Slashdot Mirror


DRM-Free Game Suffers 90% Piracy, Offers Amnesty

bonch writes "Independent game Machinarium, released without DRM by developer Amanita Design, has only been paid for by 5-10% of its users according to developer Jakub Dvorsky. To drive legitimate sales, they are now offering a 'Pirate Amnesty' sale until August 12, bundling both the cross-platform game and its soundtrack for $5. Ron Carmel, designer of DRM-free puzzle game World of Goo, stated that his game also had about an 80-90% piracy rate, claiming that the percentage of those pirating first and purchasing later was 'very small.' He said, 'We're getting good sales through WiiWare, Steam, and our website. Not going bankrupt just yet!'"

600 of 795 comments (clear)

  1. Next step to prevent PC piracy by odies · · Score: 4, Insightful

    The 90% piracy rate is quite much the norm with PC games. The sad thing is that PC gamers will destroy their own gaming platform by doing so. Good example is Modern Warfare 2 which was heavily "consolised" and you have to admit, not having dedicated servers and everything else sucks.

    This also shows that the usual argument that warez versions of games are good to get to know the game before you buy it or that you would rather support indie developers and "small guys" are mostly bullshit. These indie game developers also have a 80-90% piracy rate.

    But you know what the next step to prevent piracy will be?

    Fully online games. You can already see this with the Ubisoft's DRM, the recent Starcraft 2 and the movement to multiplayer, co-op (left4dead), and mmo games. Personally I actually enjoy playing with other people especially in a good co-op game, but there are those who prefer single player games. I prefer with games like Civilization too. But ultimately this piracy will lead to most serious developers just to publish fully online games like World of Warcraft. While you can play it freely with piracy servers, it's really far from the real experience. Game developers will also look more into console development, because for example you still can't pirate games for PS3.

    1. Re:Next step to prevent PC piracy by Anonymous Coward · · Score: 1, Insightful

      All his problems can be explained economically. The low conversion rate is because it's a POINT AND CLICK ADVENTURE GAME. You know, the long dead genre? Only games making a profit in that are using pure nostalgia and low budgets.

      It's a new IP, It's a point and click adventure game, and it's indie. That just screams "Will only sell at dirt-cheap prices"

    2. Re:Next step to prevent PC piracy by rotide · · Score: 5, Insightful

      All I want to know is, how many copies of this game has the company sold? Now, how many copies would they have sold if there was 100% unbreakable DRM? Obviously that data is impossible to gather... But I'd bet that most people who pirate games weren't going to buy them anyways. I have a job and when I want something, I just go to the store and get it. I don't bother with Warez anymore as it really is just kind of a pain. But those with no financial resources to buy whatever they want? Piracy is sometimes their only choice. I'm not saying that's right, but if my fictional next door neighbor who lives paycheck to paycheck and has no disposable income pirates a game, I don't consider that a loss to anyone.

    3. Re:Next step to prevent PC piracy by Elbereth · · Score: 2, Insightful

      Hellgate:London (the next game from the developers of Diablo 2) didn't have a LAN play mode, which made a lot of gamers really pissed off (including me). The single player version of the game was treated like crap. It frequently lagged several patches behind the online server (which was essentially an MMORPG). The final patch, before the game was abandoned, didn't even get ported to single player.

      I don't think that anyone is even going to bother with a single player version, if they can get away with it. There's still a market for games like Civilization, but they'll probably get DRM'd to hell, like Sacred 2.

    4. Re:Next step to prevent PC piracy by Hatta · · Score: 2, Informative

      The sad thing is that PC publishers will destroy their own gaming platform by breaking their games, instead of catering to their paying customers. Good example is Modern Warfare 2 which was heavily "consolised" and you have to admit, not having dedicated servers and everything else sucks.

      --
      Give me Classic Slashdot or give me death!
    5. Re:Next step to prevent PC piracy by steve+buttgereit · · Score: 1

      I have to agree with the top level post's stand on what piracy means for game developers. It's funny that it mentions fully online games as a means to prevent piracy just now though. I was at a party last night where I met one of the QA guys for this company:

      http://www.onlive.com/

      They're trying to effectively stream games rather than have any local game installs at all. I have no idea how well this works, but it would seem to be very difficult to pirate a game where you never actually possess the code. ...of course that shifts the issue of piracy (a problem for the developer) to issues of identity theft and account security (more often a problem for the player), but I suspect that this shift of downside sits just fine with the developers....

    6. Re:Next step to prevent PC piracy by Pharmboy · · Score: 2, Insightful

      How many of those "pirates" live in places where $20 is a more than a whole day's wage? I know it is impossible to get a metric on it, but piracy by people in countries entirely too poor to ever pay retail for games is a wholly different animal than a much of middle class kids living in the burbs of the U.S., and there are plenty of computers in these countries. Also, what about those of us that download cracks or entire cracked games that we actually purchased but don't want to have to insert the damn CD in every time we play? I probably have a dozen games that I bought but cracked via download that they would count as "pirated", even though I have the box. This is the main reason why I try to use Steam for all my games now. I don't mind paying, but I don't want to have to keep up with all the disks and boxes, etc. just to play something I already paid for.

      Part of the piracy problem IS the DRM. Pirates deliver a better product than the distributors of the game, as it takes less hassle to simply start the game.

      --
      Tequila: It's not just for breakfast anymore!
    7. Re:Next step to prevent PC piracy by Anonymous Coward · · Score: 5, Insightful

      90% of the copies were pirated. NINETY PERCENT. If only 10% of people who pirated the game would have bought it instead, this small consumer-friendly company would have almost DOUBLED what they made from the game. ... and piracy is not their "only choice". Since when are people entitled to have whatever they want no matter their ability to pay - especially things that are merely entertainment?

    8. Re:Next step to prevent PC piracy by loufoque · · Score: 1

      The 90% piracy rate is quite much the norm with PC games. The sad thing is that PC gamers will destroy their own gaming platform by doing so. Good example is Modern Warfare 2 which was heavily "consolised" and you have to admit, not having dedicated servers and everything else sucks.

      Don't worry, people heavily pirate xbox 360 games too.

    9. Re:Next step to prevent PC piracy by bjourne · · Score: 5, Insightful

      You enumerate only two of three concievable groups of customers; those that buy games because piracy is a hassle (you) or do it out of the kindness of their hearts. According to the article, only 10% of all those who aquired the game are like that.

      The second group are those who pirate the games because they have no money. They are a large part of the games audience. The third group are those who have money, would have bought it but preferred to warez it instead. Those two groups together are 90% of the games market. If the game had strong DRM, so that you could not pirate it, people in the third group would be enticed to buy the game. Assuming as little as 10% are in the third group, using DRM would almost double the number of sales the game makes.

      Ergo: it makes perfect sense for game publishers to use DRM.

    10. Re:Next step to prevent PC piracy by LingNoi · · Score: 1

      I just made the decision not to buy BF 2 bad company because:

      - There are no dedicated servers so I wouldn't be able to get a good ping in my country
      - I read the forums, saw the tons of problems people were having
      - Read some devs post about how they can't even make a patch system that works

      A combination of the three made me decide not to buy it. I still want to play a battlefield style modern warfare game though so if anyone has an idea for alternatives please reply.

    11. Re:Next step to prevent PC piracy by TheTurtlesMoves · · Score: 2, Interesting

      How many of those "pirates" live in places where $20 is a more than a whole day's wage?

      Probably not many. Since they also probably won't have an internet connection or a PC in the first place. Think about it.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    12. Re:Next step to prevent PC piracy by cdrguru · · Score: 1

      So why do you pay? Convenience? Or guilt?

      Long-term, money wins out over both - people would rather have beer than pay for stuff on the Internet. Long term, I'd say that the people growing up with the Internet and knowing that everything is there for the taking will just take and long after the "payers" are gone the Internet and warez will still be there.

    13. Re:Next step to prevent PC piracy by TheTurtlesMoves · · Score: 1

      Not even close to the same level of magnitude however.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    14. Re:Next step to prevent PC piracy by rotide · · Score: 4, Interesting

      Then you are forgetting another group, those of us who purchase games but will _not_ purchase games with stupid DRM schemes. I was excited for Spore and chose not to get it because I didn't want to support their DRM. Again, impossible to tell, but who comprises the bigger group? Those of us who won't purchase draconian DRM'd games or those that would purchase games (directly or indirectly) because it _has_ DRM? If those two groups are roughly the same size, what's the benefit to the DRM? Now calculating in the cost of implementing the DRM, what is the benefit? I don't have the answers, but I have and will continue to personally boycott games with overly intrusive DRM perceived, or real (hey, I'm human).

    15. Re:Next step to prevent PC piracy by rotide · · Score: 1

      I'm not sure where you went with the second paragraph, so I'll just reply to the first part. I pay because I want to support the developers and the game. But make no mistake about it, I did and probably would continue to play the same games even if I had no money to spend on them (read that as you will). I'm fortunate enough, and thus so are the developers, that I have a job that affords me the ability to purchase the games I want to play. Again, not saying it would be "right" for me to do so, but it would happen.

    16. Re:Next step to prevent PC piracy by sonicmerlin · · Score: 1, Insightful

      I don't think you understand that people have a relatively stable budget for spending on media and entertainment. Whether they spend it on movies or games, whether they pirate or not the same amount of money is going to go into the industry. Not to mention pirating allows them to indulge in the game industry without the constraints of a limited budget. If a person can only afford to play 1 game every few months due to budget and time constraints, how likely are they to maintain their interest in games in general?

    17. Re:Next step to prevent PC piracy by bigstrat2003 · · Score: 1

      Huh? One of the huge selling points of Bad Company 2 was that it had support for dedicated servers. They made a big deal of it to catch the attention of people who were disgruntled with MW2.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    18. Re:Next step to prevent PC piracy by Tridus · · Score: 4, Insightful

      And you think that group is bigger then the group who would buy a game if they couldn't get it for free from a warez site instead?

      I call bullshit. Most pirates are just cheapskates, nothing more.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    19. Re:Next step to prevent PC piracy by rotide · · Score: 1

      Your opinion is just as valid as mine. Until there is proof one way or the other it's all just mental masturbation. But don't assume that if everything had DRM that the warez scene would dry up. Games with DRM still flourish in the warez scene so that's almost a pointless argument entirely.

    20. Re:Next step to prevent PC piracy by Tridus · · Score: 2, Interesting

      With a 90% piracy rate on DRM free games, clearly catering to your paying customers is working out pretty well. What was the successful piracy rate on these very locked down games again?

      These excuses don't hold up in the market anymore. The data is conclusive: people are cheap and will pirate it if there's an easy way to do so.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    21. Re:Next step to prevent PC piracy by WillyWanker · · Score: 1

      THIS. As long as they're making money stop bitching about lost sales that aren't. And I'd like to know how they get these numbers? If there is no serial code or "phone home" activation how exactly can they possibly track the number of games that are pirated? I call bullshit.

    22. Re:Next step to prevent PC piracy by onefriedrice · · Score: 5, Insightful

      Good point, but I don't think your group is nearly as large as the other. Your anti-DRM group is comprised mostly of us nerds who have a problem with our computers not being completely under our control. Most gamers, I've found, are not nearly as savvy or idealistic. While DRM issues are becoming more and more publicized, it's still very unlikely that your average Joe is going to forgo the latest shoot-em-up or whatever just to try to make a point about DRM.

      --
      This author takes full ownership and responsibility for the unpopular opinions outlined above.
    23. Re:Next step to prevent PC piracy by besalope · · Score: 1

      He means no personal dedicated servers. Instead of the prior Battlefield games were the server files were released to public as "Unranked" servers you could run locally at lan parties for friends or on a co-located/Rented hardware we're stuck going with EA approved game server rentals that cost more than co-locating a server in a datacenter. Couple with the fact that most of the rentals are only at a couple major internet hubs, if you live out in BFE you will have ~200+ ping.

    24. Re:Next step to prevent PC piracy by Draek · · Score: 1

      The second group are those who pirate the games because they have no money. They are a large part of the games audience. The third group are those who have money, would have bought it but preferred to warez it instead. Those two groups together are 90% of the games market. If the game had strong DRM, so that you could not pirate it, people in the third group would be enticed to buy the game. Assuming as little as 10% are in the third group, using DRM would almost double the number of sales the game makes.

      First off, no, people in the third group would most likely be enticed to pirate something else instead. And secondly, you're neglecting the loss of sales from the first group when you apply DRM to them.

      But then again, your overly simplistic analysis is likely what the Ubisoft CxOs are thinking and the reason we even have this kind of crap in the first place.

      --
      No problem is insoluble in all conceivable circumstances.
    25. Re:Next step to prevent PC piracy by mike2R · · Score: 1

      Probably not many. Since they also probably won't have an internet connection or a PC in the first place. Think about it.

      China has more internet users than the United States. Whether these people are downloading pirated computer games or not, I don't know, but the developing world is developing pretty fast.

      --
      This sig all sigs devours
    26. Re:Next step to prevent PC piracy by Walkingshark · · Score: 1

      Not to mention the last few patches have cleared up a lot of the crashes and instability. It runs pretty damn good now and is my current favorite. MW2 is a train wreck of cheaters and campers with no vehicle support and too much emphasis on twitch.

      --
      The world you experience is only a close approximation of reality.
    27. Re:Next step to prevent PC piracy by rve · · Score: 5, Insightful

      The second group are those who pirate the games because they have no money. They are a large part of the games audience.

      I call bull poopie on that. Someone who built a $2500 overclocked gaming monster has the money, and someone with a $300 PC from Walmart probably doesn't know where to get pirated games. The average gamer is over 18 and has a job. Even a school kid without a job could buy a few games a year by cutting down on candy.

    28. Re:Next step to prevent PC piracy by twidarkling · · Score: 1

      Everyone knows about OnLive, and everyone knows it's a fucking joke for single player games.

      --
      Canada: The US's more awesome sibling.
    29. Re:Next step to prevent PC piracy by twidarkling · · Score: 1

      In places like that, Internet Cafes are very popular, so the owners might pirate a game so they have a larger draw for customers, or users might pirate a game since they don't own the system. Not owning a PC is not a barrier to piracy, it's just a situation for side-stepping.

      --
      Canada: The US's more awesome sibling.
    30. Re:Next step to prevent PC piracy by Technician · · Score: 2, Insightful

      To support that argument, I bought a Laserdisk player when VHS movies were about $40 each. Laserdisks were promised to be cheaper than VHS because they could be stamped out like records.

      The high quality of the video was attractive along with true NTSC video wouthout the jitters and rolling from Vidoeguard and Macrovision copy guard.

      Due to the high quality, studios were afraid to release onto the format for a long time. What few movies were released were boutique priced. Affordable titles were things like "NFL How To Watch Pro Fotball"

      http://www.discountlaserdisc.com/read.php?list=3&sort=SPF&sort3=name

      Due to the high prices and poor selection, my lifetime collection of Laserdiscs is still in the single digits. Anybody want to buy a laserdisk player?

      On the flipside my collection of under $10 DVDs number in the hundreds.

      Many PC games are priced like Laserdisks. They are not priced, then lowered in price a year later like DVDs. Some DVD movies are classic films. Some I didn't remember if I replaced my VHS copy with a DVD, so some titles I have purchased twice.

      Just think, who sold to me? The $65 copy of Fiddler on the Roof, or the two $5 copies?
      At over $15, I'm unlikely to buy a movie or game. At under $10, good ones are considered. At under $6, it becomes a possible impulse buy.

      Are you pricing to sell many copies, or are you charging the price of a new bicycle for my grandson?

      More quality games need to be priced for mass markets instead of selling a few at boutique pricing of over $10-15 per copy. A small selection of a couple dozen games is a serious budget buster. Due to the average selling price, I no longer browse the game isle. This is the same reason record stores closed. The didn't price for mass market sales and impulse purchases.

      --
      The truth shall set you free!
    31. Re:Next step to prevent PC piracy by Anonymous Coward · · Score: 1, Informative

      you are mistaken because you think about some forsaken places in the 3rd world where dragons live. Think central/eastern Europe. In Poland we have computers and internet but avg wage is somewhere around 800 euros/1000 bucks (gross). Unsurprisingly Poland scores high in the rankings of notorious pirates.

      standard edition of Starcraft 2 with its $60 price tag is 20% of a minimum monthly wage after deductions. Granted, usually games are somewhat cheaper than in rich western countries (music and movies are not, quite the contrary) but they are far far from being in the same ballpark in terms of price to purchasing power ratio.

    32. Re:Next step to prevent PC piracy by Oligonicella · · Score: 1

      No obviously, and that's not what was implied. Pathetic straw argument.

    33. Re:Next step to prevent PC piracy by rotide · · Score: 1

      First, you don't seem to understand what "disposable income" is. Second, stealing a physical tangible object of which can not be replaced without the original owner paying for another is _stealing_, not software piracy/copyright infringement. You're confusing the two.

      Stealing a physical object from someone _is_ a loss to that person. Making an exact duplicate and giving it to someone who isn't willing to pay, is not a loss.

    34. Re:Next step to prevent PC piracy by nunsnmoses · · Score: 1

      just tried it out .. its a great game .. port it to droid n ifone .. n sell it on the mobile market places for these .. its the ideal sort of point n click game these touch devices could use .. (bit o modding .. but worth it)

    35. Re:Next step to prevent PC piracy by IamTheRealMike · · Score: 1

      People, especially PC games pirates, want to play the games that are hot right now. They don't sit down and say, well gee, pirating Call of Duty is kind of hard so I guess I'll download Bubble Pop instead. They sit down and say, well gee, pirating Call of Dity is kind of hard so I guess I'll buy it.

      The assumption that every CEO of (nearly) every games company is an idiot is amazing. They use DRM because they have accumulated lots of evidence that it's worth the cost. Yes, games are usually cracked eventually. But so what? If the additional sales from the time in which it wasn't cracked are more than the cost of DRM you'll do it, it's a no brainer. And they often are, even for fairly weak or crappy protections.

      UbiSoft style copy protection is probably going to be more common in future. If well done it would be very difficult to completely strip, eg, a good design should force the cracker to play the game in every possible way, visit every possible part of every level, obtain every achievement etc. A lot of work for a single game. And whilst the cracker is busy doing this, regular gamers are running out of patience and running to buy a copy. Now UbiSofts implementation didn't appear to be all that great to me, judging from the source code of the server emulation that was posted. But it still kept their last game without (fully working) cracks for many weeks. As the bulk of sales are in the first weeks, that's a big success for them!

    36. Re:Next step to prevent PC piracy by PopeRatzo · · Score: 2, Informative

      The 90% piracy rate is quite much the norm with PC games.

      Oh? And exactly how do you know this? We have the word of game developers, like this Jakub Dvorsky and that's about it.

      Assuming that they are correct (which I'm not willing to do), how many of those "90%" would have bought the game if it had DRM?

      I get the feeling that a lot of these claims from developers arise out a mediocre game (though in this case, a good-looking mediocre game) not doing as well as the investors hoped and the developer wants to divert attention for his so-so game by saying "It didn't sell well because of piracy" hoping that the investors will buy it and give him money to make another game. What's he going to say when his next game doesn't sell? They're basically claiming that if their games had DRM they would sell almost ten times as many games. Does that pass the smell test for you? Whenever I hear one of these claims, I like to go read some of the reviews of the game to see if it would have sold so much better with DRM. And you have to look at the user reviews, not the ones written by the websites that take advertising money from the game industry. I've always marveled how critic's reviews are so often way ahead of user reviews. Critics: "8 out of 10" / Users: "4 out of 10". Your opinion of a game is somewhat different when you've pulled that $50 out of your own pocket. If you're the one spending $50 for example, 3 1/2 hours of gameplay is not quite as impressive as it might be to a critic who received the game gratis from the marketing department.

      There are limited dollars in this world economy for people to spend on video games. I don't believe for a second that if every game suddenly had DRM that sales would jump through the roof. Even sales of Playstation 3 games are soft right now, so what's their excuse?

      All it takes for a loyal gamer to become a big fan of bittorrent is for him to spend >$50 a few times on a game that stinks. Try to bring that game back to Best Buy for a refund.

      --
      You are welcome on my lawn.
    37. Re:Next step to prevent PC piracy by Draek · · Score: 1

      Wrong. It'd probably surprise you, being a US citizen land of the marketing giants, but elsewhere normal people do build their own PCs or pay $10 for their local geek to do so, and one of the advantages of that is that it puts computers on the hands of those that wouldn't otherwise have access to them. And a side effect of that in turn is that ISPs see a potential market and try to cater to them, not competing on speed as usual but on price instead.

      The rest of the world isn't covered in favelas, you know, there's plenty of economic stratas between absolute poverty and Porsche-owner, and since the costs of living in places like South America and Eastern Europe are much lower than the US there *are* in fact plenty of mid-to-low income families that live relatively comfortably,do have computers, do have internet connection, and still can't really afford paying $20 for an indie game they're interested in. For mainstream titles like MW2, however, that there's no way in hell a mid-income family's computer would run sometime this decade, the "pirates" have no excuse so feel free to flame them instead.

      --
      No problem is insoluble in all conceivable circumstances.
    38. Re:Next step to prevent PC piracy by Oligonicella · · Score: 1

      "But those with no financial resources to buy whatever they want?"

      You mean like the multi-hundred dollar computer and the internet connection he's using to rip off the author? Got a couple of holes in your logic.

    39. Re:Next step to prevent PC piracy by Andorin · · Score: 4, Insightful

      Ladies and gents, let's play Let's Count The Fallacies:

      1. The tired comparison of piracy to theft of physical objects. Don't do it.
      2. Implication that piracy is killing the industries because "everybody" just downloads instead of buying. That's not happening until someone comes up with indisputable proof that it is.
      3. What is "100% DRM"? Are you in favor of a certain amount of DRM? Are you aware that -all- DRM by nature is customer-hostile and ineffective? It doesn't stop people from sharing.
      4. "I buy all my DVDs and buy all of my music because I want to support those actors or musicians I like." If you're mostly buying mainstream, which I assume, then you're supporting the record labels and movie studios that make digital life hell by pushing for stupid copyright provisions and by suing people... but you're doing practically nothing for the actors or musicians.

      --
      That Anonymous Coward guy is pretty annoying. Can we have the government censor him or something?
    40. Re:Next step to prevent PC piracy by ultranova · · Score: 5, Interesting

      Your anti-DRM group is comprised mostly of us nerds who have a problem with our computers not being completely under our control. Most gamers, I've found, are not nearly as savvy or idealistic.

      DRM is inconvenient. At the minimum, you have to insert a disc to play a game that's already taking room on your hard drive; as the infection worsens, you start getting software that refuses to work if a CD burner or CD emulation software is installed, then installs malware (hello Sony!), then finally requires a constant connection to DRM servers.

      By contrast, the Pirate Bay Edition has been disinfected and works just like any other program in your computer. It's superior value and as an added bonus costs nothing. So, the coldly rational choice is to never buy from the store, since you don't know what trouble you might be getting, and only foolhardy ideologist would do that.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    41. Re:Next step to prevent PC piracy by icebraining · · Score: 1

      I have a $500 PC. It's has a quad-core AMD with 2GB DDR3, 250GB HD and a nice ATI card that can play CoD4 at 1280x1024, max settings. You're way off on PC prices, they've really come down, unless you buy gaming laptops.

    42. Re:Next step to prevent PC piracy by Hatta · · Score: 2, Informative

      With a 90% piracy rate on DRM free games, clearly catering to your paying customers is working out pretty well. What was the successful piracy rate on these very locked down games again?

      Making a game attractive to paying customers makes it attractive to pirates as well. The piracy rate tells you nothing important. A super effective DRM could reduce the piracy rate by 99%, but if it costs you one paying customer it's worthless.

      These excuses don't hold up in the market anymore. The data is conclusive: people are cheap and will pirate it if there's an easy way to do so.

      And if it's not easy to do so they're cheap so they'll just pirate something else instead of buying your game. Paying customers are cheap too, and if they see that the cracked version is better than the DRM'd version (as is often the case) there's a good chance they'll pirate it instead.

      --
      Give me Classic Slashdot or give me death!
    43. Re:Next step to prevent PC piracy by Andorin · · Score: 1

      I agree with your last paragraph: If game developers continue to religiously look for ways to lock down their games, the ultimate transition will be to online-only games. The problem is that when you "get" this game, you're not buying a game; you're buying a subscription to a game. People pay $50 and up nowadays for a physical disc that they can keep forever and play whenever they want. (And in the case of digital sales, like with Steam, you're still getting your own copy.) I do not think gamers will pay the same price for the ability to log in to a publisher's server and play something installed on there, rather than having it for themselves.

      --
      That Anonymous Coward guy is pretty annoying. Can we have the government censor him or something?
    44. Re:Next step to prevent PC piracy by icebraining · · Score: 1

      Stupid analogy. If I steal from the shop, nobody else can buy that food. *That* is the shop's loss.

      If he downloads a game, does the publisher have less games to sell to other people?

    45. Re:Next step to prevent PC piracy by shriphani · · Score: 1

      If you sit collecting proof for the industry, you will go bankrupt. Very few people I know give a damn about rewarding someone for their work. Windows 7 was retailing for $30 for students and many students preferred to pirate that too. Claiming that people take stuff like "the amount of DRM" and "how it affects usability" seriously is just bullshit. No one other than the average jobless nerd engages in that kind of analysis for something that solely provides entertainment. DRM is here to stay. Warez are more appealing to users because unlike cheap Chinese knockoffs of shiny iToys that won't work, pirated software gets you the real finished product for no cost. Is it so hard for you to understand that people don't see any reason to pay if it can be had for $0?

    46. Re:Next step to prevent PC piracy by 0123456 · · Score: 1

      The 90% piracy rate is quite much the norm with PC games. The sad thing is that PC gamers will destroy their own gaming platform by doing so.

      Piracy isn't destroying PC gaming. Crappy console ports of crappy console games with ludicrous DRM is killing PC gaming.

      >But you know what the next step to prevent piracy will be?

      Fully online games.

      Then I won't be buying them... I don't want to be tied to the Internet just to play a game, nor do I want the games I've paid for to stop working when Game Company X decides to shut down the servers for 'Super Console Port #1' when they release 'Super Console Port #2'.

      Personally my game purchases are down to two types now:

      1. From Steam in a sale for $5-10 so long as there's no DRM other than Steam provides. A game which can be arbitrarily disabled is not worth any more than that to me. And if you're going to release a half-finished game and charge for extra content, then I'll wait for the 'actually includes all the stuff' release a year or two later.
      2. From DRM-free sources like Gog.com, where I at least know I can play it whenever I want without stupid restrictions.

      Games simply aren't important enough to jump through the hoops that game publishers are imposing these days.

    47. Re:Next step to prevent PC piracy by BudAaron · · Score: 1

      I played World of Warcraft from 2004 until early this year. I'm 83 so probably not your typical game player but I got so insanely bored that I deleted all my characters and cancelled my subscription. I've thought about restarting but when I take time to consider I realize I'm just going to get bored again. It's reached the point that I don't play ANY games but I will buy Diablo 3 when it's released.

    48. Re:Next step to prevent PC piracy by Draek · · Score: 2, Informative

      People, especially PC games pirates, want to play the games that are hot right now. They don't sit down and say, well gee, pirating Call of Duty is kind of hard so I guess I'll download Bubble Pop instead. They sit down and say, well gee, pirating Call of Dity is kind of hard so I guess I'll buy it.

      Citation needed, as it doesn't match my personal observations.

      The assumption that every CEO of (nearly) every games company is an idiot is amazing. They use DRM because they have accumulated lots of evidence that it's worth the cost.

      So I guess the CEOs of game companies that *don't* use DRM are the idiots, right? and again, Citation needed on your "evidence", because IIRC Ubisoft's sales of AC2 were considerably lower than the first one, and (according to reviews) it's a superior game in every way outside of its DRM, and after Spore et al EA has actually pushed *back* on the DRM, preferring to spend their time fighting the second-hand market instead.

      --
      No problem is insoluble in all conceivable circumstances.
    49. Re:Next step to prevent PC piracy by LingNoi · · Score: 1

      I can see how that appeals to a person who has already bought the game.

      Telling me the game doesn't crash as much as it used to isn't making me want to spend money on it though.

    50. Re:Next step to prevent PC piracy by internic · · Score: 1

      There may be yet one more group with indy games: Kids who have the money to buy the game in cash but who do not have access to a credit card. One problem with any digital media for which kids may be a significant audience is that credit cards are the main mechanism for payment. While some parents may get pre-payed cards for their kids or may make online purchases for their kids, that's not universally true. I'm not sure to that degree this group is significant, but it does exist (and I know people think about this effect with respect to selling music online).

      --
      "You call it a new way of thinking; I call it regression to ignorance!" -- Operation Ivy
    51. Re:Next step to prevent PC piracy by LingNoi · · Score: 1

      From their blog..

      http://blogs.battlefield.ea.com/battlefield_bad_company/archive/2009/10/26/dedicated-to-our-pc-players.aspx#%23

      Will there be an option to have my own dedicated server? Yes, DICE will have trusted partners with datacenters worldwide that you'll be able to rent a dedicated server from ensuring you always have a quality server in your region.

      Problem with this, they're not in my region and I can see the pleads of people who have bought the game here on the forums.

      Every other game lets you just download the server software and run it without the game developer demanding an extra cut for doing nothing. Not sure why they've done this with bad company 2 however I don't like it and I'm not paying for a multiplayer game that's going to give me 200+ ms ping.

    52. Re:Next step to prevent PC piracy by Monskie · · Score: 1

      In years of PC game experience the one thing that would stop me from buying a game that I had "trialled" is the feeling that the game is not worth the money. How many times do we look forward to a game, then spend an often not insubstantial amount of money on a game (for some PC owners this may include an upgrade of sorts too) to find that the game is all 'style over substance' and has a life-span of a single play through that maybe lasts a couple of days. Some games I've seen barely had 15 hours of storyline in them, maybe the way forward is between no DRM and pay to update content... I can't say I'm an expert on what is the way forward, but I know what puts me off.

    53. Re:Next step to prevent PC piracy by morari · · Score: 1

      You don't think that consoles games see high level of piracy as well? It requires a lot less runaround to play pirated games on my Wii than it does to jump through the hoops of PC warez. Maybe developers should actually try making games worth playing and not over charging for them? The title mentioned in the article doesn't do much to illustrate the trends, as I've never even heard of it before.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    54. Re:Next step to prevent PC piracy by morari · · Score: 3, Informative

      Since when are people entitled to have whatever they want no matter their ability to pay - especially things that are merely entertainment?

      Exactly! Especially entertainment! Entertainment has no inherent value, as it is not needed to survive. Thus it cannot command a price.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    55. Re:Next step to prevent PC piracy by Tridus · · Score: 1

      It took a month before there was a properly working pirate version of Assassins Creed 2. So, some DRM schemes do work pretty well. Thanks to the cheapskate pirates, we can expect a lot more of that.

      You don't think LAN play was removed from Starcraft 2 for technical reasons, do you? It's all because of cheapskate pirates ripping game developers off. Welcome to the future.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    56. Re:Next step to prevent PC piracy by Bigjeff5 · · Score: 5, Insightful

      You've missed the point: did they sell more than they would have without the piracy, or less?

      It's nearly impossible to answer. I've never heard of Machinarium, but I've heard "World of Goo" is incredibly addictive. Still, how many, if any, of the 82% who pirated World of Goo would have bought it on their own?

      The World of Goo guys had an 82% piracy rate, and it's pretty much expected. Another, similar class game with DRM had a 92% piracy rate. So what's the difference? 10% lower piracy rate and none of the cost to implement the DRM.

      Frankly, the piracy rate doesn't seem to change at all unless the DRM is insanely complicated. Implementing such a DRM scheme is incredibly expensive, and still won't eliminate the piracy.

      World of Goo also has a $20 price tag. How many of those pirateers would have bought it instead if it were only $10? Valve showed that by dropping the price in half on the right game you can quadruple the sales, doubling your money.

      It's a tough call to make, but it's my gut feeling that the high piracy rate is an indication that their prices are too high, not that non-DRM games are doomed to failure. I'll bet with a $10 price tag they'd have gotten more than a 100% increase in legitimate sales.

      --
      Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
    57. Re:Next step to prevent PC piracy by Tridus · · Score: 1

      Funny how that doesn't apply to the DRM free version. In that case the Pirate Bay Edition has the same advantage it has over a DRM game: it costs $0. There's ALWAYS an excuse people come up with for why it's okay to pirate something.

      The truth is that it's all bullshit excuses created by people unwilling to admit that they're cheap. It's about money. Nothing else.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    58. Re:Next step to prevent PC piracy by bigstrat2003 · · Score: 1

      I was unaware of that! That's pretty shitty of them, especially with the way they were going on about "our game has dedicated servers".

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    59. Re:Next step to prevent PC piracy by VGPowerlord · · Score: 2, Interesting

      Point-and-Click adventure games may have dormant, but I wouldn't call them dead.

      TellTale Games is starting to push them back to the fore. I would say "LucasArts and TellTale," but LucasArts reentering the Adventure game business was due to LucasArts President Darrell Rodriguez, who resigned back in May. Thus, LucasArts may leave the market again, without having produced anything new (only the 2 Monkey Island remakes).

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    60. Re:Next step to prevent PC piracy by fast+turtle · · Score: 1

      and you've forgoten the 2nd half of that 3rd group. Those of us who find Windows unstable enough that someone's buggy DRM just causes more problems and we've decided to forget about buying anything new because of the headaches they cause. The worst of it is, I'm in that 2nd half/3rd group because I've given up trying new software for just that reason. Sorry EA/Blizzard/Adobe/Corel and others. You lost me entirely as a customer when your damn DRM borked my system so I couldn't even use my burner.

      --
      Mod me up/Mod me down: I wont frown as I've no crown
    61. Re:Next step to prevent PC piracy by Nursie · · Score: 1

      "If the game had strong DRM, so that you could not pirate it, people in the third group would be enticed to buy the game."

      The word is could, not would. Could, maybe be enticed to buy the game. I know folks who have money and pirate anyway, that fall into that group. If they can't pirate a particular game they'd probably just pirate another one and play that for half an hour instead.

      If all games had this mythical, unbreakable DRM, I dunno what those sorts of folks would do. Probably not game much, or go back to the console.

    62. Re:Next step to prevent PC piracy by smaddox · · Score: 1

      ... and piracy is not their "only choice". Since when are people entitled to have whatever they want no matter their ability to pay - especially things that are merely entertainment?

      I think that was the GP's point: these people either pirate the game, or they don't play it at all. The GP wasn't saying it is moral justified, he's just saying it's reality.

      I would go farther, though. In the digital world, where things can be copied at no expense, it is very difficult to say that someone pirating your game is worse than them not playing it at all. In fact, those people might have more disposable income in a few years and think "Hey - I remember that last game this company came out with. If this one is anywhere near as good, it is definitely worth buying." Of course, that requires the game to actually be good...

    63. Re:Next step to prevent PC piracy by Sethumme · · Score: 1

      And if those 10% of players, the ones who paid, were the only ones to play the game - paid for or free - would the game be as popular?

    64. Re:Next step to prevent PC piracy by Bigjeff5 · · Score: 1

      Pretty much the only PC games I play are those with insane DRM schemes, and I pirate them, just to screw over the company that thought so little of me that they'd spend all that money on a scheme that will last less than a month. Philosophical differences really, and I want to stick it to them. I'm not one of the ones who would have ever bought the game in the first place though, even though I do have plenty of money for it.

      I don't play games much any more though, I've pretty much grown out of it. I tried WOW for a while, but just couldn't get into it, if that tells you anything about me.

      --
      Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
    65. Re:Next step to prevent PC piracy by Tridus · · Score: 1

      And if the pirate version doesn't work because the game flat out won't function without a connection to corporate server X, their options become buy it or don't play it.

      We're seeing more and more of that because it's such an attractive option for the people making games. At some point they need to get paid or they won't be making many more games.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    66. Re:Next step to prevent PC piracy by IICV · · Score: 1

      Your analysis is off. For any game (but especially a single-player indie game like this), DRM strong enough to pose a continuing challenge to the pirates is impractical if not impossible (see Ubisoft's massive cock-up, and they have orders of magnitude more resources than Amanita Design). Therefore, the set of people who would have bought the game if there were sufficiently strong DRM does not exist, because it would have been impossible to implement sufficiently strong DRM.

      Further, I would wager that you are leaving out a significant group of people: those who pirate it because it's there. I've known several people like this, a sort of digital hoarder whose goal seems to be to mirror the entire Internet. They wouldn't have bought the game at all if it wasn't available for piracy; they might not even realize they have the game, having just played it long enough for the "this game is pirated!" ping to hit Amanita's servers (or, if they're counting torrents, having never played the game at all).

      I would not be surprised if those sorts of people make up a significant fraction of those who pirated the game - and Machinarium is awesome enough that this $5 piracy amnesty offer might cause some of them to pay up.

    67. Re:Next step to prevent PC piracy by Tridus · · Score: 1

      "Assuming that they are correct (which I'm not willing to do), how many of those "90%" would have bought the game if it had DRM?"

      Is that number > 0? Probably. People pirate because it's easy and they're cheap. When it's harder, you see less of it happening. (See: Xbox 360.)

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    68. Re:Next step to prevent PC piracy by Spad · · Score: 2, Insightful

      Hypothetically, what if NONE of those 90% would have bought the game if they hadn't pirated it?

      The problem with a "90% of copies are pirated" statistic is that there's absolutely no way of knowing, as was pointed out by the GP, how many people would have purchased the game were it not piratable.

    69. Re:Next step to prevent PC piracy by PopeRatzo · · Score: 1

      I don't think you understand that people have a relatively stable budget for spending on media and entertainment.

      Actually, the amount of disposable income for individuals has been declining steadily over the past 30 years. That's why anybody can get credit cards now, because corporations and bankers want people spending more than they can afford.

      --
      You are welcome on my lawn.
    70. Re:Next step to prevent PC piracy by shark72 · · Score: 1

      No problem if you're happy with your $500 PC, but he's not referring to you -- he's referring to the "$2500 overclocked gaming monster" crowd on the high end, on the opposite side of the $300 Wal-Mart buyers. He is defining the boundaries.

      You're correct that there's certainly a huge market for $500 PCs, and you're also correct that $500 PCs can play the majority game with adequate performance just fine.

      The "$2500 overclocking gaming monster" crowd will easily spend $500 on their rig just on the case and the cooling alone.

      And it's those people who can't fall into the "I pirate because I can't afford it" group. "I spent all of my money on my hardware, how do you expect me to actually pay for software?" is weak sauce.

      --
      Sitting in my day care, the art is decopainted.
    71. Re:Next step to prevent PC piracy by Bigjeff5 · · Score: 1

      For mainstream titles like MW2, however, that there's no way in hell a mid-income family's computer would run sometime this decade, the "pirates" have no excuse so feel free to flame them instead.

      Are you serious? A $50 video card will let you run a game like that on modest settings on a $300 computer. A $100 video card will let you crank most of the important settings all the way up, but that might be a bit out of reach.

      Hell, my $500 Costco computer with just the shitty Intel integrated graphics can handle a game like Settlers 7 (which is surprisingly incredibly detailed and complex) on low settings. If I felt like playing it more, I'd go buy a $50 video card and crank shit up.

      --
      Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
    72. Re:Next step to prevent PC piracy by Achra · · Score: 1

      There's still one more group that you haven't listed.. Compulsive game pirates who pay for indie games. I'll not shed a tear over pirating a copy of Spore (especially since the warez version is BETTER than the paid for version), but for some reason, I refuse to pirate an indie game. In fact, I actually buy indie games that I don't really care for, just because I want to encourage the developer. Now, for my opinion on this game: Firstly, Machinarium is a great game (I bought it on the day it released) but the developer didn't even include a SERIAL to protect his game. This is back to the old Commodore 64 game copying days, I can just imagine every kid in the world passing the disc to their buddy. Why didn't the developer put a serial on this game? This is common practice and hardly DRM. Also, the fact that there is no serial protection means that you can't download a replacement copy from his website if you lose yours.. You are given one chance to download the game, and if it is gone, then you're out of luck (mostly.. The developer actually is very nice and let me redownload my copy once I provided an order number). I think that a better choice for protection would have been something more like the penny-arcade games or torchlight, where there is a serial but very loose restrictions on how many machines you can install it on. That's another point I should add, that I have a lot of kids, and I am always on the lookout for a game like torchlight that actively encourages you to go ahead and install on every system in your house for only the cost of one license. That's a GREAT deal, I mean a GREAT deal. Incidentally, if you haven't played & purchased Torchlight, the penny-arcade adventures, Braid, Machinarium, then do yourself a treat and buy them now.

      --
      Each processor would proceed sequentially as if it had been better for them not to rise against Saul.
    73. Re:Next step to prevent PC piracy by harlows_monkeys · · Score: 1

      But I'd bet that most people who pirate games weren't going to buy them anyways.

      Most would not have bought all the games their pirated if they had been unable to pirate them, but they would have bought some of them. Same for music pirates and movie pirates and book pirates.

      Sure, there are some people in poor countries who pirate who could not afford even one game (and many authors have no problem with those pirates), but piracy rates are also very high in well-off countries, among people who do have plenty of disposable income. They pirate simply because that lets them use that disposable income for other luxuries, such as more trips to the theater, or eating out more often, or buying more status items like the latest fashionable clothes.

    74. Re:Next step to prevent PC piracy by pgmrdlm · · Score: 1
      What you are doing by pirating is advocating slavery. You don't want to call it stealing, fine.
      You are the new slave owners of the new millennium. You want these artists to work for free. You do not think that their work should be paid for.
      http://www.google.com/search?hl=en&defl=en&q=define:slavery&sa=X&ei=A_VeTJf6EcO78gbpsuC1DQ&ved=0CBkQkAE

      Definitions of slavery on the Web:

      • bondage: the state of being under the control of another person
      • the practice of owning slaves
      • work done under harsh conditions for little or no pay
        • *** ding ding ding, this would be how you advocate them being your slave.
      --
      Anonymous comments are as pathetic as the anonymous "sources" that contaminate gutless journalism from the New York Time
    75. Re:Next step to prevent PC piracy by Sancho · · Score: 1

      I thought it was so that Blizzard could get in on the Starcraft tournament action:

      http://www.publicknowledge.org/node/3171

    76. Re:Next step to prevent PC piracy by Tom · · Score: 1

      But you know what the next step to prevent piracy will be?

      Fully online games. You can already see this with the Ubisoft's DRM, the recent Starcraft 2 and the movement to multiplayer, co-op (left4dead), and mmo games.

      Yes, it is a current trend.

      Also, it's the reason I've not bought Starcraft 2 and likely won't. This is a game I'll play either on my own or with my girlfriend, so leaving out LAN play was a deal-breaker for me - and many other people I know.

      If you cripple your game in a pointless effort to thwart piracy, you lose actual customers who are not willing to pay full price for a crippled game.

      Really, is it the pirates who are destroying PC gaming? The pirates who have always been here? Now, suddenly, after 30 years they are the ones killing gaming? That doesn't make sense. Has there been a massive change in piracy over the past few years? No, there hasn't. What has changed is the approach of publishers, who have become to greedy to accept what they can't change, and who have started to actively cripple their games as anti-piracy measures.

      I don't pay for crippled games. If you do, I feel sorry for you. They won't stop there. It is never enough. As long as there is a single pirate left, there will be functionality that they can cripple to drive him off. Until one day, they can proudly announce that their title has a 0% piracy rate - oh, also 0 sales, because nobody, not even the pirates, cares anymore about this broken, crippled piece of shit.

      --
      Assorted stuff I do sometimes: Lemuria.org
    77. Re:Next step to prevent PC piracy by SETIGuy · · Score: 2, Interesting

      Maybe if they had reduced the price of the game to 1/2 what they were charging then the piracy rate might have gone down to 60%. That would earn them twice as much as well.

      There is an optimum price that delivers maximum profits in the face of piracy. I doubt anyone in the gaming industry has tried to find it.

    78. Re:Next step to prevent PC piracy by pgmrdlm · · Score: 1
      I have no idea how accurate these statistics are, but in reference to your question.

      How many of those "pirates" live in places where $20 is a more than a whole day's wage?

      Crime Statistics > Software piracy rate (most recent) by country
      http://www.nationmaster.com/graph/cri_sof_pir_rat-crime-software-piracy-rate

      --
      Anonymous comments are as pathetic as the anonymous "sources" that contaminate gutless journalism from the New York Time
    79. Re:Next step to prevent PC piracy by pyrbrand · · Score: 1

      Here in reality-land, what would have been is irrelevant. What matters is how statistics like this will effect developer and publisher behavior. The answer is exactly what the grand parent poster said - they'll begin abandoning the PC as a platform except in specialized cases where they can induce onerous or clever DRM like storing content on servers and come up with other mechanisms that require authentication.

