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Cracked Game Released To Get Back At Pirates

John Wagger writes "When Greenheart Games released their very first game, Game Dev Tycoon (for Mac, Windows and Linux) yesterday, they did something unusual and as far as I know unique. They released a cracked version of the game, minutes after opening their Store. The pirated copy was completely same as the real copy, except that after a few hours into the game, players started noticing widespread piracy of their games in the game development simulator."

509 comments

  1. Interesting comparissons by pinkushun · · Score: 5, Informative

    The ratio of pirate copies vs bought copies may be obscured by platform.

    Looking at past Humble Bundle stats (games _without_ DRM management) it shows that even though piracy is still as abundant, the same amount of people are still willing to pay. Even more interesting, though Windows buyers ouranked 75% of others, Linux users payed the most on average. ... and that site link in TFA just went down.

    1. Re:Interesting comparissons by beltsbear · · Score: 4, Insightful

      They paid the most because their market is undeserved for high end games.

    2. Re:Interesting comparissons by robot256 · · Score: 0, Flamebait

      They appeared to pay the most because Notch and his gang always fight for the top spot and raise the average.

    3. Re:Interesting comparissons by drinkypoo · · Score: 0

      though Windows buyers ouranked 75% of others, Linux users payed the most on average

      Those stats are skewed by the small handful of major contributors, who select Linux as their platform. The same ones who make major contributions every time. I made the same mistake once.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    4. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      Not to mention the game has to phone home for this statistic to work. Ugh.

    5. Re:Interesting comparissons by Anonymous Coward · · Score: 2, Insightful

      What does that have to do with things when. 1) notch is an OSX user and 2) their donations is not even a whole percentage of the total sales.

    6. Re:Interesting comparissons by Anonymous Coward · · Score: 2, Insightful

      They paid the most because they have more money. An assumption as good as the other one.

    7. Re:Interesting comparissons by Anonymous Coward · · Score: 1

      Inform yourself before making stupid comments.

      When you make a Humble Bundle purchase, it asks you which platform you wish to associate with.

    8. Re:Interesting comparissons by jovius · · Score: 3, Informative

      Here's a forum about this with screencaps: http://www.neogaf.com/forum/showthread.php?t=550032 They show that in the first day 6,4% were genuine versions and the rest were pirated copies.

      I wonder what's the average conversion rate. Usually not all who pirate buy the game anyway. How about demo downloads versus purchases? It's a neat trick they pulled, but I think some context would be nice.

    9. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      Which it doesn't, so it doesn't work, since anybody can fill in whatever they want.

    10. Re:Interesting comparissons by RoccamOccam · · Score: 5, Insightful

      They paid the most because their market is undeserved for high end games.

      I'm hoping that you meant "underserved".

    11. Re:Interesting comparissons by alen · · Score: 2

      these are mostly old games where the publisher is giving them away as advertising for a new upcoming game

    12. Re:Interesting comparissons by Anonymous Coward · · Score: 3, Funny

      Both are accurate. Oh yeah, I said it!

    13. Re:Interesting comparissons by Beardo+the+Bearded · · Score: 3, Funny

      It would have been hilarious if they'd done a quick check on the number of downloads for the legit and pirated versions and had the percentage of piracy in the game the exact same as the percentage in real life.

      --

      ---
      ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
    14. Re:Interesting comparissons by k3vlar · · Score: 1

      Um... no? It's possible that right now, the Humble Bundle is showing the last mobile bundle, but the games are usually top-tier, cross-platform indie games. Some games have even made their debut on Humble Bundle.

      --
      Unlike porn, which yada yada rimshot hey-ooh!
    15. Re:Interesting comparissons by phorm · · Score: 1

      I wonder what's the average conversion rate

      I'd imagine it's not a straight line, but rather has factors of game type, time-since-release, price, and DRM.

      The latter in my case is actually a factor that would drive me to download a cracked version, though generally after purchasing a copy. It's getting particularly bad in the portables market where a lot of games using always-on DRM, thus making them less than portable. Even at the low price-point a game I can't play offline isn't worth paying for...

    16. Re:Interesting comparissons by Githaron · · Score: 1

      I don't understand how that is brag worthy.

    17. Re:Interesting comparissons by LordLimecat · · Score: 4, Informative

      The linked forums indicate that the piracy rate is, in fact, 6.4%, and that only ~214 copies were legitimate.

      Kind of puts holes into all of the "just make a better product" arguments, huh?

    18. Re:Interesting comparissons by LordLimecat · · Score: 1

      6.4% should be purchase rate, sorry

    19. Re:Interesting comparissons by bluefoxlucid · · Score: 2

      It's only day 1 though, which is silly. This is an obscure title that hasn't been talked about forever like, oh, the 27th Halo game or BioShack 19 or whatever. Should have kept their mouth shut for a week, or set it up to not kick in until a month after release date and then start being dickish.

    20. Re:Interesting comparissons by jovius · · Score: 1

      The game creators kind of created the statistics by making the title easily available, so the data is skewed.

      The titles are competing of a share of the amount of money (and time) a gamer is willing to spend. The available sum doesn't magically accumulate when new titles are released, so I'd guess that better / more marketed games will get a larger share.

    21. Re:Interesting comparissons by prehistoricman5 · · Score: 3, Insightful

      Hardly.

      With only 3344 total users I'd argue that they either need to advertise more or make a better game. Furthermore the gimmick in the pirated version may in fact drive up the piracy rate.

      --
      Fuck Beta
    22. Re:Interesting comparissons by h4rr4r · · Score: 1

      This seems simple to avoid, use the median instead of the mean.

      I highly doubt a couple contributors can skew such a large data set.

    23. Re:Interesting comparissons by Anonymous Coward · · Score: 1

      "Which it doesn't, so it doesn't work..."

      What? Which it doesn't what? Call home? Ask which platform to associate with? English... try using it to communicate your ideas instead of randomly typing words and assuming everyone can just read your mind.

      Whether or not Humble Bundle's platform representation is accurate or not is completely missing the point. The games DO NOT PHONE HOME... THAT is the point.

    24. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      Nope, most pirate copies are out before their store availability due to leaks at the mastering process or shitheads at bestbuy playing with them early.

      The one thing that really skews the result is that the primary marketing point was the torrent, so they may have in fact hurt their sales when people playing this "free game" that someone gave them that appears to apologetically be unwinnable. In current versions of Vuze you can "explore" all the file swarms going on and download those too. There's often no context to these and no torrent info.

    25. Re:Interesting comparissons by LordLimecat · · Score: 1

      3344 users would actually constitute a reasonable income for two guys working for a month or two on the title. 200 probably represents a loss vs working the lucrative job of a waiter.

    26. Re:Interesting comparissons by Bobfrankly1 · · Score: 1

      Here's a forum about this with screencaps: http://www.neogaf.com/forum/showthread.php?t=550032 They show that in the first day 6,4% were genuine versions and the rest were pirated copies.

      I wonder what's the average conversion rate. Usually not all who pirate buy the game anyway. How about demo downloads versus purchases? It's a neat trick they pulled, but I think some context would be nice.

      Context from this example will be useless as it will be offset by people who do download the pirated version simply because of the press it's getting, regardless of actual interest in the game.

    27. Re:Interesting comparissons by Tharkkun · · Score: 1

      The game creators kind of created the statistics by making the title easily available, so the data is skewed.

      The titles are competing of a share of the amount of money (and time) a gamer is willing to spend. The available sum doesn't magically accumulate when new titles are released, so I'd guess that better / more marketed games will get a larger share.

      They only have statistics on the pirated version that they released. There's surely a legal version which isn't broken that's out there which they have no way to track so realistically the pirated copies are worse.

    28. Re:Interesting comparissons by prehistoricman5 · · Score: 1

      And what % of the 3130 people that pirated it actually would have bought a legit copy? Had they not provided a "pirated" version for free on launch day would a pirated version even have existed? The game obviously has a niche market (game development sim - not something I would spend money on). There's too many confounding factors to say that piracy caused the game to tank and if anything they got hoisted by their petard.

      --
      Fuck Beta
    29. Re:Interesting comparissons by thetoadwarrior · · Score: 1

      World of Goo was a humble indie bundle game and they had a pay what you want (minimum of a $1) sale and they still ended up with the majority of players being pirates, I believe something like 80-90%. That's why I don't buy most people's arguments about cost or even DRM. If you can't pay $1 for a quality DRM free game then you're just a selfish leech.

    30. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      Also, I think bad games and niche games just skew the numbers. If you develop such a game, you probably never would have gotten all those sales in the first place, though at least the pirates are trying the game.

    31. Re:Interesting comparissons by shaitand · · Score: 1

      It's the same bit of nonsense repeated over and over again. The conversion rate is a meaningless statistic. There is no reason to think even one pirated copy represents a copy that would ever have been purchased. They do all represent free advertising though.

      And a game that is too shitty to buy might still be good enough to download and try for free.

    32. Re:Interesting comparissons by crazycheetah · · Score: 4, Interesting

      Valid.

      There's other potential reasons, too, however. Let's see if I can come up with more:

      1. There's a higher percentage of people running Linux who have more money to throw at games like this. Having the more money, the higher average paid is really the same (potentially less!) when you're talking averages of their income. (Don't know if there's any truth in this one, but you can test it probably the easiest out of them all, in theory.)

      2. Linux people are used to and very comfortable with setting their own price. They regularly get completely free software and donate back to the original project whatever price point they choose. Many have probably watched projects that they donate to succeed, and many have probably watched projects they donate to fail. As such, they've learned some lessons about paying whatever they want and what tends to be a more successful level of pay for a project. Seeing this, they are aware that paying the more money is worth it, because they want these projects to succeed, and being more experienced than most Windows users in doing so, they pay more.

      3. Maybe the Linux folk value these games more than the Windows folk do. Thus, the Linux folk pay more, regardless of the other points.

      4. There's a lot of cheap people who get a cheap computer running Windows from their parents, and then only pay anything for the Humble Bundle at all, because they can get away with only paying 1 cent or 1 dollar. This isn't as prevalent in the Linux world, where more people buy their computer to their own desires, taking budget into account but not taking it for free off of their parents as much. As such, they're also more willing to pay more for products.

      5. Because all of these reasons (including yours) can exist alongside one another and easily interact with one another (amplify each other, even), it could be a combination of all of these factors to various different degrees. Where income could be involved, that could influence the willingness to spend said income. With less games available for Linux, the games that are available could be seen as worth more due to the lack of supply. Putting all of these into play, you can get a complex system resulting in Linux users paying more on average when given the choice.

      ... There's probably more that I didn't even think about, but I figured that's a good start.

    33. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      (this is crazycheetah)

      Should have added that 4 doesn't necessarily have any truth in it, either. Just a hypothesis someone could easily make and try to test.

    34. Re:Interesting comparissons by schnell · · Score: 4, Insightful

      And what % of the 3130 people that pirated it actually would have bought a legit copy?

      Why is this meaningful? If I sneak into a movie theater and watch a movie without paying, it doesn't make it OK just because I would never have paid to see it. Sure my watching it doesn't "cost" the theater anything - I'm not really lost revenue for them - but that still doesn't legitimize my doing something for free that other people are paying for and in effect subsidizing.

      You can persuasively argue that piracy by people who wouldn't pay for a product doesn't translate to lost revenue. You can't persuasively argue that it's "the right thing" to do, though.

      --
      "95% of all Slashdot .sig quotes are incorrect or completely fabricated." -Benjamin Franklin
    35. Re:Interesting comparissons by cheekyjohnson · · Score: 2

      but that still doesn't legitimize my doing something for free that other people are paying for and in effect subsidizing.

      And there's nothing that makes it objectively bad, either. I can only see it being annoying if the theater is crowded and you're preventing someone who paid from getting a seat. Oh, and then there's the fact that it's private property. Fortunately, one does not typically involve the author(s) at all when downloading or uploading a file, so I'm not sure about that comparison to begin with.

      You can't persuasively argue that it's "the right thing" to do, though.

      Why not? What if you're able to persuade someone that it is "the right thing"?

      --
      Filthy, filthy copyrapists!
    36. Re:Interesting comparissons by Internetuser1248 · · Score: 4, Interesting

      Being dickish? This sounds like an excellent addition to enhancing realism and add to the challenge. I hope they also support creating free to play and open source games, as well as donation based monetisation models. I am totally getting the pirate version of this game.

    37. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      The real irony of course being that the whole game seems like a wholesale rip-off off Kairosoft's Game Dev Story.

    38. Re:Interesting comparissons by schnell · · Score: 1

      And there's nothing that makes it objectively bad, either.

      The "right thing" is of course subjective, so whether it's good or bad will be an individual call. I'm basing my evaluation off the "golden rule" of "doing unto others as you would have them do unto you." On that count, I can honestly say that if I were the one making this game and setting a price for it, I would want people to pay me for it if they use it. So in my book, using it without paying what the creator asked for it is bad.

      I say this as someone who downloaded more than my share of music, games etc. in my penurious post-college days. I did that a lot because I wanted to and I could, but I never tried to convince myself it was a "good" thing I was doing. Now that I have more money, I do try to pay for things even if I could get them for free because I think of it as the "right thing to do." Your mileage may vary.

      --
      "95% of all Slashdot .sig quotes are incorrect or completely fabricated." -Benjamin Franklin
    39. Re:Interesting comparissons by prehistoricman5 · · Score: 1

      And where did I attempt to make a moral argument about piracy? Piracy will always exist - morally correct or not. You can bitch and moan about it or you can attempt to do something about it. The percentage of pirates who would have bought a legit copy is meaningful because it lets you gauge how effective your anitpiracy method was. If your game flops and you want to blame it on piracy you better have some hard numbers to back yourself up with. It doesn't matter whether the pirates were in the right or wrong; if you make it easier to get a pirated copy, piracy rates will go up and it's your fault.

      --
      Fuck Beta
    40. Re:Interesting comparissons by poity · · Score: 1

      Furthermore the gimmick in the pirated version may in fact drive up the piracy rate.

      are you implying spite-piracy? "I hate you so much I'm going to enjoy your game"

      --
      your thin skin doesn't make me a troll
    41. Re:Interesting comparissons by schnell · · Score: 1

      There is no reason to think even one pirated copy represents a copy that would ever have been purchased. They do all represent free advertising though.

      The point of advertising is to get people to buy something. Free advertising that gets more people to pirate your game is actually not good. How does that benefit the game maker? Or is the thinking here that someone will say to their friends, "hey, I downloaded this game for free and it's awesome. But you should go pay for it"?

      --
      "95% of all Slashdot .sig quotes are incorrect or completely fabricated." -Benjamin Franklin
    42. Re:Interesting comparissons by prehistoricman5 · · Score: 1

      Nope. I was tempted to go find a pirated version just to see the gimmick in action. I'm certain I'm not alone.

      --
      Fuck Beta
    43. Re:Interesting comparissons by shaitand · · Score: 2

      " Free advertising that gets more people to pirate your game is actually not good."

      Or bad. Since someone pirating your game costs you nothing.

      "Or is the thinking here that someone will say to their friends, "hey, I downloaded this game for free and it's awesome. But you should go pay for it"?"

      Seems an unlikely conversation. Someone saying to their friends, "hey, check out this awesome game." Followed by their friends telling their own friends, "Have you played blahblah, it's amazing!" Of course, it only works if you game is actually either awesome or amazing. Some of these people will make Youtube videos reviewing the game. Strategy videos, etc. Fan art. Mods.

      If on opening release nobody bought a game I made and a million people pirated it. I'd call it a resounding success. That kind of attention WILL turn in to sales at some point. Even the people who pirated the game may end up buying a copy later down the road. Contrary to media cartel propaganda pirates aren't all just about something for nothing. There are no shortage of us who simply enjoy having our cake and eating it to. Pirating content we enjoy if it is produced by people with archaic mindsets and business methods that oppose the maximum utilization of modern digital technology and sharing rather than embrace it.

    44. Re:Interesting comparissons by schnell · · Score: 1

      If on opening release nobody bought a game I made and a million people pirated it. I'd call it a resounding success. That kind of attention WILL turn in to sales at some point.

      Why? Why would nobody buy the first game but suddenly decide to buy the second one? Why wouldn't they just keep pirating that game, and the next one, and the next one?

      Also if you do something as a commercial venture - i.e. it's not just a PR stunt or promo, but you do actually want to get paid for it - and consider getting paid $0 a "resounding success," you may wish to get a refund from wherever you learned about business. Unless you paid them $0 and they considered that a success.

      --
      "95% of all Slashdot .sig quotes are incorrect or completely fabricated." -Benjamin Franklin
    45. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      Pirates have been trying to claim they're doing the right thing for years and have so far convinced nobody.

    46. Re:Interesting comparissons by cheekyjohnson · · Score: 1

      How do you know that no one has been convinced?

      --
      Filthy, filthy copyrapists!
    47. Re:Interesting comparissons by cheekyjohnson · · Score: 1

      I'm basing my evaluation off the "golden rule" of "doing unto others as you would have them do unto you."

      A 'pirate' could actually use that same rule. What one person wants done to him/herself (or doesn't mind it being done, at least) may be different from what another person wants done to him/herself. That wouldn't even necessarily include never paying for anything.

      --
      Filthy, filthy copyrapists!
    48. Re:Interesting comparissons by NemosomeN · · Score: 1

      The important bit is that it doesn't ask you, it checks your browser user agent, then asks you to confirm. The path of least resistance is "Yeah sure, whatever."

      --
      I hate grammar Nazi's.
    49. Re:Interesting comparissons by jakimfett · · Score: 1

      I think this was hugely skewed by the announcement of the pirated version "feature". People see the pirated version as a novelty. If I were to buy this game, I'd go grab a pirated copy just for the kicks and giggles of seeing this. I'd hazard a guess that a ton of people downloaded it just to see the (awesome) implementation of DRM. Now, if they had just released the game, and then in the support forums people started noticing this, and eventually they 'fessed up to the shenanigans, then maybe I'd believe the pirated/legitimate stats. But because they announced it, the stats are horribly skewed.

      --
      Bits of code, random ramblings: jakimfett.com
    50. Re:Interesting comparissons by jakimfett · · Score: 1

      No...people want to see the gimmick in action, so they go download it, even if they have zero interest in the game itself.

      --
      Bits of code, random ramblings: jakimfett.com
    51. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      The problem with such arguments is that they try to boil it down to a single variable. Here are some real costs:

      1. If the theater tolerates you, others will stop paying leading to loss in revenue.
      2. You use resources, whether that be someone cleaning up after you, the bathroom, the (albeit tiny) extra AC to compensate for your body heat, power for the sound you're absorbing, etc. (And yes, many of these are very tiny costs, but they are still costs, and multiplied by several of you they go up.)
      3. Most people prefer fewer people in the theater. You're one more person, making it more likely others won't go. Multiply that by many times if you text, talk on phone, or are otherwise an asshole during the movie.

      Just because you can't "see" these things doesn't mean they don't exist.

      And if you can't see why it's wrong to take something from someone - even something intangible like an experience - you've got a rationalization problem.

