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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."

7 of 422 comments (clear)

  1. Counting IP's? Fail. by Presence2 · · Score: 5, Interesting

    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%.

  2. Awesome game by mrsteveman1 · · Score: 5, Interesting

    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?

  3. Re:huh ??? by Anonymous Coward · · Score: 3, Interesting

    Thank you. Even if we accept the absurd math and conclusions given, it could be that pirates are aware of the game but the public at large isn't. Hell, I probably spend more on games each month than on groceries and I've never heard of the thing.

    Maybe the real issue here isn't DRM, but marketing. In fact a high level of piracy may be the only reason it got the sales its gotten!

  4. Re:Only sane conclusion by AKAImBatman · · Score: 5, Interesting

    A quick search at PirateBay easily shows how full of shit your reasoning is.

    That doesn't even make the slightest bit of sense. Either you don't understand the argument, or you think that Pirate Bay somehow tracks the number of copies pirated. Either way, there's no way that searching Pirate Bay disproves the argument I just made.

    Just for fun, let's make up some numbers to demonstrate. Let's say I create a game for only the PC. Let's say that 500 people buy it. Later on I'm able to prove that 500 people pirated it. What is my piracy rate on the PC version? 50%.

    Now let's say I create a game that can be distributed via the Wii, Steam, or a PC Download. Let's say that the Wii version sells 1500 copies, the Steam version sells 1000 copies, and the PC version sells 100 copies. Later on I'm able to prove that 500 people pirated the PC Download. What is my piracy rate on the PC download? 83%.

    Except that in the second scenario, we can see that many of the previous customers shifted to the alternative content streams. If we assume that those other streams are well protected, this means that the ratio between pirated copies and PC Downloads is now out of whack with actual sales. Overall sales are great and piracy rates have not changed. Yet through some interesting misapplication of statistics, we have managed to create a 33% increase in piracy.

    What that suggests is not that piracy kills all video games and that they should be destroyed. What it suggests is that the PC Download stream is far less profitable when alternative streams are available.

    "There are three types of lies: Lies, Damn Lies, and Statistics" --Mark Twain

  5. Re:Only sane conclusion by rsmith-mac · · Score: 3, Interesting

    the Steam version sells 1000 copies, and the PC version sells 100 copies. Later on I'm able to prove that 500 people pirated the PC Download. What is my piracy rate on the PC download? 83%.

    Steam is not an "alternative content stream", it's a PC download. Valve will gladly tell the dev how many people bought it and quite often it's exactly the same game (as in it connects to the same score server). 2DBoy even accounted for it in their stats we divided the total number of sales we had from all sources . There is no significant systematic inflation for the PC version in their method that I can identify, outside of unsubmitted scores. 82% of PC players have stolen their game.

    It's also worth noting that WiiWare games can be easily pirated too, and should be able to be counted in a similar fashion.

  6. Re:Only sane conclusion by Goldberg's+Pants · · Score: 4, Interesting

    I "pirated" World of Goo. I downloaded it when a friend raved over it, tried it for five minutes, thought "Is this it?" and deleted it. I wonder what percentage of this "piracy" is actually people just trying the game after hearing about it, since I wouldn't have bothered had someone not raved about it. (I don't even know if there is an official demo available.)

    I wouldn't have kept the game even if it had been free.

    Far too many companies assume one pirated copy is one lost sale. (Unless you work for Starforce who once claimed one pirated copy was MULTIPLE lost sales.)

    My attitude to stuff I've created is so long as you don't pass it off as your own work or make money off it, go nuts and copy it all you want.

    I guess a lot of the attitude depends on why you create. Do you do it because you enjoy it? Or for the money? Sure, you can do both, but which is your primary motivator? I think attitudes toward piracy will be influenced by which side of the fence you fall.

  7. "Pirate" by AlpineR · · Score: 4, Interesting

    I "pirated" World of Goo. I downloaded it when a friend raved over it, tried it for five minutes, thought "Is this it?" and deleted it.

    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?