      You can't expect people who make, sell, advertise, distribute games for a living to sit back and say "Oh, 90% of our users are pirating our game, I bet they wouldn't have bought the game anyway if they couldn't have gotten it for free," even if that were the obvious logical conclusion to come to (which it really isn't). They're going to say "Oh shit, 90% of our users are pirating our game, let's stop that and hope even a couple percent of them end up buying it and that will give us 10, 20, 30% greater sales," even if it's not necessarily possible to prevent a most of the piracy.

    80. Re:Next step to prevent PC piracy by jaymz666 · · Score: 2, Informative

      > Many PC games are priced like Laserdisks. They are not priced, then lowered in price a year later like DVDs.
      No, games generally come down in price 6 months later, on the PC anyway. Then a while after that you get the game, all the expansions and patches for $20.

    81. Re:Next step to prevent PC piracy by Pentium100 · · Score: 1

      And what is the piracy rate of DRMed games, like Spore?

    82. Re:Next step to prevent PC piracy by Peet42 · · Score: 1

      Another group that may be larger than you think are "collectors", i.e. people who pirated the game but will only ever play it once if at all. They just like checking it off a list. It's one more category of person who's downloading the game who would never dream of actually paying for it.

      I know, it sounds weird. But I had a friend with one wall covered in shelves of CDs (and later, DVDs) of pirated software. He hardly ever touched any of it - he just liked, when someone mentioned a game or a piece of software, to be able to say "got that".

    83. Re:Next step to prevent PC piracy by Tom · · Score: 1

      The third group are those who have money, would have bought it but preferred to warez it instead. Those two groups together are 90% of the games market. If the game had strong DRM, so that you could not pirate it, people in the third group would be enticed to buy the game.

      Unlikely. They have other reasons not to do it. For example, I know a lot of people who were burnt once too often and have sworn themselves to never, ever, buy a game again if it doesn't have a demo so they can check that it fucking works at all. I know people who bought several games that had mid-game bugs that made it impossible to continue playing (famously, NWN2 had such a bug). After several of these experiences, you would have to be dumb to buy another game, it would show you are unable to learn from your experiences. So you can stop playing games, or you can go and pirate them.

      Amongst the people that I know, not one would go and buy it instead if some game he wants to download is not available on the usual sites. Not one.

      The demographics your are thinking about certainly exists. The cheapskates who have no real reason to be cheap (i.e. money is available), but choose to anyways, for no deeper reason at all. I doubt that is more than 1%.

      --
      Assorted stuff I do sometimes: Lemuria.org
    84. Re:Next step to prevent PC piracy by Tom · · Score: 1

      Now, how many copies would they have sold if there was 100% unbreakable DRM? Obviously that data is impossible to gather... But I'd bet that most people who pirate games weren't going to buy them anyways.

      Bingo.

      Here's how you could get an approximation of those numbers:

      Have piratebay.org and the other torrent sites check the referrers in their logfiles. See how many of them came from amazon or some other online sales site. Those are the people who apparently thought about buying it, then went looking for a download. A part of those may go back and buy it if it can't find a download. Everyone else very likely never had the thought of buying it cross their minds.

      --
      Assorted stuff I do sometimes: Lemuria.org
    85. Re:Next step to prevent PC piracy by V!NCENT · · Score: 1

      Will everyone please stop bitching about ilegal copies? And while you're at it, stop mixing up the term piracy with ilegal copying.

      Start looking at how much money you are _MAKING_ and not at what money you are _NOT_ making. For fsck sake, the software industry is the only industry that is bitching about how much they didn't make. It's almost if they are all depressed.

      The fun part is that they are even screwing themselves in the proces because piracy will always be around. DRM only exists just to block second hand sales and the industry bloody well knows that.

      Now how about your customers then? The people who give you the money? Are you sure you want to screw _THEM_ over? That doesn't realy sound like a good idea to me, but it will bite you in the ass. But then it will be too late for you.

      Did anyone take a look at the Humble Indie Bundle?:

      >Humble update: open source extension (5/11/10)
      >
      >The Humble Indie Bundle experiment has been a massive success beyond our craziest expectations. So far, 138,813 generous contributors have put down an incredible $1,273,613. Of this, >contributors chose to allocate 30.85% to charity: $392,953 for the Electronic Frontier Foundation and Child's Play Charity. I have made a page for the full breakdown including the merchant >fees in a JSON format here (json).
      >
      >Now it's our turn to give back. As of 5/11/10, Aquaria, Gish, Lugaru HD, and Penumbra Overture pledge to go open source. We are preparing the sources right now and will be releasing them >ASAP. We spent last night preparing Lugaru and it is available now. Update: All sources have been released! Aquaria, Gish, Penumbra, and Lugaru!
      >
      >Note, the games will be "free as in 'free speech', not as in 'free beer'": see each license for the full, finalized details as they come out very hopefully this week -- stay tuned. It is the underlying >code that will be made available to everyone.
      >

      People are actually out there willing to pay for software. But if you screw them then they will screw you.

      In the mean time you can all fsck of. Next weak I'm buying the DRM-free Penumbra Collection for $20 thruough PayPal, directly to the developpers. Linux release included. Who's with me?

      --
      Here be signatures
    86. Re:Next step to prevent PC piracy by rotide · · Score: 1

      Do you work for fox news? If not, I think you should apply. Your logic is right in their ballpark. If you do x then in some obscure way you must want y and therefore must support z!

    87. Re:Next step to prevent PC piracy by Nadaka · · Score: 4, Interesting

      In my experience the vast majority of pirates will pirate almost everything they hear about and buy virtually nothing, ever.

      Consider this thought experiment:

      There is a community of 10,000 gamers, half of them only buy games, half only pirate.

      There is a pool of 100 games for these guys to choose from.

      Each paying customer buys about 5 games per year.

      Each paying customer has a ~5.1% chance of buying your game for an average of ~255 sales.

      We will pretend the unrepentant pirates will pirate half the games out there.

      That is ~2500 pirates for your game.

      Or about 90% of your player base.

      This is all completely unsubstantiated conjecture.

      But it might help put things in perspective.

      Even if every unrepentant pirate would buy games if they could not be bought, that wouldn't mean that you would get 10 times more paying customers, it would mean that at best your would get 2 times with these numbers.

    88. Re:Next step to prevent PC piracy by interkin3tic · · Score: 3, Funny

      Even a school kid without a job could buy a few games a year by cutting down on candy.

      nom nom nom nom...

      But without my gold-leafed hershey's kisses, I won't have enough energy to fight the zerg! ...nom nom nom nom

    89. Re:Next step to prevent PC piracy by Pharmboy · · Score: 1

      As someone else pointed out, China. The US actually lags behind the rest of the developed world, and part of the developing world, when it comes to broadband. The only place we lead is in the price: We have the most expensive broadband. We only represent 5% of the world population, that's it. I would imagine that *most* software sells more outside the US than inside, and most piracy is likely in places like China, like I said, that make less than $20 per day.

      Even in Mexico, the last reported average wage was around $5 a day, yet many Mexicans have computers, typically older US computers that we virtually throw away. (I used to sell to Mexico buyers, who picked up US electronics cheap in Texas to sell in Mexico, pawnshops, etc.) They aren't going to pay $50 for a game, that is two weeks salary. They are going to pirate everything they get. Why? Because just to install Windows and Office would be half a year's wages. MS and other charge much lower prices in these countries, but smaller game producers don't, so the reasons for pirating are even greater. Imagine that a game costs more than Office because of no discounts.

      So while you might *think* that poor countries don't have computers and internet, you would be wrong. They have less computers per capita, and more sparse connectivity, but it is easily available. They also have many, many more cyber cafes than we do in the US, per capita. And much of the computers they have are used systems or lower end systems because of cost, but a little research will demonstrate how well connected the developing nations really are. One of the best "inbetween" examples: South Korea's broadband availability and usage literally blows out the US, is 10x faster, and it costs less.

      --
      Tequila: It's not just for breakfast anymore!
    90. Re:Next step to prevent PC piracy by Vaphell · · Score: 2, Informative

      valve experimented with game prices and they made most money on -75% off.

      Last weekend, Valve decided to do an experiment with Left 4 Dead. Last weekend's sale resulted in a 3000% increase over relatively flat numbers. It sold more last weekend than when it launched the game. WOW. That is unheard of in this industry. Valve beat its launch sales. Also, it snagged a 1600% increase in new customers to Steam over the baseline.

      Worried retailers, fear not. The weekend sale didn't canabalize sales from retail. In fact, they remained constant. Well, constant isn't a 3000% increase, but it's still pretty good, right?

      6:56 PM - Looking at a third-party game, it saw increases of 36,000% with a weekend sale. Oh. Em. Gee. Okay, Gabe is starting to convince me that PC at retail is going to die very soon.

      Oh, more data. I'm such a data nerd. Here's some data!

      During the Holiday sales:

              * 10% sale = 35% increase in sales (real dollars, not units shipped)
              * 25% sale = 245% increase in sales
              * 50% sale = 320% increase in sales
              * 75% sale = 1470% increase in sales

      At 75% off, they are making 15% more money than they were at full price.

    91. Re:Next step to prevent PC piracy by Vaphell · · Score: 1

      and yet blizzard sold 13 million copies of starcraft 1, how is that possible? diablo 2 also did extremely well and these game were extremely trivial to pirate.

    92. Re:Next step to prevent PC piracy by kiwix · · Score: 1

      If you look at sales of the Humble Indie Bundle, you can see that about one quarter of the money came from Linux gamers. I don't know how many of these gamers feel stongly enough about DRM that they wouldn't have buy the game if there was DRM on it, but I think that making a DRM system that works reliably on an Open Source system is really hard. So they would probably not have made a Linux version if they have used DRM, and they would have lost 25% of their revenue.

      Note that those figures are for an Indie game, and it will probably be quite different for Half-Life 7.

    93. Re:Next step to prevent PC piracy by rotide · · Score: 1

      And how many would have chosen not to buy it if it had DRM? Is that number > 0? Probably.

    94. Re:Next step to prevent PC piracy by nschubach · · Score: 1

      Maybe 90% just didn't like the game and decided it wasn't worth $n.nn to them.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    95. Re:Next step to prevent PC piracy by Vaphell · · Score: 1

      an one more thing - there was no end to whining of legit customers who were unable to play their _singleplayer_ game. Ubisoft blamed pirates for DDoS when servers crapped out. Many many people couldn't authorize for weeks, same thing with Settlers 7. Just read the ubi forums.

      I hope you don't think that screwing over what's left of your paying user base in the pursue of imaginary pirate's treasure chests full of gold coins is a good business plan

    96. Re:Next step to prevent PC piracy by Tibor+the+Hun · · Score: 2, Insightful

      Why is it always assumed that people who spend $2500 on a computer have an unlimited amount of money?

      We hear far too often, "If they have money for a hummer, they have enough for gas" too.

      Maybe they got a $3000 check for tuition and they blew it on a computer, and otherwise don't have a dime to their name.

      Sure, a small minority of people have an unlimited supply of $$, but I wouldn't be surprised if vast majority took out some line of credit to buy a $2500 "multimedia" PC for their college kid, simply because a highschooler from BestBuy told them that that computer will totally help them with photos, and movies, and homework...

      --
      If you don't know what AltaVista is (was), get off my lawn.
    97. Re:Next step to prevent PC piracy by Erikderzweite · · Score: 1

      In other words: no lost sales, but added exposure (free advertisement).

    98. Re:Next step to prevent PC piracy by Vaphell · · Score: 1

      goto ubi forums, read over hundred page long thread how people could not connect to authorize their settlers 7 or AC2 for a month (!), come back here and explain to us why you think AC2 crappiness is the main culprit of lower sales.
      You will even find statements that pirated version offers superior experience.

    99. Re:Next step to prevent PC piracy by Pojut · · Score: 1

      They are mostly lower-budget small studio affairs, but Big Fish Games has an excellent selection of old-school-style adventure games.

    100. Re:Next step to prevent PC piracy by pgmrdlm · · Score: 1
      Really? What other professions are expected to work for free. TO GIVE THEIR PRODUCTS AWAY WITHOUT THEIR CONSENT.

      You are REFUSING to pay a person for their work by pirating.

      That fits the definition of slavery. Prove me wrong. Your argument is bull shit otherwise.

      --
      Anonymous comments are as pathetic as the anonymous "sources" that contaminate gutless journalism from the New York Time
    101. Re:Next step to prevent PC piracy by SlurpingGreen · · Score: 5, Interesting

      I personally feel DRM is kind of a side issue. The real problem here is a cultural expectation of free media. People think it's trivial to copy and therefore the cost should be zero.

      I know a guy who makes six figures and refuses to buy any games because he doesn't have to. Furthermore he makes fun of me for buying games. To him the norm is pirating and you're stupid if you don't.

      The consequences of this attitude will be bad for gaming, whether it's in the form of DRM, micro-transactions, or other schemes companies use to force people to buy their product.

      What we need is to get closer to the root cause. We need stuff like student prices and lower prices on older games. There needs to be some education that games cost money to make, even indie games. Maybe even some kind of forced government pool. I personally want there to be a huge investment in games and other entertainment and I think if people understood the whole process they'd agree.

    102. Re:Next step to prevent PC piracy by Jedi+Alec · · Score: 1

      You can't expect people who make, sell, advertise, distribute games for a living to sit back and say "Oh, 90% of our users are pirating our game, I bet they wouldn't have bought the game anyway if they couldn't have gotten it for free," even if that were the obvious logical conclusion to come to (which it really isn't). They're going to say "Oh shit, 90% of our users are pirating our game, let's stop that and hope even a couple percent of them end up buying it and that will give us 10, 20, 30% greater sales," even if it's not necessarily possible to prevent a most of the piracy.

      Or they could say: "hey, we spent 10k worth of manhours on a game that made 50k. nice job, let's do it again"

      For the record, I bought Machinarium because I want to support indie games like this. But let's be honest here, there's friggin' Flash games that offer almost the same level of gameplay for absolutely nothing. If they don't want my money, fine by me, plenty of other places where I can spend it.

      --

      People replying to my sig annoy me. That's why I change it all the time.
    103. Re:Next step to prevent PC piracy by pgmrdlm · · Score: 1

      Actually, I consider modern day software piracy nothing but slavery. You are taking the product of ones work without compensating them anything. You say your not a thief. Ok, then you are a modern day slave owner. Work for you for little or no pay without having any choice in that matter.

      --
      Anonymous comments are as pathetic as the anonymous "sources" that contaminate gutless journalism from the New York Time
    104. Re:Next step to prevent PC piracy by Vaphell · · Score: 1

      so there is no harm done to the economy as a whole. Ok, one may say IP industries suffer but it means something else doesn't.

    105. Re:Next step to prevent PC piracy by Jedi+Alec · · Score: 1

      And how many would have chosen not to buy it if it had DRM? Is that number > 0? Probably.

      I bought it partly because it had no DRM. So I'll see your probably and raise you a certainly :)

      --

      People replying to my sig annoy me. That's why I change it all the time.
    106. Re:Next step to prevent PC piracy by Dahamma · · Score: 1

      I agree with your conclusion - and additionally, I think people's argument that "DRM is wastefully expensive to implement" is bogus. If it can double sales then it would have to cost more than the entire game development budget to be be a waste (of course, I don't think there is clear proof that it would double sales, but with those piracy numbers it is definitely plausible).

      The second group are those who pirate the games because they have no money. They are a large part of the games audience.

      This is the part I have to question. If they are able to afford a computer capable of playing a modern video game, they have some money. They may have to manage their budget a bit to allow them to purchase games, but given no other choice (ie. unable to pirate it) I'd bet a lot of them would do just that. But really, I think that just makes your argument even stronger...

    107. Re:Next step to prevent PC piracy by Barny · · Score: 1

      You do know World of Goo had a "pay what you want" day right? where most people paid less than one dollar for it.

      As someone who owns BOTH of these games through steam, I have to say WoG is the more addictive (the game-play makes it), but this one isn't bad.

      One thing the author doesn't take into account, the way the monitor pirated copies is how many IP addresses access their stats server (at least for WoG), this is kind of fubar as whenever I power cycle my router I get a different IP, not to mention when I take my laptop on the go and play it (with touch screen, WoG is amazingly better with this) every time I change access points its a different IP.

      --
      ...
      /me sighs
    108. Re:Next step to prevent PC piracy by MakinBacon · · Score: 3, Insightful

      Popularity doesn't pay the bills when 90% of your players aren't paying for the game.

    109. Re:Next step to prevent PC piracy by thrash242 · · Score: 1

      Piracy is never one's "only choice". One can always do without the product, and that's what I do when I can't afford a game I want. No one is entitled to games, whether they can afford it or not.

    110. Re:Next step to prevent PC piracy by Zironic · · Score: 1

      That's why I havn't spent several hundred dollars on games this year, oh wait.

    111. Re:Next step to prevent PC piracy by Peach+Rings · · Score: 1, Troll

      I legitimately own World of Goo (got it with the Humble Bundle) and I don't think it's worth $20. And it's not that fun either; the original free flash game contains everything fun about it.

      Probably the reason for the low pirate-first-buy-later rate is that the game isn't that good and people weren't impressed. You can't complain that people aren't buying your game if your game sucks.

    112. Re:Next step to prevent PC piracy by shoehornjob · · Score: 1

      but then again I buy all of my DVD's and buy all of my music because I want to support those actors or musicians

      You are not directly supporting the musicians when you buy their product. You are supporting the record company (AKA the root of all evil). If you want to directly support the musician got to their concert and buy their merch. Not only does that money go directly to the musician it also supports all the folks who work for them. If more musicians would follow the allman brothers and sell soundboard bootlegs they could realize greater profits and give the fans what they really want.

      --
      "We are just a war away from Amerikastan. When god vs god the undoing of man." Dave Mustaine
    113. Re:Next step to prevent PC piracy by TheRaven64 · · Score: 1

      You're side-stepping the question. How many of those 90% would have bought it if it had had unbreakable DRM (and, on a related note, how many of the 10% would have not bought it if it had unbreakable DRM)?

      I am much more willing to try something that is free than something that is $5. If I come across a free game that looks like it might be moderately interesting, then I'll download it and play it. If I come across a $5 one, I might not bother - it needs to look more interesting and I need to have my credit card to hand at the time. Even expecting one tenth of the pirates to have bought it seems widely optimistic.

      If you make the DRM uncrackable, you risk alienating legitimate customers if the DRM scheme is not perfect, but how many new customers will it get you? Will this be enough to justify the cost of developing the DRM, or will it be like the recent Sky publicity campaign in Germany that gained so few new customers that the company needs to keep them all for 40 years to break even on the expense?

      The number of pirates for a given game is an emotional argument, not an economic one. It pisses me off when I see copies of my latest book available for download, but right next to them are ones that were not distributed in a DRM-free format, so I see no benefit from the DRM and a good way of alienating customers. The economic question is simple: will I sell more copies with or without DRM? The number of people who pirate with and without DRM is completely irrelevant to this question. If DRM will mean that I only sell 90% as many copies but there are no pirated versions, then DRM is the wrong economic choice.

      --
      I am TheRaven on Soylent News
    114. Re:Next step to prevent PC piracy by Erikderzweite · · Score: 1

      Yeah, and they code each copy separately and work overnight to create additional copies which pirates just snatch.
      Look, it's their choice selling something that can be multiplied at no cost. They profit from this simple fact as they don't need tools or workers to craft another copy. The downside is of course, that they are not the only ones who can make a copy.
      System works as intended, actually -- you can sell unlimited number of copies, any copy can be copied unlimited. This is basic rule of the game.
      Now, as a developer, you have to monetize on this. Two schools of thought -- one is advocating DRM to inconvenience pirates/prevent unauthorized copies for as long as possible. Downside -- often more harmful for legitimate users, denies some user rights.
      Another idea is to make a user want to pay. Online games, collectible items, franchises, Linux ports (Linux users are more likely to pay for a game, myself included), sales etc. Just look at humble indie bundle, IMO beat all the expectations: 1,3Mio. in a few weeks for indies...

      P.S. Just look how poor Microsoft is being enslaved and oppressed in China and other developed countries -- they got 90%+ share without spending a dime -- the pirates were more than happy to do the job for them. The world ain't black-n-white, you know...

    115. Re:Next step to prevent PC piracy by TheRaven64 · · Score: 4, Insightful

      You seem to be arguing against yourself. Why would cheapskates pay if they couldn't get it for free? Wouldn't they be more likely to just play a different game that they could get for free / cheap?

      --
      I am TheRaven on Soylent News
    116. Re:Next step to prevent PC piracy by TheRaven64 · · Score: 2, Insightful

      preventing cheapskate pirates with a sense of entitlement from playing things they didn't pay for is still a worthwhile cause.

      If you feel that way, then please feel free to spend your money on it, but don't be surprised when I decide to give my money to a company that will spend it on producing a better product than on a moral crusade against freeloaders.

      --
      I am TheRaven on Soylent News
    117. Re:Next step to prevent PC piracy by Miseph · · Score: 1

      Having "pirated" games that I did, in fact, purchase beforehand simply because the pirated version removed overzealous DRM, or fixed idiotic bugs, and doing so was easier than working with my legitimate copy... It happens.

      I'm sure that's not what happens the majority of the time, of course, but the number is clearly a non-zero value.

      --
      Try not to take me more seriously than I take myself.
    118. Re:Next step to prevent PC piracy by KahabutDieDrake · · Score: 1

      What makes you think DRM stops pirates? No really, on what world does that work? It's not this one.

    119. Re:Next step to prevent PC piracy by sourcerror · · Score: 1

      Where I live* minimal wage is $400 (per month), and you can get a 30Mb internet connection for $25 (per month, but as a student I have 3 other flatmates, so divide it by 4). My last machine was 5 years old when I upgraded.

      *Hungary, Central-Eastern Europe

    120. Re:Next step to prevent PC piracy by oliverthered · · Score: 1

      IP laws are actually, a very modern concept.

      Maybe you should be asking, for what percentage of the time humans have been on earth, have people been allowed to charge for IP.

      In some cultures, even things like money are very modern concepts. Some still only use money for 'western' things, everything else is shared.

      --
      thank God the internet isn't a human right.
    121. Re:Next step to prevent PC piracy by DrGamez · · Score: 1

      You encourage the indie developer to get bigger and bigger until soon they are part of the MegaCompuGlobalNetGamingSphere Inc. THEN you steal their games? I love encouraging small time indie devs but that's kind of selective charity there.

    122. Re:Next step to prevent PC piracy by smallfries · · Score: 2, Insightful

      DRM is inconvenient. At the minimum, you have to insert a disc

      Nah, doesn't work like that. It used to be the case that DRM had to work that way, but then Steam came along and changed things. I've always preferred to buy games than pirate them, but then I value something that wasn't on your list of features: honesty. I prefer to make sure the developer gets paid instead of ripping them off.

      Steam is convient and reliable: I can find the game that I want instantly and it downloads at line-speed regardless of how old or popular it is. I know that there are no trojans in the download, something that you can never be sure of with a torrent.

      Blaming DRM is an excuse, it's an excuse to make your conscience feel better about ripping off the developer and taking their work for free.

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    123. Re:Next step to prevent PC piracy by masmullin · · Score: 3, Interesting

      You're side-stepping the question. How many of those 90% would have bought it if it had had unbreakable DRM (and, on a related note, how many of the 10% would have not bought it if it had unbreakable DRM)?

      I think you're STILL side stepping the question.

      If you could eliminate piracy from ALL games, how many people would start buying?

      If a single game is uncrackable DRM'd, pirates will simply move to a different game, but if ALL games were uncrackable DRM'd, well they'd either have to stop playing or start paying.

    124. Re:Next step to prevent PC piracy by Achra · · Score: 1

      *shrug* All charity is selective.

      --
      Each processor would proceed sequentially as if it had been better for them not to rise against Saul.
    125. Re:Next step to prevent PC piracy by Cyberax · · Score: 1

      I live in Ukraine. Unlimited Internet connection is about $4 a month here. It's possible to get it even cheaper.

    126. Re:Next step to prevent PC piracy by DrGamez · · Score: 1

      I'm all for not buying games that you don't believe in, I will not buy Modern Warfare 2 or anything from Activision because of my feelings toward them. If that means I miss out on some "AAA" titles the who cares, I'm an adult who can provide his own entertainment and doesn't need to be fed a constant stream of games that cause me to fork out my money.
      Companies aren't charities, you "can't" take one of their products and pay another and claim you've come out of this neutral, you are still doing wrong and encouraging even worse DRM in the future!
      http://www.penny-arcade.com/comic/2010/02/19/

    127. Re:Next step to prevent PC piracy by Fumus · · Score: 1

      You are forgetting yet another group, which I think is rather large. It's the people who download a game for free because it is free, but otherwise would not buy it because it isn't worth it.

      I'll use Steam and their MW2 promo as an example here. I never really liked those war-themed FPS shooters so I was not even remotely interested in playing MW2 when it came out. Then Steam announced a free weekend of MW2 and I downloaded it as it was free and everyone seemed to like the game. Upon playing it I realized that yeah, it's fun, but I'd buy it for maybe $10 at most. It doesn't appeal to me enough to pay more.

      Now, in that example I wasn't interested enough to even give a pirated copy a try, but I'm sure many people after hearing it's great could download it to try it and be disappointed. I don't mean "try" by beating the whole game, that's bullshit and just piracy, I mean "okay, it's loaded, yeah, I shoot this guy... meeeh. crap game, uninstall."

      This brings me to the topic of game demos. I'm pretty sure they lower game sales and cost extra to develop, but they sure as hell limit piracy. I was faced with downloading a huge install of SupCom2 or checking out a smaller demo. I chose the demo and was glad I did because it turned out that the game is not really what I like. The end result is the same, but at least lets the user check out if the advertising crap is true or just fantasy without doing anything illegal.

    128. Re:Next step to prevent PC piracy by N1AK · · Score: 1

      But I'd bet that most people who pirate games weren't going to buy them anyways.

      You could be right, what is certain however is that more and more examples are showing up dismissing a lot of the fanciful claims used to show the benefits of piracy. What I know for sure is that games developers are taking steps to stop pirates and they are impacting on paying customers (regardless of whether they are effective etc) and personally I think the pirates are at least as much to blame as the companies trying to get compensated for their work.

    129. Re:Next step to prevent PC piracy by Durzel · · Score: 1

      You've hit the nail on the head for me.

      Unfortunately the biggest problem in my opinion with piracy discussions and the "what if" arguments is that they are formed from a position that is already skewed. Because it is so easy to pirate software it is easy for people to say that "they wouldn't have bought it anyway". They don't realise or appreciate that if it were the case that software couldn't be pirated then they would be left with the decision of whether they enjoy the media they're used to copying (music, games, movies) or do without completely. Faced with that decision I'm sure the people who could afford to buy it but choose not to because - why pay for something you can get easily for free? - would end up buying it.

      There is of course valid arguments around draconian DRM and the like but quite honestly I think this is a smokescreen for the most part, and statistics like this just prove it. People who say "if it didn't have DRM I would buy it" clearly aren't telling the truth, probably because it's a convenient thing to say because they know DRM is here to stay anyway, or as in this case when it comes to the crunch and they're presented with something with no DRM at all they still choose to steal it.

    130. Re:Next step to prevent PC piracy by Fumus · · Score: 2, Interesting

      Try Poland.

      $20 is 60 PLN. Minimal monthly wage is roughly 600 PLN. Your average job a young person can get out of school will pay maybe 1200 PLN. If you count that a month has 22 working days you end up with a requirement of 1320 PLN a month in order for $20 to be less than a day's wage. Add taxes to that and that the dollar is oscillating between 3 to 4 PLN in vaule and you end up with Poland being a country where your average person doesn't have an Internet connection by your standards.

    131. Re:Next step to prevent PC piracy by tepples · · Score: 3, Informative

      Valve showed that by dropping the price in half on the right game you can quadruple the sales, doubling your money.

      Doubling your revenue doesn't necessarily mean doubling your earnings. In some cases, the licensor of an underlying work (such as music, characters, a setting, etc.) wants a fixed royalty in dollars per copy, not as a percentage.

    132. Re:Next step to prevent PC piracy by Achra · · Score: 1

      http://xkcd.com/488/ I actually don't really play many videogames, so while we've obviously touched on a topic that you feel extremely strongly about, I don't really care. Plus, you are inferring (wrongly) that I pirate videogames, simply because I said I would not shed a tear over the fact that it is done. You ought to pay more attention before you climb up on that high horse of yours. Also, YOU are the one that described buying videogames as "charity". Now you say it isn't charity. Discuss.

      --
      Each processor would proceed sequentially as if it had been better for them not to rise against Saul.
    133. Re:Next step to prevent PC piracy by jedidiah · · Score: 1

      No the idea that's CEO is an idiot is pretty obvious. Yes men and groupthink and just plain wishful thinking is rampant. The idea that what a CEO does makes any sense is just robber baron wannabe hero worship.

      The higher up the food chain you are in the management class you are the more out of touch you are with your customer and consumers in general.

      --
      A Pirate and a Puritan look the same on a balance sheet.
    134. Re:Next step to prevent PC piracy by vegiVamp · · Score: 1

      I hardly ever game on PC anymore - last thing I played was HL2 ep 1. I have, in the past, pirated quite a bit, though, and tbh I still have a nice collection of rather ancient DOS games. The few new games I play on PC tend to be indies (only if heavily recommende by various sources, and usually way after they've been released), but I do have the tendency to pay for those, then - mostly because I play them with full gusto, and not just because they're the thing of the moment.

      Console-wise, having a PS3 and a Wii (and darling BF just having gotten a refurbished 360 today, because he's dying for fable), I do pay for pretty much everything I play - although again, few games are good enough to interest me, and I tend to buy late and usually secondhand. Incidentally, I just got Little King's Story for the Wii - a little-known but very excellent cross-genre game.

      Not that my anecdote is in any way significant, but I just wanted to point out that there are those who aren't afraid of pirating - and know how to - but are very willing to pay for good games, indie or not.

      --
      What a depressingly stupid machine.
    135. Re:Next step to prevent PC piracy by vux984 · · Score: 3, Insightful

      Probably the reason for the low pirate-first-buy-later rate is that the game isn't that good and people weren't impressed. You can't complain that people aren't buying your game if your game sucks.

      Blow it out your ass. Seriously. The game won multiple awards. The game sold a ton of copies via Wii-ware. They eventually realeased a free trial version with the first few levels, and that prompted it to sell a pile more. If you don't like it, fine. If you didn't think it was worth X$ fine. But singling World of Goo out as a "game that sucks" is just trolling.

      The reality, is that there isn't a single game on the market that has a HIGH pirate-first-buy-later rate. Go ahead, name one, name just one!

      Bottom line, by your logic there isn't a single game on the market that is any good and that impressed people. And that's patently absurd.

    136. Re:Next step to prevent PC piracy by flowwolf · · Score: 1

      I've seen a lot of mis information about starcraft 2. You don't need to be online to play it. You can do solo custom games or play the campaign without logging into battle net. It's not a full online only DRM. You don't even need the disc in to play in guest mode.
      Blizzard is using copy encouragement instead of protection. I've given my disc to friends already so they can install it and play through the campaign. This will in effect get them hooked on the SC2 world and they will buy it too get onto bnet. Please stop calling it DRM. It's one of the best shining examples of how piracy should be fought. It should be embraced.

    137. Re:Next step to prevent PC piracy by pgmrdlm · · Score: 1
      By that logic, companies should be able to have you work for free. And only pay you based on your job performance. You suck at the job, YOU GET NOTHING. You are mediocre at your job, you get minimum wage. You are excellent at your job, you make comparable money to anyone else that performs your same job duties at that level. This logic should be applied at EVERY TASK you perform.

      Doesn't matter what your profession. And it doesn't matter what you think about it.

      And just like electronic media pirates(slave owners), some companies have every right to not pay anyone. They feel it is their right to have these tasks performed for nothing, just like a large percentage of electronic pirates feel it is their right to have anything produced on electronic media for free.

      That is your argument, live by it. Don't like that logic, then its time you quit treating electronic media creationists as your personal slaves.

      --
      Anonymous comments are as pathetic as the anonymous "sources" that contaminate gutless journalism from the New York Time
    138. Re:Next step to prevent PC piracy by Belial6 · · Score: 4, Interesting

      Your not entirely wrong. But there is more to the story than that. The culture of fee media is propagated by business. How often do you hear that something is "Free", only to find out that it really isn't. The classic example is the age old "Buy one, get one FREE!" Obviously to those of us that have a decent grasp of logic and language know that if you have to pay, it isn't free. We read it as "Two for the price of one." or "Half off when you buy two." A huge portion of the population doesn't get that though. They really think they are getting something for free. The common practice of businesses convincing the naive that they are getting things for free when they are not needs to stop if you ever want to get away from a culture that expects free stuff. The software industry is particularly bad about claiming things are free in an attempt to fool people.

      Another problem is that copyright law has gotten so unbalanced that many people have simply gotten used to dismissing it. Even worse, big media will encourage people to dismiss copyright on one side, and and then cry about it on the other. A good example was a commercial that Nickelodeon (owned by Viacom) was running a few years back. They would run commercial showing 'cool kids' talking about what they do in their free time. They had a 10 to 12 year old girl, showing off her room. Her poster. Her bookshelf. Her CD wallet full of copied CDs...

      Lower prices for older games would be a start. If I could buy new PS1 games at a dollar a pop, I would probably buy literally every one ever released. Certainly, a CD in a paper sleeve can be sold at a profit for $1. Unfortunately, copyright is more and more frequently NOT used to make sure that the author get paid enough to encourge further work, but instead is used as a means to make desired products unattainable. This in turn pushes people to dismiss copyright, and consider it to be a bad thing.

    139. Re:Next step to prevent PC piracy by Chih · · Score: 1

      The game on a disc with an instruction manual is a physical item. Noone I know steals these. Producers are not being denied the rights to their physical property, Noone is being enslaved for their works. A producer isn't under the physical control of a person that digitally duplicates their work. It's sad to see words like piracy and slavery used to describe people that copy information without permission. It's a crime, but at least acknowledge that no physical property is removed from the owners' control.

      --
      For best results, avoid doing stupid things.
    140. Re:Next step to prevent PC piracy by monkeythug · · Score: 1

      It does if, by spreading the word about what a great game it is, they help to increase the pool of people who are prepared to buy the game.

      It doesn't matter a damn what percentage of people bought your game - what matters is the number of actual units you sold. If a whole bunch of people who would never have bought your game anyway have a reason to extol the virtues of your products for free, that's not called "lost sales" it's called very effective promotion

      --
      Don't you wish you hadn't wasted 3 seconds of your life reading this sig?
    141. Re:Next step to prevent PC piracy by joelpt · · Score: 1

      Popularity doesn't pay the bills when 90% of your players aren't paying for the game.

      It does if you have enough players.

    142. Re:Next step to prevent PC piracy by marcosdumay · · Score: 2, Informative

      Yet, it is way better to have 10% of a 100,000 market than 50% of a 1,000 one. TFA is too simplist to get into any usefull conclusion.

    143. Re:Next step to prevent PC piracy by pgmrdlm · · Score: 1
      No, you are taking the product of a persons physical effort for nothing. You are treating that person as your personal slave by doing that. You give this person no choice as to your taking their creation. You give this person no reimbursement for what you have taken. You say copy is not taking, yes it is. You are taking a persons work, physically copying it without their permission or reimbursement. That is taking.

      By these actions of not reimbursing them for their efforts. You have made them your personal slaves.

      It's very simple. Just because you don't like that view is your problem. I can't help it that these actions fit the definition of making someone your slave.

      --
      Anonymous comments are as pathetic as the anonymous "sources" that contaminate gutless journalism from the New York Time
    144. Re:Next step to prevent PC piracy by marcosdumay · · Score: 1

      That group is also composed of unsavy people that will refuse to buy the game if they hear people complaining that the game doesn't work on their computer.

    145. Re:Next step to prevent PC piracy by negRo_slim · · Score: 1

      The 90% piracy rate is quite much the norm with PC games. The sad thing is that PC gamers will destroy their own gaming platform by doing so. Good example is Modern Warfare 2 which was heavily "consolised" and you have to admit, not having dedicated servers and everything else sucks.

      This also shows that the usual argument that warez versions of games are good to get to know the game before you buy it or that you would rather support indie developers and "small guys" are mostly bullshit. These indie game developers also have a 80-90% piracy rate.

      But you know what the next step to prevent piracy will be?

      Fully online games. You can already see this with the Ubisoft's DRM, the recent Starcraft 2 and the movement to multiplayer, co-op (left4dead), and mmo games. Personally I actually enjoy playing with other people especially in a good co-op game, but there are those who prefer single player games. I prefer with games like Civilization too. But ultimately this piracy will lead to most serious developers just to publish fully online games like World of Warcraft. While you can play it freely with piracy servers, it's really far from the real experience. Game developers will also look more into console development, because for example you still can't pirate games for PS3.

      You completely gloss over the fact that time and time again it's been found that those who pirate the most buy the most.

      --
      On the Oregon Cost born and raised, On the beach is where I spent most of my days
    146. Re:Next step to prevent PC piracy by monkeythug · · Score: 5, Insightful

      If a single game is uncrackable DRM'd, pirates will simply move to a different game, but if ALL games were uncrackable DRM'd, well they'd either have to stop playing or start paying.

      If there were such a mythical beast as uncrackable DRM (and publishers have been searching for that since the 80's when we had things like LensLok and that coloured card thing for Jetset Willy that you used to copy with your felt tip pens in class) - then you might be right that some extra people might start paying - but certainly not 90%, most of whom don't have the disposable income to buy every $60 game that comes out. If in addition this perfect DRM was completely transparent to users and didn't piss them off by doing things like requiring you to be online all the time even in single player mode and killing your session if there's a glitch in your internet connection ... then you might not lose any of your existing customers either.

      It's just a shame that it's actually impossible for DRM like that to exist...

      --
      Don't you wish you hadn't wasted 3 seconds of your life reading this sig?
    147. Re:Next step to prevent PC piracy by greenlead · · Score: 1

      Not anymore. It used to be that we could got the game store and pick up a game for half price or less (estimated) a year after release. We'd also see a ready supply of used games available for purchase.

      With server-assisted DRM schemes, publishers continue to sell games on their websites at full price for a couple of years after release. Only then do they start dropping the price a bit. I just payed $40 for Crysis: Maximum Edition, which was released in 2007.

    148. Re:Next step to prevent PC piracy by Totenglocke · · Score: 1

      Well my question is - does this game have a demo? If not, then I'm not surprised that they had a lot of people pirate it. I sure as hell won't pay for something I don't get to try first and see if it's worth paying for.

      Being able to try before you buy is pretty damn important to a lot of people.

      --
      "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
    149. Re:Next step to prevent PC piracy by Totenglocke · · Score: 1

      I never used to pirate games. I still hate pirating games, but I do pirate DRM'd games now. I was content to just not buy their crippled games, but then while having a discussion with an employee of a company that uses DRM (Eidos I believe) around a year ago, they flat out lied to me about the DRM claiming that they just use a cd-key and disk check to try to get me to buy it. Around a month later, I checked online to see what the DRM situation was (the game wasn't released yet when I talked to the employee) and found out that it had the full SecuROM rape going on.

      So yes, as someone who's bought hundreds of games over the years and given these companies a lot of money, I am pissed that they want to fuck me over for buying their game. So I started boycotting DRM games - meaning they make $0 from me. After the employee lying to me, I decided, to hell with this - they're getting $0 from me anyways (since I refuse to pay to be treated like shit - same reason I wouldn't hire a dominatrix), so I might as well pirate the game and enjoy the hobby that they're trying to destroy. If you have any knowledge of Game Theory, you'd realize that this is actually the best solution (given that DRM is used) - they make the same profit regardless of if I pirate or not (since I won't buy a DRM'd game) and I get the added benefit of playing the game.

      --
      "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
    150. Re:Next step to prevent PC piracy by Anonymous Coward · · Score: 1, Interesting

      Many cheapskates will pay if they can't get it for free, especially if they really want that game. However, given the choice of paying or not paying, they choose not paying.

    151. Re:Next step to prevent PC piracy by vux984 · · Score: 1

      Your so cute. You think you 'bought' a game on steam?

      Read the fine print. You didn't purchase a game. You 'purchased' a subscription to a game, and that subscription can be terminated whenever they feel like, or if/when they go out of business or get bought out.

      You have no right to return it. You have no right to resell it, lend it to a friend, or even give it away.

      And if you were stupid enough to subscribe to 2 different multiplayer games you can't even use them both at the same time. Someone explain to me why exactly I can't play multi-player-game-A while my wife players multi-player-game-B? Oh? No she needs to subscribe to her own copy. Oh... I suppose I could create a new steam account each time I subscribe to a new game, but that's a hassle, and against steams terms of service, which may one day be enforced against me, and leading to a terminated subscription(s).

      Steams DRM is only half the problem, at least they are upfront about that. The real issue with steam is that they've tricked people like you into thinking you actually bought something.

    152. Re:Next step to prevent PC piracy by jaymz666 · · Score: 1

      yet mass effect 2, which was released early this year is easily found for about $26 brand new right now.

    153. Re:Next step to prevent PC piracy by Firethorn · · Score: 1

      I would not be surprised if those sorts of people make up a significant fraction of those who pirated the game - and Machinarium is awesome enough that this $5 piracy amnesty offer might cause some of them to pay up.

      In which case I'm distorting their stats still; played the demo, never downloaded the full version, didn't even play it until today.

      $20 at steam-no way. $5 for the amnesty? SOLD!

      Chalk up one never pirate for buying it as a pirate.

      --
      I don't read AC A human right
    154. Re:Next step to prevent PC piracy by MysteriousPreacher · · Score: 1

      I wouldn't buy the slavery comparison, but I do agree that the "they can't afford it" line is a piss-poor justification for piracy. To start with, we're not talking about people stealing medicine for their sick children or taking food to avoid starvation. These are leisure items!

      I think that few of us could honestly claim to have never copied a game, DVD or song, but it does take the piss when people think themselves entitled to welfare in the form of video games. Modern games are expensive - certainly for consoles, and we kind of have to accept our financial limits.

      The most extensive pirates I've known over the years, which is really just anecdotal, download stuff for free because they can. Most of us have done this stuff, and it's only later when I began working a field where IP was created and valued the moral side of this became clear. Support the developers and companies trying to do the right thing. Restrictive DRM is a bad idea, but it's just plain wrong to consider okay to feel that there's no problem in ripping-off whatever we want. It's up to creators to decide how their material is distributed, and up to us as consumers to decide whether or not we think that their stuff is worth buying. If we're not willing to pay for it then we should find something we are willing to pay for, or find a genuinely free alternative.

      --
      -- Using the preview button since 2005
    155. Re:Next step to prevent PC piracy by harlows_monkeys · · Score: 1

      You seriously want to try that argument? Think carefully, as that argument works equally well for, say, shoplifting. Sure, the store loses money when you shoplift, but then you have more money to spend at some other store, so "no harm done to the economy as a whole".

    156. Re:Next step to prevent PC piracy by hairyfeet · · Score: 1, Insightful

      You wanna know why there is so much piracy? it is because developers are retarded! As another poster recently said it is like the entire games industry has decided that Buggati roadsters are the ONLY way to go, and they are cranking out games that are $60+ in a world economy that is so dead I'm surprised peasant revolts aren't breaking out. Nobody has any money, those that do are using it to keep the roofs over their head, and they expect folks to shell out $60+ for a 5 hour game and THEN shell out another $25-$50 for the DLC which they ripped out the game in the first place to "maximize their profit potential". Yeah right!

      What they SHOULD be doing to "maximize their profit potential" is taking a page from Good Old Games and taking those games that are 6 months old and no longer getting shelf space, or simply not selling at all, and offer them at GOG prices. I have bought more games from GOG in the past 6 months than I had in the 3 years before I heard of them, why? Because they are cheap ($10 max price, often sales below $6) they have NO DRM (which means no jumping through hoops or starforce fucked drives) and they make it EASY to buy from them! With their fast bandwidth I can click on a game from my account and purchase and have it installed before I finish my morning coffee.

