How Piracy Affected the Launch of Demigod
Demigod is an RTS/RPG hybrid developed by Gas Powered Games and published by Stardock, a company notable for their progressive and lenient stance on DRM. The game was set to be released on April 14th, and shipped without any form of copy protection. Unfortunately, retailer Gamestop broke the street date and released it earlier in the week. A day after pointing this out, Gas Powered Games posted some numbers about the players hitting their servers. Roughly 18,000 connections were made from legitimately purchased copies; over 100,000 were made from pirated copies. Meanwhile, the servers, which were not yet ready for that level of traffic, buckled under the strain, resulting in poor experiences for people trying to participate in multiplayer. While some reviews were positive, others criticized the game for the connectivity issues. After another day, they were able to stabilize the servers to the point they'd planned on for the original launch.
There goes the argument that games are only pirated because companies insist on draconian DRM.
100K pirated because it was not legitimately available at the time to most people. You can't draw any other conclusions from this.
This is GameStop's fault for breaking the street date by such a large margin, and it's invalid as a measure of the effect of piracy.
This is so typical.
The same thing happened to the game Titan Quest. I've never seen a game so stable and masterfully crafted before. The devs listened to the community and actually added features and tweaks to the game just for them.
Yet all the reviews I saw were negative. "Yet another Diablo II rehash", "plagued with crash problems - can't even get past the cave in the starting area". Well, it's a rehash in the way WoW is a rehash of EQ or UO, I suppose.
Unfortunately for them, the guy cracking their DRM failed and didn't care, so every torrented copy crashed 5 mins in. Also, he released it 1 month before TQ went on sale, giving time for thousands of people to download it (millions if it hadn't crashed 5 mins in :P )
Ever since I bought three games that wouldn't run because of DRM, I've been a bigger supporter of Piracy - but seeing my favourite companies go down because of it makes me less happy. :/
Forget ... the William Shatner jokes.
Star Trek nailed it right on the money here.
"Oh, we don't work directly for material things. The Replicators can make almost anything. So we live for other values".
So, we have a Replicator for Books/Music/Movies/Games/Software.
Give it 20 more years for the 3-D form printers.
IANAE (I am not an economist) but Trek portrayed a kind of Location Meritocracy. You worked to get good, and earned the right to be on the group that could make you better. (Enterprise). All the niceities became De Minimis Fringes.
Dr. Who aside, *physical premises* are not replicatable, so that became the new equation.
My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
You can't play multiplayer without a valid one. Just like most other online games these days. The problem with Demigod is that it runs some other http requests (checking for updates, querying system info, etc.). This is why the launch was borked. Not because there are tons of players with pirated copies trying to play on legit servers, but because their servers were effectively getting DDoS'ed by a level of traffic that they were not expecting or ready to serve.
Ugh, another one of these idiotic comments.
It's not a made up lost sales number. It's a server connection count. It's an absolute, easy to measure metric. You're REALLY going to sit here and say that Stardock isn't capable of counting connections to their own servers, or that they made up a bunch of connection numbers randomly, while spending the entire Easter Weekend working overtime to try and get things working due to Gamestop breaking the street date?
Why don't you show me your numbers showing how his numbers are wrong? Oh wait, thats right. You're just making shit up to fit your little preconceived world view.
From arstechnica: Correction: Stardock contacted us to say that the 18,000 number referred to concurrent users, not sales. We have corrected the sentence accordingly. Brad Wardell also released some new information that clarifies the issue. On Day 0 there were around 140,000 concurrent users, with 18,000 validated users. The pirates couldn't update their game or play online, but they could still "touch the servers." "So over the first 24 hours, we had to essentially scrap together a doppleganger of the infrastructure dedicated to Demigod's multiplayer network needs, release an update to legitimate users to point them to it..." he wrote. "Now today, day 3, it's pretty much taken care of. Users are connecting in multiplayer, the servers are pretty responsive and we're adding more in preparation for the weekend."
I read this from a developer's perspective and I see something different than most of you: Piracy helped them!
(I can hear the collective 'What!?', so you can save those replies.)
