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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?"

36 of 1,085 comments (clear)

  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 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.

    5. 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.
    6. 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)

    7. 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.

    8. 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.
    9. 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.
    10. 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.

  2. "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
  3. 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.

  4. 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?
  5. 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
  6. 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.
  7. 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.

  8. 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?
  9. 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.

  10. 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 /.
  11. 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
  12. 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!

  13. 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.
  14. 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?
  15. 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.

  16. 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.
  17. 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.

  18. 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

  19. 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.
  20. 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 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.

    3. 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

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  21. 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.

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    The truth shall set you free!