    52. Re:Interesting comparissons by Sycraft-fu · · Score: 4, Insightful

      6. Because many Windows people already bought the game at full price and don't feel the need to rebuy.

      Windows has a pretty vibrant game market, and has good digital distribution. Many of the non-cheapskate Windows users already bought the games prior to the humble bundle happening. For example I remember when the first one came out and Linux users were spraining their arms patting themselves on the backs for paying $14 for the bundle, or about $3 per game. All I could think was that the two games I wanted from it, I already owned and had paid full price for. $20 for World of Goo and $10 for Gish. I was happy with that too, felt I got my money's worth.

      So I didn't buy the bundle, there was no need. I didn't want the other games.

      What you have to appreciate about the slightly higher average Linux numbers is it is still highly cheapskate. Paying a couple bucks for a game is not much at all. One game at regular price can be a good bit more than that.

      I think that is no small part of it. I've only ever bought one humble bundle, and that one I didn't pay much for because again, I owned many of the games. I bought the Introversion bundle because I wanted to try Darwinia. I already owned Defcon, Uplink, and Dungeons of Dreadmor. I spend quite a bit on games, but I do it outside of the humble bundle. I think you'll find many of the non-cheapskate Windows gamers are the same.

    53. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      Fail. 100%, complete, metaphysical failure!

      "...there's nothing that makes it objectively bad, either."

      It's stealing. Injunctions against stealing go back thousands of years and are found in all cultures that have any concept of property whatsoever. You need to get a refund on your moral compass.

    54. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      It's only day 1 though, which is silly. This is an obscure title that hasn't been talked about forever like, oh, the 27th Halo game or BioShack 19 or whatever. Should have kept their mouth shut for a week, or set it up to not kick in until a month after release date and then start being dickish.

      So it's a big Fuck You to anybody who can't afford a massive marketing campaign, then.

    55. Re:Interesting comparissons by crazycheetah · · Score: 1

      Good point.

      I do have admit part of why I only thought of what I did is that I don't PC game on any system much at all these days (I follow the news about them and occasionally find the time to actually play some, but that's not very common at all these days), so my reasons were from a pretty outside viewpoint on that one, attempting to guess what some additional reasons may be. Clearly this is an example of one reason that just didn't phase me from my more outside viewpoint on this. This is why I ended it with "There's probably more that I didn't even think about"

    56. Re:Interesting comparissons by cheekyjohnson · · Score: 1

      Just because you can't "see" these things doesn't mean they don't exist.

      I already acknowledged some of the differences between copyright infringement and that person's example; you merely listed some more (regarding the last two, at least). Yes, the fact that you may use resources and take up a seat are just a few of the differences between physically sneaking into a theater and infringing upon someone's copyright.

      1. If the theater tolerates you, others will stop paying leading to loss in revenue.

      It's private property, so there's no reason for them to tolerate you. However, that's not really true of copyright infringement; all the downloading and uploading is typically done with one's own equipment.

      As for the loss of potential profit, in the case of copyright infringement, is it not the duty of the 'creator' to find a workable business model and not pretend to be entitled to a government-enforced monopoly? I'd say so, but your opinion probably differs from mine, though I won't say you're rationalizing or any other such nonsense.

      And if you can't see why it's wrong to take something from someone

      No need to take anything; just copy the data.

      you've got a rationalization problem.

      Ah, yes, "rationalization"; a word that becomes almost meaningless in the hands of those who can't stand that other people have opinions that differ from their own. Why don't you try proving that I'm 'rationalizing', because I sure don't think that copyright infringement is wrong.

      --
      Filthy, filthy copyrapists!
    57. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      There is no reason to think even one pirated copy represents a copy that would ever have been purchased.

      Yes, there is- it's called not having your head crammed up your ass. Does every copy represent a "lost sale"? Hell no, not by a LONG shot. But acting like it's zero is just as fucking retarded.

    58. Re:Interesting comparissons by cheekyjohnson · · Score: 1

      It's stealing.

      Not according to copyright law, it isn't. There are a number of differences between copyright infringement and what is normally known as "stealing."

      Injunctions against stealing go back thousands of years and are found in all cultures that have any concept of property whatsoever.

      Are you appealing to tradition and popularity to try to prove that what you believe is "stealing" is objectively wrong? If so, that's not really going to work on me.

      You need to get a refund on your moral compass.

      You need to consult your nearest magical moral fairy and then bring Her to me.

      --
      Filthy, filthy copyrapists!
    59. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      It might not be "right", but is it really "wrong"? All you did was get something for nothing. It isn't like anybody was harmed in the process or lost something when you "took" it from them.

    60. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      The point the OP was making was that by doing so you're forcing paying movie-goers to subsidize you. If it cost a theatre $100 to screen a reel, and they expect 10 people pay to see it then (presuming they want to break even, at least), then they'll be pricing the tickets are the $10 mark.

      If 10 other people view it for free, then the direct effect is that the 10 who are paying for it are subsidizing those who aren't. It's completely irrelevant that if nobody sneaked in then the 10 people would still have to be paying the same rate. If nobody viewed it for free, then those people are simply covering their own costs. As soon as one person sneaks in, they're covering the costs of that viewing too. The point being, ultimately, that if that free viewer was an expected sale, then the price point could be reduced by $1 (or 99c, whatever the exact math is).

      While you can argue that that person would not have viewed it if they weren't able ot view it for free (which may very well be valid), that doesn't change the fact that the individual is forcing other people to subsidize their viewing, irrespective of any tangible difference in their ticket price.

    61. Re:Interesting comparissons by cheekyjohnson · · Score: 1

      The point being, ultimately, that if that free viewer was an expected sale, then the price point could be reduced by $1 (or 99c, whatever the exact math is).

      I don't understand the point of all this. I agree that the price may be lower when more people actually pay for something, but the 'creators' and business owners are ultimately responsible for any price changes, and it is up to them to find a working business model. If people don't like the price, then they can also choose not to pay (although that doesn't mean they have to be 'pirates' or anything such as that). I do not view any of this as harmful.

      that doesn't change the fact that the individual is forcing other people to subsidize their viewing

      But they're not forcing anyone to do anything. Furthermore, the 'creators' do not lose anything; they simply do not gain anything.

      --
      Filthy, filthy copyrapists!
    62. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      BioShack sounds like a game about alien prostitution.

    63. Re:Interesting comparissons by skapaft · · Score: 1

      He wasn't saying it was "right" for people to copy it, he was saying that the "3130 pirates" statistic is completely meaningless on its own, it says nothing regarding how successful the game would have been without piracy. If it is morally defensible to pirate the game is a completely different question and has no impact on his post.

    64. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      All of the money that they saved by not having any games.

    65. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      BioShack 19

      This made me laugh, hard. Well done.

    66. Re:Interesting comparissons by Xest · · Score: 1

      "Kind of puts holes into all of the "just make a better product" arguments, huh?"

      How do you come to that conclusion? Even if the pirated copies were all sales this game would still be a complete flop so can't by any measure be deemed to be a "better product". If anything this proves the point - if you produce crap, people aren't going to pay for it.

    67. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      Wow, that's some sense of entitlement you got there!

      Nothing objectively bad in getting for free what other people are paying for?

    68. Re:Interesting comparissons by chrismcb · · Score: 1

      And there's nothing that makes it objectively bad, either.

      Yes, yes there is. Many people generate content to make money. They like to eat and wear warm clothes in the winter. Making good content generally pays for things like that. If people don't pay for content, then some people will stop making content. Good content is good for vacillation. By sneaking into the theatre, or copying content without permission, harms civilization as a whole. It is bad.

    69. Re:Interesting comparissons by tbannist · · Score: 1

      If people don't pay for content, then some people will stop making content.

      If I stop paying for content, will they stop making reality TV shows? Because I'm willing to make that sacrifice.

      --
      Fanatically anti-fanatical
    70. Re:Interesting comparissons by tbannist · · Score: 1

      The point being, ultimately, that if that free viewer was an expected sale, then the price point could be reduced by $1 (or 99c, whatever the exact math is).

      In the real world, we have a thing called profit and when something is very popular, the price tends to go up instead of down. It's probably more likely that prices wwould be lowered to bring in more paying customers.

      --
      Fanatically anti-fanatical
    71. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      Given that over 20,000 people watched a cynical British man playing the game yesterday for around 4 hours despite streaming issues, I would have to say that they may actually wind up selling a few more copies.

      Or else TotalBiscuit is just that fun to watch as he fails miserably in any game.

    72. Re:Interesting comparissons by nanoflower · · Score: 1

      How many people would have heard of this game without the company having created this situation with a pre-cracked version being posted by the company? Given the game had no mention in the press that I saw I doubt the number is very high. Certainly many more have heard of the game and may purchase it due to this free press. I wouldn't be surprised if they got more buyers due to the cracked version they posted than they would have if they hadn't posted that version (ignoring any sales that came from the free press from threads like this.)

    73. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      Many people generate content to make money.

      Many more people generate content for free. Heck, some people generate content that makes money for other people and the content creator doesn't get a single cent. We are doing it right now, generating content for free for slashdot, helping it more page views which lead to revenue.

      They like to eat and wear warm clothes in the winter. Making good content generally pays for things like that.

      If you want to eat and wear warm clothes, there's a gazillion ways to do that. Go sweep floors, flip burgers, wait tables, become a techie, be a politician, be a banker, be a baker, etc. You are not entitled to a job to "create content"

      But if you do want to do that, note the words you use: make good content. That's the primary action: making good content. Whining about people who don't pay or going after pirates is not "making good content".

      If people don't pay for content, then some people will stop making content.

      Welcome to the free market. Again, nobody is entitled to make a living as a content creator (or any other job) at the pay that they want. As pointed out by another poster elsewhere, video games are competing with all other forms of entertainment content. That's the road you have chosen if you want to make a living as a content creator. If you can't take the heat, stay out of the kitchen.

      By sneaking into the theatre, or copying content without permission, harms civilization as a whole.

      How is civilization harmed? Again, welcome to the free market. Civilization isn't dictated by you. There's no fixed minimum level of content creation, nor does that content creation had to be done by you or any specific content creator. If you want to make a living as a content creator, follow your own advice: make. good. content. None of those words lead to whining or going after pirates or telling them how it's wrong and bad.

    74. Re:Interesting comparissons by cheekyjohnson · · Score: 1

      Wow, that's some sense of entitlement you got there!

      You're assuming that I personally never want anyone to get paid; I merely said that I don't believe copyright infringement to be objectively bad, so that clearly isn't true. But I wonder who the real entitled ones are: the ones who expect the government to allow them to have a government-enforced monopoly that infringes upon real property rights, or the ones who copy data because it's available?

      Nothing objectively bad in getting for free what other people are paying for?

      Unless you can prove the existence of a magical moral fairy whose opinions about what is right and wrong are objectively the truth, no.

      --
      Filthy, filthy copyrapists!
    75. Re:Interesting comparissons by cheekyjohnson · · Score: 1

      Yes, yes there is.

      Again, unless you people can prove the existence of a magical moral fairy (or some other such nonsense) who is capable of objectively deciding what is right and what is wrong, I stand by my statement that there is nothing that makes copyright infringement objectively bad.

      If people don't pay for content, then some people will stop making content.

      Then I think they should find a business model that works for them rather than beg the government for a government-enforced monopoly that infringes upon people's real property rights and promotes censorship.

      harms civilization as a whole.

      I do not believe that merely not gaining is harmful; good luck convincing me otherwise.

      Besides, as I pointed out, I do not think the theater analogy is a very good analogy to begin with.

      --
      Filthy, filthy copyrapists!
    76. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      Then why comment at all on a topic that you admittedly have now knowledge or experience in?

    77. Re:Interesting comparissons by minstrelmike · · Score: 1

      With only 3344 total users I'd argue that they either need to advertise more or make a better game. Furthermore the gimmick in the pirated version may in fact drive up the piracy rate.

      They _are_ advertising. The gimmick and release are part of the show.

    78. Re:Interesting comparissons by Musc · · Score: 1

      But if the people who acquire the content for free were the ones who would never have paid for it under any circumstances, then the fact that some people are getting free content takes no money away from the content producers. Therefore the content producers still make money and they can still eat and wear warm clothes in the winter. What's the harm?

      I can think of two counterarguments to this point:

      1) There is no way to prove that the people getting free content REALLY would have never paid for it. Maybe they would have paid for it if they couldn't pirate it, and they just say "I never would have bought it" as an excuse to pirate it. I admit this is a genuine concern, but it still doesn't change the fact that the people who genuinely can't afford would never have paid, no matter what. The issue isn't so black and white.

      2) It might hurt the content producer's feelings that somebody saw their work for free. I think this is the real issue, but nobody wants to admit it because it is a weak argument. When somebody creates something with the intent of only paying customers getting to see it, the artist comes to have an expectation. When that expectation isn't met, they feel they have been wronged. I contend that the real problem was that their expectation was unrealistic.

      --
      Hamsters are at least as feathery as penguins. HamLix
    79. Re:Interesting comparissons by LordLimecat · · Score: 1

      You can persuasively argue that piracy by people who wouldn't pay for a product doesn't translate to lost revenue.

      No, you cant, unless you completely ignore the foundational economic concept of supply and demand.

      Piracy lowers demand. Everyone who took econ 101: What will that do to the price?

    80. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      Their product is crap or their marketing is (or both). 3000+ total users is a pathetic figure when you're giving it out free. If all the users paid that's only 24-30K.

      Maybe this phase of their strategy will draw in more users, but their "torrent" phase didn't work that well did it?

      World of Goo had a much more successful marketing stunt. Valve made a lot of money from making TF2 free to play. Minecraft in the early days got so much money that 600K Euros were frozen in Paypal.

    81. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      Was he even arguing that it's the right thing to do? His argument is meaningful from a business perspective.

      Say 3000 have your free product and 200 paid full price for it. Assuming that all the 3000 would pay for it would be foolish.

      How do you increase your $$$?
      0) You can try to change the price, but since only 3000 currently want it even for free, you're not going to get far with this at the moment.
      1) You can trying to increase the conversion percentage, but trying for 100% or even 50% is stupid.
      2) So as a business person what you need to do is greatly increase the number of people who know about your product and try to do it at a low cost - and thus you have this story.

      In many businesses "piracy" doesn't hurt you as much as obscurity. You can be the best performer or programmer in the world, if nobody knows of you or your product, you're not going to make much money.

    82. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      there's the fact that it's private property. Fortunately, one does not typically involve the author(s) at all when downloading or uploading a file, so I'm not sure about that comparison to begin with.

      Ok, idiot. Intellectual Property is... oh, a property right, isn't it?

      damn

    83. Re:Interesting comparissons by cheekyjohnson · · Score: 1

      there's the fact that it's private property.

      No, it isn't. The authors aren't involved at all.

      But even if what you were trying to say was true, there would still be nothing that makes any of it objectively wrong (that I know of, at least).

      Ok, idiot. Intellectual Property is... oh, a property right, isn't it?

      What you speak of is unlike any other property right I've ever seen; IP laws seek to control what other people can do with their own property and are typically followed by censorship.

      --
      Filthy, filthy copyrapists!
    84. Re:Interesting comparissons by Anonymous Coward · · Score: 0

      No, you cant, unless you completely ignore the foundational economic concept of supply and demand.

      What do you care about economics? You support government-enforced monopolies and artificial scarcity! Damn socialists (gotta throw that buzzword out there)...

      Piracy lowers demand.

      And? Negative reviews might lower demand; competition might lower demand; incompetence might lower demand. What is your point? This is simply a case of not gaining; it has little to nothing to do with actual, tangible loss.

      What will that do to the price?

      That's really not anyone's problem.

  2. So basically by Dunbal · · Score: 0, Redundant

    So the game company is admitting that it's a really crappy simulator because if they were willing to "pirate" their own game, surely the real losses from piracy can't be that bad because they are willing to take them.

    --
    Seven puppies were harmed during the making of this post.
    1. Re:So basically by ctid · · Score: 5, Insightful

      You really need to read the article.

      --
      Reality is defined by the maddest person in the room
    2. Re:So basically by leonardluen · · Score: 2

      i can't it's /.'ed. which i assume will show up in their game in the next patch.

    3. Re:So basically by The+MAZZTer · · Score: 5, Informative

      You skipped the second half of TFS.

      The game is a game about game development, right? In the pirated copy, the games you develop will have a chance of getting pirated (!) which goes up as time goes on, eventually causing you to lose as you are then unable to make enough money to continue. It's delicious irony.

    4. Re:So basically by Daemonik · · Score: 4, Informative

      It's pretty sad when someone can't even work up the reading comprehension to grasp the story from a short summary.

      In total, if you play the cracked version of the game, the simulator will ramp up the rate of piracy for your simulated company's games, so you will lose. It stacks the odds against you.

    5. Re:So basically by slashmydots · · Score: 5, Insightful

      It really is down due to traffic. And cloudflare really is playing medical insurance company again. If you're not familiar, it's where you pay and pay and pay for their protection and then that one time when you critically need them, they're useless and refuse to properly do their one single job that they had (they claim there's allegedly no cached version of the page for them to serve up off their servers).

    6. Re:So basically by fredprado · · Score: 3, Insightful

      Apparently you have read and comprehension problems. That is exactly what the poster you are criticizing said. Additionally he said that it is ironic because they proved the idea is false by pirating their own game (the simulator) and still having profit, as you fail to understand.

    7. Re:So basically by Anonymous Coward · · Score: 0, Insightful

      Not really, developers rarely, if ever, go out of business because of piracy alone. In order to have a piracy problem you have to be creating software that people want. The developers that ultimately go out of business are usually the ones that aren't creating software that's worth pirating.

      Think about that, if your software is so bad, that people aren't even pirating it, how would you expect to stay in business? Pirates themselves don't cost developers any money because, quite frankly, if they won't buy the software, they wouldn't buy it whether or not there's a pirate version available.

    8. Re:So basically by Anonymous Coward · · Score: 4, Informative

      I read the article. Most of it just read like a game dev who was pissed because his game wasn't the next angry birds.

      They claim 93% piracy after 1 day but I wonder how many of the 3000 (yes that many) downloaders only found out about the game due to being on the torrent site.

      I'd be interested in seeing the numbers after a month and more interestingly what the reviews of the game say. Nobody will buy a rubbish game after playing it. Thats why most games companies dont usually offer game demos & hate piracy.

      How many of them would have bought the game if it wasn't broken?

    9. Re:So basically by rioki · · Score: 5, Funny

      What do you think Game Dev Tycoon is about? Railroads?

    10. Re:So basically by Anonymous Coward · · Score: 1

      I'm wondering if they've modeled piracy realistically or if they've just gone full derp.

    11. Re:So basically by Anonymous Coward · · Score: 1

      No he didn't. His criticism is spot-on. If that were an accurate simulation of how the PC game market worked, then all these companies complaining about piracy would long since have "lost" and gone bankrupt. In the real world, however, video game companies don't "lose" because of piracy. They "lose" because of bad games, bad marketing, or both. Piracy, if anything, works more like free advertising.

      Posting anon because of mod points.

    12. Re:So basically by MightyYar · · Score: 5, Informative

      What part about the title "Game Dev Tycoon" leaves you wondering what the subject matter of the game is? Even if that didn't make any synapses flash, the last sentence should have done it: "...players started noticing widespread piracy of their games in the game development simulator."

      See that "game development simulator" bit? Combine that with the title and let your brain run wild.

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    13. Re:So basically by nurbles · · Score: 4, Interesting

      Where are the statistics about how many game companies have closed due to piracy? They sure don't show up with any of the quick attempts I've been trying with Google.

