iPhone Game Piracy "the Rule Rather Than the Exception"
An anonymous reader writes "Many game developers don't think of the iPhone as being a system which has extensive game piracy. But recent comments by developers and analysts have shown otherwise, and Gamasutra speaks to multiple parties to evaluate the size of the problem and whether there's anything that can be done about it. Quoting: 'Greg Yardley confirms that getting ripped off by pirates is the rule rather than the exception. Yardley is co-founder and CEO of Manhattan-based Pinch Media, a company that provides analytic software for iPhone games. ... "What we've determined is that over 60% of iPhone applications have definitively been pirated based on our checks," he reveals, "and the number is probably higher than that." While it's impossible to estimate how much money developers are losing, it involves more than the price of the game, he says. "What developers lose is not necessarily the sale," he explains, "because I don't believe pirates would have bought the game if they hadn't stolen it. But when there is a back-end infrastructure associated with a game, that is an ongoing incremental cost that becomes a straight loss for the developer."'"
It's nice to see a big name admit that 1 pirated copy != 1 lost sale.
My company also tracks iphone piracy rates. And while the piracy rate is in line with the OP there's more to it than that. Apps with demos generally have lower piracy rates. Also we track usage rate, pirates tend to only launch once or twice, as if they're sampling the app. So it's not as bad as the article makes it sound.
Overpriced to begin with? Rubbish. They cost loads less than on any competing platform. It's almost laughable how consumers will argue about how a $2 app is only worth $1 or even should be free.
Actually reading the article, I was right, quoting from approximately the fifth paragraph:
Just over 60% of paid apps using Pinch have been pirated. This estimate is also low, since application pirates occasionally disable our tracking. When an application is pirated, an average of 34% of all installs are cracked -- in other words, about half of legitimate paid downloads.
He says that for apps that have seen piracy, an average of 34% of the installs are pirated.
So the 60% was just their way of stating the biggest possible percentage.
Nerd rage is the funniest rage.
What's up the past few days. Stories about iPhone development sucks, Android development rules, no wait Android development sucks and iPhone development rules, no wait iPhone owners are a bunch of pirates.
What you are seeing is a battle over memespace, two sides trying to convince a technical populace that the other side sucks.
Happily slashdot readers are more savvy than this, and there are well reasoned responses in each of these articles that lay out what is going on, despite very misleading article summaries - like this story implying 60% of iPhone users pirate, when in reality it's about 5% and the 60% figure is only the percentage of apps that have pirated VERSIONS, which says nothing about number of users who are pirating any given app.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
the developer is grossly over-estimating the value of their software, thinking "If my software isn't great, then why would anyone pirate it?"
I once worked for a small company with a semi-popular application. Sales were almost all of the form of pay pal purchases off the website. It wasn't a lot of money, but it was enough to pay one developer. But piracy was a huge problem. It was quite obvious that more than 90% of the copies running were pirated.
The company changed directions and started bundling the application for free with online services. The service provider would pay for the application and the customers would get the software for use only with the service. But the company was worried about piracy, so they asked me to write DRM that tied the application to the service. They would continue to sell an untied version off the website, but with "call home" DRM (it's an internet app, so it's not quite as draconian as it sounds). I very reluctantly agreed (i.e., I had to decide whether it was worth quitting over -- if I had to do it again, I'd quit).
The end result was that all piracy stopped. In fact, all usage stopped. Instead of selling 2 or 3 copies a day off the website, not one copy of the DRM version was ever sold. And due to very poor choices of service provider partners, the company received no revenue at all. Within a year the company had folded.
The thing is, the new version was head and shoulders better than then non-DRMed version. And the DRM was truly unobtrusive (think DRM in WoW). Paying customers wouldn't even know it existed. But sales are generated by popularity, not quality. Piracy, like it or not generates popularity. The company was very small and had no means of effective advertising. By cutting off the pirates, they shut off their only revenue source.
What always kills me about this story is this: The app we were making was *perfect* for an open software model. Ask the service providers to each spend a small amount of money to cover development and give them the app for free. Give them branding in the app to thank them for their help. But the "sales" people were always quick to point out that the service providers they found had no money and couldn't afford to pay us up front. How on earth did we fail? :-P
The reason is, of course, that Slashdotters, as a general rule, understand what goes into programming an application. We have empathy and respect for programmers for the simple reason that for some of us, it's our profession.
Not so much with musicians. We (again -- as a general rule) characterize them as untalented and spoiled. Some people are more equal than others, and in the eyes of many Slashdotters, musicians are the least equal of all.
We don't pirate applications because we respect the work that programmers perform. However, we elevate music piracy to a social cause worthy of Rosa Parks. Hurting musicians? No -- we're putting them in their place. They should get a day job! They should make a living selling t-shirts! They should just stop being so greedy! We deserve to use modern technology to copy their work, but how dare they try to use modern technology to make a living?
And if that's not enough of a rationalization of music piracy, we're eager to suggest others. Just watch.
Sitting in my day care, the art is decopainted.