      And before they think consoles are the magical cure, they may want to look around. Console hacks and mod chips are selling like mad, just look at all the banned x360s floating around Craigslist loaded with hot games. Make it easy, make it fast, make it cheap, don't kick them in the nuts with DRM. But $60 a game in a dead economy is just asking for a fail.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    157. Re:Next step to prevent PC piracy by sirlark · · Score: 1

      The reality, is that there isn't a single game on the market that has a HIGH pirate-first-buy-later rate. Go ahead, name one, name just one!

      Starcraft 1

      I can't cite a study, but I can present a small sample pool of about 10 people I know. When starcraft 1 first came out I pirated it and played it through, as did most of my friends, then in our last year of school, or first year of uni. Truth was, in my small town, the game wasn't even available as an original form for months after release. Years later I the game became available on a local online store for about $5, and I bought it. Next time I went back to my home town and visited some of those friends I found original copies of starcraft 1 on the shelves of 7 out of 10 of my friends (which I found out by going to a lan gaming session that devolved into a 'classic' starcraft free for all). We all played through it again, and bought the game partly because it had become a classic, partly because we were no longer broke students, and partly because the price had come down to be roughly equivalent to a take out meal or a movie. However, we all still played the 'pirate' version with tcp networking at that lan party, using the cd keys from our original boxes

      Yes, there are many games that are good and have lower pirate to owner conversion rates than they should, but some games do actually have high conversion rates. That said, is piracy fair to game developers/producers? No, it's not! Is charging $60 for a game that provides only 3~4 times the entertainment time (8 hours game play) of a big budget Hollywood movie that costs way more than the game to produce and distribute? No! And HELL NO, when you consider the comparatively low costs of digital distribution that games are more amenable to. Furthermore, one has to consider that the primary market for the latest release games is broke students and poor high school kids. Something is broken in the system, and piracy is a symptom, not a cause.

    158. Re:Next step to prevent PC piracy by scarboni888 · · Score: 1

      Here here! MOD this up as SANE.

    159. Re:Next step to prevent PC piracy by Barefoot+Monkey · · Score: 1, Interesting

      You do know World of Goo had a "pay what you want" day right? where most people paid less than one dollar for it.

      According to 2DBoy's sales figures, the opposite is true: only 40% paid less than 1 dollar for it. Granted, almost 69% paid less than $2 though.

      The sales figures have some interesting results:

      • about 30% paid 1c, and almost as many paid $1-$1.99 (I presume that most of these were $1)
      • roughly half that paid %5-%5.99
      • roughly half that paid %2-%2.99
      • roughly half that paid %10-%10.99

      We can draw some very useful conclusions from their data:

      • Lots of people (although far fewer than I had expected) will pay a token minimum price. For this purpose, it appears that a cent is as good as a dollar, so you may as well set the minimum to $1 so you at least make a profit.
      • How many of those 1c/$1 buys were from people who wanted to try it out before buying (why try the demo when you can test the real thing?) and would have paid more later if given the chance? We don't know - so next time you do a pay-what-you-want, why not allow customers to increase their contribution at a later date? That way, you get more money and your statistics become far more informative at the ever-so-important low-end.
      • Nobody likes the original asking price of $20. People seem willing to pay $10. But even if they have the option of paying less, the vast majority of customers who are willing to pay anything significant at all will happily choose to pay $5-$5.99 entirely of their own volition. If you're selling games at a fixed price, this looks like the sweet-spot for maximising your revenue.

      If only 2DBoy had more-detailed histograms on the most interesting price-ranges ($1 exactly and $5-$5.99), but their experiment is invaluable to the industry.

      One thing the author doesn't take into account, the way the monitor pirated copies is how many IP addresses access their stats server (at least for WoG), this is kind of fubar as whenever I power cycle my router I get a different IP, not to mention when I take my laptop on the go and play it (with touch screen, WoG is amazingly better with this) every time I change access points its a different IP.

      Agreed. Piracy figures are generally hugely inflated due to their nature, and IP addresses are especially useless for measuring them. If you're using high-score systems to measure piracy, then I suppose one could get an accurate measurement if every game gives itself a unique ID upon installation and this is sent to the server. Then IP addresses don't matter.

    160. Re:Next step to prevent PC piracy by sirlark · · Score: 1

      Your anti-DRM group is comprised mostly of us nerds who have a problem with our computers not being completely under our control. Most gamers, I've found, are not nearly as savvy or idealistic.

      Have to disagree. My girlfriend bought spore, and she's neither savvy nor idealistic... more like close to moral bankruptcy, but I digress. The DRM in spore required her to connect to the internet every time she started spore. We live in south africa, where uncapped ADSL only became available to consumers in the last 6 months. Back then, we were forced to use dial-up or 3g to connect to the internet, because there simply wasn't an ADSL capable exchange near enough to us, and no, we weren't living in the boondocks, we were living in cape town (3rd largest city in the country) The DRM would cause her to dailout (without notification) and leave the connection open, running up her phone bill, because she might play for hours before noticing. When the first such bill arrived... to say she was angry at spore would be an understatement. And I have to wonder how many other non-techie, non-savvy folk out there suffer similar problems from over zealous DRM side effects. Sure, in the first world the phone bill would never have been an issue, but not everyone lives there, and there are significant markets for technology in developing economies. Not that I've ever known of a game developer who even gave a crap about anyone outside of the US/Europe

    161. Re:Next step to prevent PC piracy by Shark · · Score: 1

      Well, I'm willing to admit that I'm cheap. Then again I am not enough of a gamer to even finish most of the games I've pirated... The last game I remember beating was Portal and I actually bought that one.

      Here's an interesting bit though... While I have enough spare income to buy all the games I want, I just can't justify the price of most to myself considering my usage of them, especially given the DRM inconvenience parent pointed out (not saying it's my main reason, but it *is* a factor). To me, things like GoG have the most appeal. I don't mind waiting a year or two to play a game if it means the price will fit my expectations and not pollute my computer.

      I guess it all boils down to the protective measures of copyright having no expiration date. I won't buy most of the stuff when it comes out, and draconinan DRM (I have no problem with serial numbers/keys) usually are a deterrent to me buying later. But offer me the same stuff with no DRM in a couple years and I'll bite. And don't underestimate just how patient cheap people can be: Those 5$ DVDs in bins at Walmart sell *quite* well.

      On a side note, I buy lots of movies but here again, the DRM and added price of BR has made sure I'd skip the HD bandwagon, even though I have all the fancy hardware required to enjoy quite an HD experience. Why? My HTPC runs linux. When the great mplayer folks manage to give me hassle-free BR playing, I'll start looking for discount BR disks.

      --
      Mind the frickin' laser...
    162. Re:Next step to prevent PC piracy by hitmark · · Score: 2, Informative

      iirc, windows users payed the least, linux users payed the most.

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    163. Re:Next step to prevent PC piracy by Otto · · Score: 1

      No, he's right. WoG sucked.

      If I can play and beat the game in three hours, and it has no replay value, then it sucks.

      --
      - Give a man a fire and he's warm for a day, but set him on fire and he's warm for the rest of his life.
    164. Re:Next step to prevent PC piracy by hedwards · · Score: 1

      Well, Assassin's Creed II suffered because you had to have an internet connection constantly, a surprising number of people either don't want or can't get a stable broadband connection. On top of that the tougher the DRM the larger the number of people that are locked out despite being legitimately interested in playing. Hearing that they couldn't run the game despite having the requirements goes a long way in killing the buzz.

    165. Re:Next step to prevent PC piracy by hedwards · · Score: 1

      And yet, all those game companies from the 80s and early 90s didn't go bankrupt immediately. The piracy rates, while incalculable, were without a doubt significantly higher than they are today. As software wasn't at that point considered something you paid for in most cases. Many titles were put out by a very small number of people and required little in the way of resources to produce.

      Not suggesting that we should go back to doing things that way, but there are ways of coping with piracy without going under.

    166. Re:Next step to prevent PC piracy by PopeRatzo · · Score: 1

      Is that number > 0?

      But that's not the issue. The issue is that this game developer is claiming that "90%" of the copies of his game are illegal.

      He's pulling that number out of his patootie.

      --
      You are welcome on my lawn.
    167. Re:Next step to prevent PC piracy by hitmark · · Score: 1

      and perhaps using vpn tech to play with friends without actually gathering in the same place, rather then connect to battlenet.

      as for assasins creed 2, thats the game that was downloading parts of itself from external servers, rather then installing all at once from offline media, right?

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    168. Re:Next step to prevent PC piracy by Zencyde · · Score: 1

      Thank you.

      I think the issue is that the demographics aim towards parents with larger quantities of disposable income. I usually pirate games. My game-purchasing-densite-rate (new unit!) skyrocketed during Steam's summer sale. I must have spent about 100 bucks overall. They need to target college kids and young adults that have free time they'd like to spend playing games but don't have the money to purchase.

      Another huge issue in the PC world is lack of appropriate co-op. Co-optimus is a good site for finding co-op PC games but there are so few. What I mean by this is multiple controllers plugged into the PC and the PC basically being used as a console. Hook it up to your TV, projectors, multi-screen setup, or whatever. But instead, my friends and I all need copies of the game. That's why I bought 4 copies of Borderlands for 30 bucks during the sale. These games would be more worth buying if more people could play it.

      As an Eyefinity (trip-screen) user and PC gamer I'm somewhat appalled by the deterioration in PC quality that has occurred through the shift towards consoles. Where are my split-screen games? It's not like you can't take any console controller and plug it into a PC.

      --
      What day is it? Could you please tell me?
    169. Re:Next step to prevent PC piracy by Zaphod+The+42nd · · Score: 1

      Wrong. You're apparently pretty well off. I've got a computer that can run games, because its part of my life and part of my job. That said, I'm a college student AND I work to support myself in college, so I have very little free time and even less free money. When a game comes out I've been looking forward to for years, then I'll try to budget it. But that said, there are TONS, TONS of games that I would otherwise just have to miss playing, and sit around bored all day, and the developers get none of my money. OR, I could pirate it, play it for a little bit (seriously, a few hours tops) have a little fun, see what my friends are playing, and then put it down. The developer gets no money for the product I enjoyed, but its virtual, so it didn't at least cost him anything at all to produce my "copy" of the software, and I wouldn't have bought it anyways, so there's no "opportunity cost".

      The fact is that digital media do NOT suffer the same scarcity of resources that every other product in the real world DOES have.

      So, I'm sorry, but occasionally I infringe on some copyright. I don't see this as being any different than recording a cassette off the radio, or a VHS/DVD off the TV, or borrowing a friend's book, etc. Ideally, if its my favorite artist/show/book, I'd buy a copy myself. But if I can't afford to, or if I'm not interested enough in a single work to purchase it, then it makes no difference if I get to see it.

      Besides, any true artist should be glad that their work is being enjoyed.

      --
      GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
    170. Re:Next step to prevent PC piracy by hitmark · · Score: 1

      nope, its about getting rid of first sale so that companies can sell the same stuff forever.

      a drm'ed book on kindle cant be resold to someone else once your done reading it. unlike with a real book where it means you would cost amazon and the publisher a sale, while recouping some of your original expense.

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    171. Re:Next step to prevent PC piracy by hitmark · · Score: 1

      there is a very long distance between $0 and $0,1.

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    172. Re:Next step to prevent PC piracy by hitmark · · Score: 1

      i do wonder how many game downloads ends up on some drive because the downloader is a teen that wants to be one of those that play the game everyone talks about, but that their parents and grandparents say "no, to expensive". Or maybe something silly like "no, computer games rot your brain. now take your seat in front of the tv".

      then again, half the entertainment today basically tells them its cool to be criminal.

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    173. Re:Next step to prevent PC piracy by blahplusplus · · Score: 1

      "The 90% piracy rate is quite much the norm with PC games. The sad thing is that PC gamers will destroy their own gaming platform by doing so"

      No, it has nothing to do with this. Starcraft 2 was one of the fastest selling PC games, an indie game like machinarium is in a niche genre (adventure) and most gamers fall only into a handful of genre's. Not to mention many gamers don't like indie games as they are old (and often stale) game designs.

      How about the reason many games fail is due to game developers lack of market research in what we actually want as gamers? That is the biggest issue. Piracy is a bullshit argument, if you make a game people actually want and you market the shit out of it they will buy it. The problem for most game developers is obscurity not piracy.

    174. Re:Next step to prevent PC piracy by mabinogi · · Score: 1

      I doubt there's a big increase in exposure in having a game pirated vs having a decent demo available.

      I don't know if this game in particular had a demo, but World of Goo does, and it's a good demo that more than sells the game to you, particularly given the low price of World of Goo.

      If you don't want to pay for a game, that's your decision, but never pretend you're doing the developers a favour.

      --
      Advanced users are users too!
    175. Re:Next step to prevent PC piracy by hitmark · · Score: 1

      and windows is not sold, what they sell you is the serial numbered single user license.

      thats partially why they killed the smart display concept (the other being that the remote desktop software could not handle video), as they could not make it work with home users. This as home users wondered why they could not have one person at the desktop, while someone else was using the display on the couch.

      Hell, even apple have taken a bit of a clue and allows multiple devices to be tied to a single itms account. Tho that may lead to the kids charging various stuff to the credit card.

      i cant speak for everywhere, but some places, sharing with friends and family was allowed once the dual deck cassette player came to market (after some legal battles, surprise surprise). The thing now is that its as easy to reach the friend down the road as some random stranger at the other side of the planet. End result, the planet have become tiny and day one distribution global (while become one needed to mail floppies/tapes/whatever around the globe).

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    176. Re:Next step to prevent PC piracy by Dreadrik · · Score: 1

      I work as a software developer, and I do not consider myself a slave to those who pirate the software I develop.
      I don't think people pirating our software are thieves.

      Why?
      Some people are cheap and some are just poor. If they like what we do but don't want or can pay for it, go ahead, use it anyway. If they like it, they might tell someone about it who is ready to pay for it. If they don't like it, then we should probably make a better product.

      I get paid regardless, for my actual hours spent doing what I do!

      If no one bought our software, but pirated it instead, our company would go bankrupt and I would have to look for another job. But no matter how you look at it, it is not slavery. It is the market telling us that it is not prepared to pay for what we do. Would it be sad? Probably, but I don't find that it is my right to get paid for whatever i choose to spend my life on doing. I would probably continue developing just for fun on my spare time.

    177. Re:Next step to prevent PC piracy by hitmark · · Score: 1

      and that was the idea of limited copyright and public domain. Eventually the text (at that time only books where something creative that could really be copied mechanically) would be available for anyone to print without paying the writer part of the profits, and competition would make them not much more expensive then the paper, ink and binding. This making the information and entertainment contained within available to as many as possible (with libraries providing for the rest).

      this however requires a copyright time that is shorter then the average lifetime of your citizens, so that they can expect to take part within their lifetime (meaning they can happily wait under the expectation that they will be able to take part if patient). But that "promise" have now become corrupted. Just observe how games that was written on hardware thats no longer sold, but companies long since gone, are still under some kind of copyright. So that whoever (or whatever, given the person-like status of corporations) that bought the portfolio of the defunct company now sits on the copyright of the games. This even tho they never had anything to do with their creation, or have ever sold them via any available channels. But put them up on some web page for download, and you can expect a C&D letter from their lawyers within days. The people that used real life C64s may never see the games they played as kids enter the public domain, so that they can show them to their own kids, or perhaps grand-kids, without going criminal (unless they are the unlikely few who managed to hold on to a working machine, and working media).

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    178. Re:Next step to prevent PC piracy by hitmark · · Score: 1

      reminds me of how the studio responsible for the ang lee version of hulk wanted mobile phones banned from movie theaters, as they thought texts about how bad the movie was scared people away from seeing it.

      the world have gone crazy i tell you, crazy!

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    179. Re:Next step to prevent PC piracy by Roogna · · Score: 1

      Then those people need to learn to manage their money better, and probably should go get a part time job instead of spending their time playing video games they couldn't afford to buy.

    180. Re:Next step to prevent PC piracy by Shark · · Score: 1

      You obviously (and from your perspective, should) feel slighted by what happens. But consider this: your business model involved selling a information and pretending that it is a good, not a service. Therefore either trusting people not to share that solution or forcing them not to share it through DRM. It's definitely easier than the alternatives but it's also pretty risky. As such, the only thing protecting your product was the actual good (hardware) attached to it. If you want to get paid for producing something that can subsequently be infinitely reproduced at no cost, I suggest you try to put yourself in a position where you are paid up front: information is a service, not a good.

      This is typically the case of a programmer being hired to solve an existing problem... It's easier for customers to pay for work that isn't already done: demand money first, mow the lawn second, not the other way around.

      I can sell good software and hope nobody copies it. Or I can write good software, have people use it for free and give them the option to pay me to improve it. I'd just put a price on every improvement requested (bugs/features) and let customers decide if they're willing to pay for it. That model has higher initial risk, but it's morally much more acceptable to me: I get paid to do actual work. The initial development would be what I consider to be my marketing campaign.

      --
      Mind the frickin' laser...
    181. Re:Next step to prevent PC piracy by mejogid · · Score: 1

      Right, and if piracy wasn't so prevalent those people would take a step back, realise they had to put some many aside to actually use their rig and buy a less ridiculous machine.

    182. Re:Next step to prevent PC piracy by Zencyde · · Score: 1

      It's somewhere between 50-60 dollars. I'm sure of it!

      --
      What day is it? Could you please tell me?
    183. Re:Next step to prevent PC piracy by pgmrdlm · · Score: 1
      My argument was pointed specifically at people that get a percentage of every sale. How many artists fit that category? In other words,they are not paid the same way you are.

      I get paid regardless, for my actual hours spent doing what I do!

      Now, with regard to how you are paid. You are a slave to these people. And it's easy to see how. If people are going to pirate and not pay, your company is going to drop the product and you will no longer be paid. You will end up out of a job. So you are a slave to these people that feel your work is not worthy of payment, just worthy of them using it.

      I am a software developer also, just buisness. I am very happy I never went into private business, or developed products for sale. Why? Easy, just look at the hypocrites here on slash dot. They feel it is their right to take from others without payment, but are the first to complain about their companies not treating them right.

      --
      Anonymous comments are as pathetic as the anonymous "sources" that contaminate gutless journalism from the New York Time
    184. Re:Next step to prevent PC piracy by thesandtiger · · Score: 1

      Or what will happen is that people who want to sell games for a living will adapt and come to see 80-90% piracy as the norm, and produce games that can be profitable at that rate. This seems to be what's happening with some of the recent developments like the "we'll open source it once we make x number of sales" deal etc. People are trying to find ways to change things.

      To say that pc players are killing their own platform is ridiculous; it isn't being killed, it's being forced to evolve. Which is a GOOD thing. Maybe when it becomes clear that spending 40+ MM USD to create a game that only differentiates itself from others in its genre by having bigger booms and shinier shines is ABSURD, we'll wind up with less expensive to produce games, and with less investment required we'll have more people taking risks.

      Let the companies that want to spend fortunes develop games for consoles - there will still be PUH-LENTY of people who are interested in developing for the PC. Heck, maybe if some of the big guys clear out it'll actually be easier for small players to get some attention in the PC gaming world.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    185. Re:Next step to prevent PC piracy by eiMichael · · Score: 1

      It does when the 10% that play it goes from 100 to 500.

    186. Re:Next step to prevent PC piracy by HungryHobo · · Score: 1

      As a developer do you end up with more cash in your pocket if...

      1000 people buy your uncrackable DRM'ed game and 0 people play for free

      or

      1001 people buy your game and 1,000,000,000 play without paying?

      Just to make it easy lets exclude the high costs of the more draconian DRM systems and the possibility of losing players who get pissed off when it breaks.

    187. Re:Next step to prevent PC piracy by Zencyde · · Score: 1

      Shit, when I pirate I do it en-masse. I don't ever tend to think "Oh, I'm going to pirate this game!" It usually comes down to me taking time out to get all the torrents going. I go through and try various ones. But most of all I end up buying the games I truly appreciated that fit a fair price point. The Steam sale caused me to buy a lot of games I've already beaten.

      But yes, I will fess up. A large number of things I've pirated I've never used. Data is data and it's easy to get. And once you know how, what stops you? Harddrive space and bandwidth...

      --
      What day is it? Could you please tell me?
    188. Re:Next step to prevent PC piracy by my+$anity++0 · · Score: 1
    189. Re:Next step to prevent PC piracy by peragrin · · Score: 2, Insightful

      The reason there hasn't beem any peasant revolts is because of those damn socialist liberals and their medicare, unemployment wages, and host of other socialist ideas that keep people from losing their homes, and all of their income the moment they are laid off.

      This recession proves that those policies work. Of course you will never have that point of view on Fox news ever.

      --
      i thought once I was found, but it was only a dream.
    190. Re:Next step to prevent PC piracy by Anonymous Coward · · Score: 1, Insightful

      You rarely need the CD to play a game anymore. Most game publishers let you purchase and just download the game. They may still require an Internet connection to play, but this isn't a problem for the majority of gamers.

    191. Re:Next step to prevent PC piracy by L0rdJedi · · Score: 1

      Valve showed that by dropping the price in half on the right game you can quadruple the sales, doubling your money.

      Doubling your revenue doesn't necessarily mean doubling your earnings. In some cases, the licensor of an underlying work (such as music, characters, a setting, etc.) wants a fixed royalty in dollars per copy, not as a percentage.

      Valve didn't seem to complain when this happened. In fact, they had a huge press release on it after the fact. That doesn't sound like a company that didn't like what they saw.

    192. Re:Next step to prevent PC piracy by tecnico.hitos · · Score: 1

      While DRM issues are becoming more and more publicized, it's still very unlikely that your average Joe is going to forgo the latest shoot-em-up or whatever just to try to make a point about DRM.

      Unless it makes their PC stop working properly. DRM or no DRM, they might become very hesitant to buying PC games.

      --
      The good, the evil and the vacuum tubes.
    193. Re:Next step to prevent PC piracy by L0rdJedi · · Score: 2, Interesting

      Maybe even some kind of forced government pool. I personally want there to be a huge investment in games and other entertainment and I think if people understood the whole process they'd agree.

      Here we go again trying to get the government involved. Why do people on Slashdot always see the need for the government to get involved in everything these days?!

      I think the reality is that there is a huge portion of the population that doesn't give a shit about game (PC, console) development. To them, and I know some of them, they would rather see it all go away. To them, it's a huge waste of time. I may enjoy it and you may enjoy it, but they don't enjoy it at all. A game like Day of Defeat, which I can spend hours playing at a time, they see as simply a waste of several hours a day.

      Some of these same people work with very high tech development projects and would rather just go outside and play frisbee or something else in their free time. The idea of playing a game on the computer that they just spent hours doing productive development work on sickens them.

      This is exactly why having a "forced government pool" is a stupid idea. We don't need the government involved. What we need are people that consider pirating a game to be "no big deal" to stop doing it. You even said yourself that you know someone that makes six figures and still pirates because buying the game is "stupid". That person is in fact ruining the industry for the rest of us. He gets entertainment value out of all those games, but isn't funding the necessary R&D to bring new games to market. He probably pirates all of his movies too.

    194. Re:Next step to prevent PC piracy by RAMMS+EIN · · Score: 2, Interesting

      ``What we need is to get closer to the root cause. We need stuff like student prices and lower prices on older games. There needs to be some education that games cost money to make, even indie games. Maybe even some kind of forced government pool. I personally want there to be a huge investment in games and other entertainment and I think if people understood the whole process they'd agree.''

      I think that people do agree that there should be enough funding to produce the entertainment they want. I also think that many people don't see the point in paying for it when they can also not pay for it. Both of these views are entirely rational. Which is why there is something to your idea of a forced government pool: that way, entertainment can get funded without those who voluntarily contribute footing the entire bill.

      A problem I see with a mandatory pool is that when you do that, people who don't consume the entertainment are still forced to pay for it. Since I don't consider entertainment as something the government should provide, I would be against people who don't consume it paying for it (and that includes paying for it through taxes that go to creating, exporting, and enforcing things like DMCA and ACTA). I also feel that entertainment would still be produced even in the absence of government stimulation (through direct funding from a pool, or copyright, or otherwise), even if it wouldn't be as abundant and impressive as it is now. I could live with that, though - I only consume an almost immeasurably small fraction of all entertainment that has been produced, anyway. In fact, I would probably be fine if the whole entertainment industry disappeared and all I that was left were what has been produced and preserved so far.

      Smarter minds than I have probably thought about this a lot more, so I would be interested to hear what other people think about all this. I'm sure economics students have done studies on the effects of various ways to stimulate creation of entertainment. Perhaps a better system has been devised already that I haven't heard about yet?

      --
      Please correct me if I got my facts wrong.
    195. Re:Next step to prevent PC piracy by EvanED · · Score: 2, Interesting

      You wanna know why there is so much piracy? it is because developers are retarded! As another poster recently said it is like the entire games industry has decided that Buggati roadsters are the ONLY way to go, and they are cranking out games that are $60+ in a world economy that is so dead I'm surprised peasant revolts aren't breaking out. Nobody has any money, those that do are using it to keep the roofs over their head, and they expect folks to shell out $60+ for a 5 hour game and THEN shell out another $25-$50 for the DLC which they ripped out the game in the first place to "maximize their profit potential". Yeah right!

      Except that as this article, and many others, illustrates, you're wrong. Machinarium was $20 and has a 90% piracy rate. World of Goo was $20 normally and had an 80-90% piracy rate. When the Humble Indy Bundle released their games for whatever price you wanted to pay (starting at $0.01), 25% of people downloading it from their servers were pirating it! And that doesn't count out-of-band pirating like TPB or whatever. And you could pay a penny.

      No, cost is not why piracy rates are so high.

      You could argue it's convenience -- you need a credit card to order the Humble Indy Bundle for example -- but not price. Personally I think it's just 'cause a crapload of people are selfish jackasses.

    196. Re:Next step to prevent PC piracy by Anonymous Coward · · Score: 1, Informative

      DRM is inconvenient.

      Not in the case of Steam.

    197. Re:Next step to prevent PC piracy by EvanED · · Score: 1

      If you have any knowledge of Game Theory, you'd realize that this is actually the best solution (given that DRM is used) - they make the same profit regardless of if I pirate or not (since I won't buy a DRM'd game) and I get the added benefit of playing the game.

      Except that this isn't an one-shot game; it's iterated. Thanks to people like you, they'll look at the piracy rates and be more inclined to use DRM in the future. You say "they're trying to destroy" your hobby, but from my view you're helping to give them the excuse to do so.

    198. Re:Next step to prevent PC piracy by rbcd · · Score: 1

      You assume that these groups are independent, whereas in fact the size (in real terms) of your 10% group depends on the 90%.

    199. Re:Next step to prevent PC piracy by vux984 · · Score: 1

      I can't cite a study, but I can present a small sample pool of about 10 people I know. When starcraft 1 first came out I pirated it and played it through, as did most of my friends, then in our last year of school, or first year of uni. Truth was, in my small town, the game wasn't even available as an original form for months after release. Years later I the game became available on a local online store for about $5, and I bought it.

      a) Without an actual study this is in an anecdote. I'm willing to bet that the number of people who pirated starcraft 1 was 90%+ despite your anecdote.

      b) Furthermore, you claim you bought it YEARS LATER for $5. So, the game was what, 50$+ when new? You bought it years later for $5. So you paid ~10% of what you 'should have'.

      Yes, there are many games that are good and have lower pirate to owner conversion rates than they should, but some games do actually have high conversion rates

      Given you paid ~10% of what you should have, I would argue that even if all of you and your 10 friends did this you STILL pirated 90% of its value. Attempting to justify piracy in this manner is just silly.

      That said, is piracy fair to game developers/producers? No, it's not! Is charging $60 for a game that provides only 3~4 times the entertainment time (8 hours game play) of a big budget Hollywood movie that costs way more than the game to produce and distribute? No! And HELL NO, when you consider the comparatively low costs of digital distribution that games are more amenable to. Furthermore, one has to consider that the primary market for the latest release games is broke students and poor high school kids.

      Give me a break. This argument is just not well thought out. If its not worth $60 to you than wait until the price is $5. And rationalizing it by comparing it to a movie is just silly... What's next? Should I compare it to dropping a dollar into an arcade machine that finishes you off in under 5 minutes? Suddenly 8hrs for 60 bucks is a good deal. After all '8 hrs of game play' in an arcade might well run you $100+. Or maybe we should compare it to a round of golf on a reasonably prestigious course? $100s of dollars for a few hours worth of walking in a park... and you can replay your video game... your money at the arcade or golf club is just gone.

      That said I agree completely that the video game market is defective, and that piracy is symptom not the cause. But I find your arguments are not connecting with the cause at all.

    200. Re:Next step to prevent PC piracy by RsG · · Score: 2, Interesting

      While part of me wants to agree with you, I feel I must point out a serious flaw in your logic.

      The hardware needed to run 3/4 of the games offered on GOG is incredibly cheap. You could pick up an Internet capable PC able to run most old games they offer for less than the price of a Wii, and less still if you already had a monitor lying around to use.

      For anyone who can run those $60 new releases, cost isn't going to be a problem. If you can drop a grand on hardware, half a hundred to buy a game is a drop in the bucket. Moreover, given the current length of the recession, and the average lifetime of PC hardware, most gamers will have upgraded since the recession began. I know I have.

      As an appreciator of classic games, I applaud your efforts to use grand old games and keep yourself amused with gameplay rather than shiny graphics, but I can't agree with the logic you put forward re: new games piracy.

      --
      Erotic is when you use a feather. Exotic is when you use the whole chicken.
    201. Re:Next step to prevent PC piracy by vux984 · · Score: 2, Insightful

      If I can play and beat the game in three hours, and it has no replay value, then it sucks.

      Did you enjoy those 3 hours? I find it telling that this didn't even factor into the equation of whether the game was good or not.

      Judging a game based on its length or replay-ability is as idiotic as judging a movie by its running time or the content of the DVD/blu-ray special features.

      And I can only assume you despise movies and books too which tend to have no "replay value" either, and which also only deliver a few hours of enjoyment for the cost...

    202. Re:Next step to prevent PC piracy by badboy_tw2002 · · Score: 2, Interesting

      Its hypothetically possible but probably not true for everyone. If I only had $20 and wanted to play two games that cost , one with no DRM and one without and available from a d/l site, I'd spend the money on the first and get the second one free. So its possible that the money went to some other game with stronger DRM. Possible, but probably not true for everyone. Its also possible that the people would have purchased no games ever, and just pirated whatever because they'd rather spend money on something that actually requires it instead of games, which are "free" and easy to obtain. Again, probably not true for everyone.

      The problem with all these things in piracy and DRM and people who sit on both sides of it is that there's no great way to run a controlled experiment and say "Look, 20% sold with DRM, 40% sold without" because you'd need to release the same product at the same time to identical but separate markets, one with DRM, one without. And that's just not happening. So here's reality: people will continue to pirate games, and PC games will continue to be sold as they always have. It was a small niche market before, it can continue to be that in the future. With complete, locked down hardware the console market will continue to be the leader in the big budget single player games, but you can still make enough to get along with 90% pirate rates if you can make a good product and make it cheaply. Despite all the pirates, the market is still there, its just not the market that some want it to be. Continuing to deny reality or find some technical solution where there is none won't change that fact.

    203. Re:Next step to prevent PC piracy by promythyus · · Score: 1

      This is very relevant, for me anyway. I used to buy maybe 1 or 2 games a year at a brick & mortar because I'd save my pennies and pay overpriced australian prices for it, $80 for a game. Now I have access to a credit card, I've bought more games than I can count (and have had time to play) on Steam for roughly the same budget.

    204. Re:Next step to prevent PC piracy by vux984 · · Score: 1

      and windows is not sold, what they sell you is the serial numbered single user license.

      Of course windows is sold. You can easily purchase a licensed copy of the software. Its your licensed copy. You may resell it. You may give it away. You own it. Of course they aren't selling you ip ownership but you didn't expect that did you? Windows is sold in pretty much the same way a book or a CD or a movie are sold.

      OEM licensing is a bit trickier, but in practice even then its still your licensed copy of windows.

    205. Re:Next step to prevent PC piracy by Anonymous Coward · · Score: 1, Interesting

      I loathe DRM, I haven't purchased any UBIsoft title since the Assassins Creed 2 online DRM (No Civilization V for me either with Steam). But to be honest I don't think we reflect a large portion of the purchasing population. I know quite a few people who earn considerably more then me that don't purchase software because it doesn't make sense if you can get it easily for nothing. I got Starcraft 2 as a birthday present and so I decided since it cost me nothing (and to of course give respect to the gifter) to give multiplayer a go with the gifter and one of my friends who can afford to but NEVER buys software..no LAN play, no way to play it together online with a cracked version...so for the first time he dished out cash on this game. As much as I hate to admit it, an online DRM system does work to convert pirates to paying customers.

      And as to bring up an already mentioned point, if you can afford the hardware to run the game, you can afford the game itself.

      However this may not be a popular opinion but I think my personal experience with purchasing indie games is that they are too expensive. Part of this is to do with how you can get very good quality and cheap games for the iPod touch/ iPhone , usually under $10 and sometimes cheaper then the PC version (for example Plants vs Zombies). I spent probably about $25NZ for World of Goo and the same for Torchlight, but I can purchased A rated titles brand new for similar pricing if I wait a year or so; whereas indie games tend not to decrease in price.

      Personally my opinion is to increase the overall value of purchasing the software (so this really applies to boxed versions); include things in the package that have real physical value, like art books, soundtrack CD's, posters, especially big full game manuals (check out the Civilization series). I love that stuff and when I don't have to worry about DRM I feel like the software is really mine whereas DRM makes me feel like I'm renting and so should pay a whole heap less.

      I recently paid $530NZ for Adobe Lightroom 3 and I swear that pirates could make a replica easily by how cheap it is...at that price I was hoping for a full manual but was disappointed with DVD with a paper label with the serial number on the back, no holographics....at least Microsoft put more effort into protecting their serial numbers.

    206. Re:Next step to prevent PC piracy by ravenshrike · · Score: 1

      I bought the starcraft battle chest, and then a couple years later lost the disk. Rather than pay money again, I downloaded it. Every now and then I download it again when I uninstall, reformat, etc... Thusly, number of times downloaded, especially as the game becomes older, does not indicate the actual piracy rate.

    207. Re:Next step to prevent PC piracy by badboy_tw2002 · · Score: 1

      Yes, its the link pointed to by the article. Its web based and you can download the game immediately from the site. Unless you're autodownloading the games with an RSS feed from the torrent site its not possible for the pirate version to be more convenient - there's absolutely nothing to install for the demo. People pirate shit because they don't want to pay for it. Denying that is like denying that DRM is convenient or somehow "manages rights".

    208. Re:Next step to prevent PC piracy by badboy_tw2002 · · Score: 1

      Doh. "Saying that DRM is convenient"

    209. Re:Next step to prevent PC piracy by capebretonsux · · Score: 2, Insightful

      If I can play and beat the game in three hours, and it has no replay value, then it sucks.

      Crysis anyone?

    210. Re:Next step to prevent PC piracy by stabiesoft · · Score: 1

      But why would anyone "buy" the game after being told "Hey I found this great game, download it for free at ...". You'd be a Homer Simpson if you paid after that. So no, I think you overestimate the value of total users.

      The thing I don't understand is how anyone can support the freeloaders. Its not like a game is food. Why do people feel entitled to get them for free? I don't care if it costs nothing to make another copy. It costs to make the program, and if you have a popular game you make money. The thing everyone forgets is all those games that fail. In the end the maker hopes the winners make more than the cost of the winners and losers.

    211. Re:Next step to prevent PC piracy by vux984 · · Score: 1

      I bought the starcraft battle chest, and then a couple years later lost the disk.

      So presumably you started out as a legitimate buyer and should be counted as such.

      Rather than pay money again, I downloaded it.

      Should this be counted as piracy or not? An interesting question. Can an individual be counted as both a legitimate user and a pirate of the same title if he bought it before pirating it?

      This ties into the group of people who buy a game, and then download it for the convenience of the drm cracks. (noCD, no online activation, etc...) Lots of legit users fall into this group. Counting them as pirates for the purposes of lost-sales is clearly not applicable.

      Every now and then I download it again when I uninstall, reformat, etc... Thusly, number of times downloaded, especially as the game becomes older, does not indicate the actual piracy rate.

      Upshot of your post "measuring piracy is hard". And I agree with that 100%.

    212. Re:Next step to prevent PC piracy by hairyfeet · · Score: 4, Interesting

      Lets see, I can buy this indie game I never heard of for $20, or buy the entire Freespace collection at GOG when it was on sale for $12. Which will I do? I would argue that $20 is too high, and the reason that "pay whatever" was a big fail is the kinds of folks that play indie games are the DIY types and frankly many of them just don't pay squat if they can help it.

      I mean look at how many enterprise admins had a royal living shitfit when it looked like CentOS was going tits up, why? Because these DIY types were running enterprise servers on a unsupported OS that's why! It is like how I was arguing Linux on the desktop is doomed to fail. The people that Linux appeals to, the geek hacker DIY types, simply would go somewhere else if Canonical started charging for Ubuntu, yet without serious money spent on R&D and bug fixes there simply won't BE any Ubuntu.

      It all comes down to finding an audience that will consider your product worthy of purchase and then giving them a good value. Hell I bought MoH: 10th anniversary even though I heard Airborne sucked! (which BTW it does BAD) Now why did I do such a thing? Because for $25 EA gave me MoH Allied PLUS both expansions, the directors version of Pacific Assault PLUS an interactive timeline of the Pacific War PLUS Airborne PLUS the music of MoH...all for $25. So it all comes down to perceived value for your dollar, and I would argue that if some indie guy isn't getting $20 for his game then the people he is marketing to simply don't consider it worth $20. Black markets will ALWAYS pop up where folks feel the price is too high, piracy is NO different, but sites like GOG and Steam have shown you can make money on goods that can be pirated, you simply have to give the user good value and make it convenient for them to pay.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    213. Re:Next step to prevent PC piracy by tpv · · Score: 1
      That's completely ridiculous.
      Replay value impacts the appropriate price-point, but that doesn't make a game "suck".

      There are plenty of movies that are worth renting on DVD for a few dollars, that are absolutely not worth watching a second time (because you know the ending). Do they automatically suck?

      Every game has some limits to how many times you want to replay it. For some games that's high. For others it's lower. That doesn't mean every game sucks.
      WoG provided you with 3 hours of entertainment. Is that worth $20? Perhaps not. Is it worth $3? I would assume so. (Surely you value entertainment at at least $1 per hour)

      Oh, and the other part of your thesis is also false - WoG has an OCD goal, where you try and complete each level within a set of defined limits (like number of moves, % saved, etc). I very much doubt anyone has hit all the OCD goals in 3 hours of playing. If you aren't interested in doing that, then that's your choice, but there certainly is replay value for people who enjoyed the game.

      --
      Read more of this story at Slashdot.Read more of this story at Slashdot.Read more of this story at Slashdot.
    214. Re:Next step to prevent PC piracy by smart_ass · · Score: 1

      I pirated World of Goo first ... then I bought it three times.

      Once for PC,
      Then on my Wii,
      Then most recently as part of that "Pay what you want" indie bundle a few months back.

      --
      Ouch ... did I just say that.
    215. Re:Next step to prevent PC piracy by FlyMysticalDJ · · Score: 1

      I thought the constant internet connection requirement was PART of the DRM, not a legitimate requirement to enjoy the game. If that indeed WAS the case, then you post is saying people's reasons for not playing the game were the DRM and the DRM. Which sounds about right to me.

    216. Re:Next step to prevent PC piracy by FlyMysticalDJ · · Score: 1

      But he was implying that the majority of gamers are dropping 2-3k on a computer. Which is insane. I've only known a couple of people in my life that spent that much on a computer to improve their gaming experience. I will give you, those 2 people probably did pirate the majority of their video games. But that's like saying I know that the MAJORITY of people jaywalking are running across the street to get away from the cops after committing a crime. Sure, some do, but the majority of people jaywalk so that they are not "inconvenienced".

    217. Re:Next step to prevent PC piracy by eiMichael · · Score: 1

      You are focusing on the wrong point. Just because people are freeloading doesn't mean you aren't meeting quotas and quarterly estimates. A product could have 99% piracy as long as that 1% actually pays the bills. If the DRM scheme causes a net loss of customers your DRM actually caused you to lose money, even if the piracy was 0.00%

      The data shows that people LOVE buying cheaper games, so much so that the income from those sales (when lowered enough) actually exceeds the income at launch time. Lowering prices costs nothing to do and apparently increases income.

      DRM has been shown to cause negative PR, bugs, and other defects. Those things have never lead to more customers or more income. All while costing money and time to implement and maintain.

      So the attractive option is to just drop prices by 75% and make more profit while paying $0 extra. Instead of spending thousands developing and maintaining, or just licensing out a DRM solution that will create nothing but disincentives to actually pay money for the product.

    218. Re:Next step to prevent PC piracy by CastrTroy · · Score: 1

      Personally, I think it won't be long, possibly 1 or 2 more generations, until one of the big 3 (Sony, MS, Nintendo) release a console with no disc slot, no memory card slot, and encase the motherboard in epoxy, such that nobody will be able to modify it in any way to run pirated software. The only software will come via download from their signed servers, and there will be no way to trick the unit into running unsigned code. The reason it seems that piracy has been possible with current and older units is because people have been able to put their own data on the unit, and then exploit a data execution bug. Either that, or attach a mod chip. Now, encasing the board in epoxy would make such feat beyond what most people would be willing to subject their game console to. It's hard to say whether such a unit would sell or not. Personally, I bought a Wii, and while I've put some software to play movies on it, and do some other thing for which sanctioned apps don't exist, I have paid for all the games I have for it, and don't run any pirated software on it. I only buy a couple games a year, as that's all I really have time for. I think there's a lot of people out there who pirate, but there's also a lot of people out there who just buy games, and aren't even aware of where to start pirating games, especially for consoles. It's a scary thing. Loading your own firmware onto one of these devices. Who knows what it's going to screw up. It's not like a PC where you can just format the entire thing and start over.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    219. Re:Next step to prevent PC piracy by CastrTroy · · Score: 1

      Even then, from what I recall, 2D Boy also reported that World of Goo has around 90% piracy. But I don't think they really care, because they still sold a ton of copies.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    220. Re:Next step to prevent PC piracy by omglolbah · · Score: 1

      I used to pirate every game I had installed. Everything that came out I downloaded and tested... Never bought anything.

      Why? I couldnt fecking afford a game. I usually got a game for christmas and a game for my birthday (which happen within a month of each other..)

      Now that I -do- have money I buy games. But I also 'pirate' games. Why? Because the damn DRM doesnt work. I have a stack of original games sitting in their original shrink wrap on a shelf due to it. I have all sorts of software installed on my machine. Debuggers and the likes. The DRM doesnt like that. It goes batshit insane and breaks on purpose.

      Steam works though, never had a issue with it. Hell, I just moved the install folder over to my new win7x64 machine a while back and had to do a quick update but 15 min later everything just worked... WITH all the 'hacker' software installed.

      Yeah, there is a high level of piracy but if you look at my above comment make one very important notice.
      The games I have bought but are sitting on a shelf wont be seen by anyone... the pirated installation on my machine will though. And if the app "phones home" it will be counted as a pirated version even though I have paid for the bugger.

      I'm not saying this is the full picture, but it is part of it and shouldnt be ignored.

    221. Re:Next step to prevent PC piracy by CastrTroy · · Score: 1

      This has a lot of truth to it. My business professor told a story to illustrate the same point. His wife goes out an buys a new leather jacket. When she gets home, he asks why she spent all that money on a new jacket. She says, it was on sale, So she save $100. To which he replies. Great, go out and buy 10 more and we can pay the rent. Nothing is every free. Whenever you see a sale, the business is still making money off the sale of the item. It is extremely rare that something is sold below cost.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    222. Re:Next step to prevent PC piracy by omglolbah · · Score: 3, Insightful

      To give a real world example of the issue of DRM....

      I love the Command and Conquer games. To such a degree that when the "First Decade" collectors box came out I wanted to get it even though I have all the games sitting -somewhere-. Couldnt find discs etc as I've moved several times since I bought the games... mess...

      I downloaded the pirated version just to have a convenient archive of isos.

      A few months later I found that my local gaming store had dropped the price by almost 30% for the pack. I didnt hesitate. I bought it and have it sitting in my collection now.....

      Onwards to the issue that arrose:

      I deleted the pirated versions and wanted to install completely clean versions. And I did.......

      What happened? "Please insert the Red Alert 2 play disc" or somesuch.... It would not detect the disc regardless of what I did. I tried a multitude of things but ended up giving up and re-installing the cracks.

