awesome demo you could download very easily. You could then decide if you wanted to buy the game (or just continue to play the demo to death).

    I don't know why, perhaps the size of games now, but it seems this is no longer the practice, and if a demo is released, it is sometimes only on those pay for file sharing sites, which really defeats the whole purpose.

    Combine that with a rash of really horrible games, and an industry that is generally considered to be bought by the developers (10 out of 10!), that leaves the consumes hanging out to dry.

    Generally speaking I go by user reviews mostly and certain trusted developers. I bought Quake Wars because of ET. Blizzard of course is gold, and WOW is so well known AND has a great demo.

    Apart from a few others, that means that i will hear about the hype, and then probably download a copy and try it out. If I like it and if there are limitations to the download I will likely buy it. However if the answer to either "if" is no, then I likely will not. That simple.

    The industry likes to blame pirates (just like any other), however they have no one to thank but themselves for their current situation.

    Here is an idea, before you release the game, release a good demo via bit torrent and advertise that you did so. Then assuming you make a good game expect more sales.

    1. Re:Demos by X0563511 · · Score: 1

      Key to this, is to stop releasing based on an arbitrary date.

      If you rush to get things done by a certain date, there will be nothing to show for a demo until it is too late, AND the quality of your production will likely suffer for the deadline as well.

      Spend time finishing a game before you start selling it, and you will find that everything else (including releasing decent demos) falls into place much easier. You don't have to perfect it, but you also don't need to release a half-assed cash-cow attempt either.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  281. Ownership of information? Bits? Absurd! by Anonymous Coward · · Score: 0

    Howdy,

    I would presume that the main reason people aren't buying his software, is that the notion of laying claim to ownership of information is absurd, primae facie. This is information, something virtual, not actual tangible goods. It can be duplicated at no cost. There is no violation of his personal space, property, or habitat when said information is duplicated.

    While ownership of software isn't as absurd as other, so called, intellectual propery; for instance there exists an utterly insane notion that certain DNA sequences, whose copies are clearly in the public domain (existing in each and every one of us, in some cases) can be patented. However, this doesn't mitigate the fact that this isn't a tangible artifact that is in the possession of a single (or multitude) of individuals and as such can not and should not be claimed as property.

    Proponents of intellectual property often cite social welfare as a motivation for the enforcement of ludicrous rules (the reasoning typically going along the lines that "so and so spent so much effort" and should be "compensated" lest he "be dissuaded from future efforts". But ground rules, in a free and open society shouldn't be set according to social welfare, but rather according to basic tennants of justice. Furthermore, it is completely possible to create revenue without charging for information (for instance, by advertising in the software, by charging for online services (provided by propietery software), and so on).

    You might be surprised, but the author of this small snippet is actually a software/algorithm engineer. This small snippet is actually against my own self interests. I play the game; I even have some patents to my name (signed over to former employers). But this isn't the type of society we should have. It is possible to make a living without asserting such absurd ownership claims -- even in fields such as drug development -- all it takes is a different business model (namely,in drug development, propietery information, and control over leakage of secrets).

  282. Ease of access to buy. by shypht · · Score: 1

    With smaller/Indy games that I just cant go out to the store to buy (and generally don't buy that type of game at the store anyways), I don't like having to give out my information to a dozen different sites / smaller vendors / people that I may not trust. A few months ago I got an account on Steam. I think I wanted to try a demo of Audio Surf. I played the demo, was impressed - then decided to buy the game since it was a very simple no-hassle process. Over the past few months, I've ended up buying a few games off of Steam. Its easy, always there and very low hassle. I click buy, enter in my credit card info that I assume is only going to Steam, a few minutes later - I have a game installed and ready to play. I don't need to go to the store, I don't need to open any extra accounts anywhere else. I don't need to provide random people with my credit card information. The other day I bought Portal on there, a friend of mine asked me "why didn't you just download it?", my response was - Quality game - An appropriate price - Less hassle I didn't need to deal with torrents, cracks or risk getting a virus, and the game was cheap enough that it made it good for an 'impulse purchase'. Had the game been say, $30 or $40, I might of eyed up the torrent sites a bit more instead.

  283. Copy protection (again) by bradley13 · · Score: 1

    Take Sins of a Solar Empire, for example. there's practically no drm. you don't even need the cd to play. But the company that's made it has earned a lot of trust and respect which will be rewarded when they produce the sequel.

    Bingo! Sins of a Solar Empire is the first game I've bought since Civ IV. There have been several games I was interested in, but this one I bought - precisely because it has no copy protection. I can play it on a laptop on the road, I can let my kids give it a try on their computers, etc. FWIW I haven't pirated any games either - cracked copies have their own problems - so I'm not the type of person he is addressing. But I am is target audience - someone who likes games and has the disposable income. The bottom-line: make it easy: no copy protection, no CD-check, etc. Life is to short to put up with crap...

    --
    Enjoy life! This is not a dress rehearsal.
  284. Coward by Anonymous Coward · · Score: 0

    99% of people DL pirated games because they are free, and the licensed originals are way too expensive. Only lowering the price to something like 20$ or less could reduce piracy, not quality, accessibility...

  285. Humanity is not "one size fits all" by plasmacutter · · Score: 1

    Another reason to add to the other more "righteous" and "lamenting" ones: humanity is not "one size fits all".

    people in the west have become too used to fixed price systems. This is not the case everywhere. Markets can be found world-wide where people haggle over prices.

    In the absence of this, there will always be some people in economic straits dire enough to consider themselves worse off than the program vendor. I would think if they are capable of convincing you to that effect, you would lower your price, lend, or donate a copy.

    Back before the new world order, people used to operate on such flexible arrangements, making local society much more friendly and flexible, and while it still occasonally happens today, the departure from such policies has led to much strife and resentment.

    --
    VLC FOR MAC IS DYING! IF YOU DEVELOP, PLEASE SAVE IT!!
  286. Value by Anonymous Coward · · Score: 0

    I think there is a False Assumption that the developers make when it comes to gauging the dollar value of game time.

    This may not be their fault, but its still a problem that is hurting both them and the players. Which I think is the most key in why they have their games pirated. They always make the connection to the cost of movies when comparing the cost of a game. 2 hour move costs roughly $10 Bucks, so a essentially a 20 hour game that is $60 is really time for time a great value.

    This is a wrong assumption. Mostly because when you consider a game while it uses a visual and video medium its actually more like Sports.

    Think about it. If you want to play tennis it can cost you $100 bucks for descent quality gear to play. That gear will give you however 300 Hours of game play. Dollar to time, you are getting 3 hours to $1. Tennis is interactivity. Movies are passive. You watch.

    Understandably, the game development is more costly then sports gear. However Its classification as a medium I think is not realy close to movie. It can be like a hybred of movie and sports. but ultimately its still primarly an active mode of enertainment, not a passive. So Sports I think is more where the deves need to do their messuring.