They were only prepared for dismal sales. They said the server initially ran 'less well' with 10s of thousands of people online at once. They sold 18,000 copies. All of those people will want to be online at once at the start, so they weren't even really prepared for the real sales they got.
Then they got 5x that amount because of the piracy. This let them see exactly where the system needed to be improved to handle the load.
They managed this improvement -in a single day-.
In my world, anything that can help me make that kind of improvement is a massive help.
And lastly, I'm a -very- avid gamer and I had never heard of this game. Now it's on Slashdot's front page. You cannot -buy- that kind of advertising.
Last note: Anyone that publishes an online game without a serial code is a fscking moron. Most crackers will not write a keygen for an online game specifically because it costs the developers money when they do so. They only write keygens for offline games.
And 1 more: Note that there are only 6,000 players on the rankings for the tournament. http://pantheon.demigodthegame.com/rankings/tournament/8/page/182 Are we really supposed to believe that only 6% of the people playing an online strategy game are interested in its first tournament? Or maybe that 100,000 was pulled out of their ass.
"If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
http://forums.demigodthegame.com/347467
Well, what a dramatic week it's been. The teams at Stardock and GPG have been burning the midnight oil this week.
As those of you who have the game can already see, the server issues are gone. We've recreated a duplicate of the server infrastructure we had but dedicated to users who have the most recent version of the game and a valid CD key (serial #).
Based on the logs, we are seeing lots of games being played on-line now. Yay. Average game has approximately 4.7 humans in it which is a good sign.
Some clarifications
I've seen a lot of news articles this week and a lot of confusion about what occurred this week. The issue isn't terribly complicated.
Ars Technica had a good article that describes what happened. But still, a lot of people seem to think warez users are able to play multiplayer games. No, they can't. Even the retail box has a serial # in it that users have to use and be validated to play online. What brought down servers was a lot more benign than that. It was the HTTPS requests to inform users if there was a new version along with checking the community features for info (friends lists, chat channels, etc.) and things like that. Things like that are pretty piddly. It's only when you get a ton of users doing that at the same time that it becomes a problem as we saw.
But here's the thing: While piracy is annoying, you can't blame piracy for this problem. Let's face it, there's plenty of data out there about how many pirated games are being played. We should have looked at that. We assumed since Sins of a Solar Empire and Galactic Civilizations, both of which sold extremely well and got great reviews, that the # of pirated copies of Demigod in use would probably be in the same ballpark, maybe twice as much. But had we looked at what other publishers have said, we would have known that it's not unusual for there to be hundreds of thousands of warez copies in use. And if we had, we could have simply had the retail version not have any HTTP calls in it and instead just had an update button on the main menu to check for updates and voila, problem solved.
The second misconception is the argument that because Demigod's retail version is heavily pirated that it costs massive sales. But that, again, puts the blame on the wrong parties. If you want to talk about the horrible multiplayer experience on launch day, well, that's our fault because of what I said above. If you want to say that the horrible day 1 multiplayer experience resulted in negative game reviews which will seriously damage the game's sales then I say again, that's our fault too because of what I said above OR we could have just sent out the review copies on release day (Tuesday) and reviewers wouldn't have had it until Thursday by which point the problem had largely been resolved and the review scores would have been fine. But in either case, it's still our fault.
So now what?
Now that the servers are working fine we're moving away from the "#$R@#@# Demigod sux!" posts and into the regular new game release issues.
So what issues are we seeing and working on? Here are a few at the top of our lists:
1. Players getting disconnected during games. Demigod's lag tolerance is fairly low resulting in disconnects if a player lags out a bit. This is fairly easy to fix. You get a player in Australia playing a user in Europe and there will be times when there's a hicup in their connection and POW, disconnect and it's extremely frustrating. I played all day today and it happened to me. This is a very high priority.
2. NAT negotiation. For users outside the United States in particular using DSL, this is a problem. This is a case where player A can't see player B and thus they can't play together. This is something we will be aggressively looking at next week. If we hadn't had the server overload, we likely would have this addressed already.
3. Panthe
Shai Schticks:"You don't make peace with friends, you make peace with enemies"