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
A film producer had his film stolen, and the thief got a lot of money for the screenings.
The producer that ended penniless: Georges Melies
The Thief: Thomas Edison
http://en.wikipedia.org/wiki/A_Trip_to_the_Moon
how long until
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?
I did some work for a man who paid to have drivers written for SCSI harddrives, a while a go, that was his edge over the competition. The competition simply pirated his drivers and sent him out of business. This may not be 'creative works' but the process is the same.
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.
I don't know that I would call it an outright failure, but the PC game "Starsiege: Tribes" from Dynamix certainly got walloped by piracy. I chatted with one of the engineers after the game's launch, and he sadly reported their server stats showing 300k+ people playing the game, with just 70-80k or so sales. They had a complete and utter lack of any DRM (not even a simple disk check), making the game wildly easy to copy. Hell, the install process was just a straightup file copy from CD to HD.
No two ways about it, the game sold poorly, but was quite successful with players. I certainly don't mean to imply be any stretch that every player represented a lost sale, but I definitely believe that the complete ease with which the game could be copied (ie, right click on the install folder, and select "ICQ this to my buddy") led to very disappointing sales.
Most games that sell poorly are poorly made games: the market is the final judge of quality. However, I also firmly believe that had Tribes had some basic form of copy protection, the sales would have been much much stronger. I hate that I am now sounding like I advocate loads of DRM, but Tribes represented an almost pathological case with its utter lack of any protection, and I think this wound up hurting sales very markedly.
Then people will pay for it.
If the quality is good enough then some people will pay for it.
Chances are, some people also will not.
We know that artistic works can be commercial successes based only on those who do play by the rules and pay for what they take. If this were not true, all kinds of businesses would have failed already. But this is missing the point, twice.
Firstly, only a proportion of people, probably a rather small proportion in some industries, is supporting the work that many people enjoy. Those people are getting screwed, because they are paying considerably more than their "fair share", while the freeloaders contribute nothing.
Secondly, we do not know how much better the incentive would be to create and share more and better works in future if everyone contributed in return for what they take today. Although it's popular to think of Big Media as The Enemy(TM) around these parts, the reality is that a lot of commercial creative work is made and distributed by much smaller organisations, which use a lot of the money they bring in just to pay the salaries and invest the rest in a very few new projects, often only one at once. In a lot of cases, the entire business at risk of failure if any of those new projects doesn't make it, so relatively few new projects are attempted. Instead, much of the follow-up work winds up repeating a previously successful formula that is likely to be a safe bet, rather than going for something innovative that might be a better product with rich rewards, but also carries a much higher risk.
If you doubt this, consider the number of game studios over the years that have produced a string of enjoyable titles but not survived a single bad one. Of those that have survived for a long time, ask yourself what proportion of their recent titles are new and how many are just the latest in a franchise with little real change from the last one. Ask yourself how many popular sci-fi shows that plenty of geeks enjoy still get cancelled in their infancy, because they don't bring in enough money almost immediately for those who bankroll them to continue writing the cheques until the series is established.
Now ask yourself, if there was both more money in the bank following a previously successful product and a greater potential profit from any new project, does this make it more or less likely that new and innovative products will be given more of a chance?
If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
That's an interesting way to murder.
The Tao of math: The numbers you can count are not the real numbers.
Leeaavvee GAGAA AAAALONNEE!!!
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?
Speak for yourself there buddy, I love lady Gaga to death!
Sounds to me like a case of.... bad romance...
<Insert groans here>
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.
That was the most famous one I can remember. It was excellent, everyone I knew had a copy of it. Turns out they only sold a few thousand copies and the programmer quit doing games.
The correct question is "Have creative people ever lost out on proper rewards as a result of bootlegging?" The answer, of course, is "yes" and anyone who denies this has never tried to earn a living in a creative line of work. (There are absolutely legitimate questions about whether current IP is the correct response to this problem, but sensible debate requires that the right question is asked first, not an idiotically woolly one)
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 fly in the ointment there is that the same kind and style of painting was judged to be teh suck when it was signed Han van Meegren, but praised as a masterpiece when signed Vermeer. You know, they don't make 'em like the old masters any more ;) And when revealed as forgeries, well, today again you get snobs and curators going "yeah, well, it couldn't have fooled _me_. I mean, you can see it's teh suck" in interviews.
Let's face it, some of that old stuff only goes so well because of a perverse form of marketing. People are told that Vermeer or <insert 18'th century composer> are the great stuff and stuff that only properly cultivated people can properly appreciate, and you see the Emperor's New Clothes in action.
How many would go for that stuff if they didn't know the piece and you told them it's composed by some intern working for Disney?