    I am not a big sports fan. But many people who play games are. Even ones who are not, like my self have played some sort of game. Games are no longer the realm of the so called computer nerds. They encompass people wide spead. To them they can see that the value is not their in most games, simpley because they can get more, and cheaper value of more time else where. As a result the developers are simply spend to much on a product that is actualy of less value. If they make a product that despite the piracy makes money. then I guess its one that was pretty good. But its still over priced.

    I also have a question: If you had a game $20 million to develop. you sell 500,000 at $40 to essentially break even. You sell 1 million to make $20 mil in profit. My guess is you could stop pirate by sell the same game for $10 but sells 4 Million. you get the same money. Likely will have a lot less pirates if you charge significantly less. Think more long term with products. not just 3 months. IF you have a game people will play more then a week, you can make even more additional products to help..

  287. This one's easy - The wife by Karem+Lore · · Score: 1
    • If I purchased more than 1 game every 6 months or so I would be castrated.
    • If I purchase music CDs more than twice every 6 months, I would be castrated.
    • If I went to the movies to see every film that looks cool in the adverts on my television, I would be castrated (twice).
    • A game either becomes finished or boring within a 2-3 month period (bar a few). 2-3 month wait avoiding castration.
    • I listen to music quite rarely so to warrant CD purchases requires me to REALLY like the music...
    • Films, far too many look cool, end up being rubbish...Waste of money, get castrated for paying for film that is deemed "Rubbish".

    Moral: RIAA should be campaigning against marriage. CD, Movies and Games are bought by those that need it most and not by those that will be castrated should they dare buy anything "entertainment" related unless it includes a 3-course dinner, roses, candle lights, bath salts, oil etc.

    --
    When all is said and done, nothing changes...
  288. I have pirated millions worth and this is why by Anonymous Coward · · Score: 0

    15+ years into a lengthy game pirating career, I have your answer. The reason I pirate a game is that I'm simply not interested in it enough to buy it. Some game are must-haves, and those I buy. But the majority of games I can live without. I would never buy them in the first place. So downloading them is not hurting the game author & company in any way. In fact it might even make them money in the future, because if I like the game I'm more likely to buy that company's releases. But since 80% of games released are worthless shit or re-skinned clones of other games, it's my duty to protect myself from wasting money on them.

  289. If you have the Diablo II key but not the disk.... by crosseyedatnite · · Score: 1

    If you REALLY have the D2 key in hand, you can go to Blizzard.com, create a free account, then "register" your keys that gives you access to the game download from Blizzard that you can then install and play.

    Don't forget to patch to 1.12a.

    --
    e to the i pi equals negative one
  290. Learn from Steam by Decameron81 · · Score: 1

    I would say he can learn from Steam. The other day I went to the mall, looking for half life 2... and I couldn't find it. I started thinking about copying it from some friend to get it, when I remembered about Steam. I logged in, downloaded Steam, purchased the game, and have been playing it happily ever since.

    The key aspects here are availability and convenience. If you make it easy for me to get a good product from a fast online service at a reasonable price, then there's no need to go out to buy it, which is what people tries to avoid by copying it in many cases. This is the same for pirated games. I believe that "availability" and "convenience" or the lack of them, is what drives most piracy.

    --
    diegoT
  291. site slashdotted, reply here by mirkob · · Score: 1

    Dear game developer:

    my respose could be inappropriate, because i do not know any of your game but maybe my VERI LONG essay could illuminate you.

    i'm not a software pirate, not in the sense of creating cracks, but as everyone that i know some time i had used some made by other for various pourpouse:

    - evaluation of commercial software for work before expending a lot of money on it
    - evaluation of private software
    - trying games (sometime quite current one, frequently abbandoware like).
    - using pirated games until legit copy was easily buyable (in many case like abandonware, download only with hard drm and other, they will never became at disposal)
    - using MY legittimately bought copy in a friendlyer way (lost activation code, no cd crack to use 10 games on my laptop whitout a ton of disk swapping and more).

    on my experience anti pirating protection has about no good use and tipically irritate legit customer.

    and about any software whort buying will be cracked sometime (earlier if is really interesting).

    about any protection is an hindrance to the legit customer:
    - better not start talking about the old method of inserting the magic word on page 32 line 4 of the manual! imagin games with a foreign translation of the manual! and the ability of any man to lose a manual in the first x years!
    - long digital code to insert at install is a nuisance (and an huge problem if the code is lost!).
    - various drm mean an inability to easily backup my game copy and so be prone to disk damage or loss!

    - the requirement of a playing disk on the dvd reader is an HUGE hindrance! expecially on a laptop: i could not use my only reader for other thinks like background copy of data, music playing an so on; it make noise, consume power and produce heat; it consume the only copy of the game disk!; it's a nightmare of disk swapping if i whant to tour many games; it require having always many disk with me instead of installing all the data in the huge modern hard disk!; i can't install a game then use it an year later on a whim because i no more have the disk near; some more that at the moment doesn't surface.
    - continuous internet connection is simply inacceptable! i'm not always on lyne. (i never play on lyne multiplayer games, i'm a bit old scool)
    - on lyne registration is a nuisance (and an huge problem if the seller go out of business and the poor buyer could no more use his game!).
    - linking a game sale to a specific pc hardware is madnes! i have more than one machine, and whant to be able to play it in any suitable one, not talking about reinstall of the OS for a newer version or hardware upgrade!

    an example of what a not drm encumbered game could obtain (if it is good, but if you produce shit and expect people to gladly pay for it...):

    - last year a friend of mine found news of a game (hearts of iron II) visited the site, liked what if showed and ordered it. in the weeks before it arrive it downloaded the iso from emule, tried it, became entusiast, showed to us, make a copy of it so that we could try it extensively, we became entusiast ourselves, make an huge order on-line, showed it to other friends, make them try it for themselves and they too bought it.
    the result was 12+ copy selled in a week were an hugely drm encumbered one could maybe have been showed (but not throughly played) to much less friends many week later and resulted in less copy sold much later (myself for example had overcomed 2 fears in troughly trying it, that it work on linux under wine and that it wasn't too complex to play and enjoy).
    the fact that the game is sold at a relatively low price (20-25 dollar at most) had obviously played his part, as is the ability to simply copy the data in the disk and the absence of a continuous disk access. a pair of people hardly played it but they buyed it because of the magnificent game and fair policy!!!

    my ideal games distribution way:
    - it was similar to the one used (and i fear now partly abandoned) by

  292. Why not? by chord.wav · · Score: 1

    Tell me one good reason not to.

    Assuming that developers are missing out on potential sales from disgruntled pirates, Cliff wants to hear specifically from people who have pirated his games.

    Well, this assumption is just wrong. People who pirate your games wouldn't care to buy them, they'd play another pirated game instead. That's the value they give to your product. Zero. Because they would never pay to waste their time using your product.

  293. More a lack of DRM-free games than lack of demos. by d3ac0n · · Score: 2, Insightful

    This was one of the large reasons I had held off on playing half life (2) for so long...