    14. Re:So basically by MightyYar · · Score: 1

      You seriously aren't familiar with the "Tycoon" type of games? Or did I just feed a troll?

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    15. Re:So basically by amiga3D · · Score: 5, Informative

      It is a game. Not the real world. In this pretend world they have in the game if your games get pirated you lose income. Whether that is the case in the real world or not is irrelevant.

    16. Re:So basically by war4peace · · Score: 4, Insightful

      The fact that you will LOSE because of that is not obvious from TFS. TFA is /.ed anyway.

      --
      ...gis sdrawkcab (usually not responding to ACs; don't bother posting as AC)
    17. Re:So basically by th3rmite · · Score: 1

      I've known plenty of people who would have otherwise bought software if there had been no option to pirate it.

    18. Re:So basically by fazey · · Score: 1

      i wish i had mod points for this one. I absolutely agree. Unfortunately they probably just went full derp.

    19. Re:So basically by Anonymous Coward · · Score: 0

      like a shareware

      No. The demo that they made available for download from their site is like shareware. http://www.greenheartgames.com/game-dev-tycoon-downloads/

      Downloading the torrent is like... copyright infringement.

    20. Re:So basically by Anonymous Coward · · Score: 0

      I disagree that pirates dont buy games but you're right that bad software will ruin a company. I dont pirate as much these days but when I did it was usually to try the game. Reviews are useless due to the way game companies 'buy' positive reviews and flood every channel with FUD to hide criticism. I cant remember the last major game that had a demo that wasn't 90% cut-scenes & pre-beta gameplay.

      If you buy a car you test drive it first. The current way games are marketed feels more like buying a car based on what you heard coming from it's radio.

    21. Re:So basically by The+MAZZTer · · Score: 1

      Well I don't think the simulation of piracy is supposed to be 100% accurate. Obviously if that was how it worked in the real world nobody would make games. And I assume that's the lesson they wanted to teach: we're afraid one day this will happen to us, now you see why, maybe you should sympathise a bit and buy our game.

      There are flaws with your actual argument too, but I will just say that there's nothing preventing me from seeing a game I like, say, Bioshock Infinite, downloading it, playing it, and then never buying it. Without the pirated copy I could not download it, and I would be forced to buy it (incidentally I haven't done any of that and plan to buy it on Steam when they put it on sale). So I can definitely say it is possible for piracy to do financial harm.

      Let's say the majority of pirates would never buy the game anyway, as you claim. If I was a dev, I would not care about this group since if I implement DRM nothing changes. So I am going to ignore them. Whether they really exist or not or how many of them are doesn't matter, it's a moot point.

      So now we have one more group: pirates that might help sales. IIRC I read a bit about music pirates actually being good for music sales as they tended to buy more music than other customers. So let's say DRM makes these guys more wary about purchasing music and they prefer to "try before they buy". Devs have to weight how much money they'd gain from those guys based on how much they'd lose from the first group (the group that would buy if there was no pirated version) to determine whether or not they try to implement some form of DRM to delay the release of a cracked copy as long as possible.

    22. Re:So basically by NatasRevol · · Score: 0

      Most of the world, even those on the internet, are not familiar with the "Tycoon" type of games.

      --
      There are two types of people in the world: Those who crave closure
    23. Re:So basically by mlk · · Score: 2

      > Downloading the torrent is like... copyright infringement.

      Not if the owner of the game made it available, which in this case they did. The torrent version is a time limited demo.

      --
      Wow, I should not post when knackered.
    24. Re:So basically by Anonymous Coward · · Score: 1

      Apparently you have read and comprehension problems. That is exactly what the poster you are criticizing said.

      No it isn't. The poster you are referring to said: "So the game company is admitting that it's a really crappy simulator because if they were willing to "pirate" their own game, surely the real losses from piracy can't be that bad because they are willing to take them". This happens to be a straw man argument unrelated to the summary or the article, since the game company isn't claiming those implied terrible losses in the first place.

      The game itself doesn't portray piracy as ruining the industry. But if you are using the leaked "cracked" version then you're in a special simulation where "customers" are unwilling to pay you. This leads people to ask "why is nobody paying for my game even if they want to play it?" and realise the irony of the situation, and hopefully a few appreciate the humour and decide to buy the game.

    25. Re:So basically by Anonymous Coward · · Score: 1

      Really, NO option? Or just didn't like some part of it - price, platform, DRM, etc.

      Because if the game was for sale, they could have bought it. They just might not have LIKED everything about that option. That doesn't mean they had NO choice.

    26. Re:So basically by Anonymous Coward · · Score: 0

      Just because you like to reach premature conclusions doesn't mean that others don't like to wait until there is more information to reach a conclusion.

      They're called "inferences" based on context clues, and it's not particularly difficult to reach one if you're not terribly dumb. I'm sorry for your loss.

    27. Re:So basically by Chuckstar · · Score: 2

      Perhaps that is because piracy rates are much lower for consoles. Perhaps you should ask the question "how many developers might have gone bankrupt if console piracy were as common as PC piracy?" But that's pretty difficult to answer, of course. Perhaps another question might be "how many games haven't included a PC release because the developer doesn't believe it can make money due to piracy?"

    28. Re:So basically by Anonymous Coward · · Score: 0

      I know plenty of people who buy their software even though they can pirate it. Your point?

    29. Re:So basically by Anonymous Coward · · Score: 0

      So what you're saying is that the simulator goes into **AA-Fantasy mode when you play the pirated version.

      Personally I'd pay extra for this feature. Another feature I'd pay extra for would be the ability to cheat in games and be forced onto a cheaters-only server instead of outright banned. I want to play a game where the competition is all about who can build the best bot or who can hack together the coolest weapon. Machine gun rocket launchers with infinite ammunition made Borderlands a kickass game I wanted to play but haven't touched since they patched out such impossible weapons.

      To any developers reading this: If I wanted realism I'd go the fuck outside. Give me entertainment!

    30. Re:So basically by Culture20 · · Score: 1

      Indeed. The pirates who don't later pay for a game are either sociopaths or poor. The poor folk might feel bad, but they can't pay for the game, so the studio will never get their money. The sociopaths make up a minority of society, so when most people see their poor friends playing a new game, they'll go buy a copy. And if they copy it from their poor friend, they eventually feel guilty (because they're not sociopaths), and buy a legit copy. Unless they can't stand DRM... There is a growing number of users who eschew any DRM, and the ones like me just avoid the big title games altogether, providing negative word of mouth advertising.

    31. Re:So basically by Anonymous Coward · · Score: 0

      So it artificially inflates numbers that don't necessarily reflect the numbers of piracy in real life?

      What is this supposed to prove again?

    32. Re:So basically by pz · · Score: 1

      Thanks for the translation. TFS was like trying to read a telegraph message.

      --

      Put my fist through my alarm clock with its ding-dong death inside my ear. - The Blackjacks.
    33. Re:So basically by Anonymous Coward · · Score: 0

      Really, NO option? Or just didn't like some part of it - price, platform, DRM, etc.

      You should read the comment you replied to more carefully, as your argument makes no sense. Liking the price, platform or DRM are not related to being able to pirate a game.

      TL;DR version of the GP: Game was for sale. Game was possible to pirate. Pirated as it was possible. Would have bought otherwise.

    34. Re:So basically by CanHasDIY · · Score: 1

      It is a game. Not the real world. In this pretend world they have in the game if your games get pirated you lose income. Whether that is the case in the real world or not is irrelevant.

      It's being sold as a "game development simulator."

      Pretty shitty 'simulator' if it doesn't reflect reality with even half-assed accuracy, wouldn't you think?

      --
      An enigma, wrapped in a riddle, shrouded in bacon and cheese
    35. Re:So basically by Anonymous Coward · · Score: 0

      you sir are part of the problem. please step away from the keyboard and let professionals do their jobs.

    36. Re:So basically by CanHasDIY · · Score: 1

      Perhaps that is because piracy rates are much lower for consoles. Perhaps you should ask the question "how many developers might have gone bankrupt if console piracy were as common as PC piracy?" But that's pretty difficult to answer, of course. Perhaps another question might be "how many games haven't included a PC release because the developer doesn't believe it can make money due to piracy?"

      Or, "How many Flying Spaghetti Monsters can we fit in a TARDIS?," which makes about as much sense and has an equal amount of relevance as the speculative, subjective queries you've posted.

      Oh, and FWIW, OP never said jack about consoles, not sure where you pulled that one from...

      --
      An enigma, wrapped in a riddle, shrouded in bacon and cheese
    37. Re:So basically by gl4ss · · Score: 3, Interesting

      It's pretty sad when someone can't even work up the reading comprehension to grasp the story from a short summary.

      In total, if you play the cracked version of the game, the simulator will ramp up the rate of piracy for your simulated company's games, so you will lose. It stacks the odds against you.

      it's not a cracked copy. it's a release by the developers that has built in defects.
      IT IS NOT A NEW STRATEGY, several other games have done that too.

      you know why they did this? for publicity.

      --
      world was created 5 seconds before this post as it is.
    38. Re:So basically by Vanderhoth · · Score: 4, Insightful

      I haven't played this game yet, but if I downloaded the "pirated" version knowing it was a demo of sorts, by reading this /. article or having a short "you've downloaded the torrent demo. It's the full game, but blah blah blah" and I liked the "pirated" version, I'd buy the full game. If I downloaded the "pirated" version and there was no disclaimer, I'd assume the game was broken. No way I'd give up money for that.

      This from someone who's kicked in a lot of money for beta's and less than stellar Linux releases (Minecraft, Humblebundles, Steam, extra donations to kickstarter's to be on beta tester list). If the game is available and I try it and like it, I will buy it. If the game is crap, "pirated" or not, it's off my list. There are many other things to spend money on before wasting it on crap games.

      Kudos to these guys for trying something "new", but I think they, as with all developers, need to lighten up on the "piracy is killing our business". If you're not making money because piracy is hurting your bottom line so much, don't make games. It's obviously not a viable industry. Instead we constantly read about awesome new game selling millions of copies and turning huge profits and then hear the developer screaming about how piracy is running their business. I'm inclined to believe it's a bunch of horse shit. It also makes me believe when a developer of a less than awesome game starts screaming piracy, they're full of it too and are just on the "We'd make so much more money if it wasn't for piracy" bandwagon despite the fact that their game was just crap.

    39. Re:So basically by Anonymous Coward · · Score: 0

      It's pretty sad when someone can't even work up the reading comprehension to grasp the story from a short summary.

      In total, if you play the free (as in beer) version of the game, the simulator will ramp up the rate of piracy for your simulated company's games, so you will lose. It stacks the odds against you.

      FTFY. The devs released the game and the "crack" both themselves. The crack is nothing more or less than a different take on the main game, a version that the devs themselves chose to give away for free using Torrent networks.

    40. Re:So basically by JMJimmy · · Score: 2

      Your argument is flawed. That argument does apply to movies/TV where you can't try before you buy. Games have these wonderful things called DEMOs which allow the user to try before they buy.

      That said, the devs are slightly off too: "DRM free" they say, then in the very same sentence "allow install on up to 3 computers"... hardly DRM free if it controls how many installs.

    41. Re:So basically by leonardluen · · Score: 1

      calm down, i couldn't read the article, and i am not the ggp that you originally responded to.

      the summary was utter garbage, but i was still able to glean enough information from it to try to make a joke about the next version of the game featuring slashdotting...

      if i have to explain the joke it must not be funny.

    42. Re:So basically by gl4ss · · Score: 1

      I've known plenty of people who would have otherwise bought software if there had been no option to pirate it.

      what kind of software are we talking about and would they have known of the software?
      did they have a genuine need for it, and are we talking about microsoft windows as the sw in which case it's actually plausible that it's true.

      just saying, because I don't find it likely that there's too many sw houses which would have had not gone bankrupt if it weren't just for those pesky pirates - the money on the market is limited. what I'm getting to that piracy or no piracy the make it or die trying divider would be at the same place

      (and I had a mobile phone title with a piracy rate of something like 1:1000.. then again the same warez sites carried the earlier freeware game I had done too. but I had really no expectation that it would have sold a hundred thousand copies - this was almost 10 years ago now and the point was just selfish self promotion in order to get employed and for that those sw releases worked just fine)

      I guess this is the "game" which's concept videos made me almost puke though. what these guys are just doing is guerilla marketing. their fake release is just going to be sitting next to the real release. and you know what? they just made an official torrent release of the games CONTENT DATA, THE DUMB FUCKS. also it's not a new novel thing to do(even madonna did it like 10+ years ago).

      --
      world was created 5 seconds before this post as it is.
    43. Re:So basically by Anonymous Coward · · Score: 0

      This is only true if you're aware of what the Tycoon games are about. Expecting everyone to know what these trashy games have to offer is pure arrogance, and you're quite idiotic for not realizing that not everyone knows about these games.

    44. Re:So basically by rk · · Score: 1

      Or apparently with the definition of the word "tycoon".

    45. Re:So basically by newcastlejon · · Score: 1

      It's being sold as a "game development simulator."

      Pretty shitty 'simulator' if it doesn't reflect reality with even half-assed accuracy, wouldn't you think?

      "Sold" being the operative word there. The objective is not to accurately simulate the effects of piracy, it's to annoy people who pirate the game and to do it in such a way as to piss off pirates by making the game unplayable, but only after they've already invested/wasted time and effort in/on it.

      I can't help but admire their cunning; it's a lot more imaginative than just deleting the save file halfway through the game.

      --
      If God forks the Universe every time you roll a die, he'd better have a damned good memory.
    46. Re:So basically by Anonymous Coward · · Score: 0

      In other words, it's malware. It's software that pretends to be something else, but in reality it does something disruptive to the user.

      Title should have been "Malware released to get back at pirates"

    47. Re:So basically by nitehawk214 · · Score: 2

      Thanks for the translation. TFS was like trying to read a telegraph message.

      You have to look at the summary encoded. The editors work for the articles. But there's way too much information to actually read the article. You get used to it. I don't even see the summary anymore. It's just first-post this, APK that....

      --
      I'm a good cook. I'm a fantastic eater. - Steven Brust
    48. Re:So basically by Anonymous Coward · · Score: 0

      The non-cheaters would also pay for this just so they can enjoy the games as intended. I can't understand why nobody has done this yet, it's just a cash cow waiting to be exploited! Imagine if this existed in GTA!

    49. Re:So basically by interkin3tic · · Score: 1

      He was probably too busy sending out virtual DMCA notices to the virtual torrenters in the game to read the summary.

    50. Re:So basically by Anonymous Coward · · Score: 0

      The pirates who don't later pay for a game are either sociopaths or poor.

      Or lazy... or cheap. I don't think you can argue that the number of lazy and/or cheap people in the world is a small minority. I'm anti-DRM and think copyright laws, etc. have gone way too far, and that many content producing companies need to adapt instead forcing crap on legit users, but I am not oblivious to there being a lot of people out there that will just take a cheap or lazy option if given it. I've seen quite a few people who will easily blow hundred or thousands of dollars on hobbies respond to someone mentioning a game is on sale with, "Eh, I already got a pirated version of it."

    51. Re:So basically by Jiro · · Score: 3, Insightful

      It is a game. Not the real world. In this pretend world they have in the game if your games get pirated you lose income. Whether that is the case in the real world or not is irrelevant.

      It's obviously there to make a statement about the real world. That's why they put that in the pirated version--they wanted to tell real-world pirates how damaging piracy is by introducing bad effects within the game from game-world pirates. If game-world piracy is not representative of real-world piracy, this message is inaccurate and can be criticized for being inaccurate.

    52. Re:So basically by Anonymous Coward · · Score: 0

      For every one of those, there are ten that don't buy it *because* they can pirate it... although out of those ten, there's probably 9 that wouldn't have bought it anyways.

    53. Re:So basically by Dunbal · · Score: 1

      However the game maker decided to release a pirated copy of their own game, therefore they don't see piracy as a loss at all but rather a means of free advertising and publicity. Therefore the game doesn't simulate real life at all.

      --
      Seven puppies were harmed during the making of this post.
    54. Re:So basically by Anonymous Coward · · Score: 0

      Licensing and DRM are two totally different things. One is honor-bound, the other is electronically-bound.

      You can have one without the other.

      I would prefer Licensing over DRM any day of the week.

    55. Re:So basically by inasity_rules · · Score: 1

      To be honest though, right now I think the pirated 'demo' sounds like more fun than the real version. A more realistic(?) simulation, if you will. If I bought this game, I'd still pirate it.

      --
      I have determined that my sig is indeterminate.
    56. Re:So basically by tepples · · Score: 1

      Games have these wonderful things called DEMOs which allow the user to try before they buy.

      Does every PC game have a playable demo? Or are you including noninteractive trailers as "demos"?

    57. Re:So basically by Anonymous Coward · · Score: 0

      Yes, but unfortunately people fail at reading comprehension and were too stupid to understand your first post. That, or shill mods are at it again. Or both.

    58. Re:So basically by Lumpy · · Score: 1

      Sadly this does not reflect reality.

      --
      Do not look at laser with remaining good eye.
    59. Re:So basically by k3vlar · · Score: 2

      Except it's only inaccurate in pirated copies of the game, as a clever "anti-piracy" measure. In a legitimate copy, piracy has a negative effect, but not enough to seriously affect sales of your virtual game.

      --
      Unlike porn, which yada yada rimshot hey-ooh!
    60. Re:So basically by th3rmite · · Score: 1

      I'm not arguing either for or against the idea that piracy could put a company out of business. I was merely commenting on the OP troll's assumption that all software pirates can not afford or would not be willing to pay for software that they pirate. The fact that there are plenty of people out there who could otherwise afford to pay for their software, but won't, is a reality that people need to be intellectually honest about.

    61. Re:So basically by Vanderhoth · · Score: 2

      I dunno, to me it sound like they're severely exaggerating the piracy issues in the "pirated" version beyond what would happen in the real world to try and make a point that's just not there. Based on what I've read the game is literally unplayable after a certain point regardless of how big an empire you build. If that was the case in the real world Blizzard, EA and Ubisoft would have been out of business long ago. Instead, at least in EA and Ubisoft's case recently, they're screwing over paying customers and still making money hand over fist.

    62. Re:So basically by Anonymous Coward · · Score: 0

      Even if you are familiar with the definition of that word, there's no way to be sure what the game is entirely about just from that alone.

    63. Re:So basically by steelfood · · Score: 1

      let your brain run wild.

      I do not think that means what you think it means, for some people.

      --
      "If a nation expects to be ignorant and free in a state of civilization, it expects what never was and never will be."
    64. Re:So basically by LordLimecat · · Score: 3, Informative

      $8 / game *214 legitimate copies = $1600.

      Woooo what a payday. How many devs, how many days of work? Unless its "one dev" and "2 weeks", its not what you would really call "good profit".

    65. Re:So basically by inasity_rules · · Score: 1

      Ah. The site appeared down, so I didn't realize. Well, that's a pity then. Doesn't that mean they don't actually have a point? I understand the guy wants to make money. It is tough being Indie (that is why I keep buying the same game from Jeff Vogel), but wouldn't it have made the point better if it had been an accurate simulation of piracy?

      --
      I have determined that my sig is indeterminate.
    66. Re:So basically by LordLimecat · · Score: 1

      Maybe you should revisit the flawed assumption that "pirating" and "demoing" are the same thing, and that a pirated copy will be the same as a legit one.

