Has Any Creative Work Failed Because of Piracy?
Andorin writes "Anyone familiar with the piracy debate knows about the claims from organizations like the RIAA that piracy causes billions of dollars in damages and costs thousands of jobs. Other studies have concluded differently, ranging from finding practically no damages to a newer study that cites 'up to 20%' as a more accurate number (PDF). I figure there's got to be an easier way to do this, so here's my question: Does anyone know of any creative works that were provably a financial failure due to piracy? The emphasis on 'provably' is important, as some form of evidence is necessary. Accurately and precisely quantifying damages from p2p is impossibly hard, of course, but answering questions like this may lead us to a clearer picture of just how harmful file sharing really is. I would think that if piracy does cause some amount of substantial harm, we would see that fact reflected in our creative works, but I've never heard of a work that tanked because people shared it online."
No.
Gone must be the days when a creative work was loved for its contribution to the arts... Plato, Socrates -- failures, all of them, because their works are no longer copyrighted and thus can no longer make a contribution to society. /sarcasm
#fuckbeta #iamslashdot #dicemustdie
Huh - I've never heard of a retail outlet that failed because of women stealing bras from the packages, but it's still illegal and wrong.
There are a tremendous number of people who have grown up in an age where it is so easy to copy information, and where it is so easy to self-publish so you *think* you're creative, and the idea that it's not theft to benefit from someone else's hard work just because their work is easily copyable in a computer...it boggles my mind.
YOU sell widgets in a store, don't you? You and your store should definitely get paid for that. I write music for a living...I should only get paid for the first copy sold?
All the projects that couldn't get funding because piracy would reduce their profitability below the required threshold. Piracy can be chilling effect.
The question is inherently speculative. It isn't terribly difficult to find examples of, say a comic book series that was canceled because sales were 10% below what was needed to break even, or a movie that didn't quite make back the investment (even assuming non-Hollywood accounting). The number of creative endeavors which are just on the edge of financial solvency is pretty darn large. But what's essentially impossible to determine is what the actual impact of "sharing" on what-sales-would-have-been was in any given case. The best you could do would be to estimate a general range, and stipulate that any work that was within that range of being profitable "failed" because of it.
http://alternatives.rzero.com/
what newer creative works were never done because a previous
one never succeeded enough due to piracy?
(so, how would you even define "tanked" for a creative work anyway?)
none of the other halo titles were released on Mac and one of the reasons cited...
...was that Mac is rarely the primary platform for game developers? Most mac games are ported from the PC or co-developed. Piracy has been blamed for everything from the terrorism to low birth rate. Also, while on the topic of 'citing' -- citation needed. When discussing piracy, the level of hysteria surrounding the issue thanks to corporate interests makes it imperative that you list your sources and facts, not just a vague conclusion.
#fuckbeta #iamslashdot #dicemustdie
You ever hear about hollywood accounting? Virtually anyone important enough that they'll receive "points" has been defrauded by their own studio/label.
You'll figure out why the RIAA/MPAA are so anti-piracy as soon as you grok that single fact. Any distribution channel or even publicity that doesn't trace back to efforts they may label their own will create a scenario where they face more serious lawsuits from their talent, plus more talent founding competitors.
It's time to put this dog to sleep. Don't buy their shit. Don't talk about their shit. Don't even watch their shit pirated unless you absolutely must based upon your childhood comic book consumption.
The next two time you feel like watching a movie, try Let The Right One In and Primer. I promise you they're both better than anything released by Hollywood during the last 5 years.
The Christian religion has been and still is the principal enemy of moral progress in the world. -- Bertrand Russell
When I first read the title, I thought that kdawson (I know, I know) was asking if a creative work failed in the sense that no one accepted it, it was not disseminated, etc. Then TFS says "financial" failure.
Problem is, the question (in any aspect) is too one-dimensional. Paul Gauguin was a financial failure, as were most painters who weren't sponsored by some aristocrat or other. Yet one would hardly call his (or their) works "failures" in most aspects of the term. Meanwhile, even in just the one aspect - money - well? Today, just try and buy an original Gauguin and say it's a failure. I dare you.
Even with recent/modern creative endeavors, the question is stupid. If you're creating a work of (art, music, or similar) just for the money, that creation is almost guaranteed to suck. See also the products of Britney Spears (...remember her? no worries if you don't), "Lady Gaga", or whatever manufactured 'star' of the moment you care to name. Viewed dispassionately and apart from the personality, the music quite frankly sucks ass. If we shift to works of writing, you can almost always tell at which point a writer loses his/her passion for the craft, and instead just does it for the money - the quality drops accordingly. Visual art? Heh - I'll pick on The Simpsons... about five years ago, it was glaringly obvious that Matt was just doing it for the paycheck.
But anyway, long story short - IMHO, the only way a work succeeds or fails is in the metric of how widely accepted it is, and in how long it remains in the public consciousness. The successes become treasures that never die in spite of passing centuries, the failures are forgotten in less than a decade no matter how widely marketed.
Quo usque tandem abutere, Nimbus, patientia nostra?
It would be useful to compare this survey with one that estimated the gains or productivity arrived from fair use of other works. What literature, art, music, programs, inventions, etc. derived from building upon other works have contributed to the GDP?
You can begin by adding most of the annual income and net worth of Disney.