    Ditto.

    Until I pirated it, that is.

    I had and have no intention of dealing with Steam(-ing pile of crap). I found (and continue to find) the entire concept ludicrous. If I buy a single-player game, I expect to be able to play it whenever, wherever, forever. No SecrapROm, no Online checks, no Nada. I'm willing to punch in a CD Key, provided it is no longer than 32 digits, and even that long is pushing it.

    I think game publishers need to understand a few basic truths of business:

    1) There will ALWAYS be thieves. No matter what you do, or how much money you spend on stopping them, a small percentage of people will always find a way to steal your products. Some will do it for no other reason than because they can. Don't like it? Too bad, that's business in the digital age.

    2) Using DRM, rootkits, Online-checking single player games and spyware-like software to try and "secure" your game against "piracy" is at the very least ineffective and mostly nigh-on useless in actually stopping piracy. (See rule #1)

    3) Assuming that ALL your customers will be thieves and thus distributing software with the garbage listed in #2 UPSETS your customers. Surprisingly, people get annoyed when software they paid good money for treats them like a criminal and/or refuses to run due to DRM and/or breaks other things in their PC, up to and including the OS itself.

    4) Angry and annoyed customers means both lost revenue through negative word of mouth advertising, and by driving some customers and potential customers to outright piracy. Why should anyone pay for a game that is broken with DRM when the pirated version will come out in a week with the DRM stripped out and will be FREE to download?

    5) The best way to keep piracy to a minimum is to serve up a clean game, with no DRM or anti-piracy junk other than a CD key. (One that doesn't require the CD to play would be nice as well). And since you aren't wasting MILLIONS on third-party DRM crapware, you can charge LESS for the game, and still make a higher profit. In other words, Cheap and DRM-free games sell.

    I think that just about covers it.

    --
    Official Heretic from the "Church of Global Warming". Proven right thanks to whistle blowers. AGW = Flat Earth Theory
  294. Blind funding? by Nerdposeur · · Score: 1

    We might need a novel system of middlemen to pick the wheat from the chaff, or a new payment model to allow millions of individual gamers to fund development rather than a handful of investors, but there's no reason to think selling copies is the only way to make money.

    In the current system, gamers get to see the finished product before paying for it, and reward the creators based on their results.

    You want to replace that with a system where "middlemen" decide what's good on gamers' behalf, and gamers pay for games sight-unseen in hopes that they'll be good?

    If you won't pay for a game that you A) can play right now and B) already know you like, why would you pay for a game that A) won't exist for months and B) might suck?

  295. That seems like a pretty limited point of view. by Uniquitous · · Score: 1

    Art ought not to be held hostage to the whims of what's popular. But I realize that video games aren't going to be funded by the NEA any time soon. I'd be fine with some kind of public fund that was on a willing donation basis. Even better would be if it were tax-deductible.

    1. Re:That seems like a pretty limited point of view. by gordo3000 · · Score: 1

      Art ought not to be held hostage to the whims of what's popular.

      why not? if everyone out there is saying it sucks, who are you to say public funding should go towards it? if no one likes or wants it, then why fund it? you may use some esoteric example of an old composer who people like now, but they were obviously funded more than enough to compose or else you wouldn't have any knowledge of them.

      I see no reason why I should fund something you like (and I'm not asking for you to fund something for my personal enjoyment). if gamers don't want to pay to support the development of games, it's only their loss. if you are going to give some excuse about doing it for future generations, I say let those who value it support it. if you value it, open up your pocket book but don't ask others to because you define something as art but don't want to fund it.

    2. Re:That seems like a pretty limited point of view. by Uniquitous · · Score: 1

      Sure. What's the point of having a culture anyhow. Pass the Budweiser, racin's on!

    3. Re:That seems like a pretty limited point of view. by gordo3000 · · Score: 1

      racing is part of culture. so is the food and drink we enjoy. part of southern culture is budweiser and racing. what's your point? I find a tailgate outside of a stock car race far , far more interesting than MOMA. so I will financially support one and not the other.

      you are taking the massively arrogant position that your value judgment is somehow superior to another; so much so you want those people to fund what you find good.

      or at the very least, address the basic point. why should someone who has absolutely no interest in something, be forced to fund it simply because you value it? and of course, how is such a system any different from what we have had for all of time?

  296. I just don't have the money. by Anonymous Coward · · Score: 0

    Well you know, The last time I bought a game was when I could ask my mother to give me the money for it. Really, I grew up in Colombia and at that time(not anymore with the actual state of the dollar) buying games (and software in general) in colombian pesos was really expensive. Now I live in Germany and have to live for a month with about 500 Euros. With that money you just CAN NOT afford games.

    As I was like 15, I once calculated that the software that I had pirated would have cost about 20.000 dollar. At that time I was experimenting a little with 3d modeling and animation. Now I know there are open source alternative (like blender) and I only use free software (never used windows so I deleted my pirated copy a few months ago). And I must say since I'm using only Linux, I just stopped playing games because I didn't want to pirate them and the get them working over wine. I don't have the money for buying games and most of them won't work in the OS I can afford.

    Now when I'm done with my studies and have a good job, I would definitely buy the games I enjoy. But without piracy there is no way I could stay a gamer until then.

  297. Several reasons by Anonymous Coward · · Score: 0

    1. If I love a game, I would pay more than the typical cost (once). I don't like monthly fees. But I'm very picky, and I only love a very few games... then I play them for years.

    2. For unknown games, quality is usually the issue for me. I'm unwilling to pay any money for a game that I will get sick of in 10 minutes. I usually don't bother with cracks or anything, i just don't like the majority of games on the market b/c they aren't quality. Blizzard games, half-life2, street fighter type games, and those sorts of games are worth it.

    3. Also, it's easier to download than waste time at a store. Go through steam if you want a chance with the lazy among us.

  298. why I would buy pirated games by Anonymous Coward · · Score: 0

    this is because the 95% of video games are unoriginal pieces of crap. Unless you have created something on par with metal gear solid, gta, halo, or portals, there is atleast one other game that is similar to yours and since we have all been trained by companies to go for the best deal, why would I spend $15 for your game when I could get it for less? And if your security is so good for your game that it cannot be pirated, then I am just going to go get a different game. just because someone finds your game to be amusing doesnt mean they are going to shell out the money to pay you for it. If i cant get it for the price I want, then I don't really care how much fun your game is, I can just go find another. Like I said before, unless you have a million-dollar idea for a game, anything you cmake can just be substituted with another game by one of your competitors

  299. Re:More a lack of DRM-free games than lack of demo by I'm+not+really+here · · Score: 1

    A much more simple solution:

    Write your game so that non-online play is free, but limited. Allows you to get a feel for the gameplay and decide if you want it. Online play? Monthly subscription. Simple solution to many types of games... not all games, but with this market, why not create a subscription style game and give away the application that accesses the backend network?

