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?"
If I can't try before I buy, I often just don't buy.
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.
i'd imagine that would be the case of many
Here's to finally giving Bush his exit strategy in November
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.
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
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.
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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.
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.
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.
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.
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?
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?
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:
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).
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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!
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
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.
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.
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.
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
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
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.
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.
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.
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
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