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'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.
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 [...]."
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
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?
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.
It's ironic that I would trust pirates over some game developers to not screw up my system.
EvilCON - Made Famous by
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).
I am TheRaven on Soylent News
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!
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.
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?
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.
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.
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.
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.
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).
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!