      THAT is why I hate DRM. And THAT is why I will continue to wait for a crack to come out before I buy a game (steam games being an exception as they just -work-). I will not be left holding the bag on a shitty DRM scheme that breaks due to unrelated software installed on my machine. If I pay the 90 bucks for a game (which they cost here..) then I bloody well expect the fuckers to work when installed...

      Meh... "it is just an excuuuuuse" and "people are cheap" are also the default comebacks used for the past 10 years. Come up with something new will you ;)

    223. Re:Next step to prevent PC piracy by TheVelvetFlamebait · · Score: 1

      You've missed the point: did they sell more than they would have without the piracy, or less?

      It's nearly impossible to answer.

      No, pirates just want you to believe that it's nearly impossible to answer. The answer can be arrived at, with a fair degree of certainty, just by thinking about a couple of points:

      1) It's possible to gauge a game like World of Goo by other methods than downloading a full copy. For example, you could look at reviews, look at the previous history of the developer (well, not so applicable to some freshman indie efforts), ask friends who own it, or download a demo (very applicable to freshman indie efforts). Without piracy, people would employ these methods to try a game they were interested in. Plus, game sites tend to hype up games they're excited in, so that covers the "word of mouth" aspect. Basically, all the purported benefits of piracy can be found elsewhere, and would be found elsewhere, if piracy was not an option, and so, sales generated by the purported benefits of piracy would still occur without piracy.

      2) If piracy was beneficial financially to artists/publishers, then we would see the most financially driven artists/publishers flock to the piracy model. It makes no sense for them to rely on blocking piracy, even to the tune of spending millions, when they could get more money by allowing piracy. It's one thing to say that publishers are evil, but it's another altogether to say that they screw with us, just for fun, at their own massive expense.

      These two, in conjunction, provide fairly conclusive evidence that piracy, for the most part, hurts artists. It would be smarter for a pirate to make the argument that the benefits to the consumer outweigh the suffering of the artists, but even that has its flaws.

      --
      You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
    224. Re:Next step to prevent PC piracy by Totenglocke · · Score: 1

      Exactly - it is a repeated game, which after companies proving that every time they will take your money and fuck you over, consumers got to the point where it's better to pirate than to buy.

      They had a system that worked fine - cd-keys, disk check, and if it's multiplayer only one cd-key can be logged in at a time. That worked well enough and only a minority of people pirated because there wasn't much of a point unless you just wanted something for free. They changed the rules because they decided that used games were "stealing" from them (no, seriously, look around online and you'll find plenty of interviews with high level people at game companies who say that used games are the same as stealing) so they invented DRM to kill used games. Instead of killing used games, all they've done (so far) is cause their once loyal customers to boycott their new games and an increase in piracy due to the fact that you're punished for buying the game.

      You can make all the excuses you want, but you're supporting the assholes in charge of companies who forced things to be this way.

      --
      "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
    225. Re:Next step to prevent PC piracy by Barrinmw · · Score: 1

      But what about the game companies that rip off their customers? Shouldn't we punish them batman style? Vigilante justice FTW!

    226. Re:Next step to prevent PC piracy by EvanED · · Score: 1

      You can make all the excuses you want, but you're supporting the assholes in charge of companies who forced things to be this way.

      I'm not supporting them, because I don't buy many games. Most of those I do buy are some of those that Steam gives deep discounts on. I got SC2 because... well, because there was basically no way I was not going to, and I got Mass Effect 2 because (1) it's an awesome storyline and (2) it has only a disc check, but I think those are the first full-price games I've bought for a couple years.

      You can make all the excuses you want, but you're supporting the assholes in charge of companies who forced things to be this way.

      And you can make all the excuses you want, but if you're pirating games you're representative the main reason that crappy DRM is so prevalent.

      The choice shouldn't be "do I pirate or do I buy?", it should be "do I buy or do I go without?". Period, IMO.

      I'm sympathetic to the "I'm a kid and make no money" pirating argument a bit, because I was in that situation and pirated a bunch of software. And I'm not going to argue someone too much against that. But IMO it's completely unethical to pirate software simply because you disagree with the terms the seller set (i.e. if you disagree with the DRM). If you agree, buy it. If you disagree, walk away.

      If companies started losing sales of heavily-DRMed games because people weren't playing them instead of people pirating them, then most of them would snap back to their senses.

    227. Re:Next step to prevent PC piracy by MakinBacon · · Score: 2, Interesting

      But here's the problem: If I were to pirate a game, and then decide that it's so good my friends should all play it, I'm not going to go to them and say "Hey, this game is pretty good, you should go buy it". I'm going to give them a link to the same torrent that I got it from.

      Assuming that most of the people who pirate games and then recommend them to friends will employ similar logic (I see no reason why they wouldn't), the percentage of people who actually payed for the game will go down, and there will be no increase in customers.

    228. Re:Next step to prevent PC piracy by hairyfeet · · Score: 2, Insightful

      Who in the fuck modded this a troll? Do you HONESTLY think that in what may be one of the worst financial meltdowns in recent history, where unemployment has to be extended over and over simply because there ain't jobs to be had, where whole blocks of houses are abandoned all over the place and cities like Detroit are being torn down, that cranking out $60+ games is a WINNING strategy? Really? Because I got some nice swamp land to sell you buddy.

      As for the one who said "those with $1000 PCs capable of playing modern games can afford to buy" where the hell are you shopping at? You can build a nice AMD dual that'll play just about anything you throw at it for under $400, and that is with a legal copy of Win7! I personally thought I went a little overboard with mine, upgrading to a quad and getting 8Gb of RAM, but I still got away with less than $600 after MIR and again legal copy of Win7 HP. While the HD4650 I bought certainly isn't cutting edge, with its 1Gb of RAM it plays Bioshock II and everything else I throw at it at my LCDs native 1600x900 just fine. I have built decent gaming duals for folks for under $500, PC parts are cheap as hell if you hit a sale or two, and by the time you figure in the fact you can use it for jobs besides gaming I'd argue its cheaper than a console! Just because you have a PC capable of playing games doesn't mean you have money dripping out your pockets friend.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    229. Re:Next step to prevent PC piracy by Fieryphoenix · · Score: 1

      How do you know how many of the ten percent who bought it DID pirate it first before buying?

    230. Re:Next step to prevent PC piracy by Totenglocke · · Score: 1

      *sigh* You don't get it. First off, the reason so many people pirate today is because of DRM. I didn't know a single person who pirated games until after DRM became the norm and people were tired of being screwed over. Secondly, the choice is "do I buy or do I not". The only difference is that, since they make the same $0 regardless, there's no logical reason NOT to pirate it if you've already decided to not buy it due to DRM.

      But IMO it's completely unethical to pirate software simply because you disagree with the terms the seller set (i.e. if you disagree with the DRM). If you agree, buy it. If you disagree, walk away.

      Except that every major studio has switched to DRM to kill used games and to nickel and dime people. So, you say I should just give up one of my favorite hobbies. I say, fuck the bastards that are actively trying to destroy my hobby and I'll play anyways - but I won't reward them for destroying PC gaming with DRM.

      I've openly said many times that I fully support copy protection to prevent people from copying games. However, DRM, which serves no purpose but to tie your ability to play the game to the whims of the company, is completely and utterly unethical. The fact that you're defending them for putting it in there makes you a defender of DRM. If every car dealer started putting a credit card reader in the dashboard and you had to swipe your credit car and pay to start the car, would you really support the car dealers and say "if you don't like it, don't buy a car"? I doubt it.

      If companies started losing sales of heavily-DRMed games because people weren't playing them instead of people pirating them, then most of them would snap back to their senses.

      They already have started losing sales heavily. Hell, they've even been sued over it for the love of Farley. But they don't care, they just make up some more "piracy numbers" by randomly hitting some numbers on a keyboard and claiming that they need to rape customers even MORE to "stop piracy". The fact that no DRM has ever stopped piracy is a pretty glaring point that it's not designed to fight piracy. It's designed to make a used game worthless and to force people to buy Bioshock 5 because they turned off the servers for the DRM on Bioshock 4.

      I'll leave you with a quote - "We must all fear evil men. But there is another evil that we should fear most - and that is the indifference of good men". You, my friend, are indifferent. I choose to fight those who desire is to harm and take advantage of people, all while making a profit while their customers lose.

      --
      "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
    231. Re:Next step to prevent PC piracy by luther349 · · Score: 1

      funny the world of goo guy even said anything. they did a experiment with his game included. pay what you what for the games and you own it. the avg for windows users was 8$ the linux side 14$ and osx 10$. and they raised millions in that test. rember there test would have been 1 cent to whatever you could possibly put in. and the avg was still the above. they also intently left there server open to pirates just to see what would happen. btw i payed 20$ for the game pack they did that with. alot of them are awesome games a couple i didn't care for. so dispite the mass pirating they still made off like bandents in terms of cash flow with no set price. they donated it to the fsf btw. so it proves even with the high piracy rate it does not = lost sales being the ones that do pirate will not buy it no matter what. but at least pirates tell there friends abought it and they might buy it if its a good game.

    232. Re:Next step to prevent PC piracy by luther349 · · Score: 1

      world of goo has no price tag anymore its part of the set your own price package they are doing. one price for 5 games.

    233. Re:Next step to prevent PC piracy by Ihmhi · · Score: 1

      And every piece of entertainment media that wins multiple awards is very good and anyone who thinks otherwise is flat-out wrong.

    234. Re:Next step to prevent PC piracy by luther349 · · Score: 1

      ea removed that drm and the steam version uses steams drm witch most people don't mind being it works on or offline and has no real limits on use. so you can now go enjoy spore.

    235. Re:Next step to prevent PC piracy by luther349 · · Score: 1

      drm is fine as long as its not totally insane. steams drm bothers nobody and does not mess with are pcs. apples now removed drm also was hassle free. so as long as drm isnt doing what you say messing with the control of are pcs i have no problem with it. but i have seen that type spores now removed drm ubisofts etc those need to go away forever.

    236. Re:Next step to prevent PC piracy by xmorg · · Score: 1

      Yea, I downloaded silverfall demo from steam and it had some kind of anticopy driver that was blocked by windows 7. the demo never worked. Thank God I didn't but it. Severe antipiracy steps are killing the industry.

    237. Re:Next step to prevent PC piracy by Otto · · Score: 1

      And I can only assume you despise movies and books too which tend to have no "replay value" either, and which also only deliver a few hours of enjoyment for the cost...

      Not necessarily, but in general, yes. If it's only worth watching once, then it's probably a poor film. If it's only worth reading once, then it's probably a poor book.

      Think of your favorite movies. Do you watch them again? Do you own them on DVD? Do you buy movies on DVD that you don't want to watch more than once? Why not?

      Same basic principle at work here. Replay-value is an important part of a purchase decision. I don't buy DVD's until I've seen the movie already, why would video games be any different?

      --
      - Give a man a fire and he's warm for a day, but set him on fire and he's warm for the rest of his life.
    238. Re:Next step to prevent PC piracy by Otto · · Score: 1

      Actually, I paid five bucks for it, and afterwards I wanted my money back.

      As for the OCD goals, I hit more than half of them on my first (and only) play through. The game was trivially easy, I'm afraid.

      It sucks for a lot of reasons, replay-value is only one of them (although it is the main one, IMO).

      --
      - Give a man a fire and he's warm for a day, but set him on fire and he's warm for the rest of his life.
    239. Re:Next step to prevent PC piracy by totally+bogus+dude · · Score: 1

      Yes. It's also interesting that their response to the high piracy rate is to lower the price of the product.

      The implication here is that the initial price was too high. They started out at $20, but who's to say the game has $20 worth of value? They face the same problem all other entertainment faces: how can you know the value of the entertainment until you've experienced it? If I play the demo, will I decide the full game is worth $20? How can I possibly know that? Lowering the price improves the odds that the gamble will pay off, i.e. it will be worth the money. Several people in the comments for the story have already said they'd never heard of the game, and having looked at it wouldn't pay $20 for it, but are picking it up for $5. $20 isn't a huge amount of money, but I think there's a significant psychological effect here. Five bucks is well within the realm of casual impulse buying. Twenty is stretching it a bit.

      More interesting to me is their methodology for determining the piracy rate. I didn't see any indication of that. I also didn't see any comparison to other titles (with DRM) which have similar exposure and potential audiences. Big-budget titles with massive advertising campaigns probably have a lower piracy rate, because casual gamers (who don't know how to download things) are more likely to buy them; it's hard for a small developer to reach that kind of audience though. Even so, comparison to similar style games from big publishers would be interesting. 90% sounds like a horrible ratio, but if the industry average is 85% and these guys didn't have to pay anything for DRM and associated support costs, then maybe it's actually a win.

      Another issue is online sales. While I personally "only" buy things online, in the game forums I'm active in there's always people who are only interested in the box version and will not, or cannot, buy the game online. I'm sure a lot of the people who pirated the game had no intention of ever buying it; not because of the amount of money, but because they're afraid or unwilling to buy digital goods.

    240. Re:Next step to prevent PC piracy by M8e · · Score: 1

      By that logic, companies should be able to have you work for free.

      Yes if i am stupid enough to not have some sort of contract.

      And only pay you based on your job performance. You suck at the job, YOU GET NOTHING. You are mediocre at your job, you get minimum wage. You are excellent at your job, you make comparable money to anyone else that performs your same job duties at that level.

      It's called piecework or Performance-related pay.

      This logic should be applied at EVERY TASK you perform.

      Only if it says so in the contract.

      That is your argument,

      No that is not my argument. My argument is that i never asked you to make a game or shovel my driveway, and if you have done either without some sort of agreement with me you can't demand/expect me to pay.

      It's your own responsibility to make sure that you have a working business model.

      If you can't sell seashells by the seashore it your own responsibility to find another business model that work. Like making necklaces out of them or selling them to fish/pet stores.

    241. Re:Next step to prevent PC piracy by Mr.+Freeman · · Score: 1

      "Hellgate:London (the next game from the developers of Diablo 2)"

      Hellgate london was developed by SOME of the people that had formerly worked at blizzard, some of which had actually worked on diablo. Of course blizzard, as a company, had nothing to do with hellgate london at all. To say the hellgate london "was the next game from the developers of diablo 2" is, at the very least, misleading.

      Blizzard hasn't shown the same lack of attention to their games that you describe. Starcraft II doesn't require you to be online to play it (if you can't log on it gives you a "play offline" option), WoW is being constantly updated (although I'm sure the same attention wouldn't be there were there not a subscription fee involved). The DRM in starcraft II and WoW is the most transparent that I've ever seen in my life. I've never once had an issue with it (I've had multiple issues with steam and other DRM schemes). I'm not familiar with diablo but I haven't heard the complaints that you seem to be describing.

      --
      -1 disagree is not a modifier for a reason. -1 troll, flaimbait, redundant, overrated are NOT acceptable substitutes.
    242. Re:Next step to prevent PC piracy by KingKaneOfNod · · Score: 1

      The "$2500 overclocking gaming monster" crowd will easily spend $500 on their rig just on the case and the cooling alone.

      Actually I know people who build these things. They don't spend money on games because they don't play games - they spend all their time benchmarking, overclocking, setting up RAID arrays, etc. And when that's done; they move onto something else entirely.

    243. Re:Next step to prevent PC piracy by Mathinker · · Score: 1

      Inherent value != value. This is a strawman which gets raised over and over again in the discussions here about "how the creator should get paid".

      Or are you willing to spend the rest of your life without any form of entertainment, which you do not generate yourself, if I pay you $1?

      What is true is that the value of entertainment is constantly decreasing, because of the market being swamped by free alternatives.

    244. Re:Next step to prevent PC piracy by Sam+the+Nemesis · · Score: 1

      How many of those "pirates" live in places where $20 is a more than a whole day's wage?

      Probably not many. Since they also probably won't have an internet connection or a PC in the first place. Think about it.

      In India, for $20 you can easily get 2 months of unlimited internet, and for vast majority of population, $20 is more than a whole day's wage. Almost everyone pirates software here because most of it is not affordable even for upper middle class family.

    245. Re:Next step to prevent PC piracy by N0Man74 · · Score: 1

      Still, how many, if any, of the 82% who pirated World of Goo would have bought it on their own?

      Well, at least one...

      I pirated it, tried it, really liked it. I believe I ended up paying $10 or $15 once there was a special deal for it. I haven't even played (or even reinstalled) since I bought it again, but some of us definitely do buy games after trying them out.

      On another note, I also pirated Civ 4 (during a time where I was having trouble finding a job and couldn't afford to buy it if I wanted to). I played it for a good year on the pirated version probably. Maybe two years.

      However, once my financial situation improved, I bought Civ 4 and both expansions so I could be legitimate and give them a small bit of profit of deserved profit.

      In addition, I even bought all these games a second time off of Steam, because it was on sale and I decided, "what the hell. This way I don't have to worry about finding the CDs when I play." In this case, not only did I buy a game that I pirated, I bought it twice.

    246. Re:Next step to prevent PC piracy by hairyfeet · · Score: 2, Insightful

      Hey I gotta agree with you there buddy. I have a friend that knock on wood will be benefiting from this last unemployment extension. Is he "sitting on his ass, taking drugs and not looking for work" as I saw one conservative put it? Fuck no! But after the company he was working for downsized (managing to hit just about everyone who had been there awhile and was making a decent wage, natch) Terry found out quickly that at 50 his job prospects in this economy are slim and none.

      Now his wife has had to get on unemployment because she has carpal tunnel so bad in her right hand she can't even lift a glass with it and if things don't pick up I'll be amazed if they'll be in their home this time next year. I seriously think those conservatives screaming about the "lazy unemployed" need a fucking reality check and ought to have to spend 6 months working a real job instead of sitting on their asses and collecting bribes...err I mean campaign contributions.

      I live in one of the rural states (AR) and people are shopping at Goodwill and working 2 jobs just to stay alive, if they are lucky enough to find a second job that is. I think everyone in America should be fucking ashamed that we have had 7 old folks die this year simply because they were afraid to turn on their AC for fear they couldn't pay the bill. I'm only glad my grandpa who fought and suffered in WWII and Korea isn't here to see this, because frankly you could probably power half the state with the amount of revolutions that man is spinning in his grave. This is NOT the country he and so many of his generation fought and bled for!

      --
      ACs don't waste your time replying, your posts are never seen by me.
    247. Re:Next step to prevent PC piracy by lilrobbie · · Score: 1

      Nolstagia leads to 90% piracy? I thought it led to low sales... not high piracy rates. Or are you saying nostalgic people are more likely to be cheap pirates and the solution is to only make games that appeal to non-nostalgic experiences?

      I am not sure I understand this link between nostalgia and piracy rate so well... :S

    248. Re:Next step to prevent PC piracy by lilrobbie · · Score: 1

      You're missing a vital number required for that last assertion: how much did the DRM cost to implement? (Note: this includes support costs, associated DRM infrastructure such as authorization servers, packaging of unique CD keys etc.)

      If those costs are larger than your 10% sales gain... well... your DRM decision created a business loss and was therefore a foolish choice ;)

    249. Re:Next step to prevent PC piracy by Amarantine · · Score: 1

      Bad example, in Starcraft's case: if you register your game serial at Blizzard, you have access to download it from their site. (I didn't even install SC2 from the disc it came on, i just entered the serial and downloaded it, couldn't be arsed to insert the disc.)

    250. Re:Next step to prevent PC piracy by EvanED · · Score: 2, Insightful

      *sigh* You don't get it. First off, the reason so many people pirate today is because of DRM.

      No, that's not "the" reason so many people pirate today. You're fucking posting in a story about how a DRM-free game is holding a sale because of 90% piracy rates, and this is not the first time a similar story has come up on /. The Humble Indy Bundle was distributed without DRM and letting people pay whatever they want (down to a penny!), and a quarter of the people who downloaded the games from their servers were pirating it!

      The numbers don't add up to match your anecdotes.

      Except that every major studio has switched to DRM to kill used games and to nickel and dime people.

      People say the intent of DRM is to kill the used game market, and while that is a fortunate-to-the-studios side effect, I'm not convinced it's the main reason. Look at consoles... the used market in console games is healthy enough.

      No, I actually think that, in most cases, the people who decide to use DRM actually think it will help the piracy problem.

      The fact that you're defending them for putting it in there makes you a defender of DRM.

      Where did I defend them for putting in DRM? I said it's their right to make that decision, and that it's not your right to decide that you're going to play anyway, but I never said that them using DRM was a good decision or that they should do it.

      If every car dealer started putting a credit card reader in the dashboard and you had to swipe your credit car and pay to start the car, would you really support the car dealers and say "if you don't like it, don't buy a car"? I doubt it.

      So first of all, your analogy doesn't quite line up in a very important aspect. Assuming what you're getting at is that, in your car analogy, you would hack your car, then the analogy is more like "I'll buy the game but try to hack it so that the DRM doesn't do its job." And that I will say is ethical, assuming that you don't then distribute the hacked version. (Distributing instructions on how to do the hack is fine.) But that's not what you're trying to justify doing.

      Second, in the analogous world, not every car dealer has installed the interlock, just all the big ones. There would still be a few out there, including some dealers that sell quite nice cars at affordable prices, that don't. And in such a world, why would you go to the big dealers that use the interlock? (Of course this hints at another big problem, which is that you'll probably only have one or two cars, but many games.)

      The fact that no DRM has ever stopped piracy is a pretty glaring point that it's not designed to fight piracy.

      That's not a very good point considering that (1) DRM by its very nature is essentially impossible and (2) there have been reasonable successful DRM schemes short-term. I mean, consider Assassin's Creed 2, mentioned elsewhere in the comments to this story. That DRM went for about a month before being cracked. If you buy the popular lore that a substantial proportion of the copies of a game are sold shortly after release for most games, then that DRM was actually reasonably successful.

      I'll leave you with a quote - "We must all fear evil men. But there is another evil that we should fear most - and that is the indifference of good men". You, my friend, are indifferent. I choose to fight those who desire is to harm and take advantage of people, all while making a profit while their customers lose.

      I am not indifferent -- I have passed over games because of their DRM (e.g. Spore, C&C 4). However I don't pretend that I have some right to play the games that I choose simply because their publishers implement unreasonable DRM.

      To be snarky, I'm actually usually willing to accept some inconvenience for my principles, unlike you.

    251. Re:Next step to prevent PC piracy by julesh · · Score: 1

      Did you enjoy those 3 hours? I find it telling that this didn't even factor into the equation of whether the game was good or not.

      Judging a game based on its length or replay-ability is as idiotic as judging a movie by its running time or the content of the DVD/blu-ray special features.

      Even assuming he did, $20 (or whatever) is basically too much to pay for 3 hours of entertainment. I can buy a novel for $7 and that'll provide at least 10.

      I don't buy many games, but the ones I do buy are always ones that I can replay time after time - Civ4 was the last one. I think I must have had over 100 hours out of that so far, and I'm still playing.

      Yes, length is not the only factor. But even assuming the game is fun, length/price is a very relevant consideration. I'd call it "value for money".

    252. Re:Next step to prevent PC piracy by lilrobbie · · Score: 1

      If it can double sales then it would have to cost more than the entire game development budget to be be a waste...

      That's actually not true. Doubling your sales is a meaningless figure. Essentially: Profit = Sales Profit - Development Budget (including some per-sale costs such as media, support etc.) So... doubling your sales has an unrelated affect on your profits... that is 2x the number of sales does not equal 2x the profit!

      DRM is a business decision. The ONLY question that you can ask is does the increase in sales profits caused by implementing DRM make up for the expense in implementing DRM in the first place. And don't think this is terribly cheap. Look at the factors involved
      - Support costs for systems that are not compatible with your DRM (and any associated refunds) (ongoing costs)
      - DRM servers & upkeep & bandwidth (on-going)
      - Customization of packaging if a CD key or similar is used
      - False positives or other broken forms where the DRM did not work correctly (ongoing costs)

      And then you still only get benefits from DRM if your game doesn't get cracked. If your game gets successfully cracked (a lot do), your DRM "value" is even more questionable because the DRM no longer functions. That is the problem with this however... the numbers are impossible to calculate, because one can never accurately gauge how many of the pirated copies would have purchased, or how many of the purchased copies would have pirated if able.

    253. Re:Next step to prevent PC piracy by mustPushCart · · Score: 1

      I'm sorry, but in my experience the vast majority of pirates will pirate virtually everything and play it. And when something really special comes out they WILL buy it. You can tell when they are excited cos they come up to you and say "Dude, i'm GETTING that game". And you know they are going to buy it. Everyone knows the argument that every pirated copy is not a lost sale, hence perfect DRM wont give you a 1:1 pirated copy to sale ratio. However it WILL result in significantly higher sales, twice as much is a lot. Hopefully that will bring the price of games down creating a somewhat regenerative cycle of price cuts and sales (assuming every game is not a $100 mil bonanza like starcraft 2 is). People will realize that games provide a much higher entertainment time : price ratio than do movies. Pirates will suddenly find themselves with nothing to do because they cant play, will have to spend a bit on the games that they realllly want and will buy. The only downside that i see to this entire thing is since people will only have so much money, they would like to spend it on games that can suck up a lot of time or have established credentials. A game like GTA 4 will florish as will games with strong multiplayer components. But games which have a short quick singleplayer experience will suffer i.e. indies.

    254. Re:Next step to prevent PC piracy by Xeno+man · · Score: 1

      You say that like it's as simple as flipping a switch, DRM On or DRM off. DRM takes time and resources to implement, and there are many levels of DRM and the stronger you make it, the more it costs to run, especially as you get into the Requires internet connect to use type.

      DRM may double your sales but there isn't much point if it triples your costs.

    255. Re:Next step to prevent PC piracy by TheTurtlesMoves · · Score: 1

      Wrong. It'd probably surprise you, being a US citizen land of the marketing giants...

      I live in Eastern Europe you insensitive clod. We are not 3rd world. GPP suggested 20 bucks was a months salary for these "3rd world" places, yet a reply to my post by AC says that eastern Europe may be earing 1000EU a month (I am getting 3x that). This is not the same by even an order of magnitude.

      If you getting 20USD per month of purchasing power, you either don't have a computer, or you have one thats so slow that most modern games are not going to run anyway.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    256. Re:Next step to prevent PC piracy by TheTurtlesMoves · · Score: 1

      Which is not what the original post claimed. It claimed that 20 buck is a months salary. Eastern Europe is not what people consider "3rd world"-We buy iphones, have laptops and we have well equipped university's etc.... Note that the original meaning has changed a lot since the cold war.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    257. Re:Next step to prevent PC piracy by TheTurtlesMoves · · Score: 1
      to quote the original quote:

      How many of those "pirates" live in places where $20 is a more than a whole day's wage?

      Eastern Europe does not fit into this. And as someone living there, I was never suggesting it was.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    258. Re:Next step to prevent PC piracy by IBBoard · · Score: 1

      DRM is inconvenient. At the minimum, you have to insert a disc

      Nah, doesn't work like that. It used to be the case that DRM had to work that way, but then Steam came along and changed things.

      Yeah, now you've got to hope that a) your Internet connection is up, which entails b) being within range of an Internet connection (i.e. not travelling), as well as hoping that c) the Steam servers are still up.

      I'd take "CD in the drive, but I can play it in 10, 15 or 20 years time" (which I've gone with games - 15 year old ones) versus "crap, the servers have gone or I'm not online so I'm out of luck" any day of the week.

    259. Re:Next step to prevent PC piracy by Fumus · · Score: 1

      piracy by people in countries entirely too poor to ever pay retail for games

      He was talking about other countries, so why not Eastern Europe?

    260. Re:Next step to prevent PC piracy by TheTurtlesMoves · · Score: 1

      Poland was the giveaway.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    261. Re:Next step to prevent PC piracy by shnull · · Score: 1

      wow, i never even heard of it ... if it's that good maybe i should download and see what the hype is about ;-) nice way to get a free commercial anyway

      --
      beware he who denies you access to information for in his mind, he already deems himself to be your master (SMAC-ish)
    262. Re:Next step to prevent PC piracy by Dangerous_Minds · · Score: 1

      Popularity doesn't pay the bills when 90% of your players aren't paying for the game.

      Unless, of course, a million people pirated the game. A 10% sale rate sounds better and better the more it is pirated.

      --
      Daily read for tech news: Freezenet.ca
    263. Re:Next step to prevent PC piracy by Fumus · · Score: 1

      What?

    264. Re:Next step to prevent PC piracy by thegarbz · · Score: 1

      That is a stupid argument on so many levels.

      a) The kid may have saved up all year for his $2500 uber PC.
      b) The kid may actually more realistically have a $500 computer which can play left4dead2 at 1920x1080 just fine like my $500 machine can.
      c) The kid may be playing this very game with a 90% piracy rate on a 6 year old second hand laptop. (This game runs just fine on that kind of hardware)
      d) The kid who has no money because he spent it all saving up for a year for a $2500 would be the exact person to pirate the game for trial purposes because he has no money left.

      e) Or better yet the kid who had $2500 for his uber PC who likes to annihilate people online is also likely the 10% group who actually buy games. You know the competitive players who buy games so they can get the full online experience, and are used to buying and paying for games, and who have the disposable cash to support their hobby.

      But good work on assuming someone's completely unknown financials based on the complete unknown of the hardware they own to boost your own argument.

    265. Re:Next step to prevent PC piracy by cp.tar · · Score: 1

      90% of the copies were pirated. NINETY PERCENT.

      Coming from a pirate-heavy market (and one where pirates don’t actually make money; casual piracy is the norm), I can tell you that 90% is a rather low piracy score. ;)

      If only 10% of people who pirated the game would have bought it instead, this small consumer-friendly company would have almost DOUBLED what they made from the game. ... and piracy is not their "only choice". Since when are people entitled to have whatever they want no matter their ability to pay - especially things that are merely entertainment?

      They are not, but if they’re not going to get in trouble for it...

      I am not much of a gamer, but I’ve heard good things about Machinarium. I have just purchased the game; $5 is really quite affordable. I might have done so sooner had I known it was not a Windows-only game.

      I used to pirate games as a kid. We all did, here in Croatia, and most still do, since prices are usually much higher than in the US, while our income is much lower. Nowadays I am a very casual gamer, but I do purchase games from time to time. Mostly older ones, or something on discount. That’s how I grabbed Tales of Monkey Island: $20 for all five episodes, along with a small bunch of Mac software in Macheist’s last heist.
      That kind of pricing makes the offer too tempting: I cannot not pay. I’d feel as low as stealing a chewing gum.
      I’d feel less guilty if I pirated a bloody expensive game, especially if it had low replay value. Yeah, nice, but it’s play and forget; that kind of piracy harms no-one the same way a pirated film I only ever saw a half of and then erased harms no-one.
      Pirating a cheap and good game, however, just feels low. And cheap. In a bad way.

      Now excuse me, I have to see what I’ve downloaded.

      --
      Ignore this signature. By order.
    266. Re:Next step to prevent PC piracy by Andorin · · Score: 1
      Welcome back to another edition of Let's Count The Fallacies, everyone.

      What other professions are expected to work for free.

      Aside from any involved in the IP industries, you mean? Why, none. Do you know why? Because no other professions are involved in anything resembling IP. There is nothing that resembles IP except other IP. Just about every other profession out there deals in either products- physical objects that are scarce and individually valuable- or services, which, while being intangible insofar as they are not physical objects, are still measurable and, perhaps more importantly, scarce. And right now there's a tug-of-war going on over IP: Media corporations want copyrighted content to be considered as a product, what with their DRM and their lobbying for harsh copyright, law that artificially equates information to physical property. Everyone else wants it to be more akin to a service, owing to the widespread disdain for DRM and the idea that publicly available information can be owned, but not-uncommon acceptance towards services that provide said content, such as Steam and Spotify. The reason for this? Media corporations are stuck in the past, with their near-universal control over content. Technological change has handed that control to everyone else, and they're pissy about it. Welcome to the War on Piracy.

      TO GIVE THEIR PRODUCTS AWAY WITHOUT THEIR CONSENT.

      With amusement I note your comparison of a copyrighted work to a physical product, as I spoke of above. Anyway. Judging by your use of CAPS, I assume you think it's unfair that rights holders should be "forced" to give away their works for free whether they like it or not. Your implied assertion depends on an idea that I challenge: that it is okay for a rights holder to restrict publicly available information like that in the first place. Why is it okay for someone to put a certain piece of information out into the world, where anyone can see it, and yet say that certain people cannot do so? Why is it okay to set terms on something that is infinitely reproducible at no cost once it's put out there? Modern copyright must be justified before piracy can be attacked from the moral "high ground" of copyright; after all, copyright is not a self-evident right. It is a privilege that exists because we allow it to, although a bunch of people don't much like how far towards the rights holders the social contract of copyright has skewed.

      You are REFUSING to pay a person for their work by pirating.

      Do you know this for a fact? Can you honestly say with absolute certainty, and with reasoning to back it up, that when Alice downloads a movie, she is costing the producers of that movie a sale? Do you, in other words, believe that every download is a lost sale? Of course you don't. It's a ludicrous assertion. After all, who knows whether Alice plans to buy a copy of the movie if she likes it enough? Who knows whether Alice already owns a copy of the movie and is creating a convenient digital backup? Who knows whether Alice plans to edit a few seconds from that movie into a project she's working on? There could be plenty of legitimate reasons for downloading that movie. Categorizing all of them as piracy, plain and simple, is intellectually dishonest.

      Perhaps you feel the urge to interrupt me and claim that you aren't talking about anything like that, but rather, you speak of those who willfully download the movie instead of buying it. Well, sure- if they're capable of doing so, they ought to support the artists (read: artists, not corporate middlemen) whose work they enjoy. And perhaps those are genuine lost sales. But if so, there really can't be that many people like this. After all, if everyone acted like this, the media industries would have tanked years ago... yet they're still around, and some are more profitable than ever. So I guess there can't be that many "true pirates," can there?

      --
      That Anonymous Coward guy is pretty annoying. Can we have the government censor him or something?
    267. Re:Next step to prevent PC piracy by biscuitlover · · Score: 1

      Actually I'd argue that you're perpetuating some fallacies yourself.

      1. Semantically you're correct, but what does this prove? Copying something for free instead of buying it is still hurting the person who made the game/album/whatever.
      2. I'd agree that anecdotal evidence isn't worth much, but maintaining the opposite without any proof of your own is just as bad.
      3. Can you really say that -all- DRM is customer hostile and ineffective? A lot of it is undeniably awful, but many companies are just doing it wrong.
      4. "if you're buying mainstream... you're doing practically nothing for the actors or musicians" - but by pirating you're doing actually nothing for them. This is the only way these guys are making a living, and no, not everybody is able to do live shows (see many composers, producers, electronic musicians etc.).

      Fundamentally, copyright is there to protect people who put time, money and effort into creating something. It's not some evil oppressive force that's out to steal your rights and rip you off, though I think it would be fair to put certain companies into that category.

    268. Re:Next step to prevent PC piracy by cp.tar · · Score: 1

      Maybe if they had reduced the price of the game to 1/2 what they were charging then the piracy rate might have gone down to 60%. That would earn them twice as much as well.

      There is an optimum price that delivers maximum profits in the face of piracy. I doubt anyone in the gaming industry has tried to find it.

      Maybe.

      When I learned of this deal, I told a few friends. One is practically broke until the 17th; he would have bought the game if the discount lasted until he got paid. He will now probably pirate it, unless I decide to be a saint and buy it for him.

      --
      Ignore this signature. By order.
    269. Re:Next step to prevent PC piracy by cp.tar · · Score: 1

      Popularity doesn't pay the bills when 90% of your players aren't paying for the game.

      Actually, it does. Because for every nine pirates, someone buys the game. Which is usually much better than no-one buying it at all.

      --
      Ignore this signature. By order.
    270. Re:Next step to prevent PC piracy by smallfries · · Score: 1

      My internet connection doesn't go down because I pay for a decent connection and I live in a country that expects broadband to be permanently available. If I'm going to be away from home then offline mode seems to work fine in Steam.

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    271. Re:Next step to prevent PC piracy by dzfoo · · Score: 1

      Has anybody considered the possibility that perhaps the game is not really that good? Perhaps only a very few thought it was worth paying for, while many more discovered the game, and pirated it to check it out. It is conceivable that the latter group may have thought the game good enough to check out but not worth the price.

      This scenario implies that imposing DRM would not have helped at all. I would even posit that it would have hurt sales, by limiting the exposure that the game had.

      In any case, percentage of users means absolutely nothing. There is no reliable or realistic way to identify which of those pirated copies would have turned into a sale had piracy not being available.

              -dZ.

      --
      Carol vs. Ghost
      ...Can you save Christmas?
    272. Re:Next step to prevent PC piracy by smallfries · · Score: 1

      Well I'm used to software companies claiming that they are not selling you a physical product. Value are not alone there. At least they are on record as saying they will switch off the authentication if they do go down, so yeah I do believe that I've paid for something that I'll get to keep. Not quite buying it, but close enough.

      But lets be clear about who is being "cute" here. It's a clear choice between three options:

      • "Buy" a game on Steam and accept the small risks that it may not last forever. Developer gets paid.
      • "Buy" a physical game, accept the smaller risks that the disk gets damaged. Developer gets paid.
      • Download a ripped off copy, developer doesn't get paid

      Remind me, which option are you advocating again?

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    273. Re:Next step to prevent PC piracy by dzfoo · · Score: 1

      So what you are saying is that the actual price that the market will bear is not enough to cover your expenses, and yet this is somehow the consumer's problem?

      I agree with the OP that the piracy issue suggests a problem with the price and perceived value of the product. DRM is not going to fix a broken business model.

              -dZ.

      --
      Carol vs. Ghost
      ...Can you save Christmas?
    274. Re:Next step to prevent PC piracy by ultranova · · Score: 1

      The Humble Indy Bundle was distributed without DRM and letting people pay whatever they want (down to a penny!), and a quarter of the people who downloaded the games from their servers were pirating it!

      And it made over a million dollars.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    275. Re:Next step to prevent PC piracy by dzfoo · · Score: 1

      >> Many cheapskates will pay if they can't get it for free, especially if they really want that game.
      (emphasis mine)

      And herein lies the argument: all things being equal, and all games being as desirable, yes, a cheapskate would purchase them. But what if not all things are equal? What if not all games provide the same sort of attraction? What if the game is good enough to play but not worth the retail price?

      These two are not mutually exclusive, yet this single point seems to be missed by virtually everyone involved in this discussion.

      It is certainly conceivable that a cheapskate will not purchase a DRM-laden game for, say, $50.00 USD just because he cannot play it for free, while at the same time he may jump at the chance if the same game was offered for just $30.00 USD, sans DRM.

              -dZ.

      --
      Carol vs. Ghost
      ...Can you save Christmas?
    276. Re:Next step to prevent PC piracy by hotrodent · · Score: 1

      You wanna know why there is so much piracy? it is because developers are retarded! As another poster recently said it is like the entire games industry has decided that Buggati roadsters are the ONLY way to go, and they are cranking out games that are $60+ in a world economy that is so dead I'm surprised peasant revolts aren't breaking out.

      The developers of Machinarium are certainly not asking for much dollar wise for a game that, bang-per-buck, it's completely worth it.

      A friend put me onto the game. She bought it specifically to play in Linux but found that it was missing from the CD version of the game.
      She emailed the supplier, showed proof that it was purchased, and within a couple of hours was sent a download link.
      That level of great customer service from an independent developer, plus how cool the game looks - I had my credit card out in seconds!

    277. Re:Next step to prevent PC piracy by Richard_at_work · · Score: 1

      You do realise that referrers only get passed if the site itself provided a link to the destination? Simply having the page open and clicking on a favourites option, or typing in the url does not generate a referrer for the currently open site.

    278. Re:Next step to prevent PC piracy by kyz · · Score: 1

      How many of those "pirates" live in places where $20 is a more than a whole day's wage?

      Probably not many. Since they also probably won't have an internet connection or a PC in the first place. Think about it.

      Have you never seen a Chinese net cafe? Hundreds and hundreds of people. They earn a pittance. They couldn't own their own PC or internet connection. But they can pay 1 yuan an hour to play internet games.

      More than two thirds of Chinese net cafe visitors go there to play games. How many do you think pay 135 yuan ($20) on top of the hourly fee?

      --
      Does my bum look big in this?
    279. Re:Next step to prevent PC piracy by Kjella · · Score: 1

      Why is it always assumed that people who spend $2500 on a computer have an unlimited amount of money?

      It means they obviously had the cash to get a slightly less pimped computer and leave something for their game budget. The only way you end up with $0 left over is if you thought games are free anyway. That finding $60 in your budget is an inconvienience to you is a very poor excuse. And if you don't got the cash, why isn't settling for free or bargain bin games you can afford good enough? If you can't afford to buy a brand new car you might have to settle for a 10 year old one. I am in favor of abolishing copyright, but don't pretend it would be so horrible if software worked like the real world - if you can't afford it, suck it up, find the money or go without. The mindset that you can have anything you feel like whether you can afford it or not is exactly what brought on the credit crunch, only with copyright infringement it doesn't come back to bite you in the ass later.

      --
      Live today, because you never know what tomorrow brings
    280. Re:Next step to prevent PC piracy by IBBoard · · Score: 1

      My router craps out from time to time, wireless can be flakey for some people (which apparently pauses Assassin's Creed 2, which would be annoying as hell), moving house can give you days or weeks of not having broadband, and the UK is looking to make it possible to shut off an entire household because of the actions of one occupant. Also, it defeats any potential security of having a stand-alone gaming machine, in case you want to take that precaution.

      As for offline mode, that works for now...

    281. Re:Next step to prevent PC piracy by houghi · · Score: 1

      Linux is not Ubuntu. And do not even get me started on the R&D of Ubuntu. I would see it as a blessing if Ubuntu were to disapear.

      (Mod me troll and see if I care)

      --
      Don't fight for your country, if your country does not fight for you.
    282. Re:Next step to prevent PC piracy by ZeRu · · Score: 1

      And I can only assume you despise movies and books too which tend to have no "replay value" either, and which also only deliver a few hours of enjoyment for the cost...

      Every book takes more than 3 hours than read, and movie ticket costs a lot less than a computer game. If I could find a game which costs no more than a movie ticket, can be beaten in three hours and is fun, then I might actually buy it...

      --
      If you post as an AC, don't expect me to spend a mod point on you.
    283. Re:Next step to prevent PC piracy by Dreadrik · · Score: 1

      You are a slave to these people. And it's easy to see how. If people are going to pirate and not pay, your company is going to drop the product and you will no longer be paid. You will end up out of a job. So you are a slave to these people that feel your work is not worthy of payment, just worthy of them using it.

      Well, no, I'm actually more of a slave to my employer and my paying customers. The pirates have no say in what I do. They are not our customers! We have an estimated 80% piracy rate on our top selling product. We know by experience that only a few of those pirates would buy the product if they were unable to copy it. It would be extremely naive to think that we could get even half of the pirates to buy it. And even though it feels weird, we would not be as big without the pirates spreading our name and brand to new potentially buying customers.

      We try to encourage people to buy the software they use by offering extra content, a great community, and other stuff for registered users. This works quite well! People will in the end pay what they think it is worth.

    284. Re:Next step to prevent PC piracy by CeruleanDragon · · Score: 1

      If I can play and beat the game in three hours, and it has no replay value, then it sucks.

      Did you enjoy those 3 hours? I find it telling that this didn't even factor into the equation of whether the game was good or not.

      Judging a game based on its length or replay-ability is as idiotic as judging a movie by its running time or the content of the DVD/blu-ray special features.

      And I can only assume you despise movies and books too which tend to have no "replay value" either, and which also only deliver a few hours of enjoyment for the cost...

      I fully agree. I play a lot of free Flash games and there have been some that I blew threw in less than an hour, but I thought were really good for that hour. There are also some that I put hours of time into trying to squeeze some level of enjoyment out of with little or no success. Length of time of the game means nothing. That's in the same category as, "Graphics make or break a game!" It's just a really stupid benchmark.

      Your car has no stickers, stripes, or 5" exhaust tip, so it must suck!

      --
      ad astra per alia porci
    285. Re:Next step to prevent PC piracy by Tom · · Score: 1

      You do realize I was making a half-joking attempt at pointing out that the "wheee, the evil pirates! we are going bancrupt!!" pirate fraction is very tiny compared to the number of people who never seriously entertained the thought of buying it in the first place?

      --
      Assorted stuff I do sometimes: Lemuria.org
    286. Re:Next step to prevent PC piracy by imakemusic · · Score: 1

      Maybe, but that's not what's happening here.