    67. Re:So basically by fredprado · · Score: 1

      It has absolutely nothing to do with a straw man argument. You just proved that besides being unable to read and comprehend text you have absolutely no clue about logical fallacies either.

      The "pirated" version makes you fail unconditionally due to piracy. The company is therefore making a manifest through this version and by doing it implying that piracy ruins any game as an inexorable force, manifest whose whole basis is disproved by their own success.

    68. Re:So basically by Gerafin · · Score: 1

      Max Payne 3 did exactly this, although I'm not sure they advertised the fact. Those caught cheating were forced onto a server with other people who were caught cheating.

    69. Re:So basically by JMJimmy · · Score: 2

      The vast majority do have demos, and in this particular case there is a demo as well.

    70. Re:So basically by wierd_w · · Score: 3, Interesting

      Which then totally fails at what they claimed to want to achieve; namely, hold a MIRROR up to pirates. Since the game ramps up piracy in the simulator to 100% over time, to ENSURE bankruptcy, it is NOT a "mirror". It's a photoshopped 'fatbooth' type pic in a mirror's frame.

      Putting valid piracy statistics rates in from noteworthy logistics firms, and using that instead of a bullshit log scale would have provided an actual mirror. That wasn't what they wanted. They wanted to shut down the pirates, and feel morally superior about it, by performing a false equivilency.

      I would play a game dev simulator with piracy as a feature, if the piracy model was accurate. No, a log scale over time is not accurate.

    71. Re:So basically by Electricity+Likes+Me · · Score: 1

      It's pretty sad when someone can't even work up the reading comprehension to grasp the story from a short summary.

      In total, if you play the cracked version of the game, the simulator will ramp up the rate of piracy for your simulated company's games, so you will lose. It stacks the odds against you.

      it's not a cracked copy. it's a release by the developers that has built in defects.
      IT IS NOT A NEW STRATEGY, several other games have done that too.

      you know why they did this? for publicity.

      This backfired pretty hard for Westwood with Red Alert 2 if I recall, since the game had something like a 26-digit CD key and would install and start self-destructing your units if you got one character wrong with no warning.

      The correct conclusion from the thousands of forum posts asking why things were blowing up was not "stop pirating".

    72. Re:So basically by war4peace · · Score: 1

      Troll.
      There was a spaceship game a few years back (the name escapes me) where the cracked version had some "hidden" issues, e.g. your Galaxy view kept shaking all the time and your warp drive range was a wee bit smaller than needed to progress after about 2h of gameplay (you simply couldn't reach a star which was required for the main quest). The game was still playable but nagging and confined to a small subset of what it could have offered.

      That's why it was not immediately obvious that this change would make you lose. Maybe it just made it harder to win.

      --
      ...gis sdrawkcab (usually not responding to ACs; don't bother posting as AC)
    73. Re:So basically by houghi · · Score: 1

      I am now waiting for the first person win this 'unbeatable' game. Somebody will figure it out. To figure it out is a whole new level of challenge.

      --
      Don't fight for your country, if your country does not fight for you.
    74. Re:So basically by dadelbunts · · Score: 1

      I love how this guy puts the game up himself. Then cries about "93% piracy". Its not even fucking piracy since he himself put it up there for people to download. Thats like if i own a pizza place, decide to do a "FREE SLICE OF PIZZA WITH EVERY SODA" promotion, replace the cheese with plastic as you go further up the slice, and then complain no one bought my slices of pizza, and people are saying they taste like shit.

    75. Re:So basically by fredprado · · Score: 1

      But it is a message nonetheless, and inaccurate as such, defeating the purpose of the manifest, which was to imply that piracy ruins game companies. All in all they only succeeded in making fools of themselves and sabotaging their own game by antagonizing their potential customers.

    76. Re:So basically by Anonymous Coward · · Score: 0

      It's just a title, and none of it is really clear until one has more information

      I can't understand why my little nieces didn't like Battlefield 2 and Aliens v. Predator. How was I to know they weren't about little ponies dancing in the clouds?

    77. Re:So basically by firex726 · · Score: 1

      Wasn't something similar done with Mirror's Edge?

      Where the pirated copy was fine for a few hours then the player got slower and slower to the point they could not longer complete the missions or get away from enemies?

    78. Re:So basically by MightyYar · · Score: 3, Interesting

      I'm betting the Venn Diagram is pretty tiny when you combine "People Who Read the Gaming Section of Slashdot" with "People Who Have Never Heard of the Tycoon Games" and "People Who Can't Infer Simple Concepts from Context" and "People Who Find It Easier to Bitch In the Message Section Rather than Click on TFA".

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    79. Re:So basically by fredprado · · Score: 1

      Usually a pirated copy will be better than the original one. It will have all the former features and none of its DRM. The few times I bought games with DRM I ended downloading a "pirate" copy of the very same games to be able to play them without annoyances and anywhere I want.

    80. Re:So basically by MightyYar · · Score: 1

      Solve my riddle!

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    81. Re:So basically by fredprado · · Score: 1

      Not anymore. Welcome to the last 10 years.

    82. Re:So basically by Vanderhoth · · Score: 1

      an accurate simulation of piracy

      The problem is that doesn't exist. In the simplest logic, yes piracy should hurt a companies bottom line. In practice, people pirate for a ton of different reasons, one being they don't have the money to pay, so they wouldn't have been customers in the first place and don't impact the bottom line.

      Another is try before you buy, which really can go either way. Someone who might have bought the game gets it for free and thinks it's crap and are happy they didn't waste their money, which negatively impacting the bottom line and are the people I think most intrusive DRM's are aimed at. Then there's the try and buy that buy the game because they could try it first, positively impacting the bottom line.

      Then there are those that never would have heard of the game had they not been able to download it, that may or may not buy. They wouldn't have hurt the bottom line had they never heard of the game, but impact it positively if they buy it after downloading.

      Too many variables to really say either way what impact piracy has. Some people (many authors recently Neil Gaiman as an example) look at it as a form of free advertising and have been able to use torrents to spread their latest work and have made a lot doing so. We hear very little from major developers how piracy could actually be helping their bottom lines and they focus specifically on the group that tries their games and decides not to waste money on stuff they don't like, while completely neglecting the groups that try and do buy or never would have heard of the game in the first place.

    83. Re:So basically by AcidPenguin9873 · · Score: 1

      You are reading way too much into it. The fact that the "defect" that they put into their cracked game itself has to do with piracy is likely simply a hilarious meta-reference to piracy of games in general. They could easily have just had the game stop working after a certain amount of time, or had a giant pink scorpion show up and devour your in-game studio and its employees, or whatever. If you're discounting this entire experiment on the basis that in your opinion, their cracked, bugged copy of the game is inaccurate, you're the one who is the fool.

    84. Re:So basically by fredprado · · Score: 1

      U$ 1600,00 in sells in a single day for an obscure and very low tech title is very reasonable. Be honest with yourself, do you really think they would sell more than this if piracy didn't exist?

    85. Re:So basically by Anonymous Coward · · Score: 0

      It is a game. Not the real world. In this pretend world they have in the game if your games get pirated you lose income.

      Wow, so their game is a simulation of a market, but the simulation's model is such that income isn't a function of sales? Instead, income is a function of some random noisy side-channel? That hardly inspires confidence in their models. That's like if Railroad Tycoon had track cost be a function of how many toilets were installed in all the depots, or had the slope traction supplied by sand, be a function of what fraction of the train's carried mail has red (as opposed to green) stamps on them.

      Not that every game needs "realistic" models, but somehow I bet the intersection between this game's market and Dwarf Fortress' market is somewhere around .. nothin'.

    86. Re:So basically by fredprado · · Score: 1

      Nope. I am reading exactly what the message implies. If you choose to be a fool and deny reality it is your problem, but do not try to bring people who would rather exert their ability to think to your club.

    87. Re:So basically by Vanderhoth · · Score: 1

      That's why I put "pirated" in quotes.

    88. Re:So basically by Anonymous Coward · · Score: 0

      if i have to explain the joke it must not be funny.

      Or the person is too stupid to get the joke...

    89. Re:So basically by AcidPenguin9873 · · Score: 1

      If you think that the main point of this stunt was to proclaim about how piracy ruins game studios, have fun! Plonk.

    90. Re:So basically by Anonymous Coward · · Score: 0

      Expecting everyone to know what these trashy games have to offer is pure arrogance, and you're quite idiotic for not realizing that not everyone knows about these games.

      Do you know what a simulator is? Do you know what game development is? Do you know what a game is? English, muthafucka, DO YOU SPEAK IT?

    91. Re:So basically by ctid · · Score: 1

      No you didn't. You skim-read the summary and then posted something that showed that you hadn't read the article.

      What this company did was to play a joke on people who downloaded their game from a torrent. The author deliberately seeded a broken copy and then laughed (and invited us all to laugh) at the idiots who made posts on the forum because they kept being "defeated" by piracy in the broken game that they had pirated. He then even took the trouble to write an article explaining what he did, why he did it and (I guess) to try to drum up some publicity for his game. It was a very funny joke, a couple of morons obligingly fell for the joke and everyone who is a grown-up finds it very entertaining. With any luck, this outfit will make a little bit of money out of this stunt. I'm going to buy a copy as a thank-you for giving me a good laugh.

      --
      Reality is defined by the maddest person in the room
    92. Re:So basically by Anonymous Coward · · Score: 0

      There is a demo readily available, why is it the developers responsibility to make sure you know not to pirate the full version of their game because you promise you'll totally give them money if you like it.

    93. Re:So basically by inasity_rules · · Score: 1

      Yeah, I do see the point. Surely though you could build a 'black box' model. Not for use in analysis of reality, but for use in-game. Simply take existing sales figures from existing game companies and then match them to the internal success/failure variables of the in-game game. There must be sufficient data available to make this a fairly viable approach. You could even factor in more complex stuff like review scores. Just because you can't model the process entirely doesn't mean you can't make a passable simulation of it. You could also to some extent model DRM including it's negative impact. It wouldn't make the game a completely accurate simulation of the real market, but it would make it more interesting than a 'tycoon' game. Though, IANAE( E= Economist....).

      --
      I have determined that my sig is indeterminate.
    94. Re:So basically by X.25 · · Score: 1

      The vast majority do have demos, and in this particular case there is a demo as well.

      And I am sure people interested in the game would/will download the demo.

      So, why did the unknown game studio feel a need to upload completely unknown game to the biggest tracker in the world, and whine when people started downloading it?

      They have a demo available, I am sure all interested gamers would have found it. Problem is that noone knows about them or their game, so they went with publicity stunt.

      It's a good one, too, I have to admit :)

    95. Re:So basically by LordLimecat · · Score: 2, Insightful

      Im not sure, but Im not going to make an attempt to justify piracy with that line of thought.

      The fact is
        * There IS a demo
        * This game is dirt cheap
        * This is an indy studio
        * Theyre making very little money

      And scores of posters are STILL trying to justify piracy. At the least this dev deserves to have only those who have paid, receive this game.

    96. Re:So basically by slapout · · Score: 1

      "It's pretty sad when someone can't even work up the reading comprehension to grasp the story from a short summary."

      Have you ever tried to read Slashdot summaries?

      --
      Coder's Stone: The programming language quick ref for iPad
    97. Re:So basically by Vanderhoth · · Score: 1

      It's not their responsibility. I'm just saying if they make a "pirated" version (A.K.A a demo) available and it plays like crap, but people don't know the "pirated" version (A.K.A a demo) is different from the actual game and people don't buy the game because of the crappy "pirated" version (A.K.A a demo), then the developers have really just cut off their noses to spite their faces by making their actual game look like crap.

    98. Re:So basically by CanHasDIY · · Score: 1

      I can't help but admire their cunning; it's a lot more imaginative than just deleting the save file halfway through the game.

      Sure... it's also a lot more likely to generate bad press, as those who both knowingly and unwittingly play the pirated version won't see the "cunning" you speak of; instead, all they see is a game that's no fun to play and can't be won, and will assuredly spread that bad-will around.

      Time will tell how this strategy will play out. I find the whole situation pretty damn funny myself.

      --
      An enigma, wrapped in a riddle, shrouded in bacon and cheese
    99. Re:So basically by asl_fish · · Score: 1

      "How many Flying Spaghetti Monsters can we fit in a TARDIS?,"

      3 Library of Congresses worth

    100. Re:So basically by Anonymous Coward · · Score: 0

      There are no flaws in my argument.

      Your argument though is bullshit. They don't have to weight it based upon the pirates, the pirates neither cost them any money nor contribute any money. It's as if those copies don't exist. You don't have to support them and you don't get money from them. The problem that developers have is that they believe there's something they can do that will encourage pirates that wouldn't have bought a copy to buy a copy. They waste money on things like DRM which can wash out the sales from thousands of people that do pay for their copy.

      In short, your argument is hugely flawed and makes all sorts of assumptions that are not warranted. If a piece of software isn't good enough for people to pirate, then I'm really curious as to how it's good enough to justify people paying for it. Because free and easily available is about as low a barrier to entry as you can go, the only thing lower is paying people to use it and installing it on their machines for them.

    101. Re:So basically by amiga3D · · Score: 1

      heh...it's a damn game. What does a game have to do with messages for the real world? If you get the fake game then it'll suck but considering you paid nothing for it I can't see any reason to bitch about it. In all probability the real game will suck too.

    102. Re:So basically by amiga3D · · Score: 1

      So the game you pay for is better than the free one......damn.

    103. Re:So basically by Anonymous Coward · · Score: 0

      Oooo, has anyone made a Medical Insurance Tycoon game? Where you make boat loads of money, spend it on hookers, blow and mega yachts, live off the suffering of others, above the law, and wielding the power behind the throne? ... Until the revolution comes, or France invades, and your accounts and assets are seized, you're bankrupted, shoved up against the wall and shot.

    104. Re:So basically by shutdown+-p+now · · Score: 1

      Are you saying that people who downloaded what is clearly marked as a pirated version from TPB, and then proceeded to complain on the forums about it being "unfair" and asking whether they can "research some kind of DRM", are their potential customers?

    105. Re:So basically by Anonymous Coward · · Score: 0

      The problem we have these days is (indies) release games that don't deserve to see the light of day. In times gone by if you were interest they would offer it on a website for free.

      The really decent games do well. (Good idea to start with and well executed).

      The problem is people do things not for fun but with an expectation to make money on things that are not even worth playing.

      People don't like being ripped off regardless of price.

    106. Re:So basically by Alsee · · Score: 1

      $8 / game *214 legitimate copies = $1600

      That was the day-of-release active players. I suspect they might have made a couple more sales on the second day....

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
    107. Re:So basically by Chuckstar · · Score: 1

      He didn't say jack about platforms at all. I brought it up to counter his fallacy -- that just because companies weren't going out of business, it must be because piracy isn't a financial problem. That train of logic ignores the possibility that the console side of a company's business keeps it going while it hemorhages money on PC piracy. The fact that many console developers exchew the PC altogether tends to lend credence to that possibility.

    108. Re:So basically by Kalriath · · Score: 1

      I'm confused by this.

      How is it not OK to claim that every pirate is a lost sale (what the industry does), yet it's A-OK to claim that every pirate would not have bought it anyway (what the pirates do)?

      You claim that "pirates themselves don't cost developers any money" but this statement is empirically false, because you have no evidence that every person who pirated the game would not have purchased it anyway. Making this claim makes you as bad as the RIAA/MPAA/BSA/ESA.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    109. Re:So basically by gl4ss · · Score: 1

      Oooo, has anyone made a Medical Insurance Tycoon game? Where you make boat loads of money, spend it on hookers, blow and mega yachts, live off the suffering of others, above the law, and wielding the power behind the throne? ... Until the revolution comes, or France invades, and your accounts and assets are seized, you're bankrupted, shoved up against the wall and shot.

      Maxis made a national healthcare simulation.. http://en.wikipedia.org/wiki/SimHealth though it has none of that fun stuff.

      --
      world was created 5 seconds before this post as it is.
    110. Re:So basically by fredprado · · Score: 1

      Piracy is irrelevant. The only thing that matters is quality. You make a quality product and ask a reasonable price for it and people will buy it.

      Just to give you an example, minecraft has no DRM is easily pirated, and it was actually pirated from day 1 and a lot. Still Notch sold millions of copies and the game was a great and very profitable success.

      I can give you several more examples. Hundreds of indie games that sold very well, producing results from small but reasonable profits to outstanding profits, like minecraft. All of them DRM free and widely pirated.

    111. Re:So basically by fredprado · · Score: 1

      Sure it was not. The point was to accomplish whatever AcidPenguin9873 thinks it should. Everybody knows that.

    112. Re:So basically by fredprado · · Score: 1

      Maybe not these idiots, but the other guys who downloaded it and could like it enough to buy the original version, or their next game, won't. Many won't even know this version was broken on purpose, will just assume this company makes crappy games and won't likely buy from them in the future.

    113. Re:So basically by Anonymous Coward · · Score: 0

      obviously, it's something along the lines of releasing a pirated version of the game in the game...

    114. Re:So basically by Anonymous Coward · · Score: 0

      So, you piss off potential customers and make yourself look petty to make a point...and you call that cunning? Meanwhile, the Hotline Miami dev helped people get the pirated copy of the game working well, because he didn't want people to think it represents the full game. And Hotline Miami did incredibly well.
      But hey, at least they made a point, right? Let's see if that translates to more sales.

    115. Re:So basically by Anonymous Coward · · Score: 0

      Seems you don't understand what DRM means. The 'up to three computers' is part of the license agreement. No DRM means that there is no programmatic enforcement of the license agreement.

    116. Re:So basically by Anonymous Coward · · Score: 0

      This post confirms that pirates are irrational children

    117. Re:So basically by Anonymous Coward · · Score: 0

      potential customers

      I thought pirates "weren't going to buy it anyway"

    118. Re:So basically by Anonymous Coward · · Score: 0

      You say that as if console games don't tend to get leaked first, and don't tend to have a decent amount of seeders.

    119. Re:So basically by Anonymous Coward · · Score: 0

      No, because that was just subtle DRM, the devs did not upload it to TPB themselves. But, as for subtle DRM, there's also FADE (used in ARMA games, and most famously causing players to turn into a flock of birds) and Batman: Arkham Asylum's no cape gliding on poorly cracked copies.

    120. Re:So basically by poity · · Score: 1

      You are of course implying that a version which is intended for pirates bears any intent to adhere to its design or guarantee performance to those who pirate it. It doesn't.

      --
      your thin skin doesn't make me a troll
    121. Re:So basically by muphin · · Score: 1

      CloudFlare is free, i use on several of my big sites.
      you CAN pay but i dont see the point as i would invest in a redundant system, its good enough to offset bandwidth and DDoS...

      --
      It's not a typo if you understood the meaning!
    122. Re:So basically by DuranDuran · · Score: 1

      No that was the Nvidia drivers.

      --
      "You can justify anything by putting it in quotes, adding a famous name and making it a sig" - Albert Einstein
    123. Re:So basically by Anonymous Coward · · Score: 0

      Not really. If they had clear stats showing a marked drop in sales when they upload the "pirate" version, perhaps I'd agree.
      I've observed the oppisite (with Wheelz)
      Pirate copys being available is just free advertising.

