Independent Dev Reports Over 80% Piracy Rate On DRM-Free Game
An anonymous reader writes "Developer 2D Boy has written that they are seeing an 82% piracy rate for everyone's favorite DRM-free physics puzzler, World of Goo . Surprisingly, this rate is in-line with what they were expecting. The article also features a fascinating comparison with the piracy rate of another game that was shipped complete with DRM, at 92%. There seemed to be no major difference in the outcomes of the rate regardless of whether DRM was used or not ... well, no difference other than the cost to implement such nonsense."
Which is all just proof that the DRM that the other game shipped with clearly isn't strong enough.
Or at least, this is how I'm predicting most industry execs would interpret this. There's always wriggle room for those who'd rather not face reality (particularly those who have their livelihood staked on it, such as StarForce).
world of goo ? whattzat ?
I bought a copy of this game and I gave a copy to my housemate who enjoyed the demo, but not enough to pay for the full game.
I didn't pass on copies to any other friends mainly due to the "this is a drm free game, please be nice" type message that came with the download link.
there are more variables than "has DRM" and "does not have DRM" that could influence the steal rate. selling price, metacritic rating, marketing to name a few.
DRM is about preventing sharing. I don't mean BitTorrent sharing. If you purchased a copy of a game from Walmart and want to lend it to a friend after you are done, DRM is designed to prevent that. Most (if not all) DRM solutions are bypassed before the game hits the torrents, making DRM worthless at preventing piracy. But a limited number of installs prevents honest customers from lending each other games. It also makes re-selling the game difficult if not impossible.
The game companies would certainly do this for consoles if they could (I believe Sony has a patent associated with it). It's one of the reasons why downloadable games are very popular. I've purchased the first two episodes of Penny Arcade Adventures for the Xbox 360. I have a friend who would like to give them a try. The DRM doesn't prevent an illegal download of the PC version of the game, it doesn't prevent me from lending a legal copy of the game to my friend.
Which explains why they're trying new ways of making people pay, as we saw recently...
To do list for Windows
I've been watching this game on Greenhouse - waiting for it to come out on Linux. It looks extremely cool, its sad that it gets pirated so much, but it seems it made no difference...
Pete/Petri "damn, my chainsaw is clogged with 1's and 0's again." --clyde
The problem with using a per-game statistic for measuring piracy is that a pirate can play far more games than someone who doesn't pirate, but will play each of them less. If you have 25 pirates and 75 people who pay, and each paying person buys five games but each pirate downloads fifty, then each game will be pirated more than 75% of the time. (All of these numbers are pulled out of the air; I don't know the size of the effect, but economics dictates that the number of distinct games per person is at least somewhat higher for pirates.)
The fellow interviewed in the Gamasutra link mentioned tracking piracy and purchase numbers across successive improvements of DRM. The punchline was rather chilling: For 1000 units not pirated, 1 additional sale resulted. At that rate, even if DRM were perfect, using it would be more about moral satisfaction than about economics.
I wonder: are those vast masses of pirates merely aquisitive types who enjoy the download and crack process(the way some people stockpile more music than the could ever listen to) but have no real interest in the product? Are they people without access to credit cards or other suitable online payment mechanisms(I suspect that at least some gaming minors would be willing to spend the money; but unable to get approval from somebody with a credit card)? Or are they merely cheap?
The second of those two categories seems like it would be the most interesting, and potentially profitable, to explore. If it turns out that transaction costs are turning people away, that would suggest that glomming onto actually functional electronic currency schemes(if one would get off the ground sometime before the heat death of the universe) or one of the existing consolidated payment setups(iTunes, Steam, etc.) could be of considerable use. If that isn't a factor, of course, then they'd probably be better off cutting out the middleman. I'd like to see some numbers.
On the subject of DRM:
Sales of Fallout 3, which does not have significant DRM, have been 3:1 in favour of the 360 over the PC.
Sales of Bioshock, which was the first of the new terrible fuckurom releases, were 10:1 in favour of the 360.
There are a lot of factors in play here, but I'd like to believe that we are seeing something like consumers voting with their wallets.
Bioshock was really the first time I started to see major mainstream lashbacks against DRM, and represents the beginning of consumer awareness. So I guess we have something to thank them for after all, just not a game that we can easily play. NB. Both Fallout 3 and Bioshock used 'securom' but there is a world of difference in the implementation. In the case of Bioshock the executable code of the game isn't actually even on the disc! You download the EXE as part of the install routine from an activation server!