And since you mention music from 60 years ago, you don't think those records may be hard to find only because people who grew up with them bought them? Frankly, it seems to me like most people's tastes end up fixed around a certain age. So you get 80 year olds still swearing that Frank Sinatra is the real music, and 60 year olds swearing by disco, and so on. And each generation thinks the music of the next one is crap and only bought by brainwashed idiots.
In fact, even about the Jazz and Swing music of the likes of Glenn Miller -- just since you used that example -- some old fart back then decried it as the mindless crap kids listen to these days.
Here's a funny thought though: the way people have complained about how everything about the next generation is worse for the last, oh, 2000-3000 years straight, if there were any truth to that, by now we've _all_ been listening only to crap, unlike the wholesome and good music that the likes of Socrates listened to.
So here's my prediction: 60 years from now, you'll have old farts reminiscing about how these new bands kids listen to are all mindless crap, unlike the great music of Eminem, Backstreet Boys, Britney Spear and Lady Gaga that they grew up with. Those were the great musicians. Not because any is objectively better, but just because that's the point in time their tastes remained frozen.
Don't get me wrong, I'm not a fan of either of those myself, but I also have no need to delude myself that there's something objectively better about the crap _I_ listen to, compared to the crap kids these days listen to.
A polar bear is a cartesian bear after a coordinate transform.
If Coca-Cola accidentally created 100 million cans of faulty Coke, you know for sure the entire 100 million cans would be dropped in the Atlantic or Pacific Ocean, without a second thought and irrespective of what that did to the year's profits. What do we do with a crappy movie? We double its advertising budget and hope for a big opening weekend. What have we done for the audience as they walk out of the cinema? We've alienated them. We've sold audiences a piece of junk; we just took twelve dollars away from a couple and we think we've done ourselves no long-term damage. -- David Puttnam, movie producer; GQ magazine, April 1987
Circumcision is child abuse.
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.
Excerpt from an interview with the author, Marc Goodman at http://www.dadgum.com/halcyon/BOOK/GOODMAN.HTM
The game seemed popular and received great reviews. Did it do well commercially?
Nope. Datamost only sold around 5,000 copies of the game. I've gotten email from a lot of people and even met people who know and love the game and you know what? I've never met or talked to anyone who had an official copy.
Pretty frequently I see the recurring threads on software piracy on various newsgroups. People really believe that there is no impact from their copying software. Well, there is an impact. I couldn't support myself by writing computer games, so "The Bilestoad" was the last game I did.
I used to work in the independent games industry. In 2004, I designed and wrote a little Action-Puzzle game titled Drop! (feel free to look it up on GameFaqs). We sold it in stores for $10, and online for $5, however, we got $.33 per retail copy sold (blame publishers) vs. $2.50 or so per online copy sold. We sold a few hundred thousand copies or so at retail across a 6 month period (#4 for sales for a couple months, but no one pays attention to jewel case games).
Here's the trick: the online version had an online high-score system. You could play the online copy for free, but you didn't get access to the shared high-score system unless you bought it. We sold less than 100 copies online, but saw several hundred thousand unique IP addresses hit the high score system every day (and this kept up for years, not just people "trying out the high score system").
For 6 months of work, I made about $30,000 on that (a couple other guys made similar amounts), which eventually didn't justify the effort - because people who want to play a game don't care about making it possible for the creators to keep making games.
I work for Microsoft now :P
Bullshit. The Dreamcast was the last Sega console because of a number of missteps by the company, and because developers were scared of it turning into a SegaCD or 32x or Saturn, so didn't want to commit the resources to developing titles. It had nothing to do with piracy.
http://www.associatedcontent.com/article/1572800/why_the_dreamcast_failed.html
My blog. Good stuff (when I remember to update it). Read it.
1. Shareholders.
2. Scapegoating.
Most of the big media/software companies the managements have to answer to the shareholders. If performance (earning) is down, they have to find a way to convince the shareholders that it's not them (the management) that is at fault, rather, it's something else (market, recession, piracy, etc).
That comes to the second item, scapegoating.
Piracy is a ready-made scapegoat for all the media/software companies. They have fine-tune the scapegoat campaign so much so that they can almost blame everything on piracy.
Instead of raising the value on the products their produce (software / music / movie) thus offering more incentive for the consumer to pay for their products, they blame piracy if an album doesn't sell well, for example.
Ask youself: How many of the singer / actor / movie / album / software on the shelf today are worth the price-tag?
The song sux.
The singing sux.
The music sux.
The acting sux.
The story sux.
Everything sux and yet they (the movie/music/software companies) expect us to pay and pay and pay through our nose for their wares.
Enough of this.
In my case, I haven't bought ONE SINGLE COPY OF MUSIC CD for the past 5 years. It's not that I do not like music, I do. But the music on the market, oh please !
And I have NOT downloaded any music (pay or pirated) either. Turn on the radio and you know what I mean --- same old shit, repackaged.
Muchas Gracias, Señor Edward Snowden !