Actually, it was piracy in Defoe's original use of it wrt copying. What it wasn't was copyright infringement (in the US) (at the time).
Great minds think alike; fools seldom differ.
The question is, how many creative works fail because they are taken down, based on copyright... I'd know several fan-made game-sequels, girl-talk, DJ Danger Mouse, bitter sweet symphony by placebo...
The MAFIAA is a bunch of mindless jerks who will be the first up against the wall when the revolution comes
A good example of the absurdity of the "we wouldn't have bought it anyway argument." If Slashdotters weren't in denial because of their addiction to mass media content and aversion to paying a fair price for it (what rational person thinks 0 is a fair price for something they want?), they'd be able to see that some fraction of those 220k+ people would have bought the game in the absense of piracy. Maybe 5%, maybe 75%. Either way, infringement hurts producers of intellectual property and causes the market to produce and inefficiently low amount of it.
I'll pass on discussing the relative merits of being a fan of Ms. Gaga, to get to something you mentioned:
And how the heck do you propose to judge her music dispassionately? Counting the number of chords per second or something?
I guess I was imprecise. What I meant was this: If you just heard the song; without the marketing, the media-pumping, or even a picture of her. Or even better, if you heard the song played 50 years in the future, without ever hearing of her beforehand.
A case in point: I collect (half-assedly, I admit) old 78 RPM records to test on an old 1947 Trav-Ler record player and radio that I rebuilt (finding the tubes was the most challenging part). I have stuff that was "pressed" in 1918 (this is pre-vinyl, so they were made the hard way back then). The non-successful musicians' records are drop-easy to find - Goodwill's clearance warehouse occasionally has bins of them... and in spite of excellent quality materials (and a new needle), the music is, well, awful. Little wonder I can buy them at roughly $0.25 per pound. OTOH, finding something from a successful musician (e.g. Glenn Miller) means having to hunt the records down, and sometimes paying a lot more for a mint-quality record than one would for a modern CD of the same musician's work.
To that end, what do you think a Lady Gaga CD will go for in (roughly) 2070, do you think? More importantly, how widely do you think her songs would be played by then? Would anyone still alive then even know or care who she was? That my friend is the big metric of success or failure concerning creative works.
Quo usque tandem abutere, Nimbus, patientia nostra?
The real damage caused by piracy aren't the works which were created and then failed to produce return on investment (this is all to easy to do without piracy), the real damage is done in works which are never created in the first place due to the perception that piracy would make them financially irrelevant. The poster is all concerned with "provably," but really, if you sit down with any group of investors and propose a new creative project, the provable effect of piracy is when the investors walk away from a project because they won't get their money back before pirates saturate their market with ripoffs.
Even in patented space many works (especially medical devices) struggle to make a profit before patent protection runs out. Patents are more beneficial to the world at large in this respect - ideas which can be realized in a reasonable time are pursued, and then within 20 years they become public domain. The effective infinite life of Copyright is wrong on so many levels. I think a reasonably time limited copyright scheme would be more respected / less violated, and more productive in the creation of new works, as opposed to the infinite repackaging of existing brands that we have today.
To the readers of my comment: my point is that there's clear, reasonable evidence of the harms of piracy. But we're faced with a questioner who has an adversarial and unconvertible frame of mind.
Okay, let's look at Crysis. You say that Crysis sold fewer copies than previous games "of its scope." You cherry pick one of the most successful games of all time, Doom 3, but the most direct comparison is the one previous game produced by Crytek: Far Cry. Far Cry sold 730,000 copies in its first 4 months (http://www.wiki4games.com/Far_Cry#cite_note-1).
Crysis exceeded sales expectations according to EA, selling 1 million copies in its first 3.5 months (http://www.incrysis.com/index.php?option=com_content&task=view&id=612&Itemid=2), eliminating your argument. This came despite the fact that Crysis could barely run even on enthusiast PCs for a year after release, while Far Cry was released to a much larger audience of computers that could run it acceptably.
We know that Crysis was a very popular target of pirates, and Crytek tells us that this is proof that their sales were hurt by piracy, but there's absolutely no evidence connecting the two. Of every 100 downloads, how many would have purchased the game if they hadn't pirated it? Of every 100 downloads, how many see the game, like it, and then buy it in order to play online or out of respect for the developers? People like you assume that the first number is vastly larger than the second, but there's never been any evidence to support that position. I suggest that it's just as likely that piracy increases game sales, and I believe that the automatic assumption that piracy is the scourge claimed by some within the industry is incredibly naive.
"I zero-index my hamsters" - Willtor (147206)
...the real damage is done in works which are never created in the first place due to the perception that piracy would make them financially irrelevant.
This was my initial thought too. However what I don't understand is why the technology sword does not cut both ways. It is true that technology makes it far easier than it has ever been before to pirate material but it also makes it far easier than ever before to produce that material. Unlike the past there is no need to risk a massive budget on every new act. Give the riskier acts smaller budgets and see what they can do with them. After all if they are less popular they will probably also be less pirated and the ones which do take off can give you a great return on your small investment.
Back in my highschool and university days, I pirated a lot. Reason was money. I had little discretionary income so I'd take things where I could get it. However as I've gotten older and moved on to the working world, I've little need to pirate stuff. I simply buy it. It is faster and easier, plus I really do like doing the right thing.
Few, if any, sales were lost to my piracy. I simply could not afford the things I was pirating.