    --
    Before commenting on the Bible, please read it first
  300. Locks are meant to keep the honest people out. by Djstr · · Score: 1

    Same with copyright protection. Joe average isn't going to know jack about circumventing copy right protection. Just like the same Joe average isn't going to know diddly about picking a lock or disconnecting a alarm system. The software developers know they cannot keep a software pirate/cracker from making copies for ever, they can just delay it a while so they make some profit before piracy kicks in lowering the profit margin.

  301. My biggest thing was CD checks... by Anonymous Coward · · Score: 0

    I used to pirate most games starting when CD checks became the norm. Back when I bought games that had CD checks I would promptly go to gamecopyworld or similar sites and acquire a no CD patch. I found it a nuissance to always have to put a CD in the drive to play a game, especially since my highly overclocked PC had several loud fans to keep it cool, so it was stashed behind my floor speakers to hide the noise. Putting a CD in the drive involved hanging precariously over a stairway or pulling out my speaker. It was an inconvenience.

    When Tribes 2 came out with new patches constantly breaking my no-CD crack, I got really annoyed. I bought a legal copy of the game but I didn't feel like always inserting the disk, or waiting several minutes for the game to verify the CD was the original and not a copy. After that I started pirating everyhting, since it seemed manufacturers didn't give a hoot about how much they inconvenience legitimate customers who paid for the game. Pirated many games, and eventually stopped with pirating. It's sad that now it's illegal to circumvent a CD check on a game you paid $60 for and have a legitimate license.

    Oh well, I rarely buy games anymore. Little time to play so not worth it. I just hop on Steam and play DoD or Battlegrounds every now and again. I'd rather not give my money to game developers who won't let me do a full install and not require a CD. Internet checks don't bother me as much (don't need to swap disks), but I still don't care for them. It is the lesser of evils though. I would still prefer no copy protection. Then perhaps I may start buying some of these new games that seem pretty cool, such as CoD4.

  302. A different angle. by DeeDob · · Score: 1

    The problem, as some other have pointed out, is the "physical" medium. Unlike traditional goods, a "video game" exist only virtually.

    If someone could copy a car with no repercussions, people would "pirate" car and auto-dealers would complain, car manufacturers would complain and such... Hey it's free cars and no one will arrest me, why not do it?

    "Physical" games, like board games, don't have the problem, they cannot be reproduced easily. Every medium with "virtual" formatting has the same problem: music, movies and even online books, among others.

    So there's *only* two possibilities to "solving" the video game pirate problem:

    1) Change the way people think and treat a game pirate the same way as a car thief, with "real" repercussions.

    2) Make the game "physical" instead of "virtual". This requires developpers to be inventive:
    Integrate the hardware component along with the software...
    Like Eye of Judgement on the PS3, where i cannot even imagine ANYONE pirating the game since it requires physical components to play. If they pirated the game itself, why even care as no one is even able to play it?...
    The same way, i don't see anyone pirating Steel Battallion, Guitar Hero, DDR or Rock Band because of their special respective controllers.

    Of course, all the examples listed in solution #2 are on console, which are "somewhat" harder for Mr. average joe to pirate in the first place.

    And to people thinking pirates don't have *that* much of an effect, i would point to the fact that where the PC was king of gaming, now it's on consoles, notably because it's harder for the common folk to copy, requiring mod chips and other such "heavy" modifications, which is not within reach of most people.
    This leaves PC gaming in a sad state indeed...

  303. Biased article summary by bonch · · Score: 0

    While many pirates often make good general points about the reasons for the widespread pirating of PC games

    I have never, EVER heard a good point made by a pirate that justified piracy. No matter what you say, you're ripping people off who worked on the product that you're not paying for. People worked late nights to develop that thing so they could feed their families.

  304. new ways of spying by circletimessquare · · Score: 1

    are always born with new ways of hiding

    your privacy isn't dead, its just shifted to new forms

    --
    intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
  305. Not fair! by Anonymous Coward · · Score: 0

    Insightful posts shouldn't be funny. It confuses the mods.

  306. This is a multi-pronged issue. by DeskLazer · · Score: 1

    It's not one MAIN reason that wins it all. there are ALWAYS going to be people who don't want to pay for anything. but here are the issues I see with gaming [I haven't even bought or downloaded games in a long time because of these issues, in no particular order]:
    1. DRM [self-explanatory] - do you not trust us when we buy the game? I used to buy games and use a crack anyway because I hated having to use a dongle or CD or have it phone home to prove I am a paying customer.
    2. Demos - they're not as easily available anymore. look at some demos; they end up being like 2 GB installer, and the full game would be a 2 GB compressed iso to download off tpb or something. if you have fios you're in good shape, but some of us are still stuck with comcast [who are STILL throttling, even after the FCC ruling, those heinous bastards], and we'd rather not spend 2 days downloading your demo which will be a crippled version of your game and could've downloaded the full thing in that time. I'd like to see more episodic based content like sam 'n max, and where a shareware version would really give you a whole part of the game, like doom or wolfenstein.
    3. Quality - EA is one of the most guilty, although not all of their games are like this. everyone wants to push out these games every year and have big sales, but the problem is, good things come to those who wait [by that principle, duke nukem forever should be the valhalla of all games].
    4. Difficulty - games are getting shorter and attempting to be easier to appeal to the casual market. Call of Duty 4 would've been more fun/longer if you [in the words of yahtzee for other games that do this] couldn't just go hide in a corner sucking your thumb every time you got shot and be back at full health. sure, you can do infinite lives, but how about a punishment [bioshock, I'm looking at you] for not staying alive? think risk/reward. make multiple difficulty settings where you CAN suffer a little to play through it [it makes the game a little frustrating, but don't go overboard]. it doesn't need to be another rygar or anything, but at least make the game last longer than 4-5 hours which leads me to...
    5. Price - games are short. attention spans are shorter. you release a game you can finish in 1-2 sittings and you still want $50-70? I could get several bottles of alcohol for that price and it would last a lot longer than this. if the game's gonna be done quickly, charge a modest $20. if it's going to be a long investment [some games deserve this!], then charge that full $50-70.

    I'd like to see games go the way of the digital download, and be cheaper. charge me $20-30 for the orange box if I spend my time to download the whopping 9 GB instead of the $50 box with the fancy tin. I'm trying to save YOU money. this is like when artists release music on the internet but don't release it in say, FLAC and still want to charge you several dollars per song. it shouldn't cost the same as a CD if you aren't getting true lossless quality! offer tiers: $5-7 for 320 kbps or V0 VBR, $8-10 for FLAC, and I bet the CD is $12-15. and for christ's sake, give the artwork as part of the package!

  307. His blog is down so I'll post this here. by Anonymous Coward · · Score: 0

    I purchased Bioshock and was so incensed by their restrictions that I have loaned it to other people unlike all of my other PC games. Once I completed it I proactively loaned this game to others because of the restrictive installation rules that undermine it's value and violate my First Use protections, so great job guys, it'll take a lot for me to buy from you again, and in my case at least it was counterproductive.