    124. Re:So basically by Xest · · Score: 1

      "At the least this dev deserves to have only those who have paid, receive this game."

      Why? He was the one who fucking distributed the unpaid copy to everyone else in the first place.

    125. Re:So basically by chrismcb · · Score: 1

      It's just a title, and none of it is really clear until one has more information than what was given in the crappy summary.

      What more do you need than "game development simulator?" Sure they didn't go into a 100 page dissertation on what the game was and was about, but "game development simulator" should give you enough of an idea of what genre the game is. Just like "FPS" tells you something, or "action movie" gives you an inkling.

    126. Re:So basically by Anonymous Coward · · Score: 0

      It doesn't say that the number of computers is controlled, merely that the license, as it's given to you, only allows for installation on up to 3 computers. Whether you contravene the license or not is up to you.

    127. Re:So basically by Anonymous Coward · · Score: 0

      That doesn't even account for the cut taken to pay for server hosting. If you check out the distributor they're using they take a $1 cut or something as well.

    128. Re:So basically by Anonymous Coward · · Score: 0

      My guess is none. This theoretical "conversion of pirates" number argument slashdotters always bring out is such a low number that it might pretty well not exist. Especially for an indy dev with just 2000 sales. If you want to run around claiming that it's worthwhile then show some numbers.

    129. Re:So basically by petermgreen · · Score: 1

      Building your website on dynamic content is oh so tempting but it also makes it really easy to get knocked offline if you get a sudden burst of popularity.

      Normal web serving of static files scales pretty well to lots of clients requesting the same thing. The files in question will sit in the server's disk cache and copying it from there onto the wire is a trivial process. Furthermore the server will send details of when the file was last modified so clients and proxies can do conditional get requests and only refetch the file if it's changed. If you do run out of bandwidth then you can contract a caching service put it between your server and your clients and it will just work.

      Pages generated on demand by webapps OTOH often takes significant CPU work and many database queries on the server to produce. Modification time stamps have to be explicitly implemented in the webapp and even if they are implemented the webapp may still have to perform multiple database queries to work out when the page was last modified. The result is that sites which generate pages on demand often end up running out of CPU long before they run out of bandwidth.

      It's possible to cache the pages generated by webapps but it requires support from the webapp and someone with the skill to configure the webapp and cache to work together. Merely shoving a cache running on it's default configuration in front of a webapp will achieve very little. I suspect that is what has happened here.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
  3. Not that unique by Anonymous Coward · · Score: 4, Informative

    >they did something unusual and as far as I know unique
    If I rememeber correctly, the devellopers of Serious Sam 3: BFE did something very simlar a while back. An invincible monster would appear in the later levels of the game.

    1. Re:Not that unique by Anonymous Coward · · Score: 2, Informative

      Same with Earthbound, not unique at all: http://earthboundcentral.com/2011/05/earthbounds-copy-protection/

    2. Re:Not that unique by newcastlejon · · Score: 4, Interesting

      Ah, the invincible pink scorpion. It appeared fairly early in the game, which was probably a good idea. If they'd put it in too late then pirates might have been put off (more so) from buying the game, but since it was so early it gave pirates a chance to get a feel for the game but not have to replay too much if they decided to buy it.

      --
      If God forks the Universe every time you roll a die, he'd better have a damned good memory.
    3. Re:Not that unique by Gerafin · · Score: 4, Interesting

      This is unique insofar as they released their own cracked version, whereas I believe Earthbound and Serious Sam would detect modified launchers and activate their DRM. One of the Batman games (Arkham asylum, I think) did the same thing, it messed up your batarang so you couldn't complete certain parts. People posted about the issue, thinking it was a bug, on the official forums and then got publicly shamed by a moderator who exposed the fact the 'bug' was related to pirating the game. I don't like DRM but at least they're being creative! But with Game Dev Sim, you could argue it's not DRM.

    4. Re:Not that unique by drinkypoo · · Score: 4, Insightful

      Ah, the invincible pink scorpion. It appeared fairly early in the game, which was probably a good idea. If they'd put it in too late then pirates might have been put off (more so) from buying the game, but since it was so early it gave pirates a chance to get a feel for the game but not have to replay too much if they decided to buy it.

      False Dichotomy. Assuming competence (which I realize is an unsafe assumption) they could have made the savegame from the warez version work on the official version, and the players would not have to replay anything. Just don't load the pink scorpion.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    5. Re:Not that unique by doconnor · · Score: 1

      The 1986 game Starflight required you to look up things in a code wheel. If you failed it would still let you play, but after a while a swarm of unbeatable police ships would arrive to destroy you for copyright violations.

    6. Re:Not that unique by Anonymous Coward · · Score: 0

      Yep, it was Arkham Asylum. It also flagged you as a pirate for simply having daemontools installed. Whoops.

    7. Re:Not that unique by X0563511 · · Score: 1

      We don't often agree but we do, here.

      It's not easy to put a check for "Should I still be here?" in the Scorpion's game logic.

      So it would appear - for as long as it took the loaded game to trigger that check and 'disable' the instance.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    8. Re:Not that unique by X0563511 · · Score: 1

      Totally misworded that. I think you get what I meant.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    9. Re:Not that unique by newcastlejon · · Score: 1

      Fair point. I would still suggest that someone hitting the scorpion late in the game would be less inclined to buy it, if for no other reason than they'd already played more of it for free. A little like movie trailers that show all the best bits of the film.

      --
      If God forks the Universe every time you roll a die, he'd better have a damned good memory.
    10. Re:Not that unique by Anonymous Coward · · Score: 0
      The only DRM that should have pissed me off greatly is the wheel version. For example, D&D's Hillsfar had the wheel, but it was integrated into the game to make it part of the various guilds in the world. So, it was awful DRM, but phrased in such a way as to make it part of the game, not simply a limitation.

      Done correctly, that kind of limitation seems like it would work for many games.

    11. Re:Not that unique by gl4ss · · Score: 1

      This is unique insofar as they released their own cracked version, whereas I believe Earthbound and Serious Sam would detect modified launchers and activate their DRM. One of the Batman games (Arkham asylum, I think) did the same thing, it messed up your batarang so you couldn't complete certain parts. People posted about the issue, thinking it was a bug, on the official forums and then got publicly shamed by a moderator who exposed the fact the 'bug' was related to pirating the game. I don't like DRM but at least they're being creative! But with Game Dev Sim, you could argue it's not DRM.

      yep most of the others who have done this have been able to actually write some cracking detection and haven't been stupid enough to a) distribute the data files without strings attached on p2p networks by themselves and b) to admit that they did do a release that way.

      --
      world was created 5 seconds before this post as it is.
    12. Re:Not that unique by Xian97 · · Score: 1

      Postal was another that did something similar. After about a minute of play you would catch on fire when using a crack.

    13. Re:Not that unique by Electricity+Likes+Me · · Score: 2

      This is unique insofar as they released their own cracked version, whereas I believe Earthbound and Serious Sam would detect modified launchers and activate their DRM. One of the Batman games (Arkham asylum, I think) did the same thing, it messed up your batarang so you couldn't complete certain parts. People posted about the issue, thinking it was a bug, on the official forums and then got publicly shamed by a moderator who exposed the fact the 'bug' was related to pirating the game. I don't like DRM but at least they're being creative! But with Game Dev Sim, you could argue it's not DRM.

      yep most of the others who have done this have been able to actually write some cracking detection and haven't been stupid enough to a) distribute the data files without strings attached on p2p networks by themselves and b) to admit that they did do a release that way.

      Its still, overall, a stupid idea. When you make it so your cracked version breaks in a non-obvious way, what you've done is create a bunch of people who hear about the game from friends or posts as being "broken" and decide they won't buy the game. They don't hear that it's only broken if its been cracked.

    14. Re:Not that unique by Anonymous Coward · · Score: 0

      Not necessarily. Consider the approach Earthbound took: the whole game is entirely playable, except for the final boss where if the game detects the flash of the cart is larger than normal, it crashes and deletes your save. Though, there are a few more random encounters to deal with...

    15. Re:Not that unique by Anonymous Coward · · Score: 0

      It's unique in the way players of a game development simulator experience the piracy themselves, in game.

    16. Re:Not that unique by Bobfrankly1 · · Score: 1

      Just don't load the pink scorpion.

      Good advice for anyone in a relationship...

    17. Re:Not that unique by Tharkkun · · Score: 1

      This is unique insofar as they released their own cracked version, whereas I believe Earthbound and Serious Sam would detect modified launchers and activate their DRM. One of the Batman games (Arkham asylum, I think) did the same thing, it messed up your batarang so you couldn't complete certain parts. People posted about the issue, thinking it was a bug, on the official forums and then got publicly shamed by a moderator who exposed the fact the 'bug' was related to pirating the game. I don't like DRM but at least they're being creative! But with Game Dev Sim, you could argue it's not DRM.

      yep most of the others who have done this have been able to actually write some cracking detection and haven't been stupid enough to a) distribute the data files without strings attached on p2p networks by themselves and b) to admit that they did do a release that way.

      You mean the big name publishers with millions to spend on development? Of course they can come up with a better solution. An $8 game won't justify that amount of work.

    18. Re:Not that unique by SleazyRidr · · Score: 1

      I think there was an old Batman platformer, where if the game detected a crack one of the jumps toward the end (which was already pushing the limits of what you could do) was pushed out ever so slightly so there was no way you could finish it.

    19. Re:Not that unique by Anonymous Coward · · Score: 0

      I think you are assuming a lot about how someone else's software works. And when you assume, you make an ASS out of U and ME.

    20. Re:Not that unique by Anonymous Coward · · Score: 1

      SS3:BFE dev here...

      The savegames are tied to Steam accounts, in order to prevent leaderboard and achievement cheating by sharing savegames. The leaderboard competition plays an important role in the game's community, so we are trying to guard against that. So, unfortunately, loading a pirated savegame is not possible, as the user would most certainly not be playing it with the same account he would eventually use to buy it later. But it is a great idea - shame it is not feasible.

      Anyway, it is not like we expect pirated-to-legit conversion rates to be of any significance in the game sales. A more important point is to give enough distinction so that legit buyers don't feel remorse for paying nice money to get their hands on something that everyone else is just downloading for free. Unlike in some other recent game release examples, where legit buyers feel as if they would have been, ahem, better off with a pirated copy.

      Btw, there are a lot more different triggers (hundreds?) sprinkled along the game, it's just that this pink scorpion appears very early and it was fun enough that it went viral.

      Alen Ladavac

    21. Re:Not that unique by X0563511 · · Score: 1

      I speak from a position of being (passably) familiar with the Serious Sam engine.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    22. Re:Not that unique by Anonymous Coward · · Score: 0

      This lasts just as long as the internet is not common. Twenty minutes and all combinations can be posted or the wheel can be taken apart and posted. As the wheel is property and pictures have copyright, it'd be an interested DMCA discussion from an official capacity. From a pirate capacity, this'd be a 2k ebook or pdf easily circulating around the net.

    23. Re:Not that unique by drinkypoo · · Score: 1

      So, unfortunately, loading a pirated savegame is not possible, as the user would most certainly not be playing it with the same account he would eventually use to buy it later. But it is a great idea - shame it is not feasible.

      IOW, it would only be possible for very stupid users too dumb to use the game with an unofficial account. Still, very dumb people have money too.

      Btw, there are a lot more different triggers (hundreds?) sprinkled along the game, it's just that this pink scorpion appears very early and it was fun enough that it went viral.

      I certainly prefer a game that detects that it's been copied and has fun with the player to a game with onerous DRM, provided a lack of false positives.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    24. Re:Not that unique by Anonymous Coward · · Score: 0

      Until you as an innocent official user get falsepositived and named and shamed on facebook, or cannot complete a game you paid for etc.. maybe your AV does something t hat looks pirate like (happens all the time), maybe you run a script that "touches" files in such a way that changes their created date or something similar (utility software, moving files around for whatever reason with a poorly written batch file or script), maybe your firewall gets aggressive at blocking stealthy "call home" measures and the DRM thinks its trying to be cheated and the software goes into YOUR AN EVIL PIRATE mode..

      Cannot happen? Ask Microsoft who has had black screen of death logins on windows since Vista because of poorly coded, badly designed "DRM" in windows..

      Also one has to ask WTF is the point of releasing your own product to pirate sites then claiming you have been "hurt" by same? This is worse than badly designed DRM its a publicity stunt that is meant to draw attention ot a poor product launch..

      A much better solution would have been to have the game read its own website for stats to modify the game for all players to have piracy increase or decrease etc based on what was happening "in the real world" and trumpet that.. rather than this silly ass gimmick they are using instead

    25. Re:Not that unique by mattack2 · · Score: 1

      Even if they don't get that connection (that broken == pirated), won't the actual buyers get bug fixes sooner than the pirated versions?

      In other words, what if the pirated versions also didn't properly support in-app bug fix upgrades (what if it simulated the download, then the download fails at some random point, or the 'install' fails)?

    26. Re:Not that unique by Anonymous Coward · · Score: 0

      +1 to you, I'd forgotten that completely! Ah, Starflight...

    27. Re:Not that unique by Anonymous Coward · · Score: 0

      Infocom did this with one of their games long ago - Spellbreaker.

      Their copy protection was pretty simple. Some of the information you needed to complete the game was in extras that were packaged with the boxed game. Little toys, trinkets, game manual, that sort of thing.

      At one point of the game, a character asked you a world-related question that could only be answered based on the history book in the game. It was possible to guess a plausible answer based on gameplay up to that point, and the character would play along if you guessed wrong. Much, much later in the game, after lots of time and effort, the game was subtly unwinnable.

      For a 12 year old kid who'd bought the game and legitimately lost the game piece / history book thing, it was a frustrating mindfuck, let me tell you ...

    28. Re:Not that unique by flabordec · · Score: 1

      I bought a copy of the Orange Box, and proceeded to play Half Life 2 for a bit until I got the "AI Disabled" DRM. I went into the forums to ask about it and a moderator promptly shamed me for pirating the game. I eventually proved that I actually had bought the game and some Valve representative told me how to fix the issue, but I was definitely not happy about it. For the longest time I did not buy any more Valve games because a bug in their DRM code caused me to get flamed in their forums.

      --
      "I see undead people" Warcraft III - Necromancer
    29. Re:Not that unique by Anonymous Coward · · Score: 0

      On the other hand, Serious Sam was a good shooter, while this is a medeocre sim made - as far as I can tell - almost entirely for the purpose of making this statement.

  4. hehehehe by slashmydots · · Score: 3, Interesting

    That is the mother of all trolls. Definitely pirate troll level: British admiral hat and solid gold scabbard

    1. Re:hehehehe by binarylarry · · Score: 2

      The pirates are the real trolls.

      This is sweet justice of the finest sort.

      --
      Mod me down, my New Earth Global Warmingist friends!
    2. Re:hehehehe by PhrostyMcByte · · Score: 4, Interesting

      Don't forget Serious Sam 3, who's DRM manifested as an invulnerable pink scorpion.

      This is what happens when games are made by gamers. It's mainly the big, long-disconnected companies that think DRM will save their games from pirates; everyone else just acknowledges it with a little fun.

    3. Re:hehehehe by slashmydots · · Score: 1

      Wasn't there another game that was rigged to slowly fall apart or something? It was a fairly big title too. Certain sounds and graphical files would just delete themselves randomly every time you loaded it after it was determined to be illegal and soon you were using half a game with unskinned 3D files and stuff. Now THAT was funny. Although, an invincible pink opponent stalking you is up there too.

    4. Re:hehehehe by equex · · Score: 1

      The X-series (a space sim using the TAGES antipiracy scheme) will make the physics engine fuck up ever so slightly so you cant dock your ship anywhere without crashing + alot of other fun stuff.

      --
      Can I light a sig ?
    5. Re:hehehehe by geminidomino · · Score: 5, Funny

      Pretty sure they stole that idea from "Top Gun" on the NES, except that in Top Gun, the DRM was active even in "legit" versions.

    6. Re:hehehehe by Anonymous Coward · · Score: 0

      Ugh, that game has so a rigid feel when moving around. Like almost all FPS games. I miss the good old iD games where the movement was flowing and realistic. Why does practically no one try to bring that feel to their games?

    7. Re:hehehehe by Anonymous Coward · · Score: 0
    8. Re:hehehehe by Anubis+IV · · Score: 2

      I remember the old Escape Velocity space-trading series used to do something similar. You'd be flying around, and suddenly the invincible Captain Hector would show up to blow your ship out of the sky, along with a friendly reminder to register your copy of the game. He only showed up occasionally and it was possible to avoid him and land safely at planets if you were quick enough, but he certainly livened things up.

    9. Re:hehehehe by LordLimecat · · Score: 2

      Until you see the actual sales of this game, where ~200 copies were legitimately purchased and the remaining 93% were pirated.

      I dont know that the indy devs would call that "a little fun" as much as a "gee, do I really want to fight these battles forever as an indy dev?" wakeup moment.

    10. Re:hehehehe by Anonymous Coward · · Score: 0

      You're thinking of FADE, a system that the original Operation Flashpoint had. Apparently, they still use it in the newer Arma 2. http://en.wikipedia.org/wiki/FADE

    11. Re:hehehehe by Electricity+Likes+Me · · Score: 1

      Given that the only time I've even heard about this game was the news story about the torrent-release, it perhaps suggests that, like the real world, he had more serious problems then piracy in the first place.

      EDIT: Not to mention he did kick the game out to torrent sites, the issue has gone viral and now you've just got tons of people downloading to see it.

    12. Re:hehehehe by Anonymous Coward · · Score: 0

      I remember the old Escape Velocity space-trading series used to do something similar. You'd be flying around, and suddenly the invincible Captain Hector would show up to blow your ship out of the sky, along with a friendly reminder to register your copy of the game. He only showed up occasionally and it was possible to avoid him and land safely at planets if you were quick enough, but he certainly livened things up.

      He would randomly show up in unregistered copies (it was a shareware game); if the 30 day trial period had not passed, he simply reminded you to register the game. If the period was over, he called you something akin to "pirate scum" and started shooting. I had a Kestrel and tried to hold my ground several times, but to no avail (he was only in a puny Corsair). As long as you jumped away quickly or landed, it was no big deal. Still, you never knew when he was going to show up...

    13. Re:hehehehe by Anonymous Coward · · Score: 0

      Pretty sure they stole that idea from "Top Gun" on the NES, except that in Top Gun, the DRM was active even in "legit" versions.

      What was invulnerable in Top Gun? I remember getting through the game on many occasions.

    14. Re:hehehehe by Anubis+IV · · Score: 1

      Yup. EV Nova put him into a Starbridge, but I think he was in a Rapier in the classic EV game, and then something else in EV Override.

    15. Re:hehehehe by shutdown+-p+now · · Score: 1

      The reason why this is much funnier then the usual "make the game unplayable" scheme is because in this case the cause of said unplayability is mirroring player's behavior. If you read the links and look at the screenshots, you see people complaining about how it's "unfair" that their game doesn't sell well and gets pirated a lot despite good reviews, and asking whether they can "research some kind DRM" to stop that. And these are the same guys who got the game itself from TPB!

    16. Re:hehehehe by Anonymous Coward · · Score: 0

      I still look back and think "Maybe I was doing something wrong", "Maybe it was my inept 11 year old self"......or maybe that game was just f@#$ing impossible!!!!!