      --
      Brain surgery - it's not rocket science!
    287. Re:Next step to prevent PC piracy by Agent0013 · · Score: 1

      I know that World of Goo sold a copy that they would not have sold had it had DRM. I found out about that game from the article on Slashdot about them selling that game without DRM. So I downloaded it and tried it out on my work computer. When I saw that it was a cool game I got it for the Wii so that my wife can play it also. One sale completely due to me hearing about them not having DRM!

      --

      -- ssoorrrryy,, dduupplleexx sswwiittcchh oonn.. -Quote found on actual fortune cookie.
    288. Re:Next step to prevent PC piracy by tehcyder · · Score: 1

      Entertainment has no inherent value, as it is not needed to survive. Thus it cannot command a price.

      Well, you don't need a Ferrari to survive, but that doesn't mean it has no value.
      There is no such thing as "inherent value"; something is only worth what you can sell if for.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    289. Re:Next step to prevent PC piracy by tehcyder · · Score: 1

      Why do people on Slashdot always see the need for the government to get involved in everything these days?!

      Maybe you missed the recent news about private companies fucking the entire global financial system up and having to be rescued by governments around the world?

      Oh, I forgot, the lunitarians on slashdot wuld say that it was the government's fault for interfering in the fee market to start with.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    290. Re:Next step to prevent PC piracy by tehcyder · · Score: 1

      According to 2DBoy's sales figures, the opposite is true: only 40% paid less than 1 dollar for it. Granted, almost 69% paid less than $2 though.

      Wow, that really blew his argument about people being cheapskates out of the water.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    291. Re:Next step to prevent PC piracy by tehcyder · · Score: 1

      Valve showed that by dropping the price in half on the right game you can quadruple the sales, doubling your money.

      Doubling your revenue doesn't necessarily mean doubling your earnings. In some cases, the licensor of an underlying work (such as music, characters, a setting, etc.) wants a fixed royalty in dollars per copy, not as a percentage.

      Say you had a $3 license to pay, if you sold it for $10 you'd make $7 a copy, if you sold it for $20 you'd make $17, a 143% increase in earnings on a 100% increase in sales.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    292. Re:Next step to prevent PC piracy by tehcyder · · Score: 1

      Steam is, itself, inconvenient for some of us.
      Personally, I'd much rather have to insert a physical disk rather than download a pile of crap to get my game to play.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    293. Re:Next step to prevent PC piracy by Halifax+Samuels · · Score: 1

      World of Goo also has a $20 price tag. How many of those pirateers would have bought it instead if it were only $10?

      I bought World of Goo twice - first when 2DBoy had a "Name Your Own Price" sale, and second when it was on the Humble Indie Bundle, when it was again a sale where you paid whatever you thought it was worth. I paid less than $10 each time for it, and so did the vast majority of people who bought it, but so many people bought copies during those sales that they made plenty of money off of it. I haven't played it since I bought it, and had previously pirated it long ago though I only played as far as the demo would have taken me anyway. When I saw that they didn't care about the price for the sale and had no DRM I knew I had to support them, and the same was true with the games of the Humble Indie Bundle, especially since some of the proceeds of that went to charity.

    294. Re:Next step to prevent PC piracy by tehcyder · · Score: 1

      Why is it always assumed that people who spend $2500 on a computer have an unlimited amount of money?

      Because it's quite a lot of money to spend on a discretionary purchase?

      We hear far too often, "If they have money for a hummer, they have enough for gas" too.

      They certainly have enough to sell the hummer, buy a sensible car and buy a lot more gas.

      Maybe they got a $3000 check for tuition and they blew it on a computer, and otherwise don't have a dime to their name.

      That comes under the heading of self-inflicted poverty.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    295. Re:Next step to prevent PC piracy by Swarley · · Score: 1

      You completely gloss over the fact that time and time again it's been found that those who pirate the most buy the most.

      This is first class apologia. It's not been shown "time and time again" there was one study which showed it for MUSIC. Not for games. It's a very different market. If it's such common knowledge then why don't you show some links to relevant studies about GAMES?

    296. Re:Next step to prevent PC piracy by ukyoCE · · Score: 1

      People spending $2500 on a PC these days are an extremely small minority. As OP suggested, it's nearly impossible to spend that much on a gaming PC unless you're equally as clueless as the $300 wal-mart PC buyer.

    297. Re:Next step to prevent PC piracy by Dixie_Flatline · · Score: 1

      Well then, SCREW THEM.

      Seriously. If you dump $2500 on a computer (which is a gaming rig, let's be honest here; very few desktop machines are $2500 these days without being corporate workstations or gaming rigs. Even a friggin' Quad-core Mac Pro is $2600CDN) then make sure you keep $50 around to buy a motherbiting game.

      If you can afford to buy the Hummer, make sure you can afford to buy the gas. Anything else is just absurdly poor planning. Lack of foresight does not forgive you for not paying for someone else's work. If you forget to bring your wallet to a restaurant, you STILL HAVE TO PAY FOR YOUR MEAL.

      With this story, we're not even talking about paying the $60 for a AAA game. This indy developer is selling the game for $20 ($5 right now!), and you're telling me I shouldn't expect someone with a $2500 computer to have the money to pay for it? There's not even a subscription fee!

      Work costs money. Pay for the work that you consume, whether it's a game, a haircut, a car or a meal. I'm no huge fan of rampant, unchecked capitalism (I'm Canadian, after all), but COME ON.

    298. Re:Next step to prevent PC piracy by tehcyder · · Score: 1

      "I buy all my DVDs and buy all of my music because I want to support those actors or musicians I like." If you're mostly buying mainstream, which I assume, then you're supporting the record labels and movie studios that make digital life hell by pushing for stupid copyright provisions and by suing people... but you're doing practically nothing for the actors or musicians.

      You are at least giving the actors or musicians *some* royalties, whereas when you pirate you are giving them *exactly* nothing.

      Cue for another frankly hilarious anecdote about how this pirate does, in fact, send a small cheque to the home address of every band member of every group they've ever downloaded a song from as direct compensation.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    299. Re:Next step to prevent PC piracy by TheRaven64 · · Score: 1

      As proof, I submit to you the large collection of freeware games available RIGHT NOW, which are not enticing pirates to stop pirating commercial games

      Sorry, but that doesn't work. The cost of the commercial game and the freeware game is the same to a pirate. The cost is only different to someone willing to pay. Given two games with the same cost, you'll get the one you want most. Given two of different prices (e.g. one which can be pirated and one which can only be bought), you'll see different choices.

      Plus, I'm guessing the assumption is that if an invincible DRM existed, it would be used on all commercial games, not just the one.

      At which point, I suspect the freeware games would see a lot more players. I used to pirate games when I was a teenager and a game cost a few months' pocket money, because it was the only way of playing them. If piracy had been impossible, I wouldn't have bought more games - I couldn't afford them - I'd just have played more freeware games.

      When I could afford games, I started paying for them. Then they started coming with increasingly irritating copy protection, and I decided I'd rather spend my money elsewhere, so now I do play free games almost exclusively (Homeworld 2 was the last game commercial that I bought, and the edition I got was a second-hand copy of the cheap version with no DRM). If commercial games were DRM-free and were cheaper then I might play (and, therefore, buy) more of them, but as it is I'd rather spend my money elsewhere.

      --
      I am TheRaven on Soylent News
    300. Re:Next step to prevent PC piracy by pgmrdlm · · Score: 1
      lol, I don't know how to respond to this. But I'll try.

      I wonder how many other developers feel the same way as you? As an indi, 80 percent could very will be a breaking point as far as staying in business or not. I guess it depends on the volume of the sales. But if I was starting out, I don't see how an 80 percent pirate rate wouldn't push me into closing up shop.

      By word of mouth, do you mean the number of p2p sites your cracked software is distributed on? Thus, the more p2p. The more popular?

      I don't see how these independents can make a profit. Whats the point if you can't make a profit. And yes, I do support open source as in free as beer. But the choice is made to be free as in beer.

      Actually, I don't know why someone hasn't started putting in kill switch's in their software. If someone rips it off, and the developer finds out, the program deletes it self(was going to say delete critical windows file).

      --
      Anonymous comments are as pathetic as the anonymous "sources" that contaminate gutless journalism from the New York Time
    301. Re:Next step to prevent PC piracy by recrudescence · · Score: 1

      I think they're oversimplifying the "only a few people pirated first and bought later" argument. You cannot expect someone to play the game and then rush to buy it on the same day. The usual scenario is that they'll play the game, and when they think of their friend who would appreciate it as a gift, they'll buy it for them. Also, purchases tend to occur a year or so down the line, when the gamer says "I enjoyed that game, I wanna play it again", and this time they think, "hey, I did enjoy that game, I'll go shell out the bucks and get it properly this time round"

      To the gamer, this often also has the added advantage that the initial price may have gone down significantly (such as this promotonial opportunity now). Obviously, to the developer this is a disadvantage, because they are not getting the larger income when they need it the most, and they get a potentially cheaper, delayed purchase ... but it's still a purchase opportunity created through the initial piracy, which is better than nothing, and I'd imagine many gamers, pirates or not, wait for sales periods before they buy anyway. Obviously I'm not advocating piracy, but the 'nobody pirated first then bought it' statistic is oversimplified to say the least (I won't get into the 'how do they know' argument)

      Disclaimer: I bought the Machinarium game for a friend after having played the demo (awesome game btw). Saw it on Steam, but went to their website directly to buy. Also I have now bought most, if not all, of my favourite games which I 'pirated' back when I was young pennyless and stupid (a bit of a moot point, since some of those companies have gone bankrupt by now though :| ).

      As an aside, what changed my attitude towards casual piracy was my exposure to linux and foss software. Seeing all the well meant effort to create communities based on freedom, really drove home the distinction between 'free' and 'pirated', and helped me see how wrong the latter was when viewed outside my comfort zone of convenient excuses. It also helped me see the game companies as more than just abstract capitalist money-eating entities, but actual people, just like these enthusiastic foss programmers, who are trying to make ends meet by giving us a game we love at the same time. Ever since I've switched to linux, not only have I stopped pirating and I buy the things that I need (admittedly, other than games, I don't need to buy much anymore these days with so much good foss available -- which I suppose is also a contributing factor to why one might be more inclined to buy the few things one needs), but I've also donated to hundreds of worthy projects who I felt deserved my support as well (some of which I didn't even get something really tangible immediately in return, like the durian.open.movie.project, first example that springs to mind).

    302. Re:Next step to prevent PC piracy by pgmrdlm · · Score: 1

      No that is not my argument. My argument is that i never asked you to make a game or shovel my driveway, and if you have done either without some sort of agreement with me you can't demand/expect me to pay.

      Did you TAKE something WITHOUT asking. You have made the person a slave. That is EXACTLY what you are saying, and THAT is exactly what I say companies have EVERY RIGHT to do with you. And CONTRACTS don't count. You are not giving the developer the option of a contract, who made you so much more special?

      --
      Anonymous comments are as pathetic as the anonymous "sources" that contaminate gutless journalism from the New York Time
    303. Re:Next step to prevent PC piracy by pgmrdlm · · Score: 1
      Your argument wraps up into one topic. The product of their work is not worthy of being given the same consideration of your own. Thus, they have become your slave.

      What you should have led off your post with:
      Lets start off another post by showing where I am a first class citizen of the world, but authors of software, music, movies are not.

      Again, the hypocrisy is so blatant here on slash dot.

      --
      Anonymous comments are as pathetic as the anonymous "sources" that contaminate gutless journalism from the New York Time
    304. Re:Next step to prevent PC piracy by smallfries · · Score: 1

      Well there is your basic problem - you don't have reliable broadband, and you won't get it in the UK. When I lived there I would count an ISP as decent if we only lost service 5-10 times a year. Now that I live somewhere with reliable service I can actually rely on it being there. In the past two months our router hasn't dropped the line a single time.

      The ubisoft DRM scheme is evil and I will never buy one of their games that uses it (although to be fair I might get Assassin's Creed 2 on the ps3). Phoning home during a single-player game is nothing short of crazy. Of course Ubisoft will take the lack of PC sales as evidence of piracy so it's not like there is any way to win.

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    305. Re:Next step to prevent PC piracy by sourcerror · · Score: 1

      You're correct, Eastern-Europe is 2nd world, however if you did the calculation the daily minimal wage is $22-$25 (depending on currency price fluctuation), which is pretty close to the price quoted by OP. And that's the main reason of the rampant piracy around here.

    306. Re:Next step to prevent PC piracy by sourcerror · · Score: 1

      "It claimed that 20 buck is a months salary. "

      It claimed daily salary.
      And now I looked up Hungarian minimal wage and I found that it was recently increased from $340 to $350 monthly ($15.45 to $15.9 a day).

    307. Re:Next step to prevent PC piracy by operagost · · Score: 1

      Yeah, we would.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    308. Re:Next step to prevent PC piracy by vux984 · · Score: 1

      and anyone who thinks otherwise is flat-out wrong.

      Your right. I guess everyone else is flat-out wrong, and the guy who didn't like it because it didn't enough replay value and therefore sucks must be rigth. Give me break.

      Besides, it didn't merely win awards. It was a roaring success by virtually every metric. When a small indie game is a break away mainstream success... its pretty safe to say it was a good game.

      If you didn't like it, that's fine. Most people think it was a good game. And when it comes to a subjective measurement like "what is good" ... "most people liked it" is what matters.

    309. Re:Next step to prevent PC piracy by scot4875 · · Score: 1

      Maybe they got a $3000 check for tuition and they blew it on a computer, and otherwise don't have a dime to their name.

      That person is a fucking idiot that needs to learn to prioritize and to live within their means.

      Sure, a small minority of people have an unlimited supply of $$, but I wouldn't be surprised if vast majority took out some line of credit to buy a $2500 "multimedia" PC for their college kid, simply because a highschooler from BestBuy told them that that computer will totally help them with photos, and movies, and homework...

      Honestly, I don't think you could find a $2500 PC at BestBuy (or anywhere else at retail) unless you wander into the Apple section. Even finding a $1000 computer at retail is kind of tough unless you get something with a rounded corners or a unibody aluminum case.

      --Jeremy

      --
      Jesus was a liberal
    310. Re:Next step to prevent PC piracy by Andorin · · Score: 1

      I see your strawman is burning nicely, since I never made a comparison between my work and someone else's. Please feel free to try again, only I suggest that you use actual, reasoned arguments this time. Or, in your own words, "Prove me wrong. Your argument is bull shit otherwise."

      --
      That Anonymous Coward guy is pretty annoying. Can we have the government censor him or something?
    311. Re:Next step to prevent PC piracy by vux984 · · Score: 1

      Think of your favorite movies. Do you watch them again? Do you own them on DVD? Do you buy movies on DVD that you don't want to watch more than once? Why not?

      I've enjoyed many movies and books that I have no real intention of ever watching or reading again. Just because I don't want to buy a movie or book or game and watch / read / play it over and over again doesn't mean it sucked.

      Replay-value is an important part of a purchase decision

      Exactly. Its a factor in a PURCHASING DECISION. What does that have to do with whether it was a good game? Is starcraft II a good game? Most people say it is? Would it be any less good if the price was $2000? Of course not, it would be exactly as good as it is at $60, and if you pick it up for $15 3 years from now, it will be just as good then too. You might not buy it at $2000, and people who might not buy it today might buy it at $15... but that's a separate issue entirely. Like replay-value, price is a factor in a *purchasing decision*.

      They have nothing to do with whether the game was actually good.

      In other words the quality of a game has absolutely nothing to do with how much money is in YOUR pocket today.

    312. Re:Next step to prevent PC piracy by vux984 · · Score: 1

      Even assuming he did, $20 (or whatever) is basically too much to pay for 3 hours of entertainment. I can buy a novel for $7 and that'll provide at least 10.

      So you'll never ride a roller coaster, see an NHL hockey game, attend a music concert, play a round of golf, go zip lining, parachuting, parasailing, fire an m16, eat in a classy restaurant, see an opera, or do anything else that costs more than $7/hr. Enjoy your sad little life.

      I enjoy civ4 too, and think its a great game. But honestly World of Goo was more fun. Is having less fun for a longer period of time better value? Its kind of pathetic that you'd even make that sort of valuation.

      Yes, length is not the only factor. But even assuming the game is fun, length/price is a very relevant consideration. I'd call it "value for money".

      Sure. Price and length of play affects your purchasing decision. If you want to say WoG is too much money to justify you purchasing it that's fine. But what does that have to do with whether or not its a good game or not? If they lowered the price to $1 does that somehow change whether its a good game? Of course not. Its exactly the same game it was at $20. And you'll enjoy (or not enjoy it) exactly as much. The price affects your purchasing decision and that's about it.

    313. Re:Next step to prevent PC piracy by vux984 · · Score: 1

      At least they are on record as saying they will switch off the authentication if they do go down, so yeah I do believe that I've paid for something that I'll get to keep. Not quite buying it, but close enough.

      That 'pledge' is utterly worthless. If they go into bankrupty protection, they are legally obligated not to diminish the value of their holdings to their creditors. Unlocking all the DRM would diminish the value of their holdings.

      If they get bought out, it will be up to the new owners to decide what to do. Valve will have no say in the matter.

      The upshot is they will not be able to honor that pledge in any realistic situation.

      Unless you have a written CONTRACT that states they will unlock the DRM, you are pretty much guaranteed that they will be unable to honor it even if they wanted to. (How convenient for them.)

      Remind me, which option are you advocating again?

      I advocate buying the game in a box or online sans drm. There are alternatives to Valve's steam that I have no issue with whatsoever. If you buy a copy that comes with DRM I advocate cracking it to ensure you get to keep what you paid for. I fully support the developers getting paid. Where did you get the impression I thought otherwise.

    314. Re:Next step to prevent PC piracy by vux984 · · Score: 1

      Every book takes more than 3 hours than read

      1) So what?

      and movie ticket costs a lot less than a computer game

      I take my wife to a movie and it costs $21. More than World of Goo. If I take my 2 kids its closer to $40 bucks. If I buy popcorn and a drink...

      If I could find a game which costs no more than a movie ticket, can be beaten in three hours and is fun, then I might actually buy it.

      I'm curious why you are happy with a movie ticket that gives you 1.5 to 2 hrs out of it, but a game has to deliver at least 3 for the same price. I'm even more curious why you so rabidly value things in terms of dollars spent per hours of time it delivers. You are really limiting what you do. I mean... it looks like $5/hr is about your maximum. Your going to miss out on a lot of life with such a low limit.

    315. Re:Next step to prevent PC piracy by pgmrdlm · · Score: 1
      Do you tell the artists to call you master when you take the product of their work without any providing any pay for said service.

      Why is it so fucking hard to understand such a simple concept. You pay for someones work. NO MATTER WHAT THE PRODUCT IS. You don't like the product, YOU NEVER PURCHASE OR USE THEIR PRODUCTS AGAIN.

      I HATE fucking apple. But I do not use any of their proprietary products(electronic or otherwise) for free without compensating them. The same with Microsoft, all the software I have on this machine has been paid for. And I hate fucking Microsoft as much as I hate apple. You PAY of what you use when the creator asks for payment. OR YOU DON'T FUCKING USE IT. Jesus, such a simple mother fucking concept. Why do cock suckers like you have such a hard time with that.

      --
      Anonymous comments are as pathetic as the anonymous "sources" that contaminate gutless journalism from the New York Time
    316. Re:Next step to prevent PC piracy by mobby_6kl · · Score: 1

      Ehm, no. Crysis takes way more than three hours to beat, and has great replay value. Completely the opposite of World of Goo.

    317. Re:Next step to prevent PC piracy by Andorin · · Score: 1

      It appears that your mindset regarding copyrighted works is that each copy is a product on its own, and that rights holders should be compensated for the use of each copy. This mindset is a relic of times gone by, when control over copyrighted works was easy because the act of copying was difficult. Now that mindset is obsolete because we have moved into a time when copying is effortless, and so businesses that focus on copyrighted works must shift their business models to adapt to technological progress. They must stop feeling entitled to compensation per copy- again, this is unrealistic in a world wherein anything can be easily copied- and research other revenue streams. They must move from selling products to selling services, in other words.

      You're probably a rights holder, given your virulent and hysterical stance against copyright infringement. You probably think you deserve to be compensated for each copy of your work that is made. As I said, however, this mindset is obsolete, so instead of adapting to the times and finding ways to work with would-be customers in an attitude that's friendly towards them, you're raging on Slashdot about the scapegoat called piracy, calling people names and refusing to consider legitimate arguments made towards your fallacious points. Posting in caps lock does not make you any more right, or any less wrong. I suggest you improve your attitude if you really want to argue against piracy- otherwise you look just like another blithering anti-pirate troll, out to piss people off with obvious fallacies. You won't get taken seriously.

      --
      That Anonymous Coward guy is pretty annoying. Can we have the government censor him or something?
    318. Re:Next step to prevent PC piracy by dgower2 · · Score: 2, Insightful

      "You'd be a Homer Simpson if you paid after that."

      No, you'd be HONEST! Great! people associate honesty with being dumb. The end is near - lol.

      --

      Proverbs 21:19 It is better to dwell in the wilderness, than with a contentious and an angry woman.

    319. Re:Next step to prevent PC piracy by Draek · · Score: 1

      Actually he said US$20 per *day* which, assuming it's a monthly average would be around US$600 per month which in turn is above the minimum wage in most (all?) South American countries. And since you're posting on Slashdot I'm assuming you work in the IT sector, but try finding out the salaries of people working in a call center for instance, or at a small bakery and you'd see a very different situation.

      --
      No problem is insoluble in all conceivable circumstances.
    320. Re:Next step to prevent PC piracy by FauxReal · · Score: 1

      I made Frankenstein computers from all of my friends' cast off parts for over a decade. When I finally got a job where I made enough money not to care, I started buying all my games. Before that I was a little bastard and pirated everything I wanted to play but could not afford as I thought rent/food/booze were more important.

    321. Re:Next step to prevent PC piracy by yurtinus · · Score: 1

      Seriously... Why does everybody always forget Poland?!

      --
      +1 Disagree
    322. Re:Next step to prevent PC piracy by Haeleth · · Score: 1

      By contrast, the Pirate Bay Edition has been disinfected and works just like any other program in your computer. It's superior value and as an added bonus costs nothing. So, the coldly rational choice is to never buy from the store

      No, that is not rational; that is selfish.

      The rational thing to do -- if, for the sake of argument, we accept your dubious assertion that cracked games are better than the versions sold in stores -- is to buy a copy and then download one to play. In that scenario you have a moral right to play the game, and you have provided its creators with an incentive to continue to produce games you wish to play.

      (Don't bother trying the "buying DRMed games encourages DRM" line; if you wish to send the message that you don't want them to use DRM, then pirating the game is exactly the worst thing to do.)

      Of course, that requires us first to accept your assertion that it's more sensible to download a game cracked by God only knows who, infected with God only knows what malware, than to install a game with well-understood DRM provided by someone you can sue in the incredibly unlikely case where it actually hurts you. Which is frankly hilarious.

    323. Re:Next step to prevent PC piracy by Haeleth · · Score: 1

      Why is it always assumed that people who spend $2500 on a computer have an unlimited amount of money?

      It isn't. It is assumed that people will look at the money they have available, and budget appropriately.

      If you only have $2500 available for a computer and software, and you foolishly spend all $2500 on the computer, you cannot then turn round and say "look, I have no money, so it's okay for me to pirate software". You should have bought a cheaper computer.

    324. Re:Next step to prevent PC piracy by L0rdJedi · · Score: 1

      By contrast, the Pirate Bay Edition has been disinfected and works just like any other program in your computer.

      Assuming you grab the right one and don't get one that has a virus.

      It's superior value and as an added bonus costs nothing.

      It only costs nothing if your time is worthless. Most cracked copies of games require at least replacing a dll or something else. It's not as easy as simply running an installer. And again, if you catch a virus from it, you also have to do cleanup.

      Myself and another consultant I know at work make way more money from people trying to run pirated copies of software than we do from people that want legit stuff. Their systems get hosed and they pay us to clean it up. They end up buying legit copies in the end, but at 3-4x what it would have cost them due to what we charge to clean it up.

    325. Re:Next step to prevent PC piracy by L0rdJedi · · Score: 1

      I have a $500 PC. It's has a quad-core AMD with 2GB DDR3, 250GB HD and a nice ATI card that can play CoD4 at 1280x1024, max settings. You're way off on PC prices, they've really come down, unless you buy gaming laptops.

      Which means your PC is a below average gaming PC. Average gaming PCs these days have at least 4 GB of RAM. Most hardcore gamers have twice that. Throw in a dual output video card and dual monitors and now you're in the "$2500 overclocked gaming" crowd. You'll need to have a separate boot drive as well, preferably a RAID 0 setup just to squeeze out that last millisecond of bootup.

      In short, you have a decent PC that can play CoD4, but I certainly wouldn't call it a gaming PC and I definitely wouldn't put it into the "overclocked gaming" category. Prices may have come down enough to play CoD4 at that price, but they haven't come down enough to play the latest and greatest games at that price (CoD4 was released 3 years ago).

    326. Re:Next step to prevent PC piracy by TheTurtlesMoves · · Score: 1

      Oh. My bad. I read 20 per month... not 20 per day.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    327. Re:Next step to prevent PC piracy by TheTurtlesMoves · · Score: 1

      Yes... I just noticed on another post. I read 20 per month. \me feels sheepish..

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    328. Re:Next step to prevent PC piracy by EsbenMoseHansen · · Score: 1

      But I would bet you a pretty eurocent that *some* of those who did pirate the game would in fact, had they not been able to pirate, have bought the thing. Personally, if I were a game developer, or would make the game a client-server thing, even if it was purely single player.

      --
      Religion is regarded by the common people as true, by the wise as false, and by rulers as useful.
    329. Re:Next step to prevent PC piracy by Kuruk · · Score: 1

      True and 90% of PC games are pure crap spoon feed to fools.

    330. Re:Next step to prevent PC piracy by Ihmhi · · Score: 1

      By your metric of "most people liked it", The Jonas Brothers are good, too. I find your methodology flawed on that point alone. d:

      But seriously, it's about what's important to each individual person. I personally think that good gameplay and replay value are the most important things, hands down.

    331. Re:Next step to prevent PC piracy by IBBoard · · Score: 1

      The broadband is reliable, it's just the router (a Netgear one) that has its odd moments. Sometimes it is slow, but I've never had it down in a way that a router restart didn't fix. That still doesn't cover issues with wireless, lack of service due to house moving, and any of the other issues you could list (gaming on a laptop on battery during a power outage?)

      Unfortunately, you are right on the Ubisoft and piracy point.

    332. Re:Next step to prevent PC piracy by smallfries · · Score: 1

      Wireless has its problems but the lack of service due to moving really gets my hackles up. It is completely artificial and usually only happens so that the ISP can charge you a fee.

      Once we moved within the same city, back when we used PlusNet as an ISP. Amongst their many other failings was a two-week delay to move our broadband from one flat to another in the same city, where the outgoing tenant also had broadband from PlusNet! After much arguing about the line going dead for two weeks because they wouldn't flick the switch sooner I got lucky on one phonecall and crashed out of their voice menu and found somebody who put me through to their engineering department. After a funny chat with the guy in the switch room I got our connection switched over instantly.

      Sadly billing noticed a couple of weeks later and had it switched off for the "required" period before reconnection. It was at that point that we told PlusNet where to put their connection and switched over to Demon...

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    333. Re:Next step to prevent PC piracy by MattW · · Score: 1

      There are people who really enjoy the fact that people make amazing games with fabulous production values. I've played plenty of AAA quality games the past few years that I thought were an absolute bargain - Portal, Dragon Age to name a couple. I would have thought $200 was a bargain for Baldur's Gate II back when I played that. I don't think I've seen many (any?) $60 5-hour games. I've seen a couple fairly short console games - I played Infamous and Prototype, and those were both 15-25 hour games that were $60. Given the amazing quality of the games, it didn't seem like a ripoff to me. (Although I just rented Prototype for like $6, but Infamous I bought and I'm not unhappy about that.)

      I'm going to go out on a limb and say that Dragon Age couldn't have been made with a price point of $10. I may be right or wrong, but I'm pretty sure Bioware thinks so. Part of the reason for that is simply that there are a shit-ton of people who wouldn't pay $10; they'd say it should have ads, or that Bioware should have released a demo, or that they weren't paying for it out of protest that DLC was released at launch, or.... anything.

      Frankly, it's embarrassing. There are just too many people who could afford the games they play, and just don't want to make choices. They don't want to sacrifice anything in their life to afford their game - they refuse to give up their cable TV, their Starbucks, their Camaro payment, or work an hour of overtime here or there; so instead of choosing, they steal, because they can. F that. Buy it, or don't buy it. Then the "real" value of games will be known.

    334. Re:Next step to prevent PC piracy by Kalriath · · Score: 1

      • about 30% paid 1c, and almost as many paid $1-$1.99 (I presume that most of these were $1)

      Ouch. Tack credit card processing (or PayPal) fees onto that, and they made a net loss from those sales.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    335. Re:Next step to prevent PC piracy by Kalriath · · Score: 1

      Contrary to popular belief, developers don't want that kind of exposure. "You can get the game from Pirate Bay" is not "free advertisement". Stop using that bullshit excuse.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    336. Re:Next step to prevent PC piracy by Kalriath · · Score: 1

      That 'pledge' is utterly worthless. If they go into bankrupty protection, they are legally obligated not to diminish the value of their holdings to their creditors. Unlocking all the DRM would diminish the value of their holdings.

      If they get bought out, it will be up to the new owners to decide what to do. Valve will have no say in the matter.

      And for bonus points, most of the games protected by Steamworks are not made by Valve - they couldn't remove the DRM even if they wanted to.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    337. Re:Next step to prevent PC piracy by Kalriath · · Score: 1

      I get paid regardless, for my actual hours spent doing what I do!

      Then you aren't the person any of this discussion is about, and therefore your statement is not relevant from that angle of the discussion.

      Those that develop products without the umbrella of a corporation paying them per hour are affected by every person that pirates the product (provided that pirate was also a sales opportunity - and don't bullshit by saying all pirates will not buy your product because that's not true. In fact I'd deign to say that most pirates would actually buy the product if offered a reasonable opportunity to do so).

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    338. Re:Next step to prevent PC piracy by Kalriath · · Score: 1

      The only place we lead is in the price: We have the most expensive broadband. We only represent 5% of the world population, that's it. I would imagine that *most* software sells more outside the US than inside, and most piracy is likely in places like China, like I said, that make less than $20 per day.

      Huh. Americans pay virtually nothing for broadband compared to almost everywhere else. Unless you're paying $150USD for 12Mb/1Mb DSL with a 25GB cap, you have no leg to stand on.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    339. Re:Next step to prevent PC piracy by Phopojijo · · Score: 1

      Uhm... if it has no value, why are you committing your time to it? The one thing, however, that concerns me about these high piracy figures... ... is that they (in at least World of Goo's case) compared unique IPs accessing leaderboards to sales of the game. ... the problem is the vast majority of home users on the internet have dynamic IP addresses that rotate once every couple of days. ... so it's likely multi-counting people a LOT.

    340. Re:Next step to prevent PC piracy by Dreadrik · · Score: 1

      I guess it depends on the volume of the sales.

      Yes! This is what matters. Make sure your product is worth buying, and make it easy to try out for free.

      We are members of IMSTA, which I think has a good policy towards piracy.

      By word of mouth, do you mean the number of p2p sites your cracked software is distributed on? Thus, the more p2p. The more popular?

      I'm not exactly sure what you mean, but people using our software are musicians, and they tend to collaborate with other musicians and talk about what tools they use, both online and offline.

      Actually, I don't know why someone hasn't started putting in kill switch's in their software. If someone rips it off, and the developer finds out, the program deletes it self(was going to say delete critical windows file).

      Because you will not turn these guys into paying customers, but you will spend time developing said switch, and make people talk bad about your brand as a bonus?

      BTW, we are "indies". Completely owned by the founders, without external investors.

    341. Re:Next step to prevent PC piracy by Walkingshark · · Score: 1

      Well, it hasn't crashed at all since the big patch they put out a few months ago, it's totally stable now on my machine. I can't say as much for Fallout 3 or Borderlands, though, sadly.

      --
      The world you experience is only a close approximation of reality.
  2. That's cute by Dunbal · · Score: 2, Interesting

    And yet Paradox Interactive has managed to build a thriving company releasing buggy games with no DRM at all. Oh, they do get around to patching the bugs eventually, and their games end up pretty darned good if your into the strategy genre. But the only difference between a legitimate, registered owner and someone with a pirated copy is that the legitimate user can use a "metaserver" to hook up for multi-player. That's it. No copy protection.

    For a company that's only 12 years old, they've produced or published over 50 titles.

    Or wait, maybe the companies that whine about piracy hurting their sales refuse to admit that their games are crap, and that's what's hurting their sales.

    Disclaimer: I don't work for Paradox. But I do enjoy their games.

    --
    Seven puppies were harmed during the making of this post.
    1. Re:That's cute by Dunbal · · Score: 1

      However, it just doesn't work for other type of games because people and target markets are different.

            Interesting hypothesis. Now how can we prove this?

            I would argue that there have been plenty of examples of "not so niche market" games released without DRM (examples: Return to Castle Wolfenstein and DOOM, both without copy protection, both of them "shooters") having made money for companies. Oblivion has no copy protection, and I don't see Bethesda suffering or complaining. I can go on...

      --
      Seven puppies were harmed during the making of this post.
    2. Re:That's cute by Hatta · · Score: 2, Informative

      So.. the people who are willing to support the things they love economically will get games. The people who aren't, won't. What is the problem here? Sounds like the free market working.

      --
      Give me Classic Slashdot or give me death!
    3. Re:That's cute by Rydia · · Score: 1

      I knew nothing about this company until you mentioned it, and holy crap their stuff looks cool. Pushing 5 games out of a small dev in one year makes me leery of the quality of the end product, however ...

      More research is in order.

    4. Re:That's cute by Draek · · Score: 1

      Well, they're not just developers but also publishers for a few other small devs like Graviteam (Achtung Panzer), Kerberos (Sword of the Stars) and Nitro Games (C:CotA) which is why you may see so many releases from them, the number of titles they actually develop in-house aren't as many.

      The quality of their end-product however is just as the OP stated, brilliant strategy games but if you like your games relatively bug-free, you're better off waiting at least a couple months after its release.

      --
      No problem is insoluble in all conceivable circumstances.
    5. Re:That's cute by Pteraspidomorphi · · Score: 1

      Your argument makes sense when referring to many companies and games, but Machinarium is very good. I pirated it and then bought it, which very few people do according to them, and yes, I do not pay for games that suck (but I pay afterwards for almost every indie game I play because they're usually really good).

      Amanita Design is the company that threw in a free game to all buyers of the Humble Indie Bundle at absolutely no profit for themselves (other than good PR of course). They seem to be talented and decent people and I hope more of their players will compensate them for their games.

    6. Re:That's cute by elem · · Score: 1

      I love their games, even if the learning curve looks somewhat like a cliff...

      It's important to realize though, that they're publishers and well as developers. Of the five games that are listed for 2010 release on their wikipedia page, only Victoria 2, and perhaps Magna Mundi are actually developed by Paradox themselves (I say perhaps for Magna, since there's nothing on their website, and I can't imagine it's going be released in 2010).

      The games that they're best known for developing are the Europa Universalis series, Hearts of Iron series and games like Victoria and Crusader Kings that fit into the same universe. They're all grand strategy games with huge amounts of detail - and they've all got Mac ports as well!

    7. Re:That's cute by Hatta · · Score: 1

      I don't see how this provides any data against that argument. Yes, the piracy rate of this game is high. That doesn't suggest that they would have sold more copies with DRM.

      --
      Give me Classic Slashdot or give me death!
    8. Re:That's cute by Lakitu · · Score: 1

      I just have to point out something -- that the claim of "no drm" isn't exactly true. In order to use their forums and download most official files, you have to register a purchased copy of the game. It's probably trivial to pirate the patches and other files, but it's still there, even if it doesn't quite meet the definition of DRM.

      That doesn't stop me from loving their games, though, or our mostly benevolent dictator Johan. Paradox is a tiny company which makes great strategy games (after a couple of patches), and they tend to be very moddable through text files.

    9. Re:That's cute by Anonymous Coward · · Score: 3, Insightful

      If their games are shit, why are so many people pirating it? Don't answer that.

    10. Re:That's cute by Bigjeff5 · · Score: 2, Interesting

      The problem is with the argument that DRM does not increase sales while decreasing value.

      You can still be against DRM for other reasons, but games like Machinarium and World of Goo are providing some evidence against that particular argument.

      (neither World of Goo nor Machinarium are crappy games and so the argument that crappy games don't get legit sales isn't very applicable)

      That seems reasonable, in a vacuum. But there is solid evidence that DRM has no positive effects on the sales, and it absolutely has a negative effect on the cost to produce the game. Ricochet Infinity is another popular casual game that did have DRM and has a 92% piracy rate, which is the same as Machinarium's 92% rate and significantly higher than World of Goo's 82% piracy rate.

      With just these three games as samples, it seems that the piracy rate for DRM games is as high or higher than that of non-DRM games.

      Obviously someone needs to take a serious look at the numbers - comparing similar games of similar quality and popularity and see if the DRM is actually doing anything for the revenues of the game. Also, how much piracy can be mitigated by lowering the price of the game? I for one would never pay $20 for Machinarium or World of Goo, no matter how good they are. I might pay $10 though (emphasis on 'might'). How much of the piracy is just an indication that the price is too high?

      There is still no real evidence to suggest those who pirated the game would have bought it instead if they couldn't get it for free. It makes sense to assume that at least some portion of the people who pirated the game would have found a way to purchase it instead, but how many? There's no telling, and that's the real problem with the DRM debate.

      --
      Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
    11. Re:That's cute by Dunbal · · Score: 1

      Download != playing. I uhh, have a friend who downloaded Silent Hunter 5, played it 5 minutes and deleted it from his hard drive.

      --
      Seven puppies were harmed during the making of this post.
    12. Re:That's cute by mjwx · · Score: 1

      Or wait, maybe the companies that whine about piracy hurting their sales refuse to admit that their games are crap, and that's what's hurting their sales.

      Or that their games aren't worth what they are asking for them. World of Goo, I will not call crap but is barely above the sophistication of some Flash games. But it sells for $20, which gets translated into A$40 (somehow, with the AUD fetching around 0.9 USD). For comparison I purchased ARMA II Operation Arrowhead for A$45. I regularly buy the $10 special from Impulse which normally comes down to about A$12-14 on the exch rate. For the most part these are old games that get marked down but more than a few are indie games.

      Price more then anything else is hurting their sales. Whining about piracy gets you marked off my approved supplier list as well.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  3. What's the rate for non-DRM games? by Joce640k · · Score: 1, Interesting

    Just so we can compare...

    --
    No sig today...
    1. Re:What's the rate for non-DRM games? by icebraining · · Score: 1

      Machinarium is a non-DRM game.. RTFS.

    2. Re:What's the rate for non-DRM games? by Brucelet · · Score: 1

      The summary? How about the title?

    3. Re:What's the rate for non-DRM games? by Bigjeff5 · · Score: 1

      I think you mean DRM games.

      Ricochet Infinity is a similar type of casual game that has DRM and also had a 92% piracy rate. World of Goo is a similar type of game with no DRM and an 82% piracy rate.

      So, is the DRM doing anything? There's actually really no telling. Maybe R.I.'s piracy would have been 98% without the DRM? Maybe the DRM does nothing, and if they dropped the price they'd have a 40% piracy rate?

      It is impossible to prove what might have been. These types of decisions are leaps of faith on the company's part, and if they read the tea leaves right they can make huge piles of cash - Valve showed that by chopping the price of Left 4 Dead. If they read the tea leaves wrong, though, they can go out of business. It's a lot easier to read the tea leaves wrong than right. ;)

      --
      Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
    4. Re:What's the rate for non-DRM games? by thetoadwarrior · · Score: 1

      I assume you mean games with DRM since the game in question is DRM-free.

      I think their results show this whole idea that people pirate a game to really see what it is like and will then buy it is a load of shit. Some people just have an unjustified sense of self-entitlement. Everything seems too expensive to them because they can get it for free and the problem is that it will only hurt the honest people.

      You can argue that they downloaded it, thought it sucked and didn't play it but that's not the case as proven with Tribes which was showing many more people playing the game than had actually bought it.

      I'd like to see people be more active in their communities to stop piracy so we don't have to look forward to companies implementing even worse DRM.

      Linux fans should be especially keen on doing this because I'm sure piracy is one big reason companies avoid Linux. The user base is much much smaller and if the majority pirate games then it's definitely going to be a complete loss. So I think we're only hurting ourselves by allowing it to happen.

    5. Re:What's the rate for non-DRM games? by BitZtream · · Score: 1

      I'm pretty sure he meant DRM'd games. Reading comprehension and context will almost always help you realize typos and mistakes and allow you to still understand what the author was saying.

      In my experience its far easier to spend the extra 5 or 6 milliseconds my mind needs to decipher the mistake than to write out a one line post to slashdot in an attempt to cut the original post down. Helps me not look like a douche as often either, those I still look douchey often enough.

      --
      Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
  4. It's 90% piracy for DRM'd stuff too by Anonymous Coward · · Score: 2, Insightful

    It's 90% piracy for DRM'd stuff too. Wasn't there something a while back about iPhone apps having about 10x as many users as people who paid? That was DRM'd.

    Same thing with Stereophonics too: large numbers of downloads, proportion of sales: less than 10%. But they still made a whopping big profit.

    The question becomes "did I make my money back?". IF you did, then everything beyond that's just gravy. And enjoy it. Don't look at what you "could've won" because you'll only see that as how much you've lost. Look at what you HAVE.

    1. Re:It's 90% piracy for DRM'd stuff too by BorgDrone · · Score: 2, Funny

      Mind if I come over your house and take whatever I want as long as you can still live?

      No, but you are welcome to visit and copy my TV and stereo any time you want.

    2. Re:It's 90% piracy for DRM'd stuff too by Your.Master · · Score: 1

      What if I flood the job market with an infinite number of clones of you?

    3. Re:It's 90% piracy for DRM'd stuff too by davev2.0 · · Score: 1

      Sorry, but that is a non-starter. iPhone apps are not PC games so you are comparing oranges to bowling balls.

    4. Re:It's 90% piracy for DRM'd stuff too by 91degrees · · Score: 1

      You can take whatever you want as long as I suffer no identifiable loss from it.

  5. Missing the point by Tassach · · Score: 4, Insightful

    Let's say you release a DRM-free game and it attracts 1,000,000 players, 100,000 of whom pay you. The question you should be asking isn't "how can I get money out of the 900k people who are playing but not paying" but "how many of my 100,000 paying customers would I have lost had I released it with DRM". DRM reduces the value of your product; getting rid of intrusive DRM adds value. I can't tell you how many games I've bought at full retail and then promptly downloaded a crack or no-cd patch because the DRM got in the way of me enjoying the game I just paid for.

    DRM is a fantasy. Snake oil. It doesn't work. It's been proven time and time again for the last 25 years. EVERY copy protection system ever devised has been defeated quickly. You can't stop people from copying software by any means short of crippling the hardware, and (as the jailbreakers and console modders have shown) even THAT doesn't work in the long run.

    --
    Why is it that the proponents of "one nation under God" are so eager to get rid of "liberty and justice for all"?
    1. Re:Missing the point by dnaumov · · Score: 1

      DRM is a fantasy. Snake oil. It doesn't work. It's been proven time and time again for the last 25 years. EVERY copy protection system ever devised has been defeated quickly.

      Tell that to Blizzard. Sure it can be "broken". But what will that give you? Not a fully functional product, that's for sure.

    2. Re:Missing the point by mobby_6kl · · Score: 5, Insightful

      I have to disagree here, I think the first question is correct. You know why? Because most people don't give a shit about DRM, even if they know it exists. If everything comes together just right, there might be a shitstorm of complaints and this might have an effect (like Spore, but being a bad game certainly had a greater effect), but mostly the games are sold just fine with DRM. Look at the consoles, and look at Steam - in many aspects it's actually worse than traditional CD copy protection, but people line up to get their games from Steam because it downloads updates automatically or some such shit.

    3. Re:Missing the point by bjourne · · Score: 1

      Stop repeating that lie. The copy protection on the PS3 has not been broken. The internet is full of examples of DRM protected video that is not broken either.