    If you sell me something and treat me like a criminal I will fight back in my own way.

    I LOVE Valve's Steam, I can have my purchases on there and they're effectively all backed up, I can reinstall on other systems and any patches are integrated. It adds real value. Contrast that with Ubisoft's shitware that they crapped on my system when I purchased Chessmaster, that was years ago and I haven't purchased from them since. If it doesn't add *significant* genuine value keep it the hell off my system (and no value as defined here does not include value to your marketing pinheads who want my demographic info), even if it does give me options, don't mandate that I need your annoying crapware on my PC for the privilege of running a game I've paid for.

    Sell me the damned game and get out of my way.

    One other thing, Vivendi Universal - Blizzard (they've since been bought) locked out my WoW game key because I cancelled a subscription and took a refund (they'd automatically billed me for another six months), when I went to sign back up I was locked out over a year later, not only does this strike me as being of questionable legality and at best profoundly unfair, but it's absolutely idiotic, all I wanted to do was give the SoBs money to resume playing a game I'd purchased and PAY THEM for the service, I returned the just purchased copy of Burning Crusade to the parent company for a refund, I haven't looked at WoW again since (I probably still can't use the software I purchased), and yes I'm still annoyed about the postage on that thing. That was very disappointing, and just shows you can find scumbags running even the best game companies. The business side of the games industry seems infested with sleazy clowns who seem intent on shafting their customers. You get screwed in unique and interesting ways depending on the developer and publisher so I have no sympathy for them.

  308. it's convenience, not price by Scudsucker · · Score: 1

    It's more convenient to download a torrent from Pirate Bay overnight than it is to drive to Best Buy and fork over $60 for a game you'll finish in a weekend. It is more convenient to play a cracked copy of a game than it is to put up with DRM on top of CD checks or Steam. Make a decent game with few bugs, make a good demo for people download, and price it to sell, and you'll make money. Painkiller was an impulse buy for me at $30 at BB, for example.

  309. Well, here's my answer. by Kashgarinn · · Score: 1

    I bought my first PC because I heard you could get alot of cool games on it, so for me PC = gaming when I was young.

    Me and my friends shared games on floppies, someone found a cool mini-game and shared it, and we had fun in the experience, someone bought a new game, told us about it, we played it to share his experience by grabbing it from him and have a fun experience together.

    There are games out there I bought because the game really made me say "now this is reward-worthy! This is something I love to play"

    Then there are games out there I didn't buy, but friends of mine bought, and they liked it alot, so I tried it, downloaded it and had fun with them over LANs and such with them, but they bought it, not me. We shared the experience though, and had fun, but the game wasn't what I'd have bought.

    Then there are games none of us bought, but tried and had fun for a few moments.

    You see, sharing the gaming experience is a part of the value of a PC, the fact that a friend of your buys a game because he loves it means of course I'll try it, but I won't buy it unless I love it as well, but I'll have shared the experience with him, and that will enrich both our experience with the game, something we can then share with others.

    People really shouldn't have named what we do pirating, it's not stealing, far from it, it's enhancing the experience for the buyer. Think about it, you have a PC, your friends have a PC, you buy a game you love, and can share that experience with your friends, for the guy who bought the game, and loves the game, that's a pretty powerful reason to look at the package as an item of value.

    And guess what, this sharing is the behemoth marketing campaign which gets people trying the games out there. None of us have huge budgets for games, none of us can buy all the games we try, and if PC gaming was as locked-in as some game developers would want, PC gaming would never have come this far this fast.

    Games I buy today, I never take out of the shrink-wrap, why? Because today it's alot easier to download the ISO and use the cracked files to skip all that gameprotection crap. that's also the best way for me to make sure that when I Lan with my friends, we all got the same version and no incompatibility issues arise.

    What sells games is letting people try them in their own comfort-zone, that's why steam kinda works. The only thing I'd like to add to steam is "share this game with your friends", it would do alot what sharing games did for me, allow me to buy the games I'm interested, and allow me to share the experience of a friend buying a game he likes.

    For the hardcore pirate, piracy means complete freedom to play the game the way you want, when you want, however you want, and protection-lock-in doesn't sway the freedom fighter to give up his loot.

    For me, I like the freedom, I like to play with my friends, but I am budget constrained, and I will buy the games I love, and play the games the friends and I like.

    "Piracy" is allowing people who can't afford buying your games to play your games, and to share them with people who can afford to buy your games, what joins those 2 groups is that these are friends sharing things with friends.

    PC Gaming has been enjoying it's success because people tear down the wall between itself and the game and give themselves full freedom to decide to buy or not, thus try alot more games than they would, thus get more and more interested in gaming.

    As a gaming company, what you want is as many people experienceing the product, and let the people who want to buy it, to buy it. This is most easily done by pirating the game. People get to see it, try it, but because they're pirating, they actually have to go outside this experience to buy it.

    Bring people together, make it easy for people to invite friends to try, make it easy for people to play without having to jump through protection hoops, and -here's the important bit- : make it easy for people who are trying the whole game because they asked for a free (time)limited try, or a friend of theirs invited them to try the whole game for free, to buy it.

    Pirate your own game, let people play it, just let people know they can buy it if they love it.

  310. Good points by Anonymous Coward · · Score: 0

    A lot of good points here so far. I used to pirate software too. For me, it was almost always to demo something. Some times there were demos released for the product already but they were not satisfying somehow. Demos are sometimes not well thought out and just end up being an inaccurate experience. Anyway, I would download software to try it and I would, honestly, buy it once I could afford to (I was young and poor).
    I also used to just pirate some sofware that I needed/wanted and could definitely not afford as a young teen. (Photoshop, Windows, etc.) Once I discovered freeware and OSS, I stopped doing that.

    Fast forward to now. Now I still Pirate software sometimes but for different reasons since I had a good thought about piracy and stealing, etc.
    (I know that many people don't think of it that way, but I do since developers made it and should have the right to say what can be done with it; it was their effort and time).

    The reasons I pirate software nowadays are because
    1) I cannot find my disc to install it again or it is unavailable (like some older games) because it's simply unfindable even on Ebay or because, like Chrono Trigger, it's simply way too much money in the second-hand market.

    2) Because games have such strict limitations on network play and games are always better multiplayer. A lot of times I have simply searched for serials or keys to play with my friends a game I already have one copy of. I hate buying a game and having to get a ton of licenses to play against people who live in the same house as I do!

    Anyway, what I'd say is a lot in agreement with Maxo-Texas: Nominal copy protection is necessary (like a simple CD Key) because otherwise people will just distribute it, but when you go to such lengths to make the game uncopyable (meaning it can't be backed up and you must use the original disc to play. I hate that!), and all locked down, even though it will be broken and pirated anyway, it just doesn't make sense. It ends up being such a hassle that really doesn't seem worht the trouble. I go and get no-CD patches for all my games anyway because discs get damaged being used that much. It's important to think about convenience because I have just avoided buying certian games (like Half-Life) because you have to sign up for something, download them, subscirbe to them, or install them from the web or whatever. Some people don't mind but a lot of people do and then the copy protection ends up losing you sales, instead of gaining them.