So, from the summary, we can infer that 8% of players typically buy DRMed games, and 18% of people bought this one, for an increase of over 100%, which makes the last part:
There seemed to be no major difference in the outcomes of the rate regardless of whether DRM was used or not... well, no difference other than the cost to implement such nonsense.
sound utterly retarded.
In the article you see that they think it's more like 90% and is at the very least 82%, so the summary is just crap. The god damn title of the post that it links to is "90%."
Anyhow, if it is actually 90% vs 92% then I disagree with their definition of significant, but who's counting. Yes, I think that selling 20% more is significant.
Feel free to correct me if I'm missing something big.
They're counting IP connections of users who opt to check a box within the game as the foundation for their argument. It's difficult to take any Piracy/DRM conversation seriously when developers are using sensationally hyped math as a starting point. Pirates vs. buyers, static vs. dynamic IP's, and those who choose to check the box to upload their scores or not; three wildly oscillating figures they're saying = 90%.
One versus one? Hardly a definitive sample size. This doesn't really tell us anything about the state of copyright infringement (NOT PIRACY GOD DAMNIT) or DRM, it just tells us about these two games.
"Most people, I think, don't even know what a rootkit is, so why should they care about it?"
TFA: we divided the total number of sales we had from all sources by the total number of unique IPs in our database, and came up with about 0.1. thatâ(TM)s how we came up with 90%.
Heaven forbid a legit user installs it on his laptop, takes it to the library, starbucks, work, university, a few friend's houses and whatever other wifi signals he comes across.
This math seems pretty flawed.
I downloaded it (the full version) to try it out. It's neat, but it's not my cup of tea so I deleted it. In my case there's no lost sale, as I was using the game as a demo. I'm sure a fairly large chunk of that "82%" probably downloaded the game so they wouldn't have to pay for it, but I think it's important to note that there are people who will just download something because it becomes available. They don't necessarily want it specifically, and will probably never touch it, but they download it anyway. It's my opinion based on my own experience (I have done zero formal research) that these people comprise the bulk of the "pirates". They didn't buy the game because they were never going to buy the game. Their downloads will get stashed on a DVD or a hard drive somewhere and then go ignored until the heat death of the universe.
Back when I was younger I was really into the "collecting" aspect of downloading software. I didn't know when or where I might need something (or indeed IF) but if I could get something my friends didn't have it felt like a victory of sorts, as did sharing what I had. I tell you, if I'd put half as much effort into my studies as I did into downloading I'd have a PhD by now. Now I waste all my time downloading music I never listen to. :D Some things never change.
I only heard about this game because of the piracy story here on slashdot, went and played the demo, and loved it. I'm gonna buy the full version now.
Hows that for irony?
I pirated this game for the windows platform to try out, really enjoyed it and then bought a copy for the wii platform. where it has natural wii DRM. hmm, but a better interface). I doubt this fits the statistics.
Isn't the point that the DRM-free piracy rate was NOT high, compared to the DRM rate? WTF?
I don't see how such statistics are even useful, anyway. Piracy is an unfortunate market force, an inevitable cost of doing business. We all know that. Clearly, it hasn't stopped games from being profitable.
I think that even the most thickheaded publishers are starting to figure out that trying to stop piracy is futile, at least for single-player games. It would seem to me that most developers releasing their stuff DRM-free have simply stopped worrying about what's being "taken" from them, and refocused on maximizing their income. In the ever-expanding world of online gaming, where authoritative control is actually possible, the DRM makes sense and will continue to be used. It's all about the benefit against the cost.
In other words... DUH.
One of these days, I'm going to cut you into little pieces.
Hmmm wiggle room:
A) People stop producing good content. Youtube wins.
or
B) Too much risk for too much loss. Sequel after boring sequel. EA wins.
or
c) Games move to another less hackable platform. Consoles and MMORGS win.
or
D) Games move to Steam. Everyone wins...except for those boycotting on principles.
Call me crazy, but I'd wager that the popularity of a title is a huge factor. More people want to play a EA or Microsoft Games title than something from an indie developer (usually), and thus a higher percentage of pirated copies of the former will be in use, thanks to the larger amount of interest in the game. Personally, I've never heard of World of Goo before.
On the surface, at least, it seems to be a good thing that these guys are doing this sort of empirical analysis. But it seems to me that it isn't the rate of piracy that matters, it is the rate of actual sales. That is hard to control for because you have to take into account the sukekekeness of the game - but in theory you should have to account for teh sukeke when evaluating piracy stats too.
When information is power, privacy is freedom.