    17. Re:hehehehe by geminidomino · · Score: 1

      Not invulnerable. GGP mentioned not being able to "dock your ship."

      Landing planes in Top Gun was an exercise in masochism.

    18. Re:hehehehe by Anonymous Coward · · Score: 0

      Pirates continue to not buy the game, and developers continue to not get a sale from them. How is this justice?

    19. Re:hehehehe by Anonymous Coward · · Score: 0

      Master Of Orion I would make the game unplayable if you failed the Manual Test.

    20. Re:hehehehe by complete+loony · · Score: 1

      Only 200 sales? Did they even *try* to market this game?

      If your primary source of marketing is posting a cracked version to a torrent site, guess who is going to install it the most.

      --
      09F91102 no, 455FE104 nope, F190A1E8 uh-uh, 7A5F8A09 that's not it, C87294CE no. Ah! 452F6E403CDF10714E41DFAA257D313F.
  5. Hilarious Irony by bravecanadian · · Score: 5, Interesting

    People posting for help trying to progress.

    I'm going to buy this game just because they have illustrated their point SO well.

    1. Re:Hilarious Irony by Anonymous Coward · · Score: 0

      What was their point? This all seems like a waste of money to me.

    2. Re:Hilarious Irony by Marxist+Hacker+42 · · Score: 4, Funny

      If I buy their game, do I also get access to the cracked version to teach my kid a lesson?

      --
      SJW: a person who perceives an injustice, and while correcting it, commits a greater injustice.
    3. Re:Hilarious Irony by Dan667 · · Score: 0

      The point that punishing your paying Customers chasing people that will never buy your game does not work?

    4. Re:Hilarious Irony by Bieeanda · · Score: 5, Informative
      Reminds me of the infamous Deus Ex boat bug.

      For those that aren't aware, the original Deus Ex was released when pirated games were heavily distributed via sneakernet and usenet in the form of spanned 2 MB (or 2.88-- it's been a while) RAR images. Needless to say, this was a lot of diskettes for the games that were coming out on CD at the time, so the cracking teams would cut out every ounce of fat that they possibly could: cutscenes, non-vital sound effects, you name it. The games ran, but you were likely to miss a lot of story and fluff.

      An early Deus Ex rip went through the same process, but for some reason would just stop at an early point in the game-- specifically, when you hopped on a police boat and sailed off to the next level. It turned out that the scripts used to drive the in-game cutscenes weren't designed to fail cleanly, and one of the missing sound effects caused this one to hang partway through.

      People with pirated copies started complaining and looking for tech help with this baffling bug. It didn't take the devs long to figure out what was going on, and only took slightly longer for people who'd paid for it to start leaping down the throats of anyone asking for help getting past the 'buggy' cutscene.

    5. Re:Hilarious Irony by Anonymous Coward · · Score: 0

      I seriously hope that English isn't your first language.

    6. Re:Hilarious Irony by adamchou · · Score: 1

      Likewise. For $7.99, I paid just to support their awesome troll on the pirates. I don't even have plans to play the game.

    7. Re:Hilarious Irony by CryptoJones · · Score: 1

      Same here. I voted with my wallet, even though I don't play games.

      --
      "Chance favors the prepared mind." ~Me
    8. Re:Hilarious Irony by Anonymous Coward · · Score: 0

      That's the beauty of this -- no paying customers were affected.

  6. That's pretty meta by kruach+aum · · Score: 4, Funny

    but what happens when the in-game pirates start playing their pirated pirated copies of Game Dev Tycoon? And the next generation? And the next? This game was mislabelled. It's not a game at all, it's an infinite pirate creation device.

    1. Re:That's pretty meta by Achra · · Score: 2
      Reminds me of the oblig. xkcd

      http://xkcd.com/244/

      --
      Each processor would proceed sequentially as if it had been better for them not to rise against Saul.
  7. The game itself was Pirated from another game by Anonymous Coward · · Score: 4, Interesting

    The real irony of course is that the game itself is a rip off of Game Dev Story by Kairosoft for IOS/Android.

    1. Re:The game itself was Pirated from another game by Anonymous Coward · · Score: 1

      Also: if you upload a game, don't complain later that people download it, it's your own fault, you can't really call the people who download "pirates."

    2. Re:The game itself was Pirated from another game by MaerD · · Score: 5, Insightful

      Annnd by this logic Xplane pirated MS Flight simulator. Halo pirated Wolfenstien 3d. etc.

      It isn't piracy. If the gameplay is exactly the same (such as some clones that ONLY change the graphics) you might have something. If the game plays differently, adds features, etc, it's just another entry in the genre.

      --
      I put on my robe and wizard hat..
    3. Re:The game itself was Pirated from another game by Minwee · · Score: 4, Funny

      Right. Because the whole concept of "Making Computer Games For A Living" is so obscure that no one else could have ever thought of it, especially not someone who makes computer games for a living.

    4. Re:The game itself was Pirated from another game by Anonymous Coward · · Score: 0

      they're not complaining.

      they're LTFAO ;-)

    5. Re:The game itself was Pirated from another game by SQL+Error · · Score: 1

      Well, points for learning from the best. And to be fair, from the brief look I got before their site went offline, they provide a more in-depth simulation of the game development process. Game Dev Story is charming but pretty simplistic.

    6. Re:The game itself was Pirated from another game by Anonymous Coward · · Score: 0

      It's hardly a pirate copy when the "IP" owner posts it to public torrent tracker. It's basically a deliberately crippled free version. They knew what they were doing, and this is all a rues to drum up media attention.

      Game Dev Story itself is also a rip-off of some 80s micro game by Kevin Toms (probably written in BASIC).

    7. Re:The game itself was Pirated from another game by Anonymous Coward · · Score: 0

      Xplane was built as an actual flight simulator, whereas MS Flight simulator is for the casual video gamers. The FPS Genre is defined the most by the setting in which they are played, whether it's on alien worlds (HALO), WW2 (Wolfenstien), or even Inner City LA (S.W.A.T). These are the things that differentiate the different games in the same genre. This game is straight up rip-off. Same 2 1/2 Dimension layout, same assigning people to do work on gameplay/sound/script, same mix and match choices of game types. The only thing added is having to do more stuff to make the game, like motion capturing, of which there is no gameplay involved, it's no different from assigning a guy to make music for the game.

    8. Re:The game itself was Pirated from another game by oojah · · Score: 1
      --
      Do you have any better hostages?
    9. Re:The game itself was Pirated from another game by inasity_rules · · Score: 1

      Incorrect. MS Flight Sim X is used extensively as a training simulator. The fact that it uses lookup tables instead of fluid dynamics equations doesn't detract from what it is. In the long run X-Plane has much more potential, but FSX has better aftermarket scenery and aircraft. Call me when A2A make a airplane for for X-Plane.

      --
      I have determined that my sig is indeterminate.
    10. Re:The game itself was Pirated from another game by Anonymous Coward · · Score: 0

      Except that the basic gameplay is clearly borrowed from Game Dev Story (but with additional things added on that might or might not improve it), the cute isometric style is borrowed, some of the animations and UI elements are borrowed...

    11. Re:The game itself was Pirated from another game by seebs · · Score: 2

      Uh, that's not piracy. That's imitation, and that's not illegal. You're allowed to make games that are a whole lot like other games that other people have made. Game designs are not protected by copyright, and I don't think that's a problem; imitation and improvement are good things.

      --
      My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
    12. Re:The game itself was Pirated from another game by Anonymous Coward · · Score: 0

      I agree, rip off of game dev story and put tycoon on the end - who ever thought of this... THIS STUNT IS MARKETING PPL

  8. bad astroturffing by bobaferret · · Score: 1

    Generally when you market your wares like this on slashdot, you'd want your servers to be able to handle the load. Come on people, it's not that hard anymore to make a site that can handle the load. As for the game, this is a nice bit of marketing, in that they now have people who are going to go out and look for the pirated version, and then possibly like it enough to get the real version.

    1. Re:bad astroturffing by Anonymous Coward · · Score: 0

      Not only that, but bad slashdot editing tradition continues. Come back for one day...

      John Wagger writes:

      "When Greenheart Games released their very first game, Game Dev Tycoon (for Mac, Windows and Linux) yesterday, they did something unusual and as far as I know unique. They released a cracked version of the game, minutes after opening their Store. The pirated copy was completely same as the real copy, except that after a few hours into the game, players started noticing widespread piracy of their games in the game development simulator."

      Really John Wagger. You wrote that? Because from what I can tell from the blog post you linked to, Patrick Klug, the author of the blog post, wrote:

      When we released our very first game, Game Dev Tycoon (for Mac, Windows and Linux) yesterday, we did something unusual and as far as I know unique.

      So you really didn't write that but merely changed some pro nouns. Did you think it was unique because you have a wealth of experience in the field, John Wagger, or do you simply think so because Patrick Klug of Greenheart Games tells you he thinks it is?

      Whatever, I realize I'm a pedantic prick, but when Slashdot editors do at least 10 seconds of actual editing maybe I'll be a regular visitor again.

    2. Re:bad astroturffing by Anonymous Coward · · Score: 0

      I realize I'm a pedantic prick

      This in no way changes the fact that you have a good point.

  9. New feature for the pirated copy... by Anonymous Coward · · Score: 5, Funny

    Web cams only, something like...

    Dialog Box: "The boss is angry about our games being pirated! Go see him quick! [Click here to see the boss.]"

    *click*

    Webcam turns on showing the person sitting at the keyboard playing the pirated game.

  10. So .... by King_TJ · · Score: 2

    The secret to this is, slap together some nonsense game title in minutes and then download the pirated version of Game Dev Tycoon. Laugh as you earned a free game just for letting people download your non-working junk code!

  11. Hehe by Anonymous Coward · · Score: 1

    Wish I had mod points :)

  12. Pracy = advertising by Anonymous Coward · · Score: 0

    A game which is best on the market will profit mostly by killing the piracy because it really is worth buying. A bulk of people (particularly outside of US and rich western countries) want to save money if possible and will play the pirate version if they can get it. If not they will play something else unless that game is top notch, so they surrender and buy it.
    Easy to defeat piracy can also be effective if there are annoyances which force people into buying. What puts people off is DRM/protection which screws legitimate users. Even when it's a rare case, everybody's vocal about it and wants to kill it, harming the reputation (and btw. pirates-I mean end-users who are willing to pirate it, also join this because they hate protection which prevents them from playing the game). See how Starforce ended up, and basically it was one of the rare protection systems that served the purpose - some interesting games were never cracked.
    These days there is instant-on stuff which is effective if done properly. Diablo3 is a good example on how to make an unpirateable game. Of course pirates hate it and complain loudly about always-on stuff...no wonder. (well these days almost anybody is connected)

    PS: I'm not against piracy - for people without money it's the only reasonable way to play. I did it a lot as a student (and hated SF...). However I see the market logic behind it. It's a business like any other, and those people have to eat something. Rampant piracy definitely cotributed to the decline of the PC as a gaming device, and brought us too many bad console ports, afterthoughts made to squeeze last possible $$$.

    1. Re:Pracy = advertising by malkavian · · Score: 1

      Actually, on the 'always on', the legitimate players hate it too.. And those of us that have been gaming since the early 80s (hell, the late '70s), we've seen companies come and go, so there's no expectation that they'll still be hosting a game you may just want to play in another 30 or so years (there are still ones that I'll pull out and play after nearly 20 years, just for the nostalgia trip and the fun of rediscovering forgotten stories).

      There's network outages, routing problems, straight denial of service attacks (or compromises of the login servers creating mayhem), playing on a train, a plane, or even in a campsite (I actually enjoy camping; gets me to some very strange places, and a laptop is great for the rainy days; usually used for on site photo manipulation of the shots I take out and about).
      Online only, for most games, is an artifical single point of failure. It'll mess up a product you paid for with no warning, and possibly irrevocably, all out of your control, with you having absolutely no recourse. That, to me, is an incredibly bad deal. If it's a bad game, then people will be less likely to buy from them again (exacerbated by the online only issues, meaning an even smaller available market, possibly making the difference between surviving as a company and going under). You don't care about the longevity, but you're left with a bad taste.
      If it's a great one, then it's not going to be around for the nostalgia trip. When gaming lines are shut down by an active company, then players will be more wary still.
      For all the 'big business' groups, thinking that this solves all their piracy woes, they'll be meeting the laws of unintended consequences, where games that don't follow this will have the exposure, thus the following (maybe not immediately, but eventually).. The following generates the sales. The sales bring in the cash, and cash is the lifeblood of a company.
      Best analogy of the companies following this route is "Emo". It's very much an "I'll cut myself because I don't like a few people". Not the hard core self harmers who are actually ill, but the ones who'll do it for attention and because they think it'll make them edgy, or gain an advantage, whereas in the long run, it'll likely turn out to be self defeating, pointless and rather embarrassing.

  13. So do you profit more? by Anonymous Coward · · Score: 0

    Do you get an extra bonus when you release a sequel because now your game has international appeal even though you did not market it in other territories? Do they account for the people who want to support the artist and go out and buy it if they like it? Does the uncracked version of the game deal with Ubisoft-style DRM boycotts and low ratings on amazon and general negative feedback from your userbase?

  14. slashdotted, cloudflare fail, here's a copy-paste by slashmydots · · Score: 5, Informative

    Here's the world's worst barely formatted copy-paste job for those of you who can't access the site because it got slashdotted (and cloudflare dropped the ball)

    When we released our very first game, Game Dev Tycoon (for Mac, Windows and Linux) yesterday, we did something unusual and as far as I know unique. We released a cracked version of the game ourselves, minutes after opening our Store.

    I uploaded the torrent to the number one torrent sharing site, gave it a description imitating the scene and asked a few friends to help seed it.

    A minute after we uploaded it, my torrent client looked like this:

    Soon my upload speed was maxed out (and as of the time of writing still is) and my friends and I had connections from all over the world and for all three platforms! How does piracy feel?

    The cracked version is nearly identical to the real thing except for one detail Initially we thought about telling them their copy is an illegal copy, but instead we didn’t want to pass up the unique opportunity of holding a mirror in front of them and showing them what piracy can do to game developers. So, as players spend a few hours playing and growing their own game dev company, they will start to see the following message, styled like any other in-game message:

    Boss, it seems that while many players play our new game, they steal it by downloading a cracked version rather than buying it legally. If players don’t buy the games they like, we will sooner or later go bankrupt.

    Slowly their in-game funds dwindle, and new games they create have a high chance to be pirated until their virtual game development company goes bankrupt.

    Some of the responses I found online (identities obscured to protect the guilty):

    Is there some way to avoid that? I mean can I research DRM or something

    And another user:

    Why are there so many people that pirate? It ruins me!

    As a gamer I laughed out loud: the IRONY!!!

    However, as the developer, who spent over a year creating this game and hasn’t drawn a salary yet, I wanted to cry. Surely, for most of these players, the 8 dollars wouldn’t hurt them but it makes a huge difference to our future! Trying to appeal to pirates

    I know that some people just don’t even think about buying games. They will immediately search for a cracked version. For this reason, when we released the game, we also published a page which targets people who search for a cracked/illegal version. Unfortunately, due to my lack in search-engine-optimization skills, that page has had no impact yet, but I hope it will convince some to buy the game in the future.

    []if years down the track you wonder why there are no games like these anymore and all you get to play is pay-to-play and social games designed to suck money out of your pockets then the reason will stare back at you in the mirror.

    I do think it’s important to try to communicate what piracy means to game developers to our consumers. I also tried to appeal to a particular forum a day earlier after someone who I gave early-access to the Store seemed to have passed on the copy to others:

    We’re just a start-up and really need your support. The game is only 7.99USD, DRM free

    Clearly, my post hadn’t worked too well since on the same forum someone posted the earlier screenshot (“Why are there so many people that pirate? It ruins me!) just a bit after I made my appeal and this was followed by many others complaining about piracy.

    I still hope that it made a difference to someone.

    Anyway, how many really did buy and how many did pirate our game during this first day? The awesome/depressing results

    Today, one day after release, our usage stats look like this:

    Genuine version: 214 users

    Cracked version: at least 3104 users

    Over 93.6% of players stole the game. We know this because our game

  15. So I have a question... by Pikoro · · Score: 1

    If the owner/publisher released the game for free also, then it is perfectly fine to copy since it is an authorized release? Sounds like it's free to me.

    --
    "Freedom in the USA is not the ability to do what you want. It is the ability to stop others from doing what THEY want"
    1. Re:So I have a question... by drinkypoo · · Score: 1

      If the owner/publisher released the game for free also, then it is perfectly fine to copy since it is an authorized release? Sounds like it's free to me.

      The version they released is probably free. The other version that doesn't feature massive in-game copyright infringement (piracy? YARRRRR! SHIVER ME TIMBERS) is still not free.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:So I have a question... by Anonymous Coward · · Score: 0

      The "dev-cracked" version is (by their own admitted actions, even if not by their intent) freeware. The crack for the cracked version that changes piracy from a cost to a revenue source will be on torrents in 5 minutes.

    3. Re:So I have a question... by Anonymous Coward · · Score: 0

      Depends what they called it. If they called something like "here's a free version of our game" then yes it's free, and if they specified also that the free version is unsupported then those who download it can't complain about bugs. But if they presented it as a "cracked/pirated copy uploaded by war3zpirate2010" then it's a pirated copy. You could, in your mind say "well they're the ones who actually released the pirated copy, so i'm in the clear" but the judge will roll his/her eyes and say "yeah whatever, you downloaded something that looked and smelled like a pirated copy so you knowingly broke the law."

  16. What does this mean by Frankie70 · · Score: 1

    players started noticing widespread piracy of their games in the game development simulator.

    What does this mean? I don't understand what the company did? Can someone explain - I am not a gamer - I used to play Doom Death Match 17 years back, though.

    1. Re:What does this mean by slim · · Score: 3, Informative

      The game is a management-sim in which the player manages a game development studio.

      In the normal game, you start out in the 8 bit years, writing games and selling them. You use the profits to hire artists and developers, R&D an engine, advertise, licence etc., to make bigger and more profitable games, and as time passes, technology improves. The in-game economy is balanced for a challenging but winnable game.

      In the "poisoned" game they seeded the warez sites with, after a couple of hours of play, the in-game advisor says "we're seeing a lot of piracy, it's going to affect our sales". And from then on the in-game economy is deliberately wrecked, so sales figures plummet despite you doing everything right.

      On cue, the messageboards see pirate gamers asking why the game suddenly became unwinnable -- asking if they can develop in-game DRM, to beat the in-game pirates.

    2. Re:What does this mean by Anonymous Coward · · Score: 0

      The game itself if a game development simulator, sort of like Roller Coaster Tycoon, but replace Roller Coasters with Video Games.

      Anyone who has a pirated copy of this game will find the virtual game company they are working on ultimately fail because too many virtual pirates have put their virtual game company out of business and bankrupt.

      To give you a car analogy:"Yo dawg, I heard you like cars so I put a car in your car, so you can drive while you drive."

    3. Re:What does this mean by mlk · · Score: 1

      Greenheart released a business simulator where the player creates and sells video games. They released a time-limited version of their game on torrent sites. Instead of normal time limitations (for example play 30 in-game days then get kicked out) they slowly ramped up the piracy level so each game released would sell progressively worse "due to piracy"; stopping the player from being able progress.

      --
      Wow, I should not post when knackered.
    4. Re:What does this mean by Anonymous Coward · · Score: 0

      They made a game about game development. You play the head of a game development company and your goal is to create and sell games to make your company successful. They have two versions of this game. The paid version plays out normally, with you deciding the success of your game company though good decision making. The pirated version, that some people have downloaded illegally is a slightly different game where it is impossible to win. In the pirated version of their game, your game company becomes the victim of piracy and ultimately fails due to bankruptcy.

  17. They released a cracked version of the game??? by Anonymous Coward · · Score: 0

    Has the term "cracked" recently been redefined?

    1. Re:They released a cracked version of the game??? by K.+S.+Kyosuke · · Score: 1

      Has the term "cracked" recently been redefined?

      Technically, this is a malicious Trojan horse. Given the fact that they are willingly distributing it, I'm not even sure that downloading it would be illegal in my country, unlike the actual operation of its hidden functions inserted by its developers.

      --
      Ezekiel 23:20
    2. Re:They released a cracked version of the game??? by AlamedaStone · · Score: 1

      Has the term "cracked" recently been redefined?

      Why, are you some pirate hacker?!

      --
      "All these years believing you're the signified monkey, only to find out you're just a big hunk of nobody cares."
  18. Nice idea by KraxxxZ01 · · Score: 5, Funny

    Can't wait for rockstar tycoon, where piracy takes heavy toll on main characters cocaine habit.

  19. Great by Anonymous Coward · · Score: 0

    So the "pirated" version is not only cost-free and DRM-free, but also frees you from the trouble of distributing your own games? Add to that that the copyright owner uploaded it himself, thus IMHO implicitly allowing the free download of that version, making it not really piracy to download it (just like if I put a box of sweets on the street and put up a sign "take some, its free", I'll probably not manage to successfully sue anyone taking some of it for theft -- note that IANAL, however, and this is not legal advice).

    I guess they will get a lot of "pirate" downloads by people who would otherwise not have done that. :-)

  20. Way to go by Anonymous Coward · · Score: 0

    Clever, but it just means that they've lost a segment of the market; the segment that plays a game in pirated form before buying it. Good luck winning that audience back at the expense of trying to make people who will NEVER pay feel bad.

    1. Re:Way to go by Drakonblayde · · Score: 1

      I don't know, I figure that some folks may be willing to give them a nod for making their point in a creative way. Once upon a time, I wore my eyepatch with pride, but that was before I could afford to actually pay for stuff. If I were still so inclined, I have enough of a sense of humor that I probably would go buy the full version.

    2. Re:Way to go by TheSunborn · · Score: 1

      Would the "Try before buy" guys not play with the demo instead of the pirated copy?
      Besides they will know what happend, and then buy the game if they like it, on not buy it if they don't

    3. Re:Way to go by AlamedaStone · · Score: 1

      Clever, but it just means that they've lost a segment of the market; the segment that plays a game in pirated form before buying it. Good luck winning that audience back at the expense of trying to make people who will NEVER pay feel bad.

      Normally I'd agree, but for an $8 game it's more a clever joke that makes me curious about the studio and its other offerings.

      --
      "All these years believing you're the signified monkey, only to find out you're just a big hunk of nobody cares."
  21. Is it realistic? by GameboyRMH · · Score: 1

    Can you lower the cost and sell games DRM-free to de-incentivize the virtual pirates?

    --
    "When information is power, privacy is freedom" - Jah-Wren Ryel
    1. Re:Is it realistic? by LordLimecat · · Score: 1

      THe real game is $8, and DRM free. Theyre experiencing the same 93.5% piracy rate that the poisoned copy reflects.

      Id say its pretty darn realistic, yes.

    2. Re:Is it realistic? by X.25 · · Score: 1

      THe real game is $8, and DRM free. Theyre experiencing the same 93.5% piracy rate that the poisoned copy reflects.

      Id say its pretty darn realistic, yes.

      Do you also get a chance to crack your own game, in this simulator, and upload it to the biggest torrent tracker?

      And then play the victim card?

      Of course you will have people downloading your game when you upload it to the biggest torrent tracker. You will have hundreds of people (bots, more likely) downloading a picture of a poo, on that tracker.

      That tracker is a major source of content for bored people. And there are lots of bored people in this world. And they download absolutely anything.

    3. Re:Is it realistic? by LordLimecat · · Score: 1

      That tracker is a major source of content for bored people. And there are lots of bored people in this world. And they download absolutely anything.

      Right, and in days gone by that might have been a demographic with disposable income.

  22. Re:slashdotted, cloudflare fail, here's a copy-pas by Trepidity · · Score: 2

    can't access the site because it got slashdotted (and cloudflare dropped the ball)

    Side note, but CloudFlare rarely helps much with Slashdotting. Most of the time what kills a site is generating dynamic HTML out of a database without sufficient caching, and CloudFlare by default doesn't do anything about that, because it has no idea when it's safe to cache dynamically generated pages. By default it just proxies media files, so it can help things if bandwidth was the bottleneck for a server being hammered, but bandwidth usually isn't the bottleneck.

    If you generate static HTML pages (or pages that are static for a period of time), you can mark them cacheable in CloudFlare. But if you're doing that you probably won't go down anyway, because serving up static HTML is not server-intensive.

  23. Re:slashdotted, cloudflare fail, here's a copy-pas by edxwelch · · Score: 1

    It would have been good publicity appearing on Slashdot... pity your servers couldn't handle it

  24. You all know this is a publicity stunt, right? by Minwee · · Score: 1, Insightful

    Not only are you now all talking about a game that you otherwise never have heard about, the presence of a "cracked" version gives the authors a built-in answer to any bad reviews that might be published.

    "The game is too hard? Noooo... that's just the cracked version which seems that way. It crashes ten minutes in? We put that there to deter pirates, and that would never happen in the real version. There's no replayability and it's even less fun than Cat Litter Simulator 2013 in hardcore campaign mode? Sounds like that reviewer was too cheap to buy the game and must haven playing a pirated copy. When you give us money, it will be much better. I promise!"

    Cheers to the Klug brothers for thinking of everything.

  25. Re:slashdotted, cloudflare fail, here's a copy-pas by Anonymous Coward · · Score: 0

    "Do we need DRM?
    Whether or not to use DRM isn’t clear at all to a new start-up. The main argument against it is that all it does is to inconvenience genuine customers. Fact is that any game can be cracked, so all you do is spend time on something that in the end just annoys your real customers while only slightly delaying the inevitable. The only way to protect yourself is to create an online game. I guess that’s why so many studios focus on these types of games and it’s probably a driving force to eradicate traditional single player games."

    I've got a question/suggestion. For the "pirate" version, why not offer them the option of buying a DRM system for their game? Give them a few options, from cheap (e.g., just a serial number/key), to draconian (always-on internet restrictions requiring server maintenance), and make them budget for all that and deal with the repercussions (more support costs for DRM failure and compatibility issues for genuine customers). Then let them try to figure out the economics of it.

    Then buy your own DRM system based on the results of your experiment :-)

    Just kidding. I'm hoping the economics of it make more sense without any DRM.

  26. Propaganda much by Anonymous Coward · · Score: 0

    Let's imagine there was a perfect copy protection for the game. Would it affect the sales negatively or positively? Would the people who didn't buy it buy it anyway? Would less people hear about the game? What if you take into account advertising costs?

    I don't know the answers to these questions, but you can't just say "piracy == bankruptcy" and expect me to believe that. Also, IIRC there have been studies (posted here on ./ too) in both extremes, so I guess you can "prove" both to be true.

  27. Hypocrits by Anonymous Coward · · Score: 0

    If you know enough about "the scene" to sound like the scene, you're obviously also a pirate.

    1. Re:Hypocrits by omnichad · · Score: 1

      Sure...because you can't just do a quick search for similar entries in the genre and just imitate that.

  28. Re:I suspect their simulation is flawed by Anonymous Coward · · Score: 5, Informative

    Normally I'd say RTFA, but since it has been slashdotted, I'll give your ignorance a pass and just correct your errors as I encounter them.

    Game prices are too high

    This game was $8 USD.

    People don't want to spend any amount of money without knowing what they will get in return

    They offer a free demo to give you an idea, and also offer a pirated version of the game which gives several hours of unadultered gameplay before they introduce their "bug."

    So many completed games simply stop being played and it's no longer useful. Is it really worth the $50+ ? Especially since you can't resell it any longer?

    Again, this game was $8 USD. Additionally, the game is DRM-free, available on all platforms, and is being ported to Steam as well. This is an indy company with very consumer-oriented and forward-thinking ideas who simply conducted a fun little experiment on sales versus pirated copies.

    Every single legitimate argument pirates spout cannot be applied to this situation. The game was DRM free, ported to all major OSes, offered a playable demo on their website, and very reasonably priced at $8 USD (cheaper than many mobile games).

  29. Re:I suspect their simulation is flawed by Anonymous Coward · · Score: 0

    Their simulation may well be flawed, especially if it ignores the effects of word of mouth on sales.
    That said, looking at the details posted by someone that saw the site before it went down, the real company seems neither greedy nor stupid. The game only costs $8 (no drm and multiplatform) and they offer a demo. That addresses several of the common complaints from gamers. Even with the cracked version, you can buy the game after the cracked version causes you to lose and it will let you use your save game from before the forced economic crash (saving the hours spent playing).

    I don't have an interest in the game as it simply doesn't appeal to me, but I can't find fault with how the company is handling things.

  30. Re:I suspect their simulation is flawed by rbprbp · · Score: 3, Insightful

    "Game prices are too high"? Seriously, is US$ 8 too expensive for you? We're not talking about an US$ 50 game here.
    "People don't want to spend any amount of money without knowing what they will get in return."? There are demo versions available.

    --
    They're there in their room. You're on your own.
  31. Re:I suspect their simulation is flawed by th3rmite · · Score: 3, Insightful

    So certainly they will want to try it before they buy it. But if they like it and their friends like it, they will likely buy it if they can afford it.

    Just like how only people who truly need it will take welfare. It has nothing to do with the fact that many people feel that they deserve to get "free" stuff just for being born.

  32. how can it be a cracked game anyway by Anonymous Coward · · Score: 0

    A someone will crack the original so people can play it to the end
    B remove all the code so it does not phone home.
    C allow people to choose if the game has a long play life and make their own choice if its worth the money.

    they cannot release a game they cracked themselves when all they have done is nobble it a little , they can release a version that spoils everyones fun who got it from their source therefore putting people who like this sort of game off buying the original.

    all they have done is point out that its got extra hidden code to grab stats on who was using their version

    1. Re:how can it be a cracked game anyway by TheSunborn · · Score: 1

      A: That is not possible. In order to crack the game, there need to be a protection to crack. There is none.
      B: They can't do that. There is no code which phones home, so they can't remove it.

    2. Re:how can it be a cracked game anyway by HaZardman27 · · Score: 1

      B: They can't do that. There is no code which phones home, so they can't remove it.

      Wrong. From TFA:

      Over 93.6% of players stole the game. We know this because our game contains some code to send anonymous-usage data to our server

      --
      Apparently wizard is not a legitimate career path, so I chose programmer instead.
    3. Re:how can it be a cracked game anyway by cheekyjohnson · · Score: 0

      Over 93.6% of players stole the game.

      How did all those people manage to break in and steal copies of the game? They must truly be master thieves.

      --
      Filthy, filthy copyrapists!
  33. No wonder people pirate by J_Darnley · · Score: 1, Funny

    No wonder people pirate when the game is advertised at â6.49 but they don't mention until you come to pay that this is without sales tax! It actually costs â7.85.

  34. Re:I suspect their simulation is flawed by Anonymous Coward · · Score: 0

    The price of this game is $8.

    There is also a free demo. Why pirate a game to 'try' if there's a decent demo?

  35. Re:I suspect their simulation is flawed by Anonymous Coward · · Score: 0

    This game is only $8. It's not a $60 Call of Duty clone. I personally think any game under $10 is easily enough considered "affordable" and pirates have no excuse for not purchasing it.

  36. Re:I suspect their simulation is flawed by equex · · Score: 3, Insightful

    This should be the perfect release: solid title legacy, cheap, no drm, demoversions, free advertising trough pirate networks, complete with slashdot coverage and everything. Kudos. Would probably buy if i was into the Tycoon series.

    --
    Can I light a sig ?
  37. Re:I suspect their simulation is flawed by Anonymous Coward · · Score: 0

    Is it really worth the $50+ ?

    This game costs $8, not $50+. So, does that change your opinion?

  38. Re:seriously by Anonymous Coward · · Score: 2, Funny

    Ahh I miss the grits...Lets see a HOSTS file protect against hot grits in your pants!

  39. Re:I suspect their simulation is flawed by Anonymous Coward · · Score: 0

    The game is question has a real demo.

  40. Rayman 2 by jones_supa · · Score: 1

    The original CD-ROM version of Rayman 2 included various copy protection tricks in a good crazy Ubisoft fashion. As an extra annoyance for playing a pirated copy, they included a huge pirate head popping in front of you at some point of game, so you couldn't properly see or control your character anymore. A funny thing was that an unpatched game did that trick for legit customers too... thankly a patch was released soon. These days a version with DRM stripped away is available from GOG (it requires NX to be disabled to run properly so it possibly still does some funky things with memory).

  41. Re:slashdotted, cloudflare fail, here's a copy-pas by Anonymous Coward · · Score: 3, Funny

    You pirated the article, think of the developers!

  42. Weird quote from TFA: by HaZardman27 · · Score: 2, Insightful
    From TFA:

    The game is DRM free, you can use it on up to three of your computers for your own use,

    If it was actually DRM free, wouldn't there be no limit to the number of computers you can install it on? Unless the 3 computers thing is just a suggestion. If they have a server monitoring how many installs you have for a particular serial number, and prevents you from installing on more, that's not DRM free.

    --
    Apparently wizard is not a legitimate career path, so I chose programmer instead.
    1. Re:Weird quote from TFA: by Anonymous Coward · · Score: 0

      Maybe what they meant was "you are allowed to use it on up to three of your computers."
      Note that no DRM, no matter how sophisticated, could ever detect whether the computer you install it on is yours.

    2. Re:Weird quote from TFA: by Anonymous Coward · · Score: 0

      If it was actually DRM free, wouldn't there be no limit to the number of computers you can install it on? Unless the 3 computers thing is just a suggestion. If they have a server monitoring how many installs you have for a particular serial number, and prevents you from installing on more, that's not DRM free.

      You must be new to buying software. It's not DRM, it's called a contractual obligation, and it is in the contract of virtually all proprietary software on the market. Common limitations are one device only, 2 devices (evolved from the older "one desktop and one mobile device"), or one user on an unlimited number of devices (which is mostly used for business applications, since nobody expects a gamer to honour the contract, and rightly so as this article shows).

      3 devices is actually quite nice of them, for 9 out of 10 households this means they only need to buy one copy.

    3. Re:Weird quote from TFA: by Anonymous Coward · · Score: 0

      The license can say 3 computers while there is still no DRM or preventative measures.

    4. Re:Weird quote from TFA: by shutdown+-p+now · · Score: 2, Interesting

      If it was actually DRM free, wouldn't there be no limit to the number of computers you can install it on?

      No DRM means there's no technical limit, but it still has a license that may put a limit on the number of computers. It's similar to many software EULAs out there that say that you can install it on however many computers you want, so long as you only use it on one at a time (old Borland software had a license that called this model "treat software just like a book").

    5. Re:Weird quote from TFA: by HaZardman27 · · Score: 1

      I was just unsure if they were actually monitoring your number of installs (wouldn't be surprising given their mention of code in their game that sends information to their servers for their own use) and preventing more than 3 installs, which would be DRM.

      --
      Apparently wizard is not a legitimate career path, so I chose programmer instead.
    6. Re:Weird quote from TFA: by Anonymous Coward · · Score: 0

      Terms of a software license (like how many computers you can install on) have nothing to do with whether or not you implement DRM to force users to comply with the terms of your software license. Also, a server that tracks installations isn't DRM unless it is also preventing you from violating the license. Just counting them isn't DRM.

    7. Re:Weird quote from TFA: by Anonymous Coward · · Score: 0

      You are confusing licensing with drm.
      Drm physically restricts you from installing it on multiple machines. Licensing legally restricts you.

    8. Re:Weird quote from TFA: by Anonymous Coward · · Score: 0

      There is a difference between DRM and licensing. Licensing is not enforced via poorly implemented programs which inhibit the softwares use. It is however, part of the agreement at the time of sale.

    9. Re:Weird quote from TFA: by Anonymous Coward · · Score: 0

      From TFA:

      The game is DRM free, you can use it on up to three of your computers for your own use,

      If it was actually DRM free, wouldn't there be no limit to the number of computers you can install it on? Unless the 3 computers thing is just a suggestion. If they have a server monitoring how many installs you have for a particular serial number, and prevents you from installing on more, that's not DRM free.

      I'd be saying that's a "gentleman's agreement" rather than a in-game forced limit.

  43. So much wrong by Anonymous Coward · · Score: 2, Insightful

    I'm not sure where to start...

    "Initially we thought about telling them their copy is an illegal copy..."

    Except that it isn't. You gave it to them. Regardless of you framing it as a "cracked" version it was still legal. Absolutely no one cracked and pirated your game. You simply released a free game. If you had done this without "tricking" people, if you had monitored usage of a version that had actually been cracked, then maybe it would be meaningful and maybe the conclusions you draw from it would be interesting. But considering that you did this "punk'd" style then it's pretty meaningless. Those "pirates" wouldn't have your game if it weren't for you. You can't donate to charities and then call them thieves.

    It's also rather arrogant to assume that your game would have been pirated in the first place. There's no way for you to prove that if you hadn't released a "cracked" version that someone would have started torrenting it. For all we know, you could have just released your game and 214 people would have bought and downloaded it and no one would have pirated it and that would have been the end of it. Instead you concocted a convoluted, albeit clever, publicity stunt and played the victim of circumstances that you yourself created.

    "Anyway, the cracked version has a separate ID so I can separate the data. I’m sure some of the players have firewalls and some will play offline therefore the actual number of players for the cracked version is likely much higher."

    That is very speculative and flimsy at best. If you have torrent statistics then you know how many people downloaded it. What does it matter how many people send or don't send anonymous usage statistics? Unless you are comparing number of units sold versus number of units downloaded (from your own damn torrent) then it's a meaningless comparison. People who bought it could just as easily be using a firewall or playing offline.

    I certainly get that you want people to pay for this game. I respect that. But I don't think this really proves anything at all. I think you've succeeded in clever publicity, not in proving any point.

    1. Re:So much wrong by Anonymous Coward · · Score: 0

      Sounds like someone got the cracked copy =).

      Your points are noted however, incomplete. Yes they put the cracked version out there for free making it legal, but the people downloading it didn't know that. So the fact that the cracked version was used much more often is still valid as the behavior was the same. Further to the point this person did not say he was going after anyone for downloading an "illegal" copy.

      Secondly, I would think that the usage statistics would be more relevant that the download statistics as the people actually using the game without paying would be the ones you care about more than someone just downloading it and never using it. Don't get me wrong both numbers are important, but saying that you wouldn't need to know usage is just short-sided.

      I disagree completely with your final statement. It proves 2 points. One that you can employee other deterrents to piracy besides draconian DRM. Two that piracy does happen and for small publishing studios can be detrimental.