  311. Storefront? by Anonymous Coward · · Score: 0

    Convenience is a killer, and I believe a big part of the convenience question is finding a trusted storefront.

    There's obviously a huge disconnect between the convenience of online and storefronts. The edge storefronts have on online are in impulse buys, and for those, you have to make it onto shelves of mainstream retailers who take a pretty thick cut.

    In terms of personally distributing online, companies don't seem to notice what a huge PITA it is to sign up with a credit card for each different product you purchase. Registering a 16 digit number, email, and unique user/pass, with 100s of semi-trusted entities which may or may not fold and liquidate your personal data, seems to be asking a lot of the consumer. PayPal, Amazon, iTunes, and Steam are large enough to up the convenience factor, but I don't know what sorts of cuts they take.

    I can see where using a large digital distributor would not be appealing, between the credit card taking a cut, the distributor taking a cut, the state taking sales, income, and corporate cuts, and you paying the bandwidth, but they take a cut for a reason. They are trusted entities, you are not quite yet, and the pirates aren't asking for our credit card numbers.

  312. Re:More a lack of DRM-free games than lack of demo by mrjimorg · · Score: 1

    I have to agree with this post. I've pretty much stopped buying PC games because I don't know what they're doing to my system. I did start running games in Sandboxie, but it's pretty sad that I have to do this with product that I bought.
    The only thing I'd like to add is:
    6) Include a demo of the game so I can try before I buy. If you think you've created a great game, then prove it instead of expecting us to just trust you- I've been burnt by worthless games way to many times.

  313. simple reason by Anonymous Coward · · Score: 0

    costs.

    Some games are expensive.

    Pirating a 20-30â game is rare.

  314. why by Anonymous Coward · · Score: 0

    Steam is successful (and has a lot of my money) because it's single place where I can get a variety of games with reliable and fast delivery.

    BT sites are even more successful for the same reasons. Bigger catalog, equal reliability transfer-wise (and with an understanding of crack quality and release groups, equal execution reliability).

    I've bought from Steam when I could have pirated because they made it easy, fast and reliable, and I can play anywhere without restriction with almost no exceptions (Bioshock, I'm looking at you.)

    Bottom line, BT sites have positioned themselves perfectly to address the needs of the market while game publishers selling through brick and mortar stores aren't addressing those needs. Online purchasing outside Steam isn't reliable - ever try to buy anything with EA Link or similar systems? Total disasters.

    Solution: Game developers, put your stuff on Steam or build an equally large alliance with a similar delivery system and you'll do fine, just like Valve. If I can get it from you, without restriction, with equal speed and reliability as a cracked BT copy, I will.

  315. Wow. by Anonymous Coward · · Score: 0

    You have weird friends.

  316. I would, but he died 500 years ago by snowwrestler · · Score: 1

    Before the development of most of the copying technologies and legal concepts that we know and love today.

    There is actually nothing preventing the patronage model of funding the arts today. Plenty of art each year is commissioned by private or commercial patrons, and there is nothing preventing someone from choosing to become the "de Medici of videogames" and fund development of new games as a patron. It just doesn't happen much though, which is what I meant when I said it's unlikely. The fact that copies + copyright are more widely used is basically a market decision.

    --
    Build a man a fire, he's warm for one night. Set him on fire, and he's warm for the rest of his life.
  317. Re:Gaming Demographics by Malkin · · Score: 1

    There isn't much between minesweeper and Unreal for non-dedicated PC gamers.

    You need to try the indie scene. There's a ton of stuff out there in this range. Check out Manifesto Games, for some examples.

    Much of the piracy is simply limited time and money budgets and wanting to try lots of games. They are not priced for casual gamers.

    The developer who initiated this thread is an indie developer. Indie games often have free demos, are priced way below $50, and cover a whole range of tastes, from casual to hardcore, and people still pirate their games.

    Piracy isn't really about price sensitivity. In fact, almost none of the reasons that I've seen pirates give are really valid. They're usually rationalizations, after-the-fact. Here are some examples:

    • Games are too expensive. Sorry, people pirate games at every price point.
    • The games for sale are all too low-quality to pay money for. But they aren't too low-quality for you to play?
    • Indie games are too low-quality, but non-indie games are too expensive. Why pay for the Focus you can afford, when you can steal a Lamborghini for free?
    • Information has no value. Then we might as well mothball the United States, because we don't manufacture anything anymore.
    • I never would have paid for games, anyway, so I'm not a "lost sale." We'll never really know for sure.

    This is why people really pirate games:

    • It's easy to get pirated copies of games -- sometimes easier than getting (or using) the legit copies -- especially if there's particularly onerous DRM on the legit copies.
    • If people have a working copy of a piece of software, they feel entitled to use it, regardless of where it came from. I'd argue that this is normal, psychologically-speaking. In fact, it takes an unusual effort to rationalize not using software that you have your hot little hands on.
    • In some countries, the prices are well-and-truly too high. Australians pay way more for video games than Americans do, for example. That's nuts -- especially now that our dollars are almost the same (yikes).
    • People legitimately want to try games before they buy them. Sometimes, no matter how noble the original intentions, they never get around to buying, even when they like a game. Or, they finish the game before they get around to buying it.
    • There are usually no personal consequences, whatsoever, for pirating game software. It's not even something kids are punished by their parents for, usually. In fact, their parents may be pirating games, themselves.
    • The societal consequences for game software piracy aren't easy for most people to understand, or even necessarily believe. The crime feels victimless, even though it isn't.

    Here are some lessons:

    • Legitimate free trial software reduces piracy. Consumers have every reason to want to try your software before buying it, and they're going to be more inclined to buy the retail version, if they don't already have a working pirated copy of the full retail version in-hand.
    • On a related note, releasing your own free version of your game (whether demo, limited, or what have you) into the wild allows you to have some control over what is out there. There will still be unrestricted versions in the wild, but having an official copy in the pipe means people will find it when they look for pirated copies.
    • Game prices in foreign countries should be adjusted to account for relative currency changes. Currently, people in some countries really are being ripped off, and the developers are not the ones getting the big payoff.
    • If people have to fight your DRM to play legit copies of your game, they will look for pirated copies. Don't treat your legiti
  318. Too many versions by Anonymous Coward · · Score: 0

    If I buy a game for the Xbox and then want to try the PC version (I did this with Fable Lost Chapters) why should I have to buy it all over again.

  319. Time and money ... by Krishnoid · · Score: 1

    Of course this is going to date me, but when I was younger, I'd waste maybe 5-10 minutes playing a game that was worth 25c to me. That way entertainment was a refreshing diversion, not something you had to budget -- time and money -- for.