    4. Re:Missing the point by Medgur · · Score: 2, Insightful

      DRM is working fairly well for Steam.
      IIRC, when connecting to a game server with full Steam integration the Client first requests an authentication packet, based on a pub key from their client ID. The server then requests an authorization key from Valve, if that's provided, the user may begin connecting. On the client end, this dance is played directly with the Valve auth servers to even launch the game.
      Yes, both avenues have been hacked, but in doing so you're left with either:
      1. Playing only with other people who have hacked the client and server, without any match making support for finding such servers
      2. Playing alone

    5. Re:Missing the point by Anonymous Coward · · Score: 1, Insightful

      The only thing lacking from the pirated game is multiplayer, which has traditionally never been part of pirated games anyway.

    6. Re:Missing the point by Philodoxx · · Score: 1

      DRM reduces the value of your product; getting rid of intrusive DRM adds value.

      Really? Go to one of your non-technical relatives and ask them what DRM stands for and what it does. It may add value to people who are knowledgeable, but to most consumers it does not.

      While I agree with your point that every pirated copy is not one lost sale, surely some of them are lost sales. Also most DRM doesn't cause the system-exploding nightmares that the internet makes DRM out to be. I have a copy of dragon age on my PC and it hasn't burst into flames, given me the plague, nor sent my SSN to EA yet. I'm also an avid wow gamer and I'm well aware that blizzard's background monitoring tool is pretty invasive. I'm part of the majority on this one, I don't care so long as the software works. Software developers should be allowed to try and protect their software. People who really want to pirate the software will do so, but DRM raises the bar for piracy such that your average customer is more likely to pay money for it.

      --
      Oh, a lesson in history from Mr. I'm my own grandpa.
    7. Re:Missing the point by Bob9113 · · Score: 1

      GP: Piracy isn't a problem -- it's proven, because 100,000 people bought the game even though piracy was easy.

      P: DRM isn't a problem -- it's proven, because lots of people buy DRM games.

      Funny stuff. :)

      The real business question in both cases, and the question on which we do not have data, is displaced sales. How many sales are displaced by piracy, how many sales are displaced by DRM.

      The real philosophical question in both cases, and which is a highly subjective matter, is which moral wrong is worse. Is it worse for copyright infringement to occur, or for producers to sell intentionally damaged goods.

      Arguing the point from recorded sales is masturbation. Fun, but unproductive.

    8. Re:Missing the point by gregrah · · Score: 1

      The question you should be asking isn't "how can I get money out of the 900k people who are playing but not paying" but "how many of my 100,000 paying customers would I have lost had I released it with DRM".

      Actually, it would make sense to ask both questions.

    9. Re:Missing the point by creat3d · · Score: 1

      I find it hard to believe someone would buy 8 copies of the game instead of just one, and making copies for the gazillion people around you that apparently HAVE to play Dragon Age...

      --
      Grammar nazis are to this community what excrements are to gold.
    10. Re:Missing the point by Moridineas · · Score: 1

      DRM reduces the value of your product; getting rid of intrusive DRM adds value. I can't tell you how many games I've bought at full retail and then promptly downloaded a crack or no-cd patch because the DRM got in the way of me enjoying the game I just paid for.

      Well since you can't list them all, can you at least give a few examples?

    11. Re:Missing the point by Goboxer · · Score: 1

      This is not entirely accurate. Because with DRM you don't just lose paying customers from the 100K. You also convert some of the 900K non-paying customers into paying customers. Maybe this will only work for the first couple of days or weeks, but it is still worth it. In fact, if you have a modest DRM you can probably minimize the number of people lost from the 100K while converting some of the 900K to paying customers. I am hardly an advocate for DRM, but I do believe that game makers deserve some compensation for actually making the game.

    12. Re:Missing the point by twidarkling · · Score: 4, Informative

      Actually, I use Steam because
      a) They regularly have sales, even on relatively new titles.
      b) My games follow my account, not my computer, so I don't have to worry if I'm using some random computer for some reason, just so long as I can log on to the internet for about 5 minutes (using the local backup ability means I just need to log on to the Steam service to get my list, not download the entire game).
      c) I don't need to keep CDs/DVDs around. I literally don't know how many games I can't play because I lost the disc or it's damaged just barely enough, and it's not sold any more.

      Downloading updates automatically wasn't even on my list, since most games have a "check for updates" feature built-in, either automatically on start, or through a menu, whatever. In my opinion, Steam is DRM done *correctly.* It offers various value enhancements to the user, rather than simply restricting rights. If you're against DRM on principle, it's not going to win you over, but if you only worry about the intrusiveness level, Steam is probably the most gentle scheme out there.

      --
      Canada: The US's more awesome sibling.
    13. Re:Missing the point by Tassach · · Score: 1

      Every single title Firaxis has ever put out. Temple of Elemental Evil. The X-wing and TIE fighter series. The Thief series. The Mechwarrior and MechCommander series.

      That enough? I could go on.

      --
      Why is it that the proponents of "one nation under God" are so eager to get rid of "liberty and justice for all"?
    14. Re:Missing the point by Anonymous Coward · · Score: 1, Informative

      Sometimes, it's useful; or at least, bugging the un-customers is useful. A friend of mine sold a small app that futzed with outlook addressbooks, up until about eight years ago. It did some useful stuff (as a mac user I'm not familiar with the relevance, but it's not my story) that a few people liked, and the mailing list set up for users of the app filled with people using it, sometimes asking for support, but generally helping one another. At one count, there were at least a hundred and fifty users on the mailing list at one time, and well over a thousand over the two years he sold his app. Not earthshattering numbers, but clearly a small group of people found his work useful.

      He had a total of six registrations since the first release version. Six genuine paying customers for a program that cost about $10. Everyone else pirated it, used it, even had the audacity to appear on his mailing list as paying customers asking for support and bugfixes. Commenting on his mailing list about how many pirated versions there were garnered more people insisting they were current paid-up users than had ever paid in its entire life through all versions.

      Then one version he slipped in a couple of painful triggers that stopped the app working if it detected it was an unpaid pirated version. Within two months he had the vast majority of mailing list posters complaining about the new rego/detection system, how it was an invasion of privacy to check if it was registered, how it was punishing genuine users of his util, how it was just a clumsy assholish thing to do, how it broke trust with his user base - but in that same two months he gained well over a hundred paid registrations.

      It pisses customers off, but it also works.

      Rock and a hard place.

    15. Re:Missing the point by Derosian · · Score: 2, Interesting

      Not only does it download updates automatically, it also saves the fact that I bought the game and allows me to uninstall the game and reinstall it via download later. It is incredibly freeing, to not have to worry about a DVD, also on top of that, sometimes I don't want to have to go out and buy a game, sometimes I'm just sitting at my computer and feel the urge to play an RPG, so I go buy something off of steam download it in the time it takes to watch an episode of Family Guy or American Dad from Hulu, and then play it. I actually bought the game the article is about because it was on sale for $5 before the Slashdot article came up. I personally choose not to pirate Indie games, because I know how tight their profit margins are, I heard excellent things about this game, and felt $5 was a good deal. After playing it I can say it was a good deal. In general I would not spend $20 on a game like this, maybe $10 but my budget is rather tight as a college student who works only part time and goes to school full time. $20 is sometimes more than I spend on food in a week. Now as to pirating industry games, I have done it yes. The great games though, I end up shelling out the cash for after I've pirated it. Games like Oblivion, Dragon Age, Mass Effect, these games are worth 40-50 dollars, because of the enjoyment I get out of them and the quality of the product, on top of that I REALLY want them to make sequels because I had so much fun with the first game, so I show my support with my money after I know a game is good, not when I think it might be good or when I've heard it could be good.

    16. Re:Missing the point by DAldredge · · Score: 1

      How does Netflix DRM reduce the value of Netflix streaming to me?

    17. Re:Missing the point by sponga · · Score: 1

      So hows that PS3 cracking going? *crickets*

      Give it up dude, the free ride is over.
      I can go on living my life normally without my materialistic ways. Can you?

      Seriously stop trying to open source the game industry and putting up the bullshit argument that DRM gets in the way, bad game play, design and bugs is what makes a game bad not DRM. Where the hell have you been during the whole PC gaming era?
      I have been doing the WAREZ scene forever and I have found that more cracks don't work most of the time or they are a *pain* to setup. Yeah ok it usually just involves copying over a .exe and .dll.
      To say people who have the cracked non-drm version are better off is a complete lie and I don't know how you people swallow it.
      Usually when it comes to patch time 3-5weeks later it is always the crackers who are having the problems and have to go digg through the forums to find an answer. OPEN YOUR EYES!!! Go to any Warez forum and just take a look at the UBIsoft thread where all the people have given up trying to crack it and basically said "you know what, it is more trouble trying to crack this and I would rather just *buy* it"

      Same thing happened with 'Splinter Cell : Chaos Theory', it sat uncracked for months and people basically said the same thing.
      People did the same thing with Steam in its early days and I remember people around here claiming Steam was a disaster that would never succeed, screaming that "DRM WOULD BE THE END OF STEAM". Terrible predictions around here for almost all technology some times.

      If you think your business model will work of non-drm than prove it, you can't apply the open source model to it either because that fails also and don't drag up the minority 3 games that are blockbuster on Linux now because they are lame in comparison to any other platform games.
      I have never not once ever pirated a game and than bought it afterwards, that would be beyond idiotic. Why would I pay for a game I have already played?

      Nothing unusual around here though..... +5 Insightful comments that do not represent the market or its opinion at all.
      Cry me a river over the silly arguments of "ooooh they're too greedy and they get too much money"

      Same crap is happening in the Android market as we speak, it is being ruined by pirates and astronomical pirating statistics. Hence the upcoming added DRM to the apps that will be added soon (2.2/3.0), which should hopefully lure some developers who were hesitant to touch the Android platform. Sorry to bring the bad news.

    18. Re:Missing the point by Tassach · · Score: 1

      The point is that people who want to pirate your software are going to do so, regardless of whether you have DRM or not. Having DRM isn't going to turn any pirates into paid users because it is so easily broken.

      DRM only hurts and alienates your legitimate users. It encourages them to seek out cracks to add value to the software they legitimately paid for. You're teaching them that they need to use cracks just to have uncrippled software, so in the future they're more likely to just say f* it and just get the pirate version to start with. It's a long-term losing strategy.

      Yes, developers do deserve to get paid for their games. That's why you're seeing a lot of games that only function in conjunction with a subscription-based service. That works well for multi-player games where you can control access to the central server, but a lot of gamers (like myself) prefer solitaire games. There's not much value to be added to a single-player game by requiring it to connect to a server in order to play.

      --
      Why is it that the proponents of "one nation under God" are so eager to get rid of "liberty and justice for all"?
    19. Re:Missing the point by Moridineas · · Score: 1

      Oh, perhaps I'm confused then... When you say "DRM" do you mean CD protection (ie, where you put in the CD to play)? I didn't think anybody referred to CD protection that way and I definitely don't think that's what meant by DRM? I've played a couple of those games (civ3/4, alpha centauri, thief, old dos tie fighter) and I don't actually remember what kind of protection any of them used (which is of course a good thing!)

      Does that REALLY get in the way of your enjoyment of the game? Do you REALLY think a single consumer would not buy a game because he/she has to put the CD into the computer to play?

      If that's statement you're making, then I'll respond by saying I don't think anything more than the tiniest fraction of possible customers would be dissuaded from buying a game by having to put in the CD. And I would furthermore guess htat most of those who claimed they pirated for that reason are lying.

    20. Re:Missing the point by IICV · · Score: 2, Insightful

      Most games are also pirated just fine with DRM. It really doesn't do much either way.

      And I buy stuff from Steam because they frequently have the best prices. $7 for Gratuitous Space Battles + all the expansion packs this weekend? I'm sold!

    21. Re:Missing the point by drinkypoo · · Score: 1

      Does that REALLY get in the way of your enjoyment of the game? Do you REALLY think a single consumer would not buy a game because he/she has to put the CD into the computer to play?

      If I can't get a no-CD patch then I won't buy a game. I like to play games on machines that don't have an optical drive way too often. I have a USB2 DVD-RW, ASUS SDRW-08D1S-U, and can connect it when necessary, but I certainly don't always carry it.

      If that's statement you're making, then I'll respond by saying I don't think anything more than the tiniest fraction of possible customers would be dissuaded from buying a game by having to put in the CD. And I would furthermore guess htat most of those who claimed they pirated for that reason are lying.

      No argument here. I would say that BOTH questions are worth asking: Both how do I get the pirates to pay and how many customers would I lose if I implemented DRM. There are also other questions you might ask, like would I pay for a game with DRM and if I wouldn't pay for a game with DRM, how can I reasonably expect anyone else to do the same, and of course, what kind of asshole am I if I don't buy games with DRM but put it in my game anyway... But there's plenty of room for implementing DRM without hypocrisy.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    22. Re:Missing the point by Bigjeff5 · · Score: 1

      DRM works for Steam because the prices are very reasonable (unlike most retail games), and the DRM is very non-intrusive. This provides very little incentive to pirate the game, it's so much easier to use Steam than to pirate it makes it worth it to buy it.

      If you buy a game on Steam, you can use it on any computer you want - you just have to re-download it. That is how you add value to a game. With most DRM schemes these days, if you buy a game and upgrade your computer, you're screwed. If you buy the game but don't have a fast internet connection, you're screwed (see any recent games by EA - I pirate them on principle, I wouldn't even buy them normally).

      The piracy rates for retail games that are both DRM and non-DRM are strikingly similar (in the 80-90% range for all casual games, with many non-DRM games at the low end), so you must assume the non-DRM games come out slightly ahead because of fewer resources spent creating the DRM scheme.

      --
      Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
    23. Re:Missing the point by davev2.0 · · Score: 1

      No the question is "If they had used DRM, how many non-paying players would have been paying players vs. how many paying players would have been lost because of the DRM?" You say DRM reduces the value of the product, but this article shows that not using DRM reduces the value of the product by 90%. As someone else has pointed out, if the DRM had caused 20% of the non-paying players to buy the game, then the value of the game with DRM would have doubled, even if all the current paying players would not have paid.

    24. Re:Missing the point by mobby_6kl · · Score: 1

      Oh yeah, what you say here is close to what I had in mind, but didn't have time to elaborate on originally. It's definitely a tradeoff, had these games used some harsh DRM measures, some people would be turned off from buying it (I claimed that only a few people would care in my OP*), while some of those who would otherwise pirate it, would be unable to do so** and buy the game instead (I didn't claim anything in the OP, but I think this, too, will only be a few people).

      As you say, the gain from the former pirates would need to outweigh the loss of former customers. But that's not everything yet, the gain would also need to outweigh the cost of implementing said DRM scheme, and extra support, for when paying customers can't play the game because of the DRM. And the negative word of mouth from these same cases. Of course, the DRM system would need to be really pretty good, otherwise it will get cracked by the first guy with a hex editor, making it worse than useless.

      I don't have any numbers to back this up unfortunately, but in my opinion DRM is a useless waste of time for everybody involved. Except the DRM vendors, whore are getting paid for it, but even then they could do something more useful instead.

      * See, already a bunch of replies to my post were praising Steam when I clicked "reply". Yeah, ok, it's nice that it copies your savegames and sometimes there are discounts, but sometimes the Steam games are more expensive than retail, and Valve can ban the account and make your purchased games useless. Well whatever, give Gabe your money, he needs it to buy food.

      **And that's pretty questionable, really.

    25. Re:Missing the point by Vaphell · · Score: 1

      I pirated SC2 recently and I say that as a hardcore fanboy of Starcraft 1 who was really excited when sc2 was announced. Warezed version was available at the day of release despite battle.net authorization to install.
      Why I did that? I felt offended by shitloads of restrictions put on top of sc2. In the past I supported Blizzard and bought almost every single thing they released since Diablo1, because they were user friendly and didn't give a shit about the fact that their games were trivial to pirate. They still sold tens of millions copies of each title and Starcraft 1 is competitively played to this day, after 12 years. Apparently back then they understood how to win the hearts of customers.

      Now Sc2 (and D3 soon) is an antithesis of everything Blizzard represented in the past. Battle.net is a lackluster designed for iron grip control first and foremost, not for user convenience. Tell casual player that he can't share his copy with his family to check single player out, just like he always did, because EULA says so and come back to tell us how it went
      For the uninformed: there is only one account and you can't create sub-accounts. That means that the campaign progress or multiplayer stats are shared. 4 people playing sc2 in a household even on a single PC? in theory 240 bucks, thank you very much... with incoming 2 expansions, 4 copies each. Also, want to play from US with people in Europe? another 60 bucks for the copy from the region you want to play with.

      I pirated sc2 only to check out the story - and sadly found even more disappointment. Technical side of single player is top notch, but they botched the story and raped the lore.

    26. Re:Missing the point by Bigjeff5 · · Score: 1

      Here's some perspective, from the creators of Ricochet Infinity, which has a 92% piracy rate (taken directly from this Gamasutra article). Pay particular attention to the second half, which has their conclusions. The emphasis is mine:

      Below are the results of Reflexive.com sales and downloads immediately following each update:

      Fix 1 – Existing Exploits & Keygens made obsolete – Sales up 70%, Downloads down 33%

      Fix 2 – Existing Keygens made obsolete – Sales down slightly, Downloads flat

      Fix 3 – Existing Cracks made obsolete – Sales flat, Downloads flat

      Fix 4 – Keygens made game-specific – Sales up 13%, Downloads down 16% (note: fix made after the release of Ricochet Infinity)

      From the results above, it seems clear that eliminating piracy through a stronger DRM can result in significantly increased sales – but sometimes it can have no benefit at all. So what does that mean for the question about whether a pirated copy means a lost sale? The decreases in downloads may provide a clue to that

      As we believe that we are decreasing the number of pirates downloading the game with our DRM fixes, combining the increased sales number together with the decreased downloads, we find 1 additional sale for every 1,000 less pirated downloads. Put another way, for every 1,000 pirated copies we eliminated, we created 1 additional sale.

      Though many of the pirates may be simply shifting to another source of games for their illegal activities, the number is nonetheless striking and poignant. The sales to download ratio found on Reflexive implies that a pirated copy is more similar to the loss of a download (a poorly converting one!) than the loss of a sale.

      Though that doesn’t make a 92% piracy rate of one of our banner products any less distressing, knowing that eliminating 50,000 pirated copies might only produce 50 additional legal copies does help put things in perspective.

      In other words, the easy barriers to piracy, like being clever with storing state information and keys, can be well worth the effort. Beyond that, though, it's probably not worth the money you spend trying to stop the piracy for most games. For Ricochet Infinity, only 0.1% of pirateers were willing to purchase the game.

      The full article is worth reading.

      --
      Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
    27. Re:Missing the point by GamerCowboy · · Score: 1

      There was this highly-publicized story a year ago about Demigod, a DRM-free game that suffered server problems due to excessive traffic from pirated copies. As much as it pains me to say it, DRM may have been a boon for this game.

      Demigod, Piracy And Good Business Models...

      DRM is a fantasy. Snake oil. It doesn't work. It's been proven time and time again for the last 25 years. EVERY copy protection system ever devised has been defeated quickly.

      The PS3 still doesn't have any measurable piracy.

      --
      void
    28. Re:Missing the point by Moridineas · · Score: 1

      If I can't get a no-CD patch then I won't buy a game. I like to play games on machines that don't have an optical drive way too often. I have a USB2 DVD-RW, ASUS SDRW-08D1S-U, and can connect it when necessary, but I certainly don't always carry it.

      Then I applaud your stand. I don't buy as many games as I used to, and I'm more or less resigned to ever-increasing DRM, but I do appreciate people who do take a stand.

      I would say that BOTH questions are worth asking: Both how do I get the pirates to pay and how many customers would I lose if I implemented DRM.

      I completely agree with you. I hate intrusive/abusive/overly-limiting DRM as much as the next person. I just don't think the overall DRM situation is as bad as an extremely vocal minority on slashdot make it out to be.

      Like you, I may not be thrilled at having to put in a CD to play a game, but big deal, it takes 5 seconds and is done. I HAVE in the past not bought software that I knew had extremely draconian DRM / other protections. So yeah, I agree with you, it's a question of balance.

    29. Re:Missing the point by canajin56 · · Score: 1

      How to pirate a DRM free game: Download torrent, run installer, play.
      How to pirate an extremely heavily DRM locked game: Download Assassin's Creed 2 torrent, run installer, copy "Crack" folder to game folder, play.
      And you think that 20% is a conservative estimate for how many pirates will give up and buy it, because of that extra step? It is awfully hard, copy a whole fucking file.

      --
      ASCII stupid question, get a stupid ANSI
    30. Re:Missing the point by MysteriousPreacher · · Score: 1

      Yeah, those are similar to my reasons for using Steam. Valve have done some pretty cool things with their marketing, and it's just incredibly convenient.

      --
      -- Using the preview button since 2005
    31. Re:Missing the point by Zadaz · · Score: 1

      A related story of how one company came to realize how DRM was a giant waste.

      A few years ago I worked on an educational application for a big educational company. They asked me for a menu of DRM solutions. I offered a whole range of solutions from none all the way up to a hardware dongle and net verification every launch. I included both how much it would cost and how much it would cost to maintain. (Legal told me not to tell them and estimate of effective each method was.)

      In the end they chose one of the most expensive methods involving:
      1) A unique key printed on the CD.
      2) A different unique key on the actual CD its self. (These are expensive to press.)
      3) A hardware footprint key that changed with any hardware change or OS reinstall.
      4) The person would then have to CALL a toll-free number (in the US) give them all three of these keys, and if they checked out the operator would give them an unlock key.

      Setting up this system took considerable more work than actually making the educational title, including accessing with the CRM software the operators used to record and generate keys. Oh, and it needed to be cross platform with vintage machines. (Win 95-Win Vista, OS 9, OS 10) Testing and implementation was a huge issue.

      All of this for a $35 educational title.

      We did it. It even worked. We even doubled the bid for it because it was so stupid, but they said they really wanted it.

      18 months after it shipped they called us up and asked is how much effort it would be to remove the DRM. We quoted them a number equal to what it cost to run their DRM call center for a year. They paid.

      All-in-all a good client for our bottom line.

      (And people wonder where software developers get a reputation for being dicks.)

    32. Re:Missing the point by Bob9113 · · Score: 1

      Well thought and said. The addition of offsetting the cost of development and support of DRM is a good one.

      I don't have any numbers to back this up unfortunately, but in my opinion DRM is a useless waste of time for everybody involved.

      Aye -- mine too. I would like it if we could develop the real numbers, and if the companies that use DRM could/would consider them rationally.

      Except the DRM vendors, whore...

      hahahaha -- Freudian slip or intentional? An insult to honest whores.

      Valve can ban the account and make your purchased games useless.

      Aye -- I fall in the camp that says DRM, regardless of the business justification (which I find tenuous at best) is the greater moral hazard. The free market depends on a well-informed consumer. It is an inhibition to well-informedness for things like DRM and EULAs to exist. Copyright itself is already the beneficiary of government granted monopoly -- it seems unreasonable to layer poor market dynamics on top of that.

    33. Re:Missing the point by bonch · · Score: 1

      DRM is a fantasy. Snake oil. It doesn't work.

      Seems to be working pretty well for Battle.net and Steam. Steam's DRM is so non-intrusive that I forget it even has any.

    34. Re:Missing the point by omglolbah · · Score: 1

      The problem isnt really DRM, it is badly implemented DRM that goes bonkers on a legal copy.
      That is my more realistic view at least...

      My 'floating on the skies of digital love' type view is that DRM is a stupid idea and just hurts everyone. Drop it already..
      Sadly not very realistic at this point :(

    35. Re:Missing the point by omglolbah · · Score: 1

      Yeah.... Those ebil hobbitses and their 4.99-9.99 euro games.... we hates them we does *grhoooolllum grhoooollum*

      So damn easy to buy... and so cheap it "doesnt really matter".... Then you notice that you have to scroll your game list... even in 1080 resolution.... go back and look at the account history in your e-bank and realize you've spent more money on games in the past year than ever before.....

      Still I love em, preeeeecious ;)

    36. Re:Missing the point by luther349 · · Score: 1

      steam work online and offline. it works no matter what pc you are on. it does not mess with your pc in any way. you can download said game as many time as you whant. steam is linked to your account without limits that drm isnt what people want to die. its when companys like ea a ubisoft take it to far and start restricting the game to 1 pc forcing you to be online etc. thankfully ea learned the lesson and dumped the drm. and let not even mention what sony did. as for consoles they are not pcs. but in the same sense said game will work in any ps3 etc console you buy the game for work online and off and so on. all console drm does is stop you from tossing in a burned game.

    37. Re:Missing the point by shutdown+-p+now · · Score: 1

      multiplayer, which has traditionally never been part of pirated games anyway

      Huh? Are you that young that you haven't seen Doom, the first three Quake games, or UT?

      In my home country, I don't think I've ever seen a non-pirated copy of any of the above on the numerous LAN parties that I attended.

    38. Re:Missing the point by Anzya · · Score: 1

      I agree that Spore wasn't the game I thought it would be but I wouldn't say that it is a flop. At least in Sweden it's on the top 10 list of sold PC-games. Just a bit depressing :)

      Reason that I like Steam is that most of the time it doesn't get in my way and it keeps my game collection with me. I seldom go any where there isn't internet but carrying around the 30 games or so that I have on steam in physical form would be a real bother.

      --
      "This message was brought to you by Sarcasm and Troll Feeders United (or STFU, for you un-hip people)."
    39. Re:Missing the point by Zancarius · · Score: 1

      While each of your reasons apply to me for using steam:

      a) They regularly have sales, even on relatively new titles.

      ...is probably the most significant for me, and many of their indie titles are actually quite fun (and inexpensive).

      One other reason that comes to mind is the convenience. If I buy something from Steam, I can start downloading it immediately. Gone are the days of spending about twice as much for a boxed copy of a game and having to make a special trip to the local electronics retailer and dealing with such mundane things as a) pedestrians, b) parking, c) grumpy clerks, and d) standing in lines.

      Sure, Steam is a form of DRM. Sure, if Valve goes under we're all screwed, but I suppose those are the risks you take for convenience. I really dislike some of the local chain retailers, so it's a win for me! (Mind you, I absolutely refuse to buy any Ubisoft titles via Steam--two levels of DRM seems a little... excessive to me.

      --
      He who has no .plan has small finger. ~ Confucius on UNIX
    40. Re:Missing the point by teh+kurisu · · Score: 1

      The question you should be asking isn't "how can I get money out of the 900k people who are playing but not paying" but "how many of my 100,000 paying customers would I have lost had I released it with DRM".

      And what if the answer is, "This is a catch-22 situation, we're barely breaking even no matter what DRM policy we adopt"? The answer might well be to abandon the PC market in favour of the console market where you can get more return on investment due to lower rates of piracy.

    41. Re:Missing the point by Malenx · · Score: 1

      I just purchased this game because of the Slashdot article.

      It brought me to their site, I played the demo and thought it was fun, all though a bit on rails.

      Purchased the game for $5 and am downloading it as we speak. Would I pay the $20 that I saw it was running for on steam? No. I'm pretty sure the replay value is non-existent since the entire game seems to be on rails. I will however, toss $5 towards the developers for a chance to play it completely through.

      I think if and when games become hosted completely online, giving developers effective DRM, many studios are going to find out that people just don't like their games. Right now piracy is a good excuse for a poor ratio of value to price. I wonder if unbreakable DRM would actually severely drive down the current price scheme as the games not only won't sell at their current prices, but the excuse that piracy is the cause won't be available.

    42. Re:Missing the point by Kalriath · · Score: 1

      Technical side of single player is top notch, but they botched the story and raped the lore.

      We pretty much expected that would happen. There's only one thing to say to it (and you might recall when it was first said): lorelol.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    43. Re:Missing the point by Kalriath · · Score: 1

      You are missing the point. The only video that is not broken is one that no one watches.

      You forgot the one that no one wants.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
  6. Does the software call home? by WindowLicker916 · · Score: 1

    i want to know how they get this data. does the software call home and they track the number of unique ip's or mac addresses?

    1. Re:Does the software call home? by Tablizer · · Score: 1

      Only the ET game calls home.

    2. Re:Does the software call home? by Yvan256 · · Score: 1

      And then proceeds to crash the game market.

    3. Re:Does the software call home? by BatGnat · · Score: 1

      Yeah, are they invading my privacy?

      But seriously, I agree. How do you measure a negative?

      The music industry blames piracy for loss of sales, but fails to acknowledge that people have more options for home entertainment these days. They may not be spending money on CD's, but may spend a shit load more on DVD, BluRays, Games, etc. I remember back to the 80's: according to the industry, computer games were expensive due to piracy. Commodore 64 games were $30AU. When the Amiga 1st came out (day 1) , games were $70AU. Even though no one had an Amiga, which means Piracy was non-existent.

      I could make a games, sell 1 copy, and then claim that 9 million copies were pirated. You cant prove it wrong.

  7. Re:DRM does work by Mitsoid · · Score: 1

    Unless that DRM negatively impacts game play, (e.g. CD/DVD anti-burn technology that slows down game play--thankfully more in the past now)
    Can limit your ability to play the game 'forever', (drm managing servers go poof with company)
    or installs additional software on top of the game into your computer without permission. (Rootkits)

    I wouldn't buy any game I felt was at risk of the above. Massive online games, while in a form/sense are DRM, I'm okay with if the company has a good track record -- and Indie game? No way I'd *hope* their servers don't die.

  8. Re:Wow by Count+Fenring · · Score: 1

    The best strategy until your user's internet goes out, or until you go out of business or stop supporting the game.

    It's certainly effective (until someone hacks the game to remove it) but it's really annoying.

  9. civ 5 will have steam drm and open moding but onli by Joe+The+Dragon · · Score: 1

    civ 5 will have steam drm and open moding but online only still along way away with the usa poor high speed ISP and caps.

    DSL low speeds and comcast's caps will kill onlive also. My only choices are ATT DSL or comcast cable. I also can get wow cable but there tv line up and hd line up sucks. NO MLB NETWORK, NO NFL NETWORK, NO CSN + HD and more.

  10. Re:Queue the Arguing by Hatta · · Score: 2, Insightful

    The numbers here really aren't in debate. The piracy rate is around 90%, so what? Deterring pirates is not the same thing as earning customers. DRM puts the former over the latter, when the latter is the only thing that matters.

    --
    Give me Classic Slashdot or give me death!
  11. Re:DRM does work by Count+Fenring · · Score: 2, Interesting

    Your belief that only a minority can pirate is bizarre. Once one person with technical skill cracks a game, generally it's a low-to-zero effort for piracy.

  12. Starcraft 2 lack of LAN was to control pro gameing by Joe+The+Dragon · · Score: 2, Interesting

    Starcraft 2 lack of LAN was to control pro gameing. I think there was some kind of legal case in south korea over pro gameing and blizzard.

  13. The price is right by Anonymous Coward · · Score: 1, Insightful

    I've been waiting for a while now for this game to be in my price range. I did not pirate the game and I'm not buying it now out of guilt. It's just that I think this flash game is worth $5. I decided that from playing the official demo.

    It just finished downloading now. I'll go exercise those neurons.

  14. Pointless stats by loufoque · · Score: 1

    The ratio of how many people pirate the game is irrelevant. This is not lost sales, this is people who wouldn't have bought the game anyway.

    1. Re:Pointless stats by Anonymous Coward · · Score: 1, Insightful

      Saying over and over does not make it true.

      You act as if everyone given a choice between buying it and getting it for free would have bought it legit instead.

      I counter your argument with the equally plausible hypothesis that SOME people who pirate the game would buy it, if they were not able to pirate the game easily.

    2. Re:Pointless stats by loufoque · · Score: 1

      SOME people who pirate the game would buy it, if they were not able to pirate the game easily.

      Except pirating is necessarily easy, and you can't do anything about it.

    3. Re:Pointless stats by cacba · · Score: 1

      Not necessarily easy. With no quams about ethics, $20 game = hours of work for most people.

    4. Re:Pointless stats by WillDraven · · Score: 1

      I used to be one of those people. The poor ones who couldn't afford the games and thus pirated them. Why no longer you may ask.

      I'm still poor and my video card is too old for any of the new games. >:-|

      --
      This is my sig. There are many like it but this one is mine.
  15. Penny Arcade says it well by phantomfive · · Score: 4, Funny

    As with many things game related, Penny Arcade says it best. In the struggle between pirates and game-makers, only the pirates win.

    --
    Qxe4
    1. Re:Penny Arcade says it well by brit74 · · Score: 1

      To be fair, they lay into pirates and piracy pretty hard in this video: http://www.penny-arcade.com/patv/pa-the-series/120/

  16. Suffers from 90% piracy rate by dreemernj · · Score: 1

    But gets a front page story on Slashdot and Ars Technica. Not sure what the advertising value is of that but I have to believe it's pretty substantial. Hopefully it puts a dent in however many actual lost sales that 90% piracy rate translates to.

    --
    1 (short ton / firkin) = 89.1432354 slugs / keg
  17. Made Up Numbers by ArcaneAmoeba · · Score: 2, Interesting

    From what I understand, this game has absolutely no internet functionality and no DRM. How would they be able to get the percent piracy rate if they have absolutely no idea how many copies of the game are out there, only how many people bought the game? This story has appeared on every tech site I visit regularly. It's clear that they just pulled the 90% rate out of their @$$ so that they could generate interest and sympathy.

    1. Re:Made Up Numbers by VGPowerlord · · Score: 1

      From what I understand, this game has absolutely no internet functionality and no DRM. How would they be able to get the percent piracy rate if they have absolutely no idea how many copies of the game are out there, only how many people bought the game? This story has appeared on every tech site I visit regularly. It's clear that they just pulled the 90% rate out of their @$$ so that they could generate interest and sympathy.

      "There are three kinds of lies: lies, damned lies, and statistics." -- Mark Twain, allegedly quoting Benjamin Disraeli

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    2. Re:Made Up Numbers by Delarth799 · · Score: 1

      Its kind of like the story about handheld game piracy a month or so ago. Where the people doing the study just assumed Japan = 1/4 of all handheld games and then multiplied the number they got by 4.

  18. Before everyone jumps on the antipiracy band wagon by Diac · · Score: 1

    Let me tell you of a game called subspace, it was a 2d multi player shooting game with small spaceships, do a google search if you want to find more about it but i bet a lot of you remember it.

    At the height of its popularity there was over 1 million player plus playing this small free game.

    Then sony took an interest.

    They bought the game and put it on there Sony station platform as a pay to play game and the 1 million plus players drop instantly to 100k players(im not sure about the exact number but i do know that the vast majority drooped playing the game)

    Even though a lot of people did not continue to play it enough still did to make it a good business decision i guess but that is not what this post is about.

    What it is about is when you offer something for free(i know it was not offered for free btw its just a comparison example) compared with with purchasing it there will always be around 10x the amount of people who would play it for free compared to the amount that would buy it.

    The statistics shown in the article above just show that. It does not mean that the 90% of players who pirated it would have paid for it all it shows is that given the choice more people would play the game freely about 10x the amount that would buy it thats all.

  19. Game compaines using piracy as an excuse by nnull · · Score: 2, Insightful

    I see game companies continue to use piracy as an excuse for the lack of sales of their utterly crap games. I can't wait to see Sega claim no one wanted to buy Alpha Protocol because of piracy. UBI claims that pretty much 99% of the time now with the utter crap Silent Hunter 5 is (It couldn't be because of the bad reviews on forums and all. NO WAY! It was piracy!). So I call bullshit on this. Yet, somehow Valve doesn't seem to have this problem nor Paradox, or even the Russian publisher 1C. Perhaps if you game companies made your games more enjoyable like these publishers I've listed, I might buy your game.

    1. Re:Game compaines using piracy as an excuse by Twiceblessedman · · Score: 1

      Too bad you got marked a troll because it's rather insightful and true. Especially in the case of ubisoft. Their games are utter garbage as of late and they have even started to remove stuff from the packaging such as instruction booklets to help increase profits. They're even thinking of following unlock codes ala EA. I'm boycotting them both and urge you to do the same.

    2. Re:Game compaines using piracy as an excuse by bonch · · Score: 1

      If the games are "utterly crap," why are they getting pirated?

      Yeah, you kinda didn't think through your statement before posting it...

  20. Language barrier by tepples · · Score: 2, Insightful

    How many of those "pirates" live in places where $20 is a more than a whole day's wage?

    That depends. Into the native languages of how many such places have the games in question been localized?

    1. Re:Language barrier by mike2R · · Score: 1

      That depends. Into the native languages of how many such places have the games in question been localized?

      A lot of people speak English to a level good enough to play a computer game.

      --
      This sig all sigs devours
    2. Re:Language barrier by ACS+Solver · · Score: 1

      In the 90ies, Russian pirates would translate the games themselves (the quality of these translations being horrible to the point of being legendary). Also, there are poor countries in Europe but people, especially young ones (the likely gamers) tend to speak English well. Places like Romania and Moldova are fairly poor by Western standards, ditto Baltic countries, even if the economies may be rapidly growing, or were at least until the recession. With average monthly wages being under 600$, games are really costly to people in these regions but they do tend speak English, certainly well enough to play the pirated version comfortably.

    3. Re:Language barrier by kripkenstein · · Score: 1

      How many of those "pirates" live in places where $20 is a more than a whole day's wage?

      That depends. Into the native languages of how many such places have the games in question been localized?

      Most if not almost all games can be played by people anywhere on the globe. For one thing, most games (maybe except for RPGs) don't involve a lot of language. The UIs are made as language-free as possible exactly for that reason - icons for different guns, etc. And secondly, the little amount of language present is generally English, which most people in the world can speak at least a tiny amount of. In fact they tend to learn the tiny amount they actually need, which for most games is just a few words if that.

    4. Re:Language barrier by Joe+Jay+Bee · · Score: 1

      In this case, it's something of a moot point. Machinarium (which I did pay for, and it's a fabulous game with a gorgeous soundtrack, and well worth what I paid for it) has very little language or writing at all, definitely nothing spoken. All expressions come in the form of thought bubbles, which sounds crap but is easily one of the most charming parts of the game.

    5. Re:Language barrier by tendrousbeastie · · Score: 1

      And generally in less developed countries, those who speak English to a good level earn a higher wage than those who don't.

      Is a Bangladeshi weaver or a Thai farmer on subsistence wages likely to be downloading an English only computer game?

      (I'm sure there are one or two, but I would wager it is statistically insignificant)

    6. Re:Language barrier by Pentium100 · · Score: 1

      It does not have to be. Minimal monthly salary for full time employees (and a lot of people get that, well those that have a job, anyway) in Lithuania is around $320 before tax, so it would qualify that $20 is more than a days wage. However, a lot of young people (who is the demographic for computer games) learned English as a second language in school (it is mandatory in a majority of schools, some others teach French or German instead). On the other hand, high speed fiber connection (200mbps both ways in Lithuania, 80mbps both ways to other countries) costs ~$38/month, this is the fastest connection, others are cheaper, for example, 20mbps local 5mbps to other countries costs ~$14/month.

      So, a bit more than a month of 20 (5) mbps connection or one game?

  21. Re:Just tried it - stupid by MRe_nl · · Score: 1

    This Myth? http://en.wikipedia.org/wiki/Myth_(series)
    Yeah i can see how that wouldn't be much fun if you just clicked on random things and watched what happened.
    That'd be like saying chess would be a lot easier if you just flung the pieces at each other.

    --
    "Kill 'em all and let Root sort 'em out"
  22. Where do they get the numbers? by KarlIsNotMyName · · Score: 4, Insightful

    Is there an online part to this game? Can they see 10-20 times as many players online as how many have paid?

    Or did they just find it on some torrent site and multiplied the number of downloads by a 1000 (and assumed they all liked the game and are still playing it)?

    --
    We are all God's parents.
    1. Re:Where do they get the numbers? by LittleBigScript · · Score: 1

      Shhh.... Managers might be listening.

    2. Re:Where do they get the numbers? by Nyder · · Score: 1

      Is there an online part to this game? Can they see 10-20 times as many players online as how many have paid?

      Or did they just find it on some torrent site and multiplied the number of downloads by a 1000 (and assumed they all liked the game and are still playing it)?

      Why don't you try reading the fucking article and find out for yourself? The article isn't long as it clearly states that the people estimated the number based on feedback.

      --
      Be seeing you...
    3. Re:Where do they get the numbers? by KarlIsNotMyName · · Score: 1

      I did read it, and must not have picked up "estimate" from "feedback" as a good description of how they put together those numbers.

      --
      We are all God's parents.
  23. Slashdot Hypocrisy by jamesbulman · · Score: 5, Insightful

    Follow the logic...

    Piracy = !Bad
    Piracy = Copyright Infringement
    GPL = Copyright
    GPL Infringment = !Bad

    Well, I'm off to infringe the GPL as it's not bad to do that apparently.

    1. Re:Slashdot Hypocrisy by icebraining · · Score: 1

      The logic is:

      Sharing = !Bad
      Piracy = Sharing
      GPL = Sharing
      GPL Infringement = !Sharing (the code, in this case)

    2. Re:Slashdot Hypocrisy by novafluxx · · Score: 1

      Do it, I dare you! Just watch out for Stallman! I heard he's in town...

    3. Re:Slashdot Hypocrisy by Ironchew · · Score: 1

      Much as I would love to join in resisting the Slashdot groupthink, I think the "logic" is a little different:
      Copyright infringement in most cases is simply sharing/distributing proprietary code.
      In the sense that it's being distributed without the owners getting paid for an imaginary copy, the owners think that's *really bad*.
      Most other people think sharing isn't such a bad thing; thus, most infringement is !Bad.
      The GPL promotes sharing.
      Following that logic, refusing to distribute GPL code is GPL infringement, and most people who are aware of such a thing wouldn't tolerate it.

    4. Re:Slashdot Hypocrisy by mooingyak · · Score: 4, Insightful

      Follow the logic...

      Piracy = !Bad
      Piracy = Copyright Infringement
      GPL = Copyright
      GPL Infringment = !Bad

      Well, I'm off to infringe the GPL as it's not bad to do that apparently.

      I've heard this argument a few times, and while it's not completely wrong, it does oversimplify.

      The focus is more around for profit vs not for profit activity, and the scale of the individual activity. Very few people here will defend someone who runs a commercial scale piracy ring, copying movies or whatever, pressing the CDs and DVDs en masse and selling them on street corners for $5 each. And in reverse, there won't be much uproar over a guy who stole some GPL code and sold it to two friends for all of $30 profit. When both scale and motive combine in the wrong way -- essentially, profiting off of someone else's work repeatedly, no one sticks up for the offender.

      --
      William of Ockham had no beard. The most likely explanation is that it was chewed off by squirrels every morning.
    5. Re:Slashdot Hypocrisy by bieber · · Score: 2, Insightful

      Well, if you're willing to start with a premise as flawed as "Piracy = Copyright Infringement," you should be able to derive just about any absurdity you want.

      Ignoring that massive untruth, though, you're still repeating an all-too-common fallacy. "You espouse this view, which I disagree with. Other people who I connect you with because I'm incapable of separating different groups of people I disagree with hold a seemingly contradictory view. Therefore you're all hypocrites."

      Aside from the fact that commercial copyright infringement and person-to-person file-sharing are not the same thing, you're making the completely unfounded assumption that GPL defenders and file-sharers are all one-and-the same. I write and use free software, and I don't download or otherwise use proprietary software, or "pirate" other content. Sorry to poke a hole in your carefully constructed fantasy world, there...

    6. Re:Slashdot Hypocrisy by rastoboy29 · · Score: 1

      I think the more serious argument isn't that copyright is bad and therefore piracy is good, but that DRM is really bad, and isn't justified by the motive of protecting copyrights.

      For example, there isn't too much DRM is GPL'd apps, is there? ;-)

    7. Re:Slashdot Hypocrisy by bonch · · Score: 1

      For the GPL to have the power of sharing, it requires copyright law.

      Saying sharing isn't bad, piracy is sharing, and therefore piracy isn't bad is a leap in logic. Piracy is directly ripping artists and other content creators off, making sure they don't get paid while you still enjoy the fruits of their labor. It's the OPPOSITE of sharing.

    8. Re:Slashdot Hypocrisy by grumbel · · Score: 1

      You might want to read The Free Software Definition, morals and legality aside, piracy gives you 0), 1) and 3), the GPL just gives you 2) in addition. Also the GPL is not Copyright, it is Copyleft.

    9. Re:Slashdot Hypocrisy by luther349 · · Score: 1

      conserding gpl does allow you to sell your not braking it. all you have to do with gpl is include the source code for free.

    10. Re:Slashdot Hypocrisy by mooingyak · · Score: 1

      I was kind of trying to imply that the hypothetical guy wasn't living up to the distribution end of the agreement.