This study is deeply flawed. Optional checkboxes? A reliance on IP addresses (dynamic, logging in from multiple locations, etc.)? I eagerly await the technical analyses of the study's flaws.
This story is making the rounds surprisingly fast, which is fucking terrible. The study is flawed, but how many readers will see that? Will they take this 80% piracy rate at face value? I really hope not.
To those who think piracy will ruin PC gaming by making profitability impossible, I offer the following analysis of the sales of another DRM-free game: Sins of a Solar Empire.
In September, Stardock reported that Sins sold over 500,000 units: 400,000 at retail and 100,000 online. For the sake of these back-of-the-envelope calculations, I'll assume that the average retail price is $40. The online price is $40. I'll round down total sales to 500,000.
So 500,000 * $40 = $20 million. We know that Stardock took in at least $4 million by virtue of online sales. I don't know enough about retail sales to estimate how much retailers take in per sale.
Sins cost less than $1 million to make. After the retailers get their cut, and Stardock pays for Impulse's bandwidth, I'll estimate that they pocketed at least $10 million, probably more. (I'm being conservative.)
That's at least a 10:1 return on their investment. That sounds like a killing! And Stardock/Ironclad plans several micro expansions in the coming months.
Even with piracy, Stardock did quite well. Hell, even if piracy is 90% (which I think is a buncha crap), they still made plenty of dough. Why? As explained by Brad and others:
1) Ironclad/Stardock kept costs low. I hate how the industry creates these multimillion dollar games that necessitate a huge number of sales to recoup development costs. Piracy or not, the PC gaming market is simply too small to fully recoup the dev costs of today's AAA games (not enough high-end PCs etc. etc.). That's why big-budget games need multiplatform sales.
2) Relatively low system reqs.
3) Sins is a PC game. At the moment, you simply can't have a Sins-like experience on a console. Stardock's offering a game that takes advantage of the PC's strengths. Imagine that, appealing to your target audience. AFAIK, the game doesn't suffer from "consolitis."
4) Excellent customer support and relations. Patches, active forums, listening to customers. The other day, Brad left a post on a somewhat obscure topic at CivFanatics. He wanted to to clear up any misconceptions about Stardock's upcoming fantasy 4X game to an audience that's clearly interested in 4X stuff.
5) Lots of positive press. Slashdot and other PC/geek sites responded positively to the company's anti-DRM messages, the PC gamer bill of rights, etc. This probably attracted customers and overall goodwill.
Now if Sins isn't your kind of game, you probably don't care either way. What I'm arguing is that it's possible to profit handsomely in the non-MMO PC game market, provided you know your audience and release a game worth playing. Having good marketing and PR certainly helps, too.
Source: http://news.bigdownload.com/2008/09/04/over-500-000-total-sins-of-a-solar-empire-units-sold/
I admit it, I pirated world of goo because I thought it sounded sorta cool. to be honest, it's still sitting in the torrent downloads folder and it hasnt been looked it. I guess that counts as part of the 80%, but you can hardly claim I would have bought it otherwise. I mean, shit, I havent even played with it yet and it cost me nothing. can you really claim I would have bought it if I couldnt download it for free?
Of course, if we were to look at the flip-side, 18% of the people who got their hands on World of Goo purchased it, whereas only 8% of those who got their hands on the other game purchased it. That's over DOUBLE the rate of purchase.
It's all a matter of perspective.
It doesn't matter how many people pirate the game. What matters is how many people pirated the game instead of paying for it. Eliminate piracy and how many of those 80% will actually buy it.
Basic supply and demand says that if you decrease the cost to zero, demand will go up. Experience tells me that many people who have large collections of copied software still buy a considerable amount of media.
And before you all go off and miss the point and go off on one - I'm not trying to justify piracy here. Just pointing out that from a business point off view the percentage piracy rate is a useless statistic.
Goo means shit all over India and many Asian countries.
One of the funniest stuff I heard in Mumbai was
Gaand me nahi goo....hagne chale Juhu.
And piracy is the reason. DRM cannot fix it and just pisses off the people actually giving you money.
The PC has always been a place for experimental games and has far more gaming firsts than any console platform could. It's a breeding ground for innovation and experimentation. But the same low barrier for entry that makes the PC good for this makes breaking copy protection trivial.
Consoles on the other hand require a substantial initial investment and lean very strongly towards games which WILL be a commercial success. Piracy on consoles is much less of an issue because a console is much more of a "black box" than any PC ever will be. It has the ultimate copy protection, piracy is less convenient than buying the game. For this reason, the blockbuster games will almost always be directed towards the consoles.
But all is not lost for the PC. Consoles are becoming closer to the PC. The xbox 360 is essentially a PC and microsoft has made sure that games developed for one can be ported to the other with a minimum of effort. This ensures that while PC users are 2nd class among the blockbuster games market, the market still exists and can be met with little extra cost.
There is however one form of copy protection that works. Games focused on online play are trivial to protect and with monthly fees it's often undesirable to even try. Valve has nailed this one on the head with steam. Make games easy to buy, easy to hold onto forever, and have a rudimentary drm system, while authenticating this in online play. The calling home DRM is somewhat invasive, but it's more than made up for by providing a useful service, that of having a permanent account that I KNOW whatever happens I'll have access to my games in the future. No CDs or keys to lose.
Steam is probably the best method of PC game sales/distribution that exists. It's not perfect but it's far better than any DRM, and provides independent developers publicity and an easy way to sell.
Or, "These numbers are so crap they should be attributed to Palin so we can all recognize them for the joke they are."
These numbers don't take DHCP addresses or multiboxing into account at all, in fact these two factors inflate the piracy percentage to dominating levels. I bought the game through steam and play it on two machines, according to 2D Boy's data collection method this means that they have a 50% piracy rate just from my copy (1 sale, 2 addresses observed.)
Now let me throw a couple of things into the mix, one of the machines has a dynamic address DSL connection, the address changes daily (roughly every 24hrs, and every DSL modem reboot). If I play the game daily for two weeks on this machine it means that there are an additional 14 addresses added to their tally for a grand total of one sale and 15 unique addresses (aka, pirated copies), all of this due to me playing my legitimate copy. This inflates the piracy rate of my single copy to 1 sold and 15 pirated, ie: 93.333% piracy.
This method and their numbers are so much bullshit it hurts me to even think about this. You could probably divide their figure (92%) by about 5 or 6 and have something more reasonable to work with, but it's really going to depend on how many dynamic addresses they're observing. I'd estimate they're wrong by a factor of 5 here.
" the piracy rate of another game that was shipped complete with DRM, at 92%. There seemed to be no major difference in the outcomes of the rate regardless of whether DRM was used or not"
Why does the headline read "Independent Dev Reports Over 80% Piracy Rate On DRM-Free Game" when the piracy rate is higher on DRM'd games?
I played Tower of Goo back when it was a toy on the Experimental Games project. Cool that it's become a full fledged commercial game.
On the strength of this story I just downloaded the demo, and discovered to my suprise the game is awesome. It is everything I have been looking for since Lemmings (Lemmings 2 and 3d sucked bigtime!). The game has held my attention in a way that some recent "big" games havent; almost reminds me of the days of the Amiga and all the fun puzzlers and platformers that were round then. A big thumbs up in my view! I just showed it to my wife and she was instantly intrigued, so it must be good to appeal to a non-gamer! I have just bought the game I liked it so much. 2d Boy, the developers seem kinda cool and definitely deserve support.
From TFA: "one thing that really jumped out at me was his estimate that preventing 1000 piracy attempts results in only a single additional sale. this supports our intuitive assessment that people who pirate our game arenâ(TM)t people who would have purchased it had they not been able to get it without paying." ... this from a game development house? Wow...
After logging in slashdot still does not take you back to the page you were on. It's been that way for 20 years.
"Sorry!
An error was encountered while processing your request:
This item is currently unavailable in your region"
Bit of a kick in the pants for the UK.
The long and short of it is that one is recognizing reality by simply accepting that one's game will be pirated.
That's why I'd really _like_ to fund my games solely through advertising. Pirate away, motherfuckers!
expandfairuse.org
I think they made a terrible miscalculation on the expected price on their part. I would never pay $20 for a game I'll spend a few hours on when most games I'd spend weeks on costs ~$30-40. Had the price been half, they would most certainly have doubled if not quadrupled their sales if not more. The market for a simple game at higher prices is not that big. It's an easy argument if you have a reasonable price for the consumer and not what you would like someone to pay.
Anonymous writer? I think 2D boy just gave themselves a million hits when they managed to get this story on /.!
If I like playing new games, but I just want to try to play for a few days and then I give it up, I would prefer to pirate. Yes, there's a lot of people who like to play, but rarely finish games. But they at least want to say they tried (kind of like years ago, people who start reading the latest best seller so they could say at parties that "...yes, I'm reading Book X right now...").
What that suggests to me is that piracy rates could be reduced with fully playable demos that only allow the first few levels (or whatever). However, this will not increase the number of games sold.
That's not a paradox. It suggest to me that even if piracy is reduced significantly, publishers won't sell any more games.
Copying is not stealing. If the games weren't grossly overpriced, there'd be little or no copying. Who would bother if they could get the game easier from legitimate sources. Piracy exists only at sea or in the minds of those who are unable to sell a product honestly so instead corrupt the free market and coerce their customers. Simply lower the price until sales take off and profit. Most games should cost less than a buck.
As if anyone on slashdot is stupid enough to sign up for your website after you come here and spam your crap everywhere.
Idiot.
Anyone old enough to remember knows that the game company I.D. software would not have existed if people had not pirated Doom. You can still do very well with a high piracy rate if the game is any good.
$1 million sounds quite cheap. I'd estimate that as about 5 man-years; 10 people for half-a-year (including admin, marketing people - not highly paid) including associated infrastructure costs (ie housing those people some place). It's very little if you think about computing infrastructure, testing, promotion, distribution, credit costs, etc..
Where's that $1 million figure from?
Your overall analysis otherwise seems sound to me.
Not everybody has heard of it, until now...
No sig today...
Remember back in the day of shareware? This is actually quite good compared to what we calculated for the few shareware products that we produced. At the time were were estimating that only about 1% of users bothered to pay for their copies. One interetsing thing about this though, is that every once in a while I still get a registration from someone almost 15 years after they started using it, and suddenly started feeling guilty.
If they're getting 20% I'd say that's pretty damn good.
Salut,
Jacques
People seem to forget that piracy = less money = less games. Pirates are like lethal bacteria, that kill their host instead of trying to live with it. Most pirates could give a shit about supporting non-DRM companies, or "sticking it to the man" for DRM-laden games, they just want games for free, because they're greedy, selfish, using bastards that have never tried to sell something they created.
People that bemoan the fall of PC gaming should go out and stomp a few pirates, because THEY are killing it. You can argue semantics all you want, and throw up numbers all you wish, but the FACT is that anything that hurts a revenue stream hurts a business' chance of survival. Period.
I normally download games but is just to try them out, demo stile, i downloaded that game but haven't even bothered to try it since i run only linux, the videos in youtube were enough to see it. So i assume those 80% probably would never buy the game anyway, pirates do not play games, they just download stuff to have it in the collection. Anyway this is a slashvertizement... who cares about your weak games sale.
This happened to me with Radiohead. When they released their album in a "pay what you want, even nothing" format, I paid zero for it because I had never listen to the band before, and I wasn't sure if I would like it. I found the album interesting, but not something I would ever listen to, so I deleted it.
The next week I saw a music publisher website decrying that so many people had chosen to pay nothing for Radiohead's music and how it showed how screwed up all music fans were.
I'd rather have someone respond than be modded up.
I've seen the same figure in numerous write ups. Here is but one example. Excerpt:
"So how has this strategy panned out for the gamemaker's first third-party-published title, Ironclad Games' Sins of a Solar Empire? As reported by gaming trade site Gamasutra, Sins of a Solar Empire has surpassed 400,000 units at retail, with another 100,000 units digitally distributed through Stardock's online store, since the PC game went on sale in February. That's not a bad figure, considering Sins reportedly cost under $1 million to make.
Yeah, and I sneaked into a showing of Quantum of Solace at the movie theater. The opening scene wasn't very impressive so I left. But if I decided to stay I would have bought a ticket afterwards. Really I would!
By the way, did you opt in to the global scoreboard and set a high score during your five minutes?
This game is $20. If it were $10 I'd buy it right now. I wonder whether the game's sales would at least double if the price were halved.
No what's fail is the fact that they believe they can somehow come up with any sort of accuracy here. The variability of dynamic IP's is so massive that there's no good way to accurately gauge piracy numbers based off of IP addresses. If you would like to believe that because they said they could, I have a bridge to sell you.
Even if they were very careful to get an actual number of people who got a copy without paying, that doesn't really tell you anything. Many people will take for free what they would not pay for, not even a little bit. As an example the free samples at Costco. I sometimes take a sample. However I only do so because it's zero cost. If Costco wanted even 10 cents, I'd simply pass. I've never really wanted one that bad, sometimes my curiosity has just been peeked and having zero cost, I try it.
So after you know the real rate the first question you have to answer, and there is no easy way to do so, is how many of those people that nabbed a free copy would have bought it, had it been impossible to pirate? You'd probably find that number to be rather low. Many were trying it because it was free, not because they really wanted it and could just get away without paying. Also some may be using it as a "try before you buy" method. I had a roommate that used to use Napster like that. Guy had an insane amount of CDs, like over 500. He had a subscription to one of those mail-order CD places and everything. He'd download tons and tons of music to decide what he wanted to buy. Napster INCREASED his purchasing, not decreased it.
Now in terms of if DRM is useful you have to answer some more questions:
1) How many people would it actually make buy the game? DRM isn't 100% effective so of the people you've determined would have bought it had they not gotten it for free, how many would get it if you made it harder, but not impossible to get for free?
2) How many sales will you lose because of the DRM? Some people are going to protest it, others will try it and find it doesn't work and thus want their money back. How many sales does the DRM cost you?
3) What is the cost of the DRM? If you buy an off the shelf one you pay an up front fee, plus per copy royalties. If you write your own, there's development costs. Also in both cases you incur support costs from people who can't figure out how to make it work. What are those costs in total?
You then have to add it all up. You might then find, that in fact the DRM costs you money. Even if it increases raw sales numbers, it has to do it by a significant enough amount that you make back all the associated costs. Based on some things, like Sins, it seems that may not be the case.
This would all be different if there was perfect, unbreakable DRM that would make the options "buy" or "don't play". However there's not so you aren't stopping piracy, simply making some forms a bit more difficult.
I wonder how much of the piracy was due them cocking up the EU release. It was briefly released then pulled, and as far as I know still not available for EU customers.
Treating your customers with contempt does no favours
NB I had zero interest in this game after that idiot decision so didn't even get around to downloading the demo.
8% of those who downloaded the DRM-infested game paid for it. 18% of those who downloaded the DRM-free game paid for it. That's more than twice as many. And you say there's no major difference?
Pirating these games are okay as long as you buy a concert tee-shirt when these developers come to your town .... oh.
"If you purchased a copy of a game from Walmart and want to lend it to a friend after you are done, DRM is designed to prevent that."
You mean the new fnagled spore/Steam DRM with itnernet checks is designed to prevent that. The crushing majority of the DRM today is to prevent sharing BEFORE you are done (aka : make a copy and give it). Case in point, I have only 2 games out of my collection which has an internet check. For all but those two, ocne I am finished I can resell/give/share them. One person at a time can use them, no matter who.
C. Sagan : A demon haunted world:
http://www.amazon.com/gp/product/0345409469/
visit randi.org
It should read: "Allegedly, 90% (or rather 82%) of people of who choose to submit their scores to the company's scoreboard pirate the game." They can't infer about the whole population using a disjoint subset. That's extremely dangerous. A undergrad statistics course will tell you that.
but honestly, my reason is this: there's no way I'd spend 20 bucks on a game called "world of goo," that runs in a fixed resolution, and is as conceptually and visually simplistic as it is. I'd consider buying it at 10, I'd pick it up in a heartbeat for 5 (and maybe even pick up extra copies for friends!) but 20 bucks is pushing it. even the wiiware version, where things like resolutions don't matter, and I'm more prone to paying for something that isn't visually or artistically advanced, costs to much (15 bucks? when ocarina of time is only 10? NO.)
I like the game, and its pretty clever, but its also pretty clear that it was cooked up quickly. there's a few reasons I'll pirate something instead of buying, and in this case, its all about perceived value: I don't view this game to be worth the asking price. sure, I could just not buy it and not play it either. at least this way I'm talking about the game instead of forgetting about it, and if they alter their pricing, I may be apt to change my mind.
Seems pretty clear that people appreciated the DRM-free game more. Not treating Customers like criminals looks like it is more profitable.
Which would be far more interesting a statistic if they were using anything like a valid method for measuring the piracy... They're counting up the number of unique IPs logging into their site playing the game, and dividing by the number of copies they sold. Many people get assigned a random IP by their ISP on a regular basis; each of those people will count as many, many pirates by this method.
I haven't bought many games over the last 5 or 6 years. Largely due to the fact that these days developers simply release crappy, half finished, incoherent and generally not fun games. It seems to be the rule rather than the exception of late. The only games I have actually paid for in the last, say, 3 years are Mass Effect, The Witcher, Battlefield 2142, and Spore Galactic Edition. Well, I played a pirated version of Mass Effect and Spore before purchasing them. Mass Effect was so well done that it deserved my money. The Witcher was a leap of faith, and it paid off as it is an excellent game. Battlefield 2142 sucked ass. Spore...well, Spore has been a mixed bag. A bag full mostly of crap. Horrible DRM restrictions, major graphics issues, lots of BSOD and CTD's, and a completely dumbed down, lowest-common-denominator mentality. Fallout 3 is the next game I'm going to spend money on. I played it for about 15 hours, and absolutely LOVE it. That is the way games should be made. AWESOME attention to detail, fantastic story lines, great dialog, cutting edge graphics/physics, and way above average replayability.
But, back to the point. Had I known about the DRM problems with Spore before purchasing it, I would never have bought it. I made the mistake of not reading the forums and what not first. For me, it's the install limits that make me want to boycott EA. I haven't yet experienced a crash related directly to the DRM scheme, but I hate DRM on principal. Not to mention the fact that the DRM was installed without my knowledge (and it's NEVER installed by ANY game with my consent). However, my girlfriend has had a DVD burner ruined from DRM being installed on her computer. She installed a game that had DRM on it, and then her DVD drive suddenly had trouble reading discs. Then it simply failed to read ANY disc at all. Formatting and reinstalling everything had no effect. So we put a new drive in from a different manufacturer. As soon as she installed the game again, the new drive started to fail. I realized what was happening and immediately re-wiped and reinstalled her system, before any permanent damage to the new drive. She has since thrown the game away without having ever played it. That is just plain bullshit. She has never even heard of a torrent and the only mp3's she has are ones she bought from Rhapsody and ITunes. So, you may be asking yourself, "Well, the title of his response says the most people just plain hate DRM, but how does he know this?" Well, it's not exactly the most scientific thing in the world, but I made a poll on EA's Spore forums, and here are the results :
Does DRM bother you AT ALL, either morally, philosophically, or by messing up your computer? (269 votes so far)
Yes, I hate it, it needs to die. 62% [168]
No, no problems here. 19% [51]
What is DRM? If I knew what it was, I could say yes or no. 4% [12]
I'd not be bothered by unobtrusive/stable/non-damaging DRM that doesn't restrict legal users. 14% [38]
I made this poll in response to the article with the EA guy that said 99.8% of users care about DRM. As I said, this poll is NOT the best gauge in the world, but it still speaks pretty loudly to the fact the current DRM is just garbage and of no benefit to anyone. In fact, the only people who seem to really be affect by DRM are the legal users who actually paid for the games that have DRM schemes. They are the ones who have install errors, incompatibility errors, install limits, bloatware, ruined DVD drives, etc. Treating a paying customer like a criminal is just fucking retarded. And annoying. Why should I pay for something that is possibly going to break my computer, cause massive amounts of headache, and make me feel like I got ripped off? Most games I download copies of aren't worth the money I would have to pay to play test them otherwise. Here are some examples of games that I saved money on by pirating them first : Legend Hand of God (utter boring tripe), So Blonde (wow, just lame), Lost Via Domus (horrible voice
Halitosis - (n.) Halle Berry's Camel Toe.
Would you and everyone else who tagged this "correlationisnotcausation" spend maybe two minutes thinking about what you're doing before screaming "correlation != causation" in response to every article? You just end up looking like fools. Neither article mentioned nor claimed any specific kind of correlation between presence or lack of DRM and sales, they just provided some data about theorized piracy rates for two different kinds of games. In fact one of the articles specifically said:
"From the results above, it seems clear that eliminating piracy through a stronger DRM can result in significantly increased sales - but sometimes it can have no benefit at all." i.e. no direct correlation.
And the slashdot blurb didn't say anything about correlation at all, it specifically pointed out that the piracy rate for the two games, one with DRM and one without, were essential the same. So where are you getting the idea that anyone involved claimed there was a correlation, much less a causation?
This Space Intentionally Left Blank
and DRM is just that, software. Windows activation is hacked, DRM is hacked etc. I wonder when the companies will get their head around that...
Don't worry, he'll still get a +1 Insightful from idiot mods who also couldn't be bothered to RTFA. Currently he's sitting at a +4, Insightful. Moderation really isn't difficult to do correctly. Any idiot can understand the guidelines, yet I see incompetent fuck-ups doing it poorly all the time because they are either too stupid or too lazy to do a good job. I'm not sure which is worse -- modding good posts down because you don't understand either humor or logic & reasoning, or modding shitty redundant posts up. Probably rewarding shit is worse, which is what happened here.
Played the demo, loved it. Tried to do download on Steam but it was US only. Very easy to pirate at this stage, but I lost interest instead, either way, a lost sale.
The real purpose of DRM, especially the EA "limited installs" kind, is to shut down the resale market. The publishers look at that market and think "they're selling my games for free! those bastards...".
Like the telcos who talk tough words about "using my pipes for free", they fail to acknowledge that We the People own the land, and our government has graciously granted them access to right-of-way on our behalf, to run their lines and deliver their services. Like a renter, the furniture (pipes) may be yours, but the building (right-of-way) belongs to us. We can easily terminate their access if we decide it is in society's best interests.
Copyright is (was) a balance between encouraging creativity and our natural right to share, duplicate, and/or dispose of our own personal property however we see fit, regardless of its content or the desire of the creator. Blatant attempts to alter the balance in your own favor cannot be tolerated. We've seen what happens when the financial sector is allowed to have the very ropes with which to hang themselves, we can't let the rest of our society go down the same path.
Natural != (nontoxic || beneficial)
As a business person I would look at that and conclude that doing business on the PC is just plain stupid.
I contend they are very very wrong in their conclusion that the pirates would not have actually bought a copy if they could not steal it.
The way to prove that would compare World of Goo sales figures to a popular console downloadable only release like Braid and compare total sales number. I have no doubt the Braid sales figures would end up higher without a convenient pirate copy to steal. People will pay for these types of indie games on Xbox arcade because they HAVE to if they want it.
As a PC gamer I think this is really really sad. And as a developer I would target the console download able content space not the PC as a business decision it seems cut and dried.
Try Rotten Tomatoes. Their system of compiling reviews gives a very good gauge of how good a movie is. Some rules of thumb for the Tomatometer:
Kind of an annoying bug. You have to exit out & run it again to get sound to kick back on.
I bet more people would be willing to plunk down $20 for the game if they fixed it.
I'm buying this game. The demo was tremendous fun for both me and my kids. And the best part for which I can give these folks a lot of respect:
The game has a Mac version. Not only that, it's not a lame-ass "we really wrote it for Win32 API and made the Mac version linking it with WINE/Cider so it only works on Intel Macs only, sorta" that seems to be the trend in the game industry who try to go the Mac route.
Nossir. This game specs its requirements as an "Intel or PPC G4 CPU", meaning they really did write it as cross platform code (Linux version coming soon), which is exactly a beautiful display of the spirit whose lack of in the industry I've been lamenting before here: http://slashdot.org/comments.pl?sid=1021097&cid=25674759
So, double kudos to them (and they get my money, as this game will run on the iMac G5 I'll pass down to my kids this Christmas).
Sig erased via substitution of an identical one.
What did people expect from the perhaps the most amoral general in history?
I think im a pretty normal gamer, and i think over the last years i bought 5 games and pirated something like 20. So my personal pirating rate is 80%+, but that doesnt mean i would have bought any of the games .. most of them were boring, but i brought 2 after i warez'd them. If i think back and count the games i loved and should have bought vs the games i bought, my lost sales rate is below 50%.
I'm kinda experienced in that pirating stuff, doing it since the good old isdn days, but these days with bittorrent and the pirate bay, pretty much everyone can pirate something if they dare. ...
DRM has never been any issue for me, in the worst case the crack come out a few days after the official release date (gasp!). A few years ago, when there was less pirates and just some simple copy protection, it took alot longer to find a crack. Ok, on Mass Effect with the fancy new securom it almost took two weeks to get a bug-free crack, but on the other hand, many who bought the game also had to wait
Sooner or later everyone, pirate or not, needs a crack for something: DRM creates pirates, from music to games to video. I remember trying to explain to my mom why she can't copy a CD to leave it in the car (and failing at it) ... in the end i just downloaded the album and she became a music pirate (sort of )
Anyways, i think the absolute mayority of game pirates are not against paying for a game in general (i have brought plenty of games myself), but against buying a bug-ridden, boring, unplayable game that is not my taste or doesn't run on my pc ( just the same for music and video ).
Even if DRM worked and prevents me from using a product, leaving me unable to decide if i like it or not, that definitly won't make me buy it blindly ...
The cost of crack or copy is important, not as you think!
The cost of crack and piracy is absolved by hackers.
If you want, you should lower the motion of a hacker and rise the cost to copy a little.
Well balance is the key.
I am using the new Slashdot Moderating System. It may appear as if I'm only replying to you with a comment that says +1 Informative, but be assured, I'm actually using a very advanced feature that only appears this way.
(anyway, thanks)
Belief? Hope? Preference?The Existential Vortex
thanks, nobody seems to say where that figure comes from ...
Means that any of these quoted rates are worthless. If you can't back up the claims with hard facts and numbers, its all bogus crap spewed out to grab attention and distort the true relational facts.
I can't find it now but I clearly remember first seeing that figure in an interview with Stardock's CEO.