  320. Totally unrealistic by Nerdposeur · · Score: 1

    But a lot of people aren't paying, and that's the problem. Developers are writing games and not being compensated for it, because this business model works poorly in a world where anyone can make their own copies instead of buying them through authorized channels.
    So, you can move on to a business model that doesn't depend on stopping people from making their own copies (since we all know DRM doesn't work), or you can... do what? Pray for the problem to just go away?

    So you propose a "pay up front for someone to make games" solution, which only makes the problem worse. Essentially gamers would have to pay someone who SAYS they will make a game. Assuming they aren't scamming, it will take years and might suck.

    How is this better than paying AFTER the fact to reward someone whose work ALREADY pleases you and encourage them to make more? AKA "the current system?"

    I think a more realistic solution is this: developers make games. Some people pay, some people pirate. Developers adjust their development budgets accordingly. Gamers get exactly the output that they're willing to pay for. The end.

    1. Re:Totally unrealistic by Mr2001 · · Score: 1

      Essentially gamers would have to pay someone who SAYS they will make a game. Assuming they aren't scamming, it will take years and might suck.

      If you look around at other industries, you'll see that this isn't very unusual at all. People don't really have a problem paying for services.

      For example, when you hire a contractor to build a house for you, you have to "pay someone who SAYS they will make a house. Assuming they aren't scamming, it will take years and might suck."

      How do you deal with that risk? Well, first, you know who you gave your money to, and you have a contract with him, so if he doesn't actually deliver on the house, you can take his ass to court.

      Second, you agree beforehand what you want out of the house, to a reasonable level of detail (e.g. you probably don't care what kind of bolts go in the walls, but you do care how big the rooms are), so that when the house is done, you can both see that it was built to spec.

      How is this better than paying AFTER the fact to reward someone whose work ALREADY pleases you and encourage them to make more? AKA "the current system?"

      Well, for one thing, it's immune to piracy. You don't need DRM, license keys, massive legal departments, or even copyright laws for this business model to work.

      It also gives the developer a guaranteed revenue stream. Under the current system, developers write something, and then they roll the dice: will they lose money, break even, or turn a profit? They won't know until the game is released, so in many cases, they'll end up wasting millions of dollars and years of their lives on a product no one wants. On the other hand, under the model I've proposed, they know exactly what their customers are willing to pay, and if it isn't enough, they can do something else instead.

      --
      Visual IRC: Fast. Powerful. Free.
    2. Re:Totally unrealistic by Nerdposeur · · Score: 1

      I still think this won't work, but you know what? It can't hurt to try. If you like this idea and want to gather some people and try it, go for it! If it produces a great game, maybe others will follow suit.

      How do you deal with that risk? Well, first, you know who you gave your money to, and you have a contract with him, so if he doesn't actually deliver on the house, you can take his ass to court.
      Second, you agree beforehand what you want out of the house, to a reasonable level of detail (e.g. you probably don't care what kind of bolts go in the walls, but you do care how big the rooms are), so that when the house is done, you can both see that it was built to spec.

      Differences: when I hire a builder, I (with the help of the bank) can pay him for the project myself. I don't have to gather 1,000 other interested parties, who all need to agree on the blueprints.

      Secondly, a new house can be an exact duplicate of an existing house and serve my needs perfectly. A new game is by definition unlike any existing game. All the gamers who sponsor it will want input on how it's made - game play, characters, artwork, plot, items, powers, you name it. It will be the ultimate "design by committee," and even if all the differences can be hammered out, it will require a LOT of work to form the final plan. Guess who just became an unpaid game developer? You did.

      And how much detail do you give in your spec? If you don't give enough, and it's not what you expect, will you sue? If you detail every aspect, where's the fun for the developer? And where's the fun of discovery for the players, who already know the game inside and out by the time it's released?

      And finally, even if you have a plan to solve all the problems above, you have to convince enough gamers, who won't pay for a product they can play right now, to pay for a product they can't play for a long time. Maybe the fun of participating in the creation will convince them, if that process doesn't disintegrate into flame wars. But if 10,000 geeks say "that's a great idea," how many will actually pony up the cash? 50? 100?

      If you pull this off, you may change the industry. But you've got your work cut out.

  321. Re:If you have the Diablo II key but not the disk. by nomadic · · Score: 1

    Thanks for the info! (yes, I was serious)

  322. its all in the challenge by simplenick · · Score: 1

    Personally I think that most crackers won't buy the game - its all in the intellectual challenge. If their wasn't a game to crack they would find something else.

  323. Not always available by grainofsand · · Score: 1

    Without wanting to own up to having downloaded cracked / pirated games, if I had done so, it would have been because the game was not being offered or sold in my location.

    I live and work in China (Shanghai) and very often the games I would like to play are simply not available at a local retail level. In other cases, they are available but have been "localised". Although I speak, read and write Chinese, I do prefer to game in English.

    Amazon et al often refuse to ship certain items to addresses in China leaving me with very few options.

    I do not mean to suggest that my circumstances are common, but they are not that unusual either.

    --
    A dream is good. A plan is better.
  324. Poor games, Immature industry and community by PurplePhase · · Score: 1

    To start, I don't pirate games. I suppose I did back in high school (but still bought some)... People have already answered with excellent text about the main points:

    1. Lack of demo/accurate demo/upgrade path
    2. Almost all demos either suck or I find out by the end that I've already seen all the gameplay = boring
    3. Buggy shit released as commercial product
    4. DRM/invasive spying/rootkits or CD requirements
    5. Ungodly costs for completely unknowable electronic data
    6. Lacking any kind of manual or documentation (even online!) except the 1-page quick-start guide
    7. Doesn't work on my system (graphics, memory, CPU, 64-bit, wrong OS, needs patches...)
    8. It requires an online service (f-u Steam), activations, or monthly payments

    What else?

    The whole industry has it's problems, but I'm not talking about the typical 'big industry' or 'cookie cutter games', but rather that there are no standards for... well anything. Except possibly the age-ratings committee (phooey).

    Particularly marketing, product descriptions, and system requirements.

    When the only thing people are shown on the boxes and in advertisements are completely fake photos, artwork, and cut-scenes...

    When the only text is flowery or rude descriptions of the fictional world instead of what the user interacts with, their goals, user paradigms, or even a list of the UIs in the game...

    When the system requirements give vague ideas of either the computer or OS which is needed (saying "Windows" or "MS Winsows XP" is not the same as having a big sticker saying "Does not support Windows Vista nor 64-bit CPUs"...

    It means customers have absolutely no information about the electronic product they're about to spend money on and have no chance of returning.

    Not just PC games, but console and portable games. I can't even buy a console game unless I've already rented it because there's no guarantee it is a $5 or $500 game for me. Good or bad, I own hundreds of Windows games - many I can no longer use (I need a WINE guru...), and fortunately they go cheap pretty quickly. One of the quirkiest and fun is Startopia (even Metal Fatigue), but no new ones can displace the happy memories of the MechCommander or original Magic the Gathering serieses. Dawn of War made it's own happiness, until Soulstorm showed up. Hundreds of games almost made it but make it more frustrating to play or use parts than the fun parts (Space Rangers 2's economy and difficulty levels, X-COM:* and other's excessive difficulty curves, any RPG's inventory management, any * Tactics' character class/level/XP management...)

    [rant]The only new game that has excited me in the last 2 years and lived up to the promises and the demo is Puzzle Quest and even that was a close call because the Windows demo came with the notice that it would only be released on NDS! OTHOH, Zelda:Crossbow was the best surprise I've had... just because it lived up to and surpassed the on-box marketing. Sins of a Solar Empire is a much better piece of crap than their earlier SotS and others, but still largely crap[/rant]

    What it comes down to is that for a few years now the strategy guides are almost always more informing, dependable, and even more entertaining and certainly cheaper than the games they're supposed to be helping you with.

  325. Ban moderator by Snaller · · Score: 1

    Troll? He clearly isn't clever enough to moderate.

    --
    If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
  326. 2 cents by Anonymous Coward · · Score: 0

    I think there is still alot to be said for the in-game marketing model. How many times do you have to buy a game only to find out, after the fact, that you have to then buy 2 or 3 additional things (walkthroughs, special codes, etc.) to really enjoy it? Game designers are still working on a premise that a game is only good if you trick the player some how. They obviously have a stacked deck when it comes to that type of game design.

    Designers are pirates as well, they often take the easy way out or they attempt to force you to purchase additional material to keep their cash cow rolling in....people aren't as naive as they once were. It is obvious when a designer cheats.

    Make playing a game an enjoyable experience for the whole game, not halfway through, when your really starting to get into it and then you find out that you need a cheat or some priveledged knowledge to get through it. This use to work because game design was so new, and it was still in its infancy, but now a days, with the price of games rising, it just smacks of cheating. If the game designer is a bitch, what is stopping me from pirating a game?

  327. Piracy doesn't exist in an Attention Economy by Anonymous Coward · · Score: 0

    Digital Entertainment has been heading toward an Attention Economy for several years now. Good games, like good websites, will eventually be monetized as attention-grabbers--i.e. advertising vehicles--or they will be run (into the ground) by large publishers. "Piracy" as it is popularly conceived is just a transitional concept. When the Attention Economy rationalizes, we will again see a model akin to that of television, one in which freely consumable hits are "picked up" by large portals and generously funded.

    To help in this process, game developers will need to work on *character* in the broader sense ("story" too, but not necessarily as an authored element) and this means permitting noncoders or "semi-coders" into the primary creative effort. The geekocracy must fall.

  328. Define pirate by Anonymous Coward · · Score: 0

    My apologies if some one else already made this point.

    You will never stop the true original pirate, for them it's a sport to be the first to release the game to the scene. There are several teams competing in releasing a game first. However the real scene despises the bloody torrent kids. When you refer to pirates do you mean the lame torrent downloader or are you referring to groups on the scene?

    Anonymous Coward - Not any more - Thanks to Swedish FRA

  329. where to start by Anonymous Coward · · Score: 0

    This is an excellent question, and I've agreed with all the answers I skimmed through. The thing all gamers realize is that without money developers can't make more games. So we buy games, and get burned. Or we don't ever use the physical cd or dvd, just an .iso ; and the drm or anti-piracy software won't work even when we use .iso mounting software for other reasons. So we have to wait for the no-cd crack.

      Here's a solution, release the game engine in full for a trivial amount($10) and serialize content(maps, missions, levels, dungeons, skins), or multiplayer functionality (serial no.s or player id's whatever). Liscense the right to make mod's or other content, with a royalty on those profits.

      Invest in and organize the community, reward them and it comes back to you. Now I'm going to play some UrbanTerror.

  330. I pirate TO pirate... nothing more, nothing else. by Anonymous Coward · · Score: 0

    Granted, I do like to try out the new game, and will generally pirate it to do that. Most "demos" are hacked up non-full versions of the game. I want to see the whole game, then I will buy it if I enjoy it more than that day of trying it out. The main reason that I pirate however, is cause collecting is an addiction... some people collect dolls, others those funny looking little spoons, me, I collect apps and games.

  331. irony by Anonymous Coward · · Score: 0

    Here, a game designer wonders why we're tired of paying for games. My biggest beef was that they sometimes did not run at all, they crashed, you'd get them working and other things would stop working, and support sucked.

    So I visited their forums to see the pirate debate... and their forums CRASHED! haha

    -

    General Error
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    User cliffski_admin has already more than 'max_user_connections' active connections [1203]

    An sql error occurred while fetching this page. Please contact an administrator if this problem persists.

  332. I'm stealing back... by RecycledElectrons · · Score: 1

    I've paid for too many games that don't work, from the 1980's to the present:

    "World War 2" never showed it's animations correctly

    "The Global Dillema: Guns or Butter" showed color screen shots on the box, but was ONLY black & whit

    Accolade's Test Drive 2: The Duel (which never worked due to copy protection)

    Sierra Online's Heros' Quest 1 (which always crashed when you threw the ball to knock over the pot of magma to win)

    Sierra Online's Homeworld (which never worked past a certain point due to copy protection.)

    I've seen the same thing in more serious software products, such as Wolfram's Mathematica that refused to work due to my needing to call in to get it activated, but the activation line was always closed,

    Microsoft's Photo Draw 2000, which refused to work once I scratched a CD,

    Microsoft Windows XP refuses to install due to an error in the copy protection, but Microsoft's support refuses to give me a correct CD key

    etcetera, etcetera, etcetera...

    I've been screwed so many times that I refuse to pay for software.

    Andy, the college Comp Sci prof

    P.S. I always vote "NO" on all expenditures of funding for computer software also. We can bootleg it or use FOSS.

  333. Lack of content by aybiss · · Score: 1

    I might have bought Crysis if I hadn't pirated it on Friday afternoon and finished it by Sunday morning. It's amazing how a game can have so much content and so little content at the same time. That's the main reason I won't buy most games even after checking them out. By the time I've driven down the street to get it I could have used up half of the supposed $80 worth of content playing the cracked version I already have.

    --
    It's OK Bender, there's no such thing as 2.
  334. Free Stuff by Anonymous Coward · · Score: 0

    In your web post about this you say that you estimated about 5% of people said "I like free stuff." Self confession is a bad metric of human motives. It seems plainly clear to me that "free stuff" is by far the overwhelming reason for piracy. Lack of DRM just makes it easier. Price will unlikely have any effect. "Now what I'm stealing is only worth $10 anyway. What's the big deal?" Most people are simply selfish thieves and if no one is looking they will gladly take whatever they can get. Music and movie piracy has put the nail in this coffin. The current social atmosphere dictates that anything that can be copied is free by default.