      --
      William of Ockham had no beard. The most likely explanation is that it was chewed off by squirrels every morning.
    11. Re:Slashdot Hypocrisy by icebraining · · Score: 2, Insightful

      For the GPL to have the power of sharing, it requires copyright law.

      Actually, no, that's a myth often repeated. GPL uses copyright law because it enables its purposes, but you don't need to keep all copyright law to enable the GPL.
      GPL just needs a law that says "if the author of the software wants it, all derivatives must release their code". You could scrap copyright law and enact a new law like this.
      There is a nice post by a lawyer (iirc) about this, but I've misplaced the URL.

      Saying sharing isn't bad, piracy is sharing, and therefore piracy isn't bad is a leap in logic. Piracy is directly ripping artists and other content creators off, making sure they don't get paid while you still enjoy the fruits of their labor. It's the OPPOSITE of sharing.

      Of course it's sharing. John has a song, he shares it with Steve, now Steve has the song too. How did he not share?
      The question isn't if it's sharing, it's if it's moral to share in certain cases. But the logic is solid. If the person considers sharing to be always good, then both file sharing and GPL are good.

      By the way, file sharing isn't always "ripping artists and other content creators off". Sharing music of Charlie Parker (dead for 55 years) is still illegal, but hardly "ripping off artists".

  24. Help avoid cannibalization by tepples · · Score: 1

    The best strategy [...] until you go out of business or stop supporting the game.

    One could look at this as a ploy to avoid cannibalization. If you stop supporting a product and it stops working, then your newer products no longer have to compete in the market with your older ones. EA is known to do this with its annual sports games. If your company goes out of business and its products stop working, then products from your new company no longer need to compete with those from the old.

  25. Laptops by tepples · · Score: 1
    Anonymous Coward wrote:

    The best strategy seems to have the game phone home and login when starting.

    And then you shut out the market of laptop users. People who find that they would have spend 720 USD per year for mobile broadband service just to use your product will likely choose your competitor's instead.

  26. Re:Queue the Arguing by MobileTatsu-NJG · · Score: 1

    I don't know how people can doublethink away the idea that Pirates stealing 5x the number of copies being sold legitimately for a top selling game [torrentfreak.com] somehow DOESN'T hurt the industry.

    Show us the missing money.

    --

    "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

  27. Re:Queue the Arguing by toriver · · Score: 1

    Um, these are digital downloads: it's not like they printed 1,000 copies and then someone stole 900 of them or something.

    The only difference between a pirate and a subsistence farmer in Kenya - neither of which is your customer - is if the latter leeches off any resources like in the case of online gaming.

  28. Re:Stardock does fine by LingNoi · · Score: 1

    Stardock makers of impulse are working on a new DRM library. They also only offer refunds from third party developers if they authorise it. They're no better then anyone else in the industry.

  29. Re:Before everyone jumps on the antipiracy band wa by improfane · · Score: 1

    This reminds me of Infantry, also bought by SOE I loved that game. It went p2p, I loved it enough to pay for it but then got stopped because it lost its 'feel'.

    Apparently it's free now.

    --
    Slashdot needs Geekcode | Can anyone recommend any good SCIFI? My tastes: Foundation, Startide Rising, CITY, Ringworld,
  30. Re:Queue the Arguing by LingNoi · · Score: 1

    What do you mean? Are you saying the makers of Modern Warfare 2 are bankrupt?

  31. 98% of statistics pulled out of my ass by Anonymous Coward · · Score: 1, Interesting

    The other 75% are pure fabrication!

    So the "90% piracy" quote is attributed to a person who pirated then bought World of Goo, contacted the publisher and told them that 90% of the users pirate their game. Well, if that isn't just the most reliable number out there, they add that they found 500 seeders and 300 leechers on Bittorrent. No word on what those seeders were seeding.

  32. DRM is more of a Future Problem for me by Cycloid+Torus · · Score: 1

    A little DRM goes a long way. Since publishers, developers, indies all seem to come and go, my problem is most likely going to be with their lack of reliability and permanence than my "piracy" (non-existent). I do play games from my library dating back almost 20 years - and if a game is any good I expect to do so over the next 20 years. Without this assurance (and most DRM fails to give any), I will not buy any game until it hits the bargain bin. However, no DRM at all might be too generous, too tempting. Steam as an independent repository makes it possible to buy otherwise DRMed games with some hope of a future. So does GOG. They also make some effort to have the most recent version. Works for me so I trade with them and not the publisher / developer. I think that the various players in this market will finally figure it out and move away from boxed, weirdly DRMed and from DRM free - and use a little DRM to keep things honest.

    --
    Lost in space at an early age. Survived the vacuum. Now rebuilding castle in air.
  33. Supply and Demand by sonicmerlin · · Score: 5, Insightful

    It's called a price versus demand curve. As the price tends towards zero the demand increases infinitely. Since there are practical limits, demand at free plateaus at about 10x demand at the original price. This isn't about people being able to afford the games. They just don't value these games at their original prices. There's nothing you can do about it. DRM'ing the game to high heaven won't make those people who don't value the game suddenly purchase it. You're not going to suddenly increase your sales by an order of magnitude. You likely won't even increase it, unless you lower your prices. That's why those ridiculous sales on Steam are so popular. Highly rated games for incredibly cheap prices on holidays or whatever other special day comes up attracts lots of customers.

    I'm not saying game prices are too high. In fact based on the rate of inflation I'm worried that the gaming market will bottom out as publishers are unable to raise their game prices to even match inflation, let alone the increasing costs of game development. But that "90% piracy rate" is totally misleading. These are not people who would have bought your game had DRM been implemented.

    1. Re:Supply and Demand by Trentula · · Score: 1

      So that's why everyone was clamoring for those free AOL discs...

    2. Re:Supply and Demand by Vaphell · · Score: 1

      economies of scale alone should bring prices down. Each year population of gamers grows. Ten years ago computers in general and gaming were a despised activity reserverd for basement dwellers. The only problem for the profitability is that everyone thinks that games lay golden eggs and now there are hundreds of titles released every year and they all pursue limited amount of money in a highly crowded market. Still you don't have to pay 50million for development and another 100mil for marketing which would require 5 million sales to break even.

    3. Re:Supply and Demand by Superpants · · Score: 1

      I have to agree. The only reason I have not purchased this game is because I have been waiting for it to go on sale. I've tried the demo, it was an ok, clever puzzle game, but not worth $20...to me anyway. Especially since a lot of the distribution and production costs are next to nothing for a digital download.

      This 90% piracy figure is artificially skewed by the fact that if this game was cheaper, a lot more people would have purchased it. When such a high percentage of people feel entitled to enjoy this game without paying is another matter entirely.

    4. Re:Supply and Demand by nlvp · · Score: 1

      But the demand for a product is dependent on the supply curve, and with piracy, what you have is a zero-price channel to market, or a point on the supply curve that's at "infinity" quantity, zero price. In a perfect market, demand would be the total population of people who desire the product even a little bit, at the zero price point, with corresponding revenues of zero for the supplier. The reasons people avoid piracy add a couple of specks of demand elsewhere on the chart, be the reason honesty, convenience, price-insensitivity or fear of enforcement.

      In a market with a zero price point, the aberration is that anyone pays for the product at all, not the other way around.

      The presence of DRM merely increases the 'price' or decreases the ease or convenience of the piracy channel to market. It will therefore increase legitimate sales, other things remaining equal, regardless of the official price of the product. That's unless there are lots of people who won't buy software if it contains DRM, but I have my doubts about this argument, I think those people are way over-represented on a forum like Slashdot.

      Trying to read people's opinions from the shape of a demand curve in the presence of piracy is not possible, it involves solving a multi-variant problem with only two pieces of information, one of which (number of copies pirated) is not accurately derivable anyway. What we're left with is a lot of people using fuzzy logic and presenting conjecture as fact. We cannot know, with the information available, the reasons for people's piracy, which is why the discussions on here are always the same - some people argue that it's all about price points, others argue that its about convenience, some say its about selfishness and an unwillingness to pay for things unless you're forced to, but really, we have insufficient information to know for sure.

      As self-respecting geeks, we should be sufficiently adept at statistics to know what we don't know. Personal pet peeve : It would be nice if we could also be self-aware enough to stop presenting our personal opinions, decisions and reactions as in any way representative of the crowd, as so many posts here tend to do (not yours though!)

    5. Re:Supply and Demand by BigSes · · Score: 1

      I agree with this, and have a similar experience. I have tons of burned CDs full of .zip files of games from my younger days when I had time and access but no money. Now that the money and time situation has been reverse, I enjoy going to Big Lots (or a similar bargain/fire-sale type store) and picking up some games that I think I may want to play but may not have the time, because who really cares at the price point. I bought Settlers 4 and Viva Pinata brand new for $4.99 each. They're both still in the shrink-wrap, and I really don't have a concern about ever getting to try them out, but I do have them just for the if/when that the desire takes me.

  34. Re:Stardock does fine by Teknikal69 · · Score: 2, Interesting

    Everyone always says Stardock is DRM free but I'll never buy another game from them but only time I ever bought from them it was Galactic Civilization 2 dreadlords unplayable with bugs and it wouldn't let me patch it. It justtold me the serial on the box was invalid and my efforts at resolving the issue through emails basicly ended with them basicly calling me a pirate and refusing me a working serial, the game was bought in a shop still shrink-wrapped at Game UK and returned. I've actually never had as much trouble with any other PC game so in my eyes their a shoddy company and not to be trusted.

  35. What a Coincidence by q335r49 · · Score: 1

    Those are two of the only three games that I've bought in the last year, the third being Armageddon Empires. I think, in retrospect, that I would probably not have bought those games if I could have just downloaded it, although, part of the reason why I bought it was that the money was going to support developers. I didn't bother looking too hard for pirated versions, though. I think the lesson here is that I would buy games if I couldn't find a pirated version AND if I they were independent and had an interesting premise. Then again, being unemployed with no source of income probably has something to do with this penny-pinching.

  36. Re:Just tried it - stupid by onefriedrice · · Score: 1

    It's like an old Hypercard game, or Myth, you just wildly click on random things and then sometimes things happen.

    I think the game you're think of is Myst.

    --
    This author takes full ownership and responsibility for the unpopular opinions outlined above.
  37. Define pirates by edelbrp · · Score: 2, Insightful

    I bought World of Goo and let a few of my friends copy it. I wanted to be nice and give some payback to 2D Boy, so I bought some 2D Boy tshirts (they are fairly expensive, btw). That way they got some payment for the 2-3 friends who I let borrow the game, but I get something practical instead of a few more useless discs and packaging. Technically, though, I guess I still pirated the game (or at least let my friends pirate it)?

    I'm guessing that most of the 'pirates' who really are downloading the game for free and not giving anything back are folks who played about 10 minutes of the game and junked it. Or gave something back in some other way. Still though, 90% seems high. Where did they get that number from?

    Anyways, it's the same old argument that's been kicking around for years. Because somebody downloaded it for free means it is a 'lost' sale? Hardly. I know friends who got obsessed with downloading gazillions of MP3s off the 'net, most of which they probably will never listen to. They never would have purchased most of them anyways.

    1. Re:Define pirates by VGPowerlord · · Score: 1

      That's OK, I made the mistake of buying World of Goo through Steam without trying the Demo first, found within minutes of playing the game that I disliked it, and can't return it since it was a digital purchase.

      In essence, I've paid for someone else's pirated copy.

      Back to the topic of Machinarium, I paid for that as part of the Indie Love Bundle.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    2. Re:Define pirates by brit74 · · Score: 1

      Still though, 90% seems high. Where did they get that number from?
      Based on numbers I've heard from other PC developers, 90% is pretty typical. It doesn't seem out of the ordinary.

      Anyways, it's the same old argument that's been kicking around for years. Because somebody downloaded it for free means it is a 'lost' sale? Hardly.
      Almost no one makes that argument. Anymore, I regard the "piracy doesn't equal one lost sale" to be something that pirates complain about, but almost no developer actually claims. It's just an argument that pirates can bring up so that they can knock it down - as if their side is winning arguments.

      I know friends who got obsessed with downloading gazillions of MP3s off the 'net, most of which they probably will never listen to.
      By the way, most of the piracy numbers on the PC are based on people connecting to the company's servers because they're running the game. This isn't just a download count.

  38. Mod Parent Up by kripkenstein · · Score: 1

    There are far more people on the 'net that can't afford to pay full price for games than can. So why should it be surprising that piracy rates are high?

    The only way to rule this out as the explanation for high piracy rates would be to sell localized versions at extremely low prices, that most internet users can actually afford. Did this indie game get sold that way? I doubt it.

  39. Piracy and Price by Datasage · · Score: 2, Insightful

    When I was younger, I pirated a lot of games. I had little spending money and a lot of free time. Now for the situation has reversed, I have money to buy a lot of games, but little free time to actually play them. So with the exception of games from a couple studios (Blizzard and Valve), I only buy games when they pass my impulse buy threshold. That way if I am more likely to get value out of the purchase even if I don't end up playing it that much.

    --
    In America we are imprisoned by our fear of them.
    1. Re:Piracy and Price by BigSes · · Score: 1

      When I was younger, I pirated a lot of games. I had little spending money and a lot of free time. Now for the situation has reversed, I have money to buy a lot of games, but little free time to actually play them. So with the exception of games from a couple studios (Blizzard and Valve), I only buy games when they pass my impulse buy threshold. That way if I am more likely to get value out of the purchase even if I don't end up playing it that much.

    2. Re:Piracy and Price by BigSes · · Score: 1

      I agree with this, and have a similar experience. I have tons of burned CDs full of .zip files of games from my younger days when I had time and access but no money. Now that the money and time situation has been reversed, I enjoy going to Big Lots (or a similar bargain/fire-sale type store) and picking up some games that I think I may want to play but may not have the time, because who really cares at the price point. I bought Settlers 4 and Viva Pinata brand new for $4.99 each. They're both still in the shrink-wrap, and I really don't have a concern about ever getting to try them out, but I do have them just for the if/when that the desire takes me.

    3. Re:Piracy and Price by FiloEleven · · Score: 1

      Exactly. I have actually played the Machinarium demo and found it enjoyable, but the $20 price seemed a little steep. I just purchased the full game at its $5 sale price, because even if I never get around to playing it or finishing it, it was too cheap to pass up.

  40. Another Linux game I learn about from Slashdot. by isolationism · · Score: 1

    Last month it was the post about Osmos, and that was fun too. I am really liking this trend of supporting Windows, Mac AND Linux versions, AND throwing in the soundtrack as a freebie with the game. They've got my five bucks.

  41. Re:So? by creat3d · · Score: 1

    That was my first thought, who in their right mind would pay for World of Goo?

    --
    Grammar nazis are to this community what excrements are to gold.
  42. bad/difficult measurement.. by itzdandy · · Score: 1

    I think that it is a VERY difficult metric to determine how many lost sales this means.

    For instance, I purchased World of Goo in Wii Ware but I also grabbed it for the PC without paying.

    Another example is when a person would not have purchased the software but downloaded it because it was 'free'.

    Adobe Photoshop or Autodesk 3DS max are excellent examples of what I am describing, the VAST majority of people who pirate these programs would NEVER purchase them because of their cost, they would use Paint.net, pbrush, buy something cheaper etc. So each person that pirates 3DS max isnt a lost sale, only a small percentage is.

    With a game I would say that the 'lost sale' rate is many times higher than with a professional software BUT I doubt that they lost 80% of their income on this game from piracy, probably some fraction of that. Totally unscientific guess here would be 30-40% lost sales due to piracy.

  43. Torrents are public information by judeancodersfront · · Score: 2, Informative

    They are just comparing sales with completed torrents. It's actually a conservative estimate since there are other forms of piracy like private servers.

    1. Re:Torrents are public information by Purity+Of+Essence · · Score: 1

      Right, but the point is, how many people did in fact download the game to try it, then decided it was crap and stopped playing it?

      If I had the choice of playing a free official demo in my browser with out installing anything, or downloading and installing a risky torrent, I'd obviously try the official demo.

      http://machinarium.net/demo/

      --
      +0 Meh
    2. Re:Torrents are public information by Nyder · · Score: 1

      They are just comparing sales with completed torrents. It's actually a conservative estimate since there are other forms of piracy like private servers.

      Wow, your a fucking idiot.

      You didn't read the article, but decided to answer a question about it?

      here ya go, ya dumb ass

      "We released the game DRM-free which means it doesn’t include any anti-piracy protection, therefore the game doesn’t bother players serial codes or online authentication, but it’s also very easy to copy it," Amanita's Jakub Dvorsky explained. "Our estimate from the feedback is that only 5-15 percent of Machinarium players actually paid for the game."

      See, they didn't go to a torrent and read the total number of seeds, or anything like that.

      They guessed based off some feedback.

      now, back to your stupidity.

      You realize that because of shit bags like you, there's a lot of people with the wrong info in the world? Because they are too stupid to look up stuff themselves, so they ask a question, then worse of worse, is a person, like you, who doesn't actually know the topic, but decides to answer questions based on what they think the people did, instead of actually looking it up (mainly since there is a link provided).

      you suck.

      --
      Be seeing you...
    3. Re:Torrents are public information by w_dragon · · Score: 1

      How many people do you know that download every torrent of type x out there just in case they want to use it some time in the future? I wouldn't count it as piracy unless they could show that they had at least installed the game, and that they weren't downloading it because their legitimate copy of the CD had been destroyed, etc.

  44. Re:Starcraft 2 lack of LAN was to control pro game by Seth024 · · Score: 4, Informative

    Yes, Korean law states that (in non legal terms): You may do what you want with what you bought.

    Kespa (korean e-sports association) ran SC:BW tournaments for many years on LAN and Blizzard couldn't do anything about that. Now that they would have to connect to the blizzard servers to play, Kespa would need to have authorization to host tournaments (which they won't get because Blizzard has already chosen GomTV to organize the tournaments)

  45. Exaggeration by OrangeTide · · Score: 1

    If the DRM'd stuff doesn't get in my way I'll still pay for the game. While annoyed during the era of CD based copy protection due to my very noisy drive, I still bought the games. And many people, including myself, don't like to waste their time finding the right crack for a pirated game. It's a big time sink searching on the shadier parts of the internet.

    --
    “Common sense is not so common.” — Voltaire
    1. Re:Exaggeration by Vaphell · · Score: 1

      what? don't pirated games come with the right crack included?

  46. Punish parent for daring to question Slashthink by judeancodersfront · · Score: 1

    Your logic may be strong but the groupthink here is stronger.
    Mod me down too please.

  47. Paradox by cfeedback · · Score: 2, Interesting

    Paradox Interactive has a great system where users have to register with their serial number in order to post in or view certain areas of their vBulletin forum. There's no in game DRM. It's completely unobtrusive but there's a lot of peer pressure to register games (anyone posting in the General Discussion areas for support almost immediately gets told to register their game and post in the support area). I'm not sure how piracy rates are figured but I'd be curious to see what theirs is--I'd imagine they do better than average.

  48. So what's new? by Dumnezeu · · Score: 1

    Bill Gates reached the same conclusion decades ago, in 1976.

    --
    Yes, it's sarcasm. Deal with it!
    1. Re:So what's new? by BitZtream · · Score: 1

      Which is why we didn't see retarded online activation crap until he left/was leaving the helm anyway.

      --
      Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
  49. illusionary numbers by Tom · · Score: 5, Insightful

    So what?

    The "piracy rate" is a totally bogus number. It doesn't mean anything. Most importantly, what it definitely not means is "lost sales". You can't do mathematics with an illusionary number. It's like me saying the Bogeyman number is 12.5 - it doesn't mean anything. You can't say "oh wow, that means for today (8h), I earned (8*12.5 = 100) a hundred dollars!" Uh, no. Same thing, taking a "piracy rate" number and multiplying it by another made-up number (say, "potential conversion rate") and then multiplying it by an arbitrarily set number-with-unit (sales price) to arrive at a totally made-up number and then call that "loss due to piracy" is just dishonest.

    I'll be interested in the results of this guy, but my guess is any additional sales have nothing to do with piracy and everything with advertisement.

    Do yourself a favour and step away from this movie-and-music-industry created phantom that piracy == lost sales. There is something called "structural unemployment", to use a non-car metaphor. What it means is that you can never, ever, have 0% unemployment. There are always people without a job, even if there are a hundred open positions for every person looking for one. You have people on the move, people who just quit and haven't yet signed up for a new one, some people are just impossible to employ, and so on. You always have some unemployment that you can not get rid of no matter what you do (aside from playing statistics tricks).
    Same thing with piracy, just on a different scale. No matter what DRM you use, no matter how low the price, no matter what else, there will always be people who don't pay for your game.

    I've said this before. Think about your players as being in three groups:
    1.) the ones that will certainly buy your game
    2.) the ones that may or may not buy your game
    3.) the ones that will certainly not buy your game

    where 3.) includes the pirates. People who download your game from a torrent have all sorts of reasons to do so, most of them you can't do anything about. My advise is to ignore them and focus on the undecided bunch. The ones who may buy the game if you can catch their interest. Which you more likely do with more polish than with better DRM.

    And yes, I do sell stuff online. I don't care about pirates. The extend of my "anti-piracy" measure is that you get the download link after paying, and that's it. Any and all DRM is a waste of time and money.

    --
    Assorted stuff I do sometimes: Lemuria.org
    1. Re:illusionary numbers by Cabriel · · Score: 2, Insightful

      In group 2, why would any of them pay for a game when they can have it for free? Isn't that the capitalist way? Paying the least for the greatest enjoyment?

      The common argument is that this is a self-correcting system in that developers won't make good games, anymore, but the that always ignores the other obvious effect that we, actually, are witnessing right now: the birth of DRM. You suggest a false claim that those who may or may not buy the game would definitely do so if the game were good, but that's just not true. Why should they pay for it and worry about their next purchase when they could have both it for free AND the next purchase?

    2. Re:illusionary numbers by Tom · · Score: 1

      Thanks for correction. It was a direct translation from the term in my native tongue, didn't check the english term.

      --
      Assorted stuff I do sometimes: Lemuria.org
    3. Re:illusionary numbers by Tom · · Score: 2, Insightful

      In group 2, why would any of them pay for a game when they can have it for free?

      Because it's the right thing to do, because it's more convenient, because they buy it as a gift for someone else, because they want you to make another game, because they don't care about getting it as cheap as possible, there are other criteria besides price, because they want the nice, printed manual or the CD or whatever, because because because.

      Just the way people have a hundred reason to download a torrent even though they have enough disposable income to buy it, other people have a hundred reasons not to, even if they could.

      Why should they pay for it and worry about their next purchase when they could have both it for free AND the next purchase?

      Mostly, because people are people and on average a lot more honest and moral than, say, corporations which do not have to burden themselves with such things as culture and emotions.

      I thought the financial crises would've served to drive that point home. Banks are "afraid" of people defaulting on their houses, and yet it turns out that a) banks themselves are a lot worse in handling money and risk than home owners (on average) are and b) rich people default on houses a lot more often than poor people.

      It is not about money. It's about honesty and values. Funny how capitalism ignores some of the most fundamental elements of humanity. Maybe we should have realized that it is a theoretical system to describe economic interactions in an idealized thought-world, not a religion.

      --
      Assorted stuff I do sometimes: Lemuria.org
  50. I presume you mean for DRM games by Sycraft-fu · · Score: 4, Insightful

    And ya, that's the real question. We know people pirate games, both with and without DRM. The question is does DRM make a statistically significant difference in piracy rate? If it doesn't then it is de facto worthless. After all the only reason to have it is to reduce piracy rates so if it doesn't why have it?

    Now, if the answer is it does lower the piracy rate by a non-trivial amount the next question is does it increase sales? Less copies being pirated doesn't mean more being sold. You have to check it both ways. Unless you are generating more sales, it doesn't do you any good either.

    So assuming it does increase sales, then the final question is does it increase sales enough to cover the costs of DRM. There are three main costs:

    1) The cost of the DRM itself. Off the shelf DRM solutions cost money up front, and generally royalties per copy sold. If you develop your own there is the cost you pay developers to work on it. In both cases, there is implementation costs.

    2) The cost of support. People will have trouble with it, you'll have to have support staff for it. You cannot very well sell someone something that doesn't work due to DRM and say "Oh, sorry, nothing we can do."

    3) Lost sales due to people who don't like it. I don't know how big that is, but it does happen. I personally will not buy any new Ubisoft title. Both Settlers 7 and Assassin's Creed 2 were on my list until their new DRM came out. No, I haven't pirated them, I just play other games (I've got about 40 games on Impulse 50 on Steam and more in boxes).

    So for DRM to be worth it, it needs to cover the costs of implementation and then some in terms of a sales increase. What I would like to know is if it does this. I don't know that any company has studied it. they mostly seem to take on faith that DRM works.

    1. Re:I presume you mean for DRM games by Joce640k · · Score: 1

      Yeah, I meant DRM games. What's the rate for DRM games?

      (facepalm)

      --
      No sig today...
    2. Re:I presume you mean for DRM games by Anonymous Coward · · Score: 1, Funny

      The software industry has to accept that piracy is here to stay, and the old tactics of artificial scarcity will not work any more.

      If they want to make money, they should perform live interpretations of their games on stage, and sell merchandise and posters to recoup the costs.

      3d shooters are so much better the old way, with paint ball and laserquest. The CDs of games should be used as advertising for the software company and to attract people to live paint ball shooting competitions.

    3. Re:I presume you mean for DRM games by luther349 · · Score: 1

      funny you where all anti drm then said you have 40 steam titles. not all drm is evil. yea i had sliient hunter 5 on my list then herd of its drm now cracked. i do not own that game due to that. drm is hurting sales of game not helping them. so a game company is tossing extra cost into there game for no reason. pc privacy has been high sense the days of bbs and theirs still been smash hit games that sell in the millions on the pc. long before drm. so all drm does does is increase piracy due to the fact people will now avoid that title or pirate it that may have bought it. and these game company's should be seeing this being apple jumped off that boat and ea also jumped off. they both saw drm was doing more damage then good. and then even if you sell said title all your doing is making it harder for the legit user not the pirate with the cracked copy. drm can be good to delay pirates in releasing cracked versions but once the game has been busted open drm should just be removed its now useless.

  51. Re:civ 5 will have steam drm and open moding but o by cyber-vandal · · Score: 1

    Depends if OnLive only focus on the US market or whether they sell to Europeans and South Koreans who have significantly better broadband options available.

  52. I Don't Like These Figures by xwizbt · · Score: 2, Interesting

    A few things about me: I originally pirated World Of Goo as someone had ported it to the Mac before 2D Boy got round to it. When the Mac version appeared, I bought it. In fact, I own four copies now - I purchased it, and it was also featured in three separate bundles of software I've bought, and a friend also sent me a download for World Of Goo as they didn't want it in their bundle. Also, I don't have a fixed IP address, so every time I play World Of Goo it looks as though another (and why not assume it's pirated?) copy has been stolen...

    Is it so unthinkable that other people may be in a similar situation - how are these developers so sure of their figures that they can proudly spurt that only 10% of their users are honest? This is nonsense...

  53. Re:Starcraft 2 lack of LAN was to control pro game by Vaphell · · Score: 5, Insightful

    needless to say, Koreans are in the right here

    you don't pay royalties to the manufacturer of the hammer you used to build a house and sell it with profit. You paid for the hammer - that's it.
    KeSPA did all the legwork to set up everything and now blizzard comes in and says 'pay up, bitches, you use our game'. Yeah, but they don't sell a game, they sell competition between players. Game is merely a tool, 50 bucks a pop.
    It's distasteful because greatly Blizzard benefited from increased sales for years thanks to the tv coverage and didn't have to pay a dime for that. Easy money. They got the best marketing possible for free and now they want the cut on top of that.

    Someone needs to step in and smack the software industry hard. They do anything they want because they can put whatever in their EULAs and ToSes and with no resistance circumvent common sense, basic user rights, first sale doctrines and whatnot.

  54. World of Goo's methodology is flawed by pantherace · · Score: 5, Insightful

    http://2dboy.com/2008/11/13/90/

    I haven't played the game, nor purchased it, but I have a big problem with their statistics: They basically took the unique IPs and divided by the number of sales. That might have been somewhat accurate in the 1980s.

    It's utter rubbish. People often have laptops. Today, my laptop will have at least 2 IPs. There are days that I've had 5 different ones, from different locations. (Actually probably more than that, considering that the university likes to subnet by building, which probably means that there are another 2 IPs. (possibly per day, unless their DHCP assigns the same one))

    So if I'd purchased the game, and played it on my laptop at various times throughout the day, over a week, I could very easily account for 10 IPs alone. The same methodology applied to Steam, could easily lead to Steam being well over 50% pirated.

    1. Re:World of Goo's methodology is flawed by ergrthjuyt · · Score: 1

      It works both ways because the pirates will also play from behind NATs and many pirates would decline to submit their scores, lowering the true count of actual pirated copies. The numbers could skew higher or lower depending on your assumptions. In fact, all the caveats are mentioned in your article.

    2. Re:World of Goo's methodology is flawed by rakslice · · Score: 1

      I appreciate that 2D Boy followed up with the details (i.e. a big methodological HDTISC). But I wonder: Did they understand that their reasoning was faulty in the first place and decide to release the stat anyway?

    3. Re:World of Goo's methodology is flawed by bloodhawk · · Score: 1

      proxies, NAT, aggregators, if anything it is more likely they underestimated it.

    4. Re:World of Goo's methodology is flawed by Ren.Tamek · · Score: 1

      Indeed. If you look at the World of Goo post you just mentioned, they reference a previous study on Gamasutra of an indie title that also estimated their piracy rate to be about 90%. Considering 2D Boys rationale seems fairly rushed and decidedly innacurate, isn't it surprising that they came up with the exact same 90% figure? For a game with a totally different copy protection structure, in a totally different genre, calculated 9 months apart? How much do you want to bet that they knew about that article before they calculated that figure.

      So now this Machinarium article appears for a game released 2 years later, in yet another totally different genre, and they find an estimated piracy rate of 85% to 95%. You can bet they were aware to the 2D-Boy 90% figure, since it was well publicised on /. and in the gaming media. Do we think this figure we have an existing bias to might have some relation? Hello, this is just the same 90% figure with a 5% error rate on either side!

      The problem here is that, without any competent statistics having been done, the popular media are giving people the impression that a 90% piracy figure has been established, with numbers people have pulled out of their rear ends. Piracy issues aside, one thing that gets on my nerves is bad statistics. It's basically the same as lying to people.

      --
      "If you want a vision of the future, Winston, imagine a boot stamping on a human face forever." - George Orwell, 1984
    5. Re:World of Goo's methodology is flawed by B.Stolk · · Score: 1

      When I did my investigation, I based it on the different device names people gave to their iPhone/iTouch.
      Believe me, the ratio between paying and pirating really are that bad.
      http://ps3computing.blogspot.com/2009/07/iphone-piracy-cold-hard-figures.html

      --
      http://www.stolk.org/tlctc
  55. Sales are more important than popularity by LordZardoz · · Score: 1

    I just do not see how anyone can actually say that a 90% piracy rate is an acceptable outcome. Making a popular game is nice, but in all seriousness being paid for your work is nicer. Money may not buy happiness, but I think we can rest assured that poverty wont make you happy either.

    Yes, I will absolutely concede that if there were a perfect DRM system in place it is entirely possible that the game may not have sold quite as much as it has even now. I will also concede that the piracy has probably magnified the word of mouth awareness of the game. And not every one who pirates a game would have paid for it anyway.

    But for anyone who is actually trying to make a living developing games, I can say with certanty that I would prefer to not make a sale due to someone not wanting to pay for the game and choosing not to play it then to not make a sale due to someone pirating the game outright. And until someone can create a truly repeatable and verifiable experiment that can compare how many people pay for a game with no DRM vs how many pay for it with effectively perfect DRM, no one is going to be able to say with 'bet your right testicle on it' certainty whether wholesale piracy is a good thing.

    I am not saying that totally intrusive DRM that blocks legitimate use is the best answer here. But I am sure that allowing 90% piracy is not the solution either.

    END COMMUNICATION

  56. Objectively, it sucked. by korthof · · Score: 2, Interesting

    I went to the website, never heard of it. Played the demo. It has such a high rate of piracy, because quite frankly it is terrible. Monty Python meets Monkey Island/Sam & Max, with none of the humor or fun. It was fine when it was 8-bit. Not so fine when its 256bit and 5 dollars.

    1. Re:Objectively, it sucked. by ergrthjuyt · · Score: 1

      So if people like you hate the demo you go and pirate the game instead of paying for it? Don't get me wrong - it does sound terrible, that doesn't justify not paying for something.

  57. Never heard of it... by Anonymous Coward · · Score: 1, Interesting

    Never heard of it but I downloaded first and purchased later with Mass Effect and X3.
    With Mass Effect I missed the first one but heard about the second. I downloaded the first one, played it and liked it a lot. So I went out and purchased Mass Effect 1 and 2.
    With X3, I used to play X3 a lot and never payed for it. I purchased X3 Terran Conflict, saw the original during checkout and purchased it as well.

    So my point is, if your game does not suck then people will pay for it.
    Looking at Machinarium's website gives me a headache and I have not learned anything about this game except what I found under "About". I personally like screenshot or gameplay footage. If your marketing is as bad as your webdesign then it is no surprise that your game does not sell.

  58. The economics are simple. by SETIGuy · · Score: 2, Interesting

    Most piracy losses are imaginary. Most pirates are people who wouldn't buy the game even if it were a nickel.

    However, the economics of piracy are simple. For any game there is an optimum price for maximizing income. If the game is priced too high, people won't buy it. If it is priced too low, the additional sales don't make up for the lost income. This price is going to be different for any game, though, depending upon demand.

    DRM isn't going to change that. Piracy rates on games with DRM are no lower than those without.

    The problem is that indie developers look at the prices that the large developers get for games and say "Ultimate Modern Warfare Battlefield Premier Edition" is $70 so I'm going to price "Bouncing Crystaltris Supreme" at $20 so it will be cheap in comparison. The problem is that the optimum price of UMWBPE is actually around $15, but LubiArts can't charge that because everyone knows new games go for $70, and $15 is for the bargain bin. Assuming the ratio of price holds, that would put the optimum price of "Bouncing Crystaltris Supreme" at $4

    Unfortunately it appears that nobody in the gaming industry ever took an economics course, so the only solution to piracy you'll get out of them is higher prices and additional DRM.

    The best way of pricing, might actually be an auction scheme. Where price is associated with demand, with the seller limiting daily or hourly supply.

    1. Re:The economics are simple. by ergrthjuyt · · Score: 1

      The best way of pricing, might actually be an auction scheme. Where price is associated with demand, with the seller limiting daily or hourly supply.

      Brilliant, why didn't they think of that? Since you are against DRM, they will be auctioning downloads of the game...without DRM, right? And that would work because...why again? Where did you learn economics again?

    2. Re:The economics are simple. by SETIGuy · · Score: 1

      Brilliant, why didn't they think of that? Since you are against DRM, they will be auctioning downloads of the game...without DRM, right? And that would work because...why again? Where did you learn economics again?

      Apparently I learned it in a better school than you did. I didn't say that piracy would disappear, just that the price should be the one that returns maximum profits in the presence of piracy. It doesn't even necessarily minimize the number of pirated copies. But I can tell you that for most games on the market it would be far less than the $60-70 that new games are priced at. But apparently game distributors don't care about maximizing profits for their shareholders. They care about the per copy price and would rather sell 100,000 copies for $60 than 1,000,000 at $15.

      In addition to not understanding what I proposed, you are making the common mistake of assuming that people place no value on fairness or honesty. At the very least you're assuming that people don't place any value on getting a tested and virus free copy from the vendor versus taking the time to find a possibly virus or trojan laden version on a warez tracker. You have to value your time very little to feel that even 15 minutes of your time is worth the $4 that an average indie game should cost. Or the $15 that a big budget commercial game should cost.

    3. Re:The economics are simple. by ergrthjuyt · · Score: 1

      Apparently I learned it in a better school than you did.

      Provably false. Your grasp of piracy and even basic economics is far from even plausible, nevermind factually true. Here is a choice quote:

      Most piracy losses are imaginary. Most pirates are people who wouldn't buy the game even if it were a nickel.

      This is incorrect, because if piracy were impossible, there is undoubtedly some proportion of the pirates (less than 100 percent to be sure) that would pay for the game, but they choose not to because there is a free alternative that is just as good. If the good you are selling has a perfect substitute and is free, how does that make your losses "imaginary?" Answer: it doesn't.

      Your timed auctions idea is also terrible. You are living in a fantasy world where the seller gets to extract the highest price everyone is willing to pay, which only works if no one knows what everyone else is paying. When pricing information is shared among buyers, it falls apart. Why would someone be willing to bid 50 for something if he knows that someone else could get it for 20 by simply waiting a little longer? Answer: they wouldn't. You would rapidly get price convergence and be right back where you started, except now it takes longer to sell the product and more time for customers to get it.

      The deadweight loss (that's the term by the way, its taught in introductory microeconomics) is already somewhat mitigated by price segmentation - that's what collectors' editions of games are for. For the lower end of the market, they can wait the 1 or 2 years to get the game in the bargain bin. In conclusion: game publishers already do market segmentation, except in a better way than you proposed.

      In addition to not understanding what I proposed, you are making the common mistake of assuming that people place no value on fairness or honesty.

      Nonsense. Your argument boils down to lowering the price to increase sales, which has absolutely nothing to do with reducing piracy at all, because we already established pirates don't buy no matter the price as long as they can get it for free.

      Thanks for playing though.

    4. Re:The economics are simple. by SETIGuy · · Score: 1

      Try reading what I wrote rather than what you think I wrote. You seem to be attributing a lot of things I didn't say to me. Nowhere did I describe the detail for the market I proposed, yet you seem to know exactly how it would work.

      Your hypothesis seems to be that nobody would ever pay for a game they could get for free. Yet the existence of a retail market for games, despite the fact that DRM has never worked, means that people do, in fact, pay for games, even when they are available for free.

      You could also look at the evidence. Valve's test "sales" indicated that the highest profits would be achieved by selling their games at 25% of the list price. Yet rather than optimizing profits, they continue to push for maximum unit price.

      Oh well, since you can't be convinced with evidence, I'll let you continue to express your faith in what you think economics is.

    5. Re:The economics are simple. by ergrthjuyt · · Score: 1

      Try reading what I wrote rather than what you think I wrote.

      I quoted your words verbatim. Feel free to point out specific cases where I misquoted you, because I am willing to bet money that I didn't.

      Your hypothesis seems to be that nobody would ever pay for a game they could get for free.

      No...no, I didn't say that. I said your absurd idea for "fixing" the piracy problem by lowering prices is useless because we already both agree that the class of people who pirate games aren't going to pay for them even if it were only a nickel.

      Here, let me break it down for you in plain english:

      There are 3 classes of players:

      1. Those who will buy the game at the asking price.
      2. Those who would buy the game, but currently won't, because the price is too high.
      3. Those who won't buy the game even if it were a nickel, because they can get it for free. These people do not value fairness or honesty.

      You are advocating lowering the price of the game to increase sales to segment 2, but you already readily admitted that those in group 3 wont buy it no matter the price. This does absolutely nothing to lower piracy.

      You also said that piracy losses are imaginary. I called you on it, and you still won't admit you were clearly wrong and factually incorrect about that.

      Valve's price experiment was interesting, except you forgot to mention their games are multiplayer only and can't be pirated to work online. Thus, they have no free, perfect substitute and the economics are different from singleplayer games that can be cracked. Obviously, piracy is not a problem for Valve because more of the people from group 3 are forced into groups 1 and 2. This is actually proof that piracy losses are not imaginary, but very real.

      The fact that games like World of Goo (which can be cracked unlike Valve's) has stunning piracy rates even though the seller had a name-your-price deal, offering the full legal game for as low as 1 penny is evidence that there is no known solution to piracy except a DRM model that works: online key validation and a multiplayer-only model. The pricing issue is completely irrelevant.

      So you can continue misinterpreting your "evidence" and peddling naive solutions to a difficult problem on slashdot all you want, just don't delude yourself into thinking you are so smart you know how to fight piracy and price games better than the games industry, because you don't.

    6. Re:The economics are simple. by SETIGuy · · Score: 1

      Oooh! Bold face! I'm scared.

      How brainless can you be. I didn't offer a solution to eliminate piracy nor did I claim to. There is no solution to eliminate piracy because there is no DRM model that works. The online model doesn't work for most games because there are many people who won't buy certain games unless there is a single player practice mode. Other games don't make sense for an online mode.

      What I offered was a way to maximize profits in the face of piracy. What you are offering, again and again, is a way to maximize unit price regardless of what that does to profits. And that's just because you are stupid, and so are the heads of most gaming companies because, at least if they are corporations, they have a duty to shareholders to maximize profits. And they aren't doing it. And to say pricing is irrelevant to piracy indicates you really have no understanding of economics.

      Note that a lot of the income from World of Goo came from the name-your-price deal. If they had left the price high, they would have not had that income. If I recall correctly the average price for the four games was about $8. (I'm not going to go look it up.) I paid somewhat higher than that. It cost them absolutely nothing. If they hadn't had the sale, I wouldn't have paid what they were asking for games I had never tried. And I doubt their sales are very high right now. An market with unlimited supply and limited demand told them their games were worth $2 a piece. An artificial supply limit (in the games market every supply limit is artificial, including the number of DVDs pressed) might have bumped that somewhat. But I don't see any indication that they learned anything from their experiment.

      In a similar way, games on my phone are typically too expensive. For $3.99 you'd better have a free demo. For $0.99, maybe. Google might be able to make a higher profit by developing a market model for the Android Market that sets prices within some range based upon rate of sales (with the min and max selectable by the developer). Unfortunately most developers don't understand sales and would set min and max to the same too high value.

      Developer: I'll sell it for $11 each
      Marketer: You'll sell a hundred times as many at $0.99
      Developer: But I think it's worth $11.
      Marketer: Wouldn't you rather make as much money as you can?
      Developer: This app goes to $11.
      Marketer: You're an idiot.

    7. Re:The economics are simple. by ergrthjuyt · · Score: 1

      There is no solution to eliminate piracy because there is no DRM model that works.

      Key validation works fine for online games, which is a very strange definition of "no." Game DRM is typically licensed, and is a fixed cost, so its cost is marginal relative actual development, and serves as an effective deterrence against casual pirating. Many people wouldn't even give it a second thought unless the DVD they burned for a friend refused to play.

      And to say pricing is irrelevant to piracy indicates you really have no understanding of economics.

      I'll try to say this as simply and directly as possible: you can't reduce piracy by lowering the price. That's why game companies implement DRM (which only has fixed cost) as opposed to just lowering the price (which gives up marginal revenue on every copy). To say price is relevant to piracy indicates you really have no understanding of economics.

      Note that a lot of the income from World of Goo came from the name-your-price deal.

      But it didn't necessarily raise their profits. The leakage that occurred was probably massive - the people who would've paid the full retail price, but paid far less because they they were able to name their own price. There is only a finite number of people who will buy your game. Thus, it is important to consider the price, and not just the number of sales. And I am 100% certain that the major game studios have studied this number longer than you have, with smarter people than you or me. Even someone as stupid and hardheaded as you would admit this is true.

      Let's also consider that World of Goo is a special case, benefiting from heavy media coverage for using a novel pricing model. If they had perpetually sold the game at $2 instead of $20, they'd have to sell 10 times the number of copies they would've sold originally. Assuming those who would pay $20 would also pay $2, you'd have to find an additional 9 customers for every 1 who has already paid. This doesn't sound too implausible, until you realize it would never work if everyone did it, because there aren't that many people in the world. Think about it: if everyone in the games industry slashed their prices by 90%, existing customers would have to purchase games at 1000% of their current rate for it to work out for sellers.

      And that's just to fucking break even. The problem is that the marginal utility of games goes down sharply as you purchase more (because you only have a limited amount of free time to play them) and your purchases would not go up by a factor of 10 if the price dropped 90%, not even close.

      Of course, there are new customers who would buy a game instead of pirating if the price were lowered. Your assumption, holding existing sales constant, is that these people outnumber current customers at a rate of 9:1. If we assume that current customers would double their purchases (rather generous in my opinion), you are still looking at a ratio of 4.5:1. The numbers don't look very plausible even if you triple, quadruple, or quintuple your assumptions from the first segment.

      Considering that we already have evidence that suggests people pirate games about 9:1, what you are really saying is that there is a population of non-pirating, waiting-to-be gamers (which is mostly disjoint from current buyers and pirates) in the same order of magnitude as the population that currently pirates games.

      Which is utter horseshit.

      You may have found specific examples of second or third tier developers who are overpricing their software (and reaping suboptimal profits because of it), but that does not indicate there is a systematic problem with video game pricing. Notice that even Valve only ran their 75% discounts as an experiment, negating your theory that they can optimize profits by permanently lowering prices (or, you know, they would've done so, don't you think?).

      An market with unlimited supply and limite

    8. Re:The economics are simple. by SETIGuy · · Score: 1

      I'll try to say this as simply and directly as possible: you can't reduce piracy by lowering the price.

      Which is experimentally false. And I've had enough of your bullshit so I'll ignore the rest of it. You're incapable of understanding what is and is not possible or even of understanding simple English.

    9. Re:The economics are simple. by ergrthjuyt · · Score: 1
      Sure. "I've had enough of your bullshit" means you've been so intellectually outclassed that it was humiliating. What, I'm so wrong that you can't be moved to rebut even a single point with sound reasoning or logic?

      You're incapable of understanding what is and is not possible

      Yes...me and the rest of the world that lives in reality. Run along now, I think some other high-tech industry is in need of your bullshit speculation in microeconomics.

  59. 600 million dollars by SmallFurryCreature · · Score: 1

    That is how much the company behind farmville makes. I don't care how much of that goes to facebook, they are still rolling in it.

    WoW? 10 million paying subscribers.

    Star Craft 2? Biggest seller.

    So? PC gaming is dying because of piracy? Don't think so.

    It is dying because there are companies fleecing customers. HOW DARE YOU release a PUZZLE game and expect to get rich of it? The times are changing. Now such puzzle games are everywhere on free to play flash sites. Sure sure, your puzzle game is different, it is more. Well fuck that, nobody cares. Casual gamers need CASUAL games for CASUAL prices. You want to serve that market, you play by its rules.

    And if you don't? Then get 100 million dollars somewhere and make a triple A title that people are dying to play.

    Yes, once a guy with an idea could create a game. The last one to do it was Chris Sawyer, from * Tycoon fame and he stopped doing it.

    Game publishers are like horse breeders complaining about cars. If you no longer can make a living with your craft, then though titties. Switch. Yeah, so maybe copyright infringement will mean the end of game and music and movie and book production. We will see it when it happens and deal with it.

    Stop whining about the fact that the world changes. Either change with it, or become a fossil.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:600 million dollars by kwoff · · Score: 1

      Not to mention the game publishers, like Hollywood, hide their revenue in shell companies.

    2. Re:600 million dollars by Kjella · · Score: 1

      Game publishers are like horse breeders complaining about cars.

      No, game publishers aren't complaining that people seek other sources of entertainment unlike horse breeders who complained about other sources of transport. They complain that people are playing without paying, people want to eat their cake and have it too by getting the game for free and still have the money to purchase something else. They're complaining that a small portion of the people playing the game - the paying customers - have to fund it for everyone. They're concerned their paying customers will disappear too, after all everyone else gets it for free so why not they too.

      Like it or not, there's huge incentive to cheat here. The few dollars I pay for a copy is unlikely to tip the balance of whether they'll make more games or not so the benefit is marginal, while it's a 100% certain savings for me. But if everybody thinks so, there certainly won't be another game because there's nobody left to pay for it. The old copyright wasn't that bad, but PCs and Internet pretty much broke it by instant perfect copies spreading worldwide almost instantly. It's all the ways they've been trying to fix it since with DRM and DMCA-laws and "three strike" laws and lawsuit carpet bombing and so on that has led me to believe getting rid of copyright is by far the lesser evil.

      --
      Live today, because you never know what tomorrow brings
  60. HEY! IF YOU ARE ANY GOOD THEN GO ON TOUR !! by Anonymous Coward · · Score: 1, Funny

    Tour and make money that way you greedy bastard !!

    I've been SHARING with friends (mostly from Russia, wouldnyano) since I was 10 and I don't see any reason to change. You are the one that needs to change! Change your business method! Don't expect me to. I don't have to! I like it the way it is!!

    1. Re:HEY! IF YOU ARE ANY GOOD THEN GO ON TOUR !! by flowwolf · · Score: 1, Insightful

      We're talking about software not performing artists. How would game developers tour? Most people wouldn't pay to see these guys, especially those that wouldn't pay to buy their development

  61. Dilmenna! by Jozza+The+Wick · · Score: 1

    So, I've been meaning to buy Machinarium for ages, but hadn't pirated it. If I buy it now, the developers will assume I that I did! Perhaps I should put in a comment into my order: "I'm not a pirate, honest!" (I'm still disappointed I had to give up on Limbo cos I'm too scared of spiders....)

  62. I bought Machinarium for $20.....on Steam by wanzeo · · Score: 1

    This is something I have suspected for a long time. It is only speculation, but I am sure that they would have gained more paying customers with a DRM scheme than they would have lost. So no matter how much I might hate DRM in principle, it really is a necessary evil because it provides the incentive for companies to invest more money into better games. However, there are good and bad ways of doing DRM. I remember buying Far Cry 2 on a DVD, and the DRM was such a disaster that it wouldn't run at all simply because I had Alcohol 120 installed! From that day on I have only used Steam to buy games, and I am very satisfied. If I want to reinstall Windows or buy a new computer, Steam will completely reinstall every game I have ever bought, fully patched and ready to play. With large games like Company of Heroes that have a a gazillion patches, the price of a game on Steam is well worth the time I would have to spend getting a pirated or CD version up and running. So if I had to buy the game again, I would pass up this "Pirates Amnesty" version and buy it for four times as much on Steam. I am paying for convenience in the future.

  63. You forgot the 4th and 5th group by aepervius · · Score: 1

    Firstly it is much much more complicated than that. There are in fact 4 group from which the original developper get/do not get money:
    1* paying customer
    2* non paying customer without money
    3* non paying customer with disposable income but not that interrested in the game
    4* non paying customer with disposable income but interrested in the game
    5* second hand market

    So where does DRM play in ? Firstly let us separate the Indy issues to the huge commercial issues. Secondly 2 and 3 are never really the problem of the company. they tell you it is, but only to justify DRM. The huge commercial outlet (EA etc...) not only money from 4 but also increasingly money from 5 is an added nice effect from DRM. At the same time they have to pay attention that the DRM isn't so much an hassle as to freak out. The wet dream of such outfit is to force as much as possible 4 to become 1 and stop utterly 5 to happen. 2 and 3 are not so much a factor due to marketing.

    For indy the situation is a bit diffferent as the word of mouth do happen to increase their sales. So what if you stop 2 and 3 ? Most Indy I know of don't have that much marketing and work by word of mouth. Supressing 2 and 3 will come at a cost : it will refduce 1 as the word of mouth won#t spread as much. 5 is not an issue with Indy.

    So in your hypothetical example, by trying to get back 10% more, they might actually be slashing toroughly their sale by 50%.


    The result is as follow : in your business estimate on how many people will be interrested by your game, pre study and so on, slash that number by 10, to get your 10% customer. If you are still in the black ink, then pursue your business idea. If not, forget it, you will only be one of the whiner of the piracy wambulance. You CANNOT change human nature.

    --
    C. Sagan : A demon haunted world:
    http://www.amazon.com/gp/product/0345409469/
    visit randi.org
  64. Lost sales or gained sales? Impossible to know by D+J+Horn · · Score: 2, Interesting

    I have a close group of friends. One of them is an avid pirate. He pirates everything he can, even though he has a job and plenty of expendable money. If he can't pirate something, he just never plays it. None of his downloads have been a lost sale. (not saying that justifies it! just that it's a measurable fact)

    The rest of us have stopped pirating in our old age, finding actually buying games to be much less of a headache, due in big part to Steam.

    There have been numerous times, where our pal has pirated a game and then told us all about it, leading to several purchases that we may not have made without his recommendation. World of Goo being a recent example. I had heard of it but didn't pay it any attention, I never buy puzzle games so I never gave it another though. Then my friend told us he knew we would love it, with its gameplay and art style and music all being perfect for us. I, as well as a couple other people in our group, picked it up on Steam and thoroughly enjoyed it. So in that particular case, his download led to multiple sales that wouldn't have happened otherwise. That's not the only time that has happened. (of course the inverse is true, he's pirated games we've considered buying and warned us that they aren't worth it - Borderlands for instance)

    Does that justify it? Is that a morally acceptable alternative to review sites? No, piracy is still piracy. However it just goes to illustrate some of the key things about the whole issue:

    * Your game will be pirated whether it has mega-DRM or none
    * Not every pirate is a lost sale
    * Some pirates lead to further sales
    * It is impossible to measure accurately as everyone's individual experience is exactly that, their own individual experience

    I don't think this helps find some grand solution or anything, I just believe that anyone arguing piracy issues in black and white is doing it wrong, regardless of which side they stand on. Though I find myself feeling that way about almost every issue..

  65. Re:Fuck 2DBoy / World of Goo... by DrGamez · · Score: 1

    I find it funny you are cursing mad about not getting a profanity pack.

  66. Re:Statistics and avoidance by sourcerror · · Score: 1

    Just admit you pirate because you want stuff for free, you are not an activist or a rebel.

    They're communist activists. That's why most of them are in Russia. ;)

  67. %piracy is a stupid figure by 91degrees · · Score: 1

    A game without DRM was illegally downloaded 9 times for each purchase. That's about all you can say. Whether those people would have bought it or not is another matter.

  68. Analog hole by tepples · · Score: 1

    The internet is full of examples of DRM protected video that is not broken either.

    Any noninteractive work can be copied through analog reconversion.

  69. Refund? by BatGnat · · Score: 1

    Are the supposed 10% that bought the game, going to get a partial refund? Seems like a bad idea for future customers. Buy our game at full price, pirates can get it at a massive discount.

    Seem to encourage piracy, or at least not buying the game initially: I didn't pirate the game, I am just waiting for the pirate amnesty.....

  70. Scratchy Head by Cylix · · Score: 1

    It seems to me these indie developers have found that it is quite lucrative to shout "Everyone is stealing my game."

    Of course, they say this and then fire up a nice sales campaign to go along with it. From what I can tell and based on the last charity event world of goo didn't do too bad for a game that was pirated to hell and back. This more or less feels like a free advertising campaign and with a nice price sale to match.

    Here is the kicker... regardless of the reasons there will always be piracy in the environment. Continually questioning whether or not these people will have purchased your game is entirely a practice in insanity. The questions that need to be asked are how can you increase your customers base to those who will pay.

    My from my vantage this is the simplicity that I can offer.

    DRM is a hassle and it doesn't work. You can choose to shit on the customers who buy your things or not. It's kinda like an omelet I had this morning. I didn't want mozzarella and I said specifically I wanted it to be replaced with pepper jack cheese. The lady came back eventually and said we have a policy regarding substitutions, but I could have my preferred cheese for a 1.50. I'm willing to pay more for exactly what it is I want, but the chances of me returning are now getting slimmer. (sic, this better be a damn good omelet). The omelet shows up and pretty much immediately it was not what I asked for. Now, I'm a bit annoyed and my waitress is no where in sight. Eventually I eat my other things and take the shitty fucking omelet I didn't want. I didn't like it and I'm not going back there. At least they removed the 1.50 charge and I saved myself some extra cash by tipping a whole dollar.

    The moral of the story is... treat your customers how they want to be treated and they will return. If you feel you can make some sacrifices along the way and keep profits fairly good then you have made a "wise" business decision. (sic, you shit on your customers and they ate it up).

    Obviously, this is something that cannot be implemented in a draconian fashion and as a business it requires a certain amount of agile response.

    --
    "You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
  71. Re:Stardock does fine by BitZtream · · Score: 1

    You buy galciv2 from a shop with a key thats already been used ... and you blame them?

    Should have just downloaded it from Stardock directly.

    Stardock and more specifically Impulse (their Steam equiv) do not apply DRM, but just like Steam, the game manufactures still might. In fact most games on Impulse still have their original DRM in them just not 'as active' as it mostly doesn't do disk checks anymore but all the other bits tend to remain.

    --
    Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
  72. Well, at $5... by bagofbeans · · Score: 1

    ...my immediate reaction was to buy a copy, downloading now. Also bought The Humble Indie Bundle (pay what you want for five awesome indie games), which has Samarost2.

    My point? At $5 I'll impulse purchase it, no worries Bruce.

  73. Possible cause? by cyberjock1980 · · Score: 1

    Could it be that people aren't too thrilled with the idea of purchasing a game and being forced to enter their address, phone number, etc? If I'm paying for the item with paypal WHY should I have to enter that information? They'll get all of that information from my paypal account. Why should I have to enter it into another database so I can get spammed later? I tried to leave my phone number and address off, but it required I enter them. I know I could enter false information, but if i'm paying for it, shouldn't I be entering the correct data.

    I just squirmed a little in my seat when I saw I had to enter my address and phone number. Yes, I just spent the $5 and I've never heard of the game until today, and I couldn't get the demo figured out, but I figured for $5 I should take advantage of it.

  74. Re:Queue the Arguing by MysteriousPreacher · · Score: 1

    From an economics perspective, IP relies on legal and cultural protection. I really don't know if copying has a substantial effect on the bottom line, but certainly laws are not much use if the prevailing culture ignores them and there's no easy way to police those laws.

    --
    -- Using the preview button since 2005
  75. Fundamental question: How many buyers pirated by Maxo-Texas · · Score: 1

    Say my game would sell 1000 copies on a completely locked down system.
    And my game sells 1000 copies and 9000 people pirate it on a DRM free system.

    Did I lose anything?

    What if my game sold 1050 copies and 8950 people pirated it?

    People have a fixed amount to spend on entertainment. It costs about $10,000 to fill a frikin iphone/ipod these days.
    Once joey spends his $50 a month on product, it is not costing the content creator a dime of real money if Joey then pirates other products above the $50 a month (unless it lowers his spending below $50 later).

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  76. Congradulations by zonky · · Score: 1

    You've just promoted a business model where there is an economic incentive for makers to produce buggy software!

  77. Re:Starcraft 2 lack of LAN was to control pro game by Jack9 · · Score: 2, Interesting

    Isn't blizzard in the right as well for SC2? Bliz made a game people will play, under terms blizzard wants. They didn't patch SC1 to this (although I'm sure that's been considered). New game, new rules. Nothing Bliz has implemented in sc2 is lighting up my "do not play or buy" alarm.

    --

    Often wrong but never in doubt.
    I am Jack9.
    Everyone knows me.
  78. Re:Statistics and avoidance by rakslice · · Score: 1

    Are you saying that a pirate is not a rebel just because they want 'stuff for free'? That's pretty sympathetic.

  79. I guess I'm a minority by Krovik · · Score: 1

    I actually bought both Machinarium and World of Goo. Good games, kinda makes me sad to read this article though.

  80. I bought it by PenguinGuy · · Score: 1, Interesting

    I bought this game after playing the demo. I also bought the soundtrack as well. The reason I did this was to support this publisher and help them keep making great games. Most of the crap coming out of the big game houses is not worth it these days and I would rather keep an independent going then make anyone at EA richer.

    --
    Computers are like Old Testament gods; lots of rules and no mercy.
  81. I think that statistic is probably true in general by mark-t · · Score: 1

    That is, for most games... DRM laden or not, the piracy rate is probably very nearly the same. And any modest difference would not make up for the inevitable problems that arise when DRM is used.

  82. Email to Machinarium Developers by joetainment · · Score: 1

    I emailed the developers, to let them know that the fact that their game was DRM free was an important buying decision for me. They sent me this reply: ---- Hello, thanks for your feedback. We don't even think about using DRM... Don't worry. Best Zdenek Amanita Design

  83. Bought it by aceofspades1217 · · Score: 1

    Take that pirate haters!

    Even a pirate can recognize the importance of independent games.

  84. Re:Starcraft 2 lack of LAN was to control pro game by Vaphell · · Score: 1

    I'd love to see how you can patch a game that is released with lan option included just like sc1 was. Koreans and any serious tournament totally ignored battle.net infrastructure and went for 0 latency on local network.

    Yes, you can say that it's up to people to decide if they want to buy or not. Either way sc2 is everything sc1, diablo 2 or wc3 were not. Battle.net was a convenience, you could use or not - if you wanted low latency you played lan with homies. Now everything runs through servers created solely for total control, farming (deals with facebook and shit) and other forms of monetization.
    You can't create sub-accounts for other people in your household on your copy even for singleplayer purposes, even if you have only 1 pc - that's 60 bucks a pop, don't forget there are 2 expansions on the way, for the total of many many dollars.
    You used to be able to play with people from other regions of the world by default, now you are locked to your area (official solution: another $60 for the other region's copy)
    You are into mapmaking? You agree to give all your rights away and the only way to propagate maps is through battle.net. Forget about playing them offline. Also don't forget censorship of words like black, white, trans, suicide, xbox...
    Even battle.net is a poor copy of xbox live and current ladder is an antithesis of transparency.
    In theory they require that every tournament has to be rubberstamped - of course they don't care about small tournaments on some campus network with $50 prize, but the ToS is there if they need it and they got you by the balls. It's up to them to decide if they want to squeeze or not.
    This is what you become when you team up with Activision.

    disclaimer: former blizzard fanboy

  85. $5 is about right. by bi_boy · · Score: 2, Interesting

    I saw this article a few hours ago, bought the game, and finished it just a few minutes ago.

    $5 seems about right. While yes the music and art are very beautiful and the narrative intriguing $20 seems to be asking a bit much for a game of such short length and non-existence re-playability.

    --
    Chicken fried butter sticks? Do ... do you use a fork? - Black Mage, 8-Bit Theater
  86. once again, bullshit by Nyder · · Score: 4, Interesting

    So basicly they are saying, that of the 100 people that downloaded the game, only 10 of them actually decided to pay it.

    Cool. But that doesn't mean that 90 of the people that downloaded are playing it. How many of them tried it, didn't like it, and deleted it?

    Here's a quote from the article:

    "We released the game DRM-free which means it doesn’t include any anti-piracy protection, therefore the game doesn’t bother players serial codes or online authentication, but it’s also very easy to copy it," Amanita's Jakub Dvorsky explained. "Our estimate from the feedback is that only 5-15 percent of Machinarium players actually paid for the game."

    They ESTIMATE, which means, they are fucking guessing.

    Getting tried of this shit that is passed around as an excuse for journalism.

    First off, piracy isn't news.
    Second off, this isn't even news, it's fucking speculation. Shit, it's worse then that, the companies is using piracy to promote their game. They are trying to lay a guilt trip on people to buy their game.

    Ya, let's propagate that piracy is really bad on PC's, so we can sell our game, even though piracy isn't hurting our game at all. Nothing bad can come out of that, right?

    They just lost any future sales from me for this marketing stunt.

    --
    Be seeing you...
    1. Re:once again, bullshit by duguk · · Score: 1

      Cool. But that doesn't mean that 90 of the people that downloaded are playing it. How many of them tried it, didn't like it, and deleted it?
      ...
      First off, piracy isn't news. Second off, this isn't even news, it's fucking speculation. Shit, it's worse then that, the companies is using piracy to promote their game. They are trying to lay a guilt trip on people to buy their game.
      ...
      They just lost any future sales from me for this marketing stunt.

      Couldn't have said it any better myself. I'd been given it to play by someone else, I liked it, and I BOUGHT World of Goo for the Wii. I like both so much, I BOUGHT it again with the Humble Bundle and installed it to three different computers.

      Are they counting usage on multiple machines as one purchase, and multiple pirated copies? It's allowed in the licencing, so they better not be. I'm willing to bet they are, and this explains the 90% rate.

      You're right, they're trying to lay a guilt trip on those who haven't paid, but their stats are less accurate than the RIAA's.

      I really liked the games, but I'm really sad to say I won't be buying from them again if this is how they want to play.

  87. Re:Misinformation alert by Technician · · Score: 1

    Regardless of the AC claims, my purchases were based on local supplies and prices. Video clubs and later legit video rental stores had VHS movies. The selection was larger and for much less cost than Laserdisc. Laserdisc seclection was often non existant. Record stores sometimes carried a limited selection, often Pioneer Concerts, but not movies. While waiting for the movies on disc, I collected several hundred VHS movies. Later, DVD's came out at premimum prices. Again it was about 10 years from the release, that I bought a player. I did not buy the first gen of either platform, or pay the premium. I bought my LD player surplus, a commercial unit, not a consumer level unit.

    The retail selection of LD movies was pathetic. This was pre internet, so ebay and online shopping was non-existant.

    --
    The truth shall set you free!
  88. Re:Stardock does fine by Teknikal69 · · Score: 1

    In response to that and my first post the game was bought at the biggest retail video game store in the UK there is no way at all that was that a pirate copy, the CD key was inside of the still shrink-wrapped box so basicly they were sending their games out with bad serials and then calling anyone who bought them pirates so yes I do blame them and they will never get a penny from me and I'll continue to spread this story where I can. I still buy many PC games but never from them. My first couple of attempts at resolving it involved waiting in their ticket system they had proof of purchase from photos of the box and the receipt and they first off just closed the ticket without responding to me at all. Second try then I got canned responses that didn't help me then just an email was suggesting I was a pirate trying to con them out of a serial. I honestly advise people to avoid them and I wouldn't even feel bad about pirating from them as they call their customers pirates anyway. Granted my first comment wasn't phrased very well as I just worked a 12 hour shift and was half asleep and I'll never download games I prefer the physical copy for a number of reasons.

  89. Only takes 1 by yoshscout · · Score: 1

    When these articles come up, why doesn't anyone ever mention it only takes 1 person to successfully crack a heavily DRM'd product to allow everyone who wants to freely play the game? That's it, 1 person. Make some insane DRM that phones home, requires a 3 synchronized USB-dongles, a fob and retinal scan... still doesn't matter. In most cases, it will be cracked before it's released. Someone reverse engineers it, bundles up a torrent and then no one else cares what had to be done to circumvent it. How do developers make people actually buy their product? Convenience. Those people that will potentially buy your product or pirate it instead are weighing cost and convenience. If the game was free, they would be downloading from the manufacture unless it was more convenient to get it somewhere else. Drop the price down under $20 range (I say in the $5-10 range), and then from there give more convenience. Faster downloads, automatic patching, cool updates, and interesting network play. This is not the only industry like this. I don't know why this is so hard for the bean counters up top to understand. They run some math based on some silly estimates and prove mathematically this it's a win, but the math they used to get there is flawed somewhere. We all know it because its common sense.

  90. I'm not anti-DRM by Sycraft-fu · · Score: 1

    I am pro capitalization, as it makes things much easier to read, but I'm not anti-DRM.

    What I am is anti-invasive DRM. I'll meet publishers half way, if they've got to have DRM I can deal with Steam or Impulse::Reactor or things like that. I'd prefer no DRM, but I won't demand it so long as the DRM doesn't mess with my game experience.

    Also I'm pragmatic. I believe that DRM needs to be evaluated honestly to see if it is worth it. I am concerned that companies accept DRM on faith, they use it because they think it helps without any research as to if it does. If DRM does not help them make more money, it is then worthless and should go away. I think some companies may be losing money by spending it on DRM that doesn't help.

  91. Re:Queue the Arguing by gdshaw · · Score: 1

    From an economics perspective, IP relies on legal and cultural protection. I really don't know if copying has a substantial effect on the bottom line, but certainly laws are not much use if the prevailing culture ignores them and there's no easy way to police those laws.

    True, the concept of intellectual property does rely on legal protection, almost by definition. The question is: to what extent (if any) does the game industry depend on the concept of intellectual property?

    I think this is a fair question to ask, because there are clearly some software publishers (Free/Open/NetBSD, for example) who don't rely on intellectual property in any way relevant to the economics of their existence. Now it may be that the game industry is sufficiently different that this conclusion does not apply, but that needs to be demonstrated not assumed.

  92. Re:Starcraft 2 lack of LAN was to control pro game by holloway · · Score: 1

    Korean law states that (in non legal terms): You may do what you want with what you bought.

    Can you cite this? (I don't doubt it but I'm looking for a reference for an article I'm writing)

  93. Re:Starcraft 2 lack of LAN was to control pro game by Garath · · Score: 1

    I can't speak to most of your points, but the one on lack of sub-accounts is pure BS. My wife's been playing single-player happily for several days on a guest account on my copy, and I've had a friend playing on another one even while I was playing logged into my account. They've got three guest accounts built in for just that purpose. Sure, they disable achievements and multiplayer play, but they're quite playable for those of us who don't care much about either of those things.

  94. When I was young by BLToday · · Score: 1

    When I was young, my friends and I pirated any game that could be pirated. Main reason for pirating back then was we were 10-15 year old, it's very difficult to convince our parents to buy a game. For games that we couldn't pirate, one of us would buy a copy (through hardwork and saving) and then lend it to the others to play through.

    I pirated Civilization 1, Wing Commander 1, X-Wing, and Wolf3D. But if I didn't pirate back then I wouldn't have gone on to buy Civilization 2-4 (waiting for Civ5), Wing Commander 3,4, and Prophecy plus Privateer 1 and Privateer:Darkening, Tie-Fighter, X-W vs T-F, X-W: Alliance, and just about everything in the id collection since Quake. Without those childhood memories, I wouldn't have bought those later games. I never played X-Com so I'm not excited about the new X-Com game.

    I've never even heard of Machinarium and I'm a subscriber to PC Gamer magazine.

  95. Re:Queue the Arguing by nedlohs · · Score: 1

    I don't know how people can doublethink away the idea that Pirates stealing 5x the number of copies being sold legitimately for a top selling game somehow DOESN'T hurt the industry.

    Why would it hurt the industry?

    Either they pirate it or they don't have it. There is no "they buy it" option.

    So who cares 5 people got free entertainment from your game for every person who bought it? There's no way you are convincing them to buy it - you could try to slap magic DRM on it and reduce the piracy to 0. But then you still have the same number of sales, sure those pirates don't get it for free now but that doesn't help you any anyway.

    I used to pirate every game that was released, I probably only ever played 2% of the games I burnt to a CD. If I didn't pirate them then, then I wouldn't have bought them either. I just would have not played them.

    Now I buy a game or two each month (steam sales bump the number up, without those it's probably 4 games a year) and don't pirate anything.

    Stopping pirates would not have gained any more sales to me in the past,, or in the present. And I suspect the bulk of pirates are just like that.

    I *loved* the Ruse open beta - almost pre-ordered it, but ubisoft's wonderous "must be online" drm ended that. I won't be buying (or pirating) that game after all. I'm prerry sure not a single person who would have pirated it without that DRM will now buy it - so they are likely down at least one sale purely due to trying to stop something which isn't hurting them anyway.

  96. Never heard of this game before by DryGrian · · Score: 1

    But they just got $5 from me. I wouldn't have paid $20 for it. I also just bought Osmos, which I had been meaning to do since I played their free demo last month.

    --
    For optimal comment enjoyment, take red pill now.
  97. It's all that pesky information by shutdown+-p+now · · Score: 1

    It just wants to be free, and there's no stopping it. Right? ~

  98. Re:Starcraft 2 lack of LAN was to control pro game by romiz · · Score: 1

    Nothing Bliz has implemented in sc2 is lighting up my "do not play or buy" alarm.

    Given that offline play doesn't work - or is buggy as hell - there is at least one point where SC2 needs improvement. At least if you expect to play the game in places where you have no network.

  99. And if there was DRM? by Haedrian · · Score: 1

    DRM never stopped anyone from getting the games they wanted. In fact, all it does is irritate legitamite users who actually go through the trouble of buying the games. I don't see how mentioning DRM makes any difference. Instead of me buying one and handing it over to my friend, I give my friend a link to a torrent. Wow, that caused me a lot of trouble! I'm positive if there was DRM, the piracy rate would have been higher. The reason for the percentage being so high is that its an indie game. There's no guarantee you're not paying for rubbish. People will fork out extra money for [AwesomeGame] 2 - even if it does end up being rubbish.

  100. Slashdot crowd logical fallacies by master_p · · Score: 1

    First of all, the claim that piracy doesn't cause lost sales is false. It's not that all the pirates of a program will buy said program if it wasn't pirated; but it's also not that none of the pirates would not buy the program. Some people would buy the game if it could not be easily found in the wild. The percentage of people that would buy a game depends on the game's quality: better games lose more sales from piracy. I know a lot of people that have played lots of games that they were downloaded illegally. Some of those games are rated as top in their categories; Half Life 1 & 2, for example. These people would certainly buy Half Life if it wasn't one click away. On the other hand, they wouldn't buy World Of Goo because they didn't like the game that much, after giving the pirated copy a try.

    Secondly, the notion that piracy is not theft is dubious at best, if not outright false. If you don't buy my program but you download it illegally, you deprive me of money, which is translated to certain things I could buy with that money. If that isn't stealing, then what is? please don't insist on the technical definition of theft, because it does not include the whole proper meaning of stealing.

    Thirdly, the argument that piracy is ok as long as developers cover their costs and have a profit contains a certain (high) dose of immorality. Western societies are based on equality, but they are also based on giving credit were credit is due, i.e. the more worthy people are the more they are compensated for their works. Piracy is communist: a bad game that is pirated may sold at numbers equal or close to a good game that is pirated, since both games are only bought by those who don't pirate games. If it wasn't for piracy, good games would sold in much higher numbers that bad games, i.e. the difference in numbers would be much greater that what it is now.

    Fourthly, I wonder why everyone is complaining about DRM. There is stealthy DRM that doesn't affect our machines and there is shitty DRM that creates a lot of problem on our machines. The problem lies in badly written DRM software, not in DRM itself. So what if a certain DRM mechanism checks if the game you are using is legally bought? that's the correct thing to do anyway. You should complain about bad DRM, not DRM in general.

    Fifthly, there are hardly any people that cannot afford any game whatsoever. From the moment they can afford a computer, there is a ton of free games out there, so not having money to buy the latest and greatest game is not an excuse for pirating it. There is also a list of games that are cheap to buy, and there is also the 2nd hand market.

    Sixthly, that point that DRM does not work is wrong. DRM does work, but it can be hacked out of a program just like any other piece of code.

    In conclusion, each time there is a topic about piracy on Slashdot, the Slashdot crowd tries to justify piracy with logical fallacies like "piracy is not lost sales" and that "piracy is not theft". Most of us are guilty of pirating software, and in the past we have done it because we didn't think about it twice. Now that some of us are software professionals, we see the other side of the coin and we can realize how bad piracy is about software.

  101. Machinarium Review by prionic6 · · Score: 1

    I got Machinarium as a gift (I think for christmas) in a retail box. It came with an executable for mac and a free copy of a flash game ("Samorost 2"). Machinarium is a great point-and-click adventure game that has a graphical style that reminds me of "Beneath a Steel Sky" with the simple usability of a flash game. Its puzzle style is a bit like Myst, where you just click without a verbal ("Use", "Open" etc.) interface, and have a few minigame-puzzles that you must solve to get along in the game. It is not a big game (took me only a few hours to solve) but I heartly recommend it! The should have a demo version, but for 5$ you really should just buy it.

  102. OK, enough of this crap! by Evtim · · Score: 1

    I want perfect DRM! I really do. Give it to me, please! The one that is unbreakable, always works and never messes with the rest of your software. The same for movies and music please.

    Until then, kiss my euros goodbye. I'll tell you why (deliberately skipping words, grammar Nazi's go home - have no time for this)

    Bought new PC couple of months ago. All software on it is legal. Win 7 64 bit.

    I am into single player games. I bought years ago Morrowing on the day of release (highest price). Bought it again as Game of the year edition. Under Win 7 I have no mouse cursor. One report online - someone with the same problem. No solution found. Game of the year edition distributed by Ubisoft. Tried to get support - disaster! The NA division directs me to UK, UK directs me to Holland, Holland does not reply, try UK and America again, no reply. More than 7 mails sent. Two copies of the same game unusable. Thank you!

    Bought GTA 4 and Oblivion. GTA DRM more or less OK - annoying as hell, but at least it works. Oblivion - massive problems, fixed it after weeks of struggle. Game sucks - conversion from console horrible. Thankfully the online community has tons of mods to fix all issues (1.4 GB file with all textures remade for faster machines, mod to rescale the menus, so that they are not 20% of the screen per button - bloody TV resolution - this massive FREE support is only available for PC users). Thank you people, I love you! Developers - I hate you, lazy assess!

    Went to the shop yesterday. Force unleashed - warning on the box that DRM might conflict with DVD burner. Screw you! Checked Starcraft II - requires constant online connection + the same warning about burner software. Screw you! And no, I will not pirate them even if it is available. I have just erased the developers names from my head. Buy Lucas, Buy Blizzard!

    Blue ray - why it takes 2-3 min to start a movie on a 300 euro Blue ray player? Online content, checking the DRM? Screw you, I will never plug the player to the network, not after reading about firmware upgrades that come with 100 page EULA that removes the last remnants of my rights as a customer. BTW, why it is that I get blur on the 400 Hz plasma? Is that the grand new High Def experience? I regret ever buying it. Other people have exactly the same problem with all kinds of combos player+TV.
    BTW, I own about 500 DVD+Blue rays, I think the industry should sent some flowers home....instead they are obstructing me of making back ups and want me to spend another 5-6K euros to renew my collection? What is next - spent it again to convert to 3D? SCREW YOU!

    Console - there is one and only game I wish to play on a console - GT. Bought the best steering wheel in the world. Had PS2 with GT4. Will I move to PS3 + GT5? Never! Sony also does not exist for me, not after the root kit.

    Music - Apple and their crappy mp3 can go to the moon. Never owned anything from them and will never do. Everyone who claims there is no difference between FLAC and MP3 should have their ears checked. Or buy better headphones. Why do I have expensive home sound system - to play 256kbit MP3 on it? Yhea, right!
    I do my own MP3 and FLAC files from the discs I buy! That is why I have legally purchased the necessary software to back up and convert, with which the DRM of most games conflict.

    So, from now on, there will be no purchases of any sort. I think I have all the movies, music and games I will ever need. I go underground - back everything up, convert to few different standard, back up again on a different location and say good buy to all developers and artists. Care to come along?

    From now on, only books will be bought. And they can kiss my ass with the e-books as well. No monitoring on what I read and what I do, thank you very much! No obstructions to sharing books.

    In conclusion - developers and distributors - either fix your DRM once and forever or die!!!

  103. Re:loyalty, that is the key by pandrijeczko · · Score: 1

    Sorry, but that's utter nonsense...

    Using your very same argument, that means it's okay for me to walk into a supermarket and walk out with a trolley-full of groceries without paying; but to send a donation to the supermarket afterwards if I enjoyed the food.

    I don't support DRM, I don't pirate games either but your comments make no sense.

    --
    Gentoo Linux - another day, another USE flag.
  104. Re:Starcraft 2 lack of LAN was to control pro game by Anonymous Coward · · Score: 1

    The old spawn installs were only for LAN play. I.e, if I bought the game (I did - twice), I could play LAN games with my friends.

  105. Re:Queue the Arguing by MysteriousPreacher · · Score: 1

    Good question. There are definitely differing business models available - in the same way that a shop could either rent electrical appliances or sell them outright. The game industry as it stands relies on IP, but then the same is true of the music industry - yet some people are demonstrating that there are workable business models outside of the traditional set-up. I suppose it'll depend on the type of game being produced, and there will be a learning process with quite a few risks.

    --
    -- Using the preview button since 2005
  106. How would they know? by Drakkenmensch · · Score: 1

    How do they know 90% of their players are pirates? Two possibilities:

    1) They planted SOME sort of "phoning home" utility in the game which snitches on the gamers behind their backs

    or

    2) They're basing their guesstimate on how many people they HOPE will play when in fact the game is just not that popular.(RIAA/MPAA methodology anyone?)

  107. Re:loyalty, that is the key by singingjim1 · · Score: 1

    Kind of. Basically he's just talking about upgrading from a demo. Granted, the demo was the full version, but software and groceries are Apples and oranges, as it were. People will pirate software - forever. Some will never buy it, some will buy it sometimes, and some will always buy the stuff they end up liking. Our human nature regarding this isn't going to change anytime soon - blame Napster and Kazaa (for me it was Morpheus). But make a good DRM- and hassle-free demo and people will buy/upgrade it if they like it. If it's crap they won't. But adding DRM only guarantees resentment and piracy from some and resentment and disinterest from others. And if it's bad DRM then you've just turned off an entire group of people who purchased your game legally. It's like what Woody Hayes (old Ohio State football coach) said about passing (yes, a long time ago), "There are 3 things that can happen when you pass the ball, and they are all bad." That's how I see DRM. I buy all my music from Amazon only if it's DRM-free.

  108. *&^%$# SCUMBAGS! by moeinvt · · Score: 1

    You played the game and got some fun out of it! Cough up some $$$ you cheap bastards!

    It's assholes like people who would blatantly pirate a game for their own entertainment and then refuse to pay that doom small and independent software development. This forces everything into the hands of corporations who spend time and resources DRMing everything and filing lawsuits. I have no love for the current corporate model of audio/video/game distribution, and it doesn't exactly arouse my indignation when people pirate $#!t from the major record labels. However, it seems like here we have a case where the developers are trying to be cool by releasing an inexpensive non-DRMed game, then see a bunch of greedy, ignorant, unsophisticated dipshits taking advantage of it.

    I hope this is a case of raw ignorance trumping greed and selfishness so that I can remain hopeful about the possibilities of my ideal world view of art and music distribution materializing.

  109. An Outsider's Perspective by sarbonn · · Score: 1

    As one of those very few people who purchases every game he plays, I know I don't answer for everyone who does this, but I do want to say that there are certain things that matter to me when it comes to my purchases. First, the game has to be good. I used to buy practically every game that was released. And then games started to get really cheezy and selective. They started catering towards an audience to which I do not belong. And this is the rub. I think it started to cater to an audience that selectively likes to pirate games. Think about that for a moment. A lot of this tends to be RTS and FPS types of crowds, which on a simple psychological profile leads one to believe that if people are competitive with each other, then perhaps there's something to be said for those same people attempting to "game" the system. Now, this wouldn't translate to everyone, but having worked in the gaming industry, I used to see a lot of game designers and game staff who fit this mold, and there was a lot of stealing of games within the industry itself. But it rarely happened in other parts of the community, like the turn based strategy crowd or even the rpg crowd. What I think has happened is that the big wigs that make games have heard the most chatter from the people who tend to be more prone to pirating games, and they continued to make games for that crowd, thinking that somehow they would be able to get those guys to actually pay money when they normally would not. The gaming industry has changed a lot, and I think the more that it continues to go down the path it has is going to lead to more and more piracy because we're selling to people who don't normally buy. Meanwhile, the rpg and turn-based strategy crowds seem to be dying off because no one makes games for them, or the few that do get made or either knock offs of previous games (Civilization XIX, or whatever number), but very little strong innovation, other than an occasional title here and there, like Dragon Age or Mass Effect, which will both start becoming continuous sequels. The strange thing, to me, is that the people who do buy games are rarely communicated with and cast off as outsiders, yet the loudest, nonpaying crowd gets the most attention. A PR person would have a stroke if he had to deal with that environment, but for some reason that's the entire industry.

    --
    Sarbonn's blog: http://www.sarbonn.com/blog
  110. Tragedy of the commons by Demonantis · · Score: 1

    I agree it is sad when people feel they have the right to pirate all games. It is like the flowers that are sold along the country roads where I live. I can buy gladiolas at about 6 for a dollar compared to a dollar each at the local store. The road side ones work on the honour system for paying and I pay every time because I would like to ensure that I don't have to buy them from the store. I have a feeling that piracy would decrease in the same way if the DRM free games passed the savings of not using DRM onto the consumer. I don't think taxation or government intervention would help though.

  111. World of Goo by AltairDusk · · Score: 1

    I actually pirated World of Goo and was subsequently so impressed that I went and bought it. I don't bother downloading games anymore but when I did most lasted about 10 minutes of play before getting deleted. The few I enjoyed enough to keep would get a sale from me.

  112. Licensed IP by tepples · · Score: 1

    Valve didn't seem to complain when this happened.

    Valve can get away with this because it creates its own settings instead of licensing someone else's. So can any developer who licenses a setting from a copyright owner willing to take a flat amount or a percentage of revenue. But some owners of rights to a setting insist on a minimum royalty per copy no matter how low the selling price.

  113. Parents pick games based on TV shows by tepples · · Score: 1

    So what you are saying is that the actual price that the market will bear is not enough to cover your expenses

    Correct.

    and yet this is somehow the consumer's problem?

    Correct. I've seen it happen in multiple video game stores: a relative unfamiliar with video games chooses a video game to buy for a child based only on 1. which hardware platform the child has and 2. the child's favorite television show. So in order to get picked, a developer has to license the setting from a popular television show's producer. If parents stopped relying on television show titles, developers' expenses would go down.

  114. Copyright Infringement != Piracy by AP31R0N · · Score: 1

    Every time you call copyright infringment piracy you are lending weight to that bit of manipulative misnomer. Stop it. Just stop it. Don't give them what they want.

    Piracy is ship to ship armed robbery. They kidnap, ransom and KILL PEOPLE. Copying that floppy is nothing like pointing a gun at someone to demand money or loot. It's not even an apt metaphor.

    Call it theft if you must, even though that's not entirely accurate either. You can't steal something that has a value of $0.00. Any product that can be duplicated perfectly infinitely and distributed at cost that's so low that it can't be measured gives it a supply of infinity. The demand for ANY digital product is finite. Only so many people will want it over an array of prices from 0 to infinity. Any finite demand divided by a infinite supply generates a value as close to zero as makes no odds.

    Software is worthless. Data is worthless. Sell something else.

    So who is going to flame/bury me this time? The semi-literate descriptivists or the defenders of RIAA and the MPAA?

    --
    Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
  115. Sigh. by LobsterMobster · · Score: 1

    Step 1 to preventing piracy: make a game worth more than $0.

  116. Re:Starcraft 2 lack of LAN was to control pro game by Jack9 · · Score: 1

    there is at least one point where SC2 needs improvement. At least if you expect to play the game in places where you have no network.

    Therefore Yahoo Chat needs improvement too. At least if you expect to use it in places where you have no network.

    The nature of the game (it's listed on the box as a requirement to play), is an online experience...albeit a personal problem for people who can think of and have traditionally experienced ways to implement most of the features (i.e. Achievements/stats tracking, multiplayer, authentication) without a connection to blizz servers.

    --

    Often wrong but never in doubt.
    I am Jack9.
    Everyone knows me.
  117. Steam IS a form of DRM, innit? by GrubLord · · Score: 1

    You can't say you're not using DRM if you sell over Steam.

    That said, I wish everyone would just get on Steam. I don't know how good it is at preventing piracy, but the convenience can't be matched.

    Not paying for cheap games like World of Goo is disgusting, by the way. I picked that up on Steam for next to nothing. These people are blurring the line between 'pirate' and 'complete jerk'.

  118. I bought World Of Goo. by pclminion · · Score: 1

    I bought World Of Goo. It was $20. It was extremely fun. I want more. To those of you who pirated it: Fuck you. Fuck the horse you rode in on. And fuck your mother.

  119. Re:Starcraft 2 lack of LAN was to control pro game by yurtinus · · Score: 1

    Just wait until you open up your laptop to ease the time on a 5 hour plane trip and get a "can't connect to b.net" error followed by a "can't enter offline mode because you didn't connect to b.net error." Yeah, there may have been a work around but I was too infuriated to try to find it.

    --
    +1 Disagree
  120. Better headline by AigariusDebian · · Score: 1

    "DRM-free game reaches 10 times larger audience, offers a discount."

  121. Re:Anonymous Coward by AigariusDebian · · Score: 1

    True. And copyright infringement is not theft. Plain and simple. When A steals a bike from B, B has no bike anymore. It's just unauthorised sharing.

  122. Re:Queue the Arguing by Kalriath · · Score: 1

    Either they pirate it or they don't have it. There is no "they buy it" option.

    So who cares 5 people got free entertainment from your game for every person who bought it? There's no way you are convincing them to buy it - you could try to slap magic DRM on it and reduce the piracy to 0. But then you still have the same number of sales, sure those pirates don't get it for free now but that doesn't help you any anyway.

    Wow, check out the double standard on this. I bet you're one of the first to say "not every download is a lost sale" when the music industry whips out their dodgy figures, and yet you seem to believe it's A-OK to say, pretty much, that every sale is a lost pirate. What's good for the goose is good for the gander and all that. (ergo, your argument is invalid).

    --
    For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
  123. So much talk by xmvince · · Score: 1

    It's a horrible game anyways, I played the 5 minute demo and was already bored out of my mind. People are pirating it and probably playing about 10 minutes then deleting it - no lost sales, they probably would have gotten further in the demo.