    2. Re:So much wrong by Anonymous Coward · · Score: 0

      "here's no way for you to prove that if you hadn't released a "cracked" version that someone would have started torrenting it."

      Well, since someone HAS started torrenting the real version, it doesn't matter what would have happened, as it has happened:
      https://thepiratebay.se/torrent/8423283/Game_Dev_Tycoon

    3. Re:So much wrong by Anonymous Coward · · Score: 0

      The fact that these people didn't know who was seeding this torrent is irrelevant. As numerous court cases have made painfully clear, intent or knowledge or lack thereof does not legally matter when it comes to copyright infringement. No one pirated this game.

      Skimming through my post, I think I should admit that I did not make one of my central points clear enough: I don't think there would have been a "cracked" and "pirated" version of this game floating around if this guy had not done it himself. If he had not created that torrent, then I think what would have happened is that his game would have just had a really small release and would have have been affected by piracy. There is really no way to prove that his game would have been cracked and pirated. Even if you say "but a bunch of people downloaded his torrent!" that still isn't compelling because if he hadn't released a "cracked" version then someone else would have to take the effort to crack the game and start their own torrent. And there's really no way to prove that would have happened.

      If he is going to say that X people bought the game and Y people downloaded it, then he should use stats based on how much money was received from the game being bought for X and stats from the torrent client stating how many people completed the torrent for Y. If he wants to talk about how many machines are actually using each version then usage stats would be relevant. But he wasn't talking about that. He was trying to make the statement that more people downloaded the game from his torrent than bought it. Using usage stats for that will be inaccurate for the very reasons he brought up: people using firewalls or playing the game offline. Also, he doesn't really mention it but what about one person putting the game on multiple machines? If the usage stats can't differentiate from one user playing the game on multiple machines then that will artificially inflate the numbers. But using stats based on actual downloads would not be marred by such inconsistencies.

      As for the two points this proves, it actually proves neither...

      "One that you can employee other deterrents to piracy besides draconian DRM."

      According to game maker the "piracy" rate was over 90% and you apprear to agree with him, so I fail to see how this deterred piracy in the slightest. If you take my stance (that no one pirated the game at all because he gave it away for free) then I guess it was pretty stellar at preventing piracy. I'm going to stop there because I feel like I'm about to enter some Twilight Zone/Futurama-time-travel-clone paradox situation if I further that argument.

      "Two that piracy does happen and for small publishing studios can be detrimental."

      Again, I have to point out that I really doubt there would have been a "cracked" and "pirated" version of his game if he didn't make it and there's no way to prove that someone would have taken the time and effort to crack and pirate his game. Even if I were to accept the premise that 3,000+ people "pirated" this game, there is still no way to prove that in the abscense of pirating that all or any of those people would have paid for the game.

    4. Re:So much wrong by Anonymous Coward · · Score: 0

      That still doesn't change the truth of what I said. The fact that he release his "cracked" version generated publicity and could have been what caused that person to post the torrent you link. Or it could be yet another stunt from the same guy... And even if that torrent gets thousands of downloads, there is still no way to prove that any of those downloaders would have paid for the game in the absence of the torrent.

      Think about it this way: if you are waiting in a business's sitting room and notice that there are vending machines with chips and candy but you spot a bowl of candies on the receptionist's desk. If you take some candy from the bowl does that somehow inherently imply that you would have paid money at the vending machines in the absence of the bowl?

    5. Re:So much wrong by Anonymous Coward · · Score: 0

      That was my first thought. I remember watching Metallica's Some Kind of Monster (I think it was that were he said it), and Lars said that he wanted to see how easy it was to download their albums, and I thought, so if he was seeding, doesn't that make anyone downloading from him OK from a legal stand point?

      but wait until the cracker, remove the piracy option......

    6. Re:So much wrong by sabt-pestnu · · Score: 1

      >It's also rather arrogant to assume that your game would have been pirated in the first place.

      Make a list (A) of games that have never once been pirated, cracked, torrented, cloned, or otherwise ripped off.

      Now, make a list (B) of games that have suffered one or more of those fates.

        The odds of not getting pirated ( A / (A+B) ) in the general industry are not so great, are they? ... or are you saying "that game isn't worth cracking"? And you realize that some minimum level of arrogance is required to publish ... anything - book, game, speech - anything at all, right?

    7. Re:So much wrong by gl4ss · · Score: 1

      >It's also rather arrogant to assume that your game would have been pirated in the first place.

      Make a list (A) of games that have never once been pirated, cracked, torrented, cloned, or otherwise ripped off.

      Now, make a list (B) of games that have suffered one or more of those fates.

        The odds of not getting pirated ( A / (A+B) ) in the general industry are not so great, are they? ... or are you saying "that game isn't worth cracking"? And you realize that some minimum level of arrogance is required to publish ... anything - book, game, speech - anything at all, right?

      he actually claims that there's no drm and therefore nothing to crack. but of course there is some, since he's getting the stats. he's just full of bullshit. won't be playing, won't be paying.

      what the developer did, was purely a publicity stunt. which was stupid, because now he shared his game for free on purpose and admitted to it. the real, serious way to do it would have been to add some tamper detection code.

      --
      world was created 5 seconds before this post as it is.
    8. Re:So much wrong by Agrajag27 · · Score: 1
      That this studio did this pretty much tells me that I made a huge mistake in supporting them back when I first bought this game for my Android phone. I won't do it again.

      I've been in the industry since the mid-80s. I owned the largest (and first) third-party quality assurance testing company in the games industry. I've written about and spoken about the "impact" of piracy professionally for nearly 30 years now and the story has NEVER changed. Piracy of the type discussed is a fallacy and anyone that believes otherwise fails to take into consideration the most basic elements of their position:

      1. The assumption that, denied access, "pirates" will pay for copies. Most people who believe this also believe it's a 1-to-1 relationship. Every person who downloads it illegally, if they couldn't, would choose to buy the game. That's ludicrous and flat-out WRONG. No one has EVER proved that those who don't pay, would pay. Many people, given access, do download games and it's been proven that huge numbers of those who do, do so simply because they can. Many think they'll take a look and see if the game is worth investing in. In other words, for many it's a form of MARKETING. Smart companies recognize this and move to leverage it.

      2. "We lost X dollars to piracy". Bull. Virtually all of us had parents who told us, "Never count your money before it's in the bank." You cannot steal something from someone that they don't have in the first place. The various industry groups who talk about theft miss this key point. When people break into your bank account and steal your money then it's theft. Until that happens it's not theft no matter how you try to rationalize it. Piracy is, and always will remain, a cost of doing business. You accepted it when you got into the business and now you want to complain? Get over it. If you can't pay the price then you made the mistake yourself and you're in the wrong business.

      3. Piracy is always bad. Countless real world examples exist of companies and individuals heavily benefitting from so-called piracy. As Neil Gaiman so famously pointed out, think about your favorite book. Did you buy it? For the vast majority of people the answer to that is no. They borrowed the book from a friend, were given it as a gift, read it from the library, "pirated" it, etc. However, later a huge number of those people did buy another book from the writer or told friends they need to read it and many of those did buy it. In my first example of this (which I've recounted many times), the top football sim in the late 80s was a game called NFL Challenge. It cost $129 at the time. It was pretty amazing packaging but it was out of reach of most people (in part due to horrific licensing of the then totally confused NFL who didn't understand the reach of PC games). The game was heavily copy protected. It sold 250,000 copies year in, year out (which in those days made it a huge success). Then one year they put out a data disk which cost just $19.95 (and most of that was profit due to much reduced percentages on licensing only the NFLPA license). They sold exponentially more copies of the data disk than the game which told them they had a "piracy issue". At first they were aghast. Then they realized this was fantastic. They made a higher profit from the data disk which more people could afford and, as a result, they dropped the copy protection from the game and started carefully suggesting that it was okay to acquire it by any means. They then changed their business model to putting out lots of data disks. Hmm.....

    9. Re:So much wrong by Anonymous Coward · · Score: 0

      ... Absolutely no one cracked and pirated your game.

      Normally I would agree with you. It's their actions that caused the software to be freely downloaded. But what if some cracker strips copy-protection (not DRM) from a game and puts it out as a torrent? Does that change the people who download a torrent instead of sacrificing a Burger King meal? This is once again, somebody deciding, "I can change the rules so I win". It is easy to claim someone is 'enabling' abuse: Of course your girlfriend can fuck your younger, taller neighbour. If you didn't want that, you wouldn't work 9 hours a day, or spend your week-end playing 'Call of duty 10'. Because of you, your girlfriend doesn't have to obey the cultural model of a sexual relationship; monogamy. Right?

    10. Re:So much wrong by Anonymous Coward · · Score: 0

      Im fairly certain that appstore, and most certainly google play, has lots of games that never caught enough attention to get cracked and widespread pirating.

      The arrogance of this is that they seem to believe that they had 3318 customers just waiting to cash out, but 96% percent chose the torrent in the end. It seems more likely that they had just 214 customers which was interested in paying in the first place, and the latter half just got a match for "ipad+game" on thepiratebay.

    11. Re:So much wrong by Anonymous Coward · · Score: 0

      The number of games that are pirated as in downloaded? or the ones that have been released found to be utter shit and avoided in droves even by pirates with a near 0 cost other than their own time and effort?

      There are *ALOT* Of shit games available for pirated download, that does not mean they are being "played"

    12. Re:So much wrong by mattack2 · · Score: 1

      Piracy is always bad. Countless real world examples exist of companies and individuals heavily benefitting from so-called piracy. As Neil Gaiman so famously pointed out, think about your favorite book. Did you buy it? For the vast majority of people the answer to that is no. They borrowed the book from a friend, were given it as a gift, read it from the library,

      Those other examples are simply consequences of the First Sale Doctrine. They have nothing to do with someone getting a copy of something *in a way that contravenes the law*. (Note, I specifically did NOT say in a way to which the copyright holder objects. Some copyright holders presumably dislike libraries or being able to loan physical books.)

    13. Re:So much wrong by Common+Joe · · Score: 1

      Wow. Someone got burned playing the "cracked" version.

      I think the game devs made their point and the numbers speak for themselves. He's not the first to say something like this either. As a person who might decide to make his own independent programs so I can put food on the table for my family, this is yet another story which gives me pause. Should I attempt something like this? What this guy says ultimately hurts the programming community -- and rightfully so. I like freeware. I use LibreOffice, VLC, Firefox, Thunderbird, etc. Reality is reality, though. These guys made a program to put food on their table. I may or may not buy this game, but I choose not to pirate. They didn't even have to post this and I would have chosen not to pirate this. What's your choice? To rail them with comments like this?

      AC, maybe instead of ranting against the devs, you should comment about a way around this mess that we as developers and consumers have dug ourselves into.

    14. Re:So much wrong by Xest · · Score: 1

      "AC, maybe instead of ranting against the devs, you should comment about a way around this mess that we as developers and consumers have dug ourselves into."

      There is no mess, it's just the market, and that's why it's fine to rant against the devs - the devs have no concept of the market they've entered but are whining about it anyway.

      People have a finite amount of money to spend on entertainment each month, for some that figure might be $0 if they're cash strapped, for others it may be $2,000, or for Bill Gates it might be $200,000,000. For most people though it'll probably be around the $50 - $500 mark I would guess, and that figure is what's left after they've bought food, fuel, paid their mortgage, their bills, and all the other essentials to live.

      Competing for that money, you have everything from restaurants, bars, cinemas, theatres, holidays, computer games, blurays, music cds, gadgets, cable TV subscriptions, books, and so on. If you enter into any one of these industries you have to realise that you're competing against not just everyone else in that industry, but all these other industries and their constituent participants too.

      What this means in practice, is that when you provide a product in this industry, you have to ensure that people prioritise that product enough to justify it's purchase over all the other potential entertainment expenditures before that monthly disposable income runs out. It may be that someone runs out before their next pay day, so are still bored, but they've run out, so they either stay bored, or they resort to piracy. Either way, if they pirated your product, they had no money left so couldn't have bought it anyway, and you weren't competitive enough against all the other entertainment outlets to get their money when they had it.

      This is a simple fact of making music, or working in the games industry - you have to have a product competitive enough to beat absolutely everyone else in so many other industries.

      This is also why some people are bitching at the developers and quite rightly so - they don't get it. Yes their game may only be $8, but they're assuming everyone has $8 spare that they wouldn't rather spend on someone else's product at a point at which they're bored. They're making one of two assumptions - either that people have an infinite pool of money and so could easily just buy their product, or that everyone believes their product is simply that much better than every other game, music cd, pub, restaurant, film and so forth on the market.

      Both these assumptions are false, and they're idiots for not understanding otherwise. This is why the "make a better product" argument is the only argument that makes sense- because the first assumption will never be true, so the only option is to try and make sure that your product is in fact a priority purchase for people over the competition.

      But these things don't occur in a vacuum, it may be that if they improve their product so that everyone buys it, that's $8 that isn't going to go to say, a restaurant chain, and so maybe that restaurant chain is going to go bust instead.

      In a competitive market not everyone can survive, someone is going to go bust one way or the other, the only way to make sure it's not you is to provide a product people want to pay for over your competition.

    15. Re:So much wrong by Common+Joe · · Score: 1

      I agree about the finite amount of money thing and maybe the devs didn't know what they were getting into. (I wouldn't. I'm much more developer than salesman.) What I also see, however, is that 3104 users out of 3318 users would prefer to pirate a brand new game than look for the demo and download the demo. I've seen some people argue that this is simply advertising, but I disagree. Why would anyone assume that a program on a torrent is from the original developers unless they go to the original website itself and see that it is being distributed by torrent? How could they not see the demo and the game being sold... unless they never looked in the first place? Their website makes it pretty clear that the game on the torrents is probably not legit. 3104 users would prefer to potentially infect themselves than work with an indie developer. That hurts.

      It hurts the developers of this game. It hurts me who wants one day try my own hand at programming in an indie environment. It hurts the community because the community won't get more good programs in an indie environment. You can argue that this game is crap or that my stuff is crap, but there are other programmers out there who aren't crap who are thinking the same thing as me and when they don't write their software because they know they'll be torrented then it hurts the community as a whole.

      You say these guys are whining. I disagree. I read their "blog". 93.6% non-legit downloads is not whining. That's a wake up call to the morals of our society and the morals of our IT community. These guys did everything I want a gaming company to do. They put out a demo for free -- try before you buy. They made a cheap game and put an affordable price tag on it. Maybe they suck at advertising. That's their problem. 93.6%, however, is everyone's problem -- theirs, mine, and yours.

    16. Re:So much wrong by Xest · · Score: 1

      I think it's key to realise why most people would say the torrent was like a form of advertising - the chances are 99% of the people that downloaded that torrent had never even heard of the game but were just browsing the torrent sites looking for something to do. Along comes this game torrent as they refresh the site and they think "Oh, that sounds alright, I'll try that". Had the torrent never been there they may never have known the game even existed. So here's the thing - if instead of a crippled version of the game, what would've happened if he'd posted a "Lite" version of the game that made it clear a full version was available at a certain URL for $8? I'd wager a non-negligible proportion of those 3104 downloaders would've been turned into customers if they liked the game. I suspect others would've gone to pirate the non-Lite version if they could find it, and more would just not bother full stop because they thought it was shit, but either way they created a problem for themselves here and missed and opportunity to boost sales.

      For what it's worth I'm a developer by profession also, and have also made some efforts into indie development (and plan to ramp that up this year) but here's the thing - I don't do it with the expectation that I'm going to profit, that I'm going to make money. I'm not going to risk giving up my day job which I know I can make money in because I get a decent salary from it. I'm going to do it as a hobby, because I enjoy it, and I'm going to make something I want to make. Any sale I then make is a bonus, if I really succeed then maybe one day I will quit my day job and go full time. What I'm not going to do though is assume I have some god given right to make money doing it and complain if it turns out that I actually don't.

      "You say these guys are whining. I disagree. I read their "blog". 93.6% non-legit downloads is not whining. That's a wake up call to the morals of our society and the morals of our IT community."

      No it is not, what it should be is a wake up call to them that their strategy is flawed, that people don't know about the existence of their game, and that far more people heard about their game via their torrent site posting than they did. What this should tell them is that their marketing campaign is a complete failure.

      "These guys did everything I want a gaming company to do. They put out a demo for free -- try before you buy."

      Which is what use if no one even knows it exists?

      "They made a cheap game and put an affordable price tag on it."

      Same as above.

      "93.6%, however, is everyone's problem -- theirs, mine, and yours."

      No it's not, it's entirely their problem. Ask Popcap, ask Rovio, ask Notch - these guys show that if you get the marketing right and produce decent products then you don't have to care about piracy, you can make millions regardless.

      Piracy as always is being used here as a target of blame. They're blaming piracy because it's easier than admitting they fucked up in ensuring the first place people even heard about their game was a torrent site. The fact only what, 200 people bought the game legit demonstrates that awareness outside of the torrent was basically non-existent.

      If you genuinely want to go into indie dev you have to get passed that "I'm much more developer than salesman." - you're going to have to be more than that, you're going to have to manage your finances, be a chief exec, be a project manager, be technical support, and yes, be a salesman/marketer - don't go into it assuming you can be just a developer and just automatically succeed - that's exactly where these guys have failed. The market and industry wont bend to the way you want to do things, you have to adapt to the market, that's the reality, and again, that's what these guys simply did not and apparently still cannot grasp, instead preferring to blame everyone else for their failings.

    17. Re:So much wrong by Anonymous Coward · · Score: 0

      "Wow. Someone got burned playing the "cracked" version."

      Haha, not at all. I didn't buy or download this game and I don't intend to do either. I'm not really into sim games like this. And considering it was a free download then I would make the argument that no one got burned.

      "I think the game devs made their point and the numbers speak for themselves."

      I would again say that I think his actions prove no points because this is a situation he created himself. Also, he said he based his numbers on usage stats and then in the very next sentence admitted why using usage stats could be incorrect. I have a feeling that he didn't use actual download statistics because they might not buttress his claims. Biased people do things like that all the time and this guy clearly entered this whole scenerio with a bias and to delibarately prove his preconceived notion. And that's fine since he's just a random guy and not some kind of independent researcher. But since he's just some random guy trying to prove something he believes then that means I am going to respond skeptically and critically.

      I'm really not sure how you can accuse me of "ranting" and "railing" against the game developer. Was saying something like "I certainly get that you want people to pay for this game. I respect that" really "railing" against him? I'm not ranting or railing against this guy. I just don't agree with what he's saying.

    18. Re:So much wrong by Anonymous Coward · · Score: 0

      "What I also see, however, is that 3104 users out of 3318 users would prefer to pirate a brand new game than look for the demo and download the demo."

      "I read their "blog". 93.6% non-legit downloads is not whining."

      That is a horribly flawed statement. Those 3,104 people would not have the game unless the dev had let them download it. These were not "non-legit downloads" because he himself posted the torrent. Regardless of how he framed it, he cannot pursue any of those downloaders for copyright infringement. If he wants to complain about people torrenting his game without his permission then that is one thing. But he can not accuse people of being thieves when he gives them something for free.

      Do you also realize that the 3,104 people who downloaded it would most likely have never heard of this game unless they saw that torrent? Since this is the studio's only release as well that means those 3,104 probably would have never heard of the studio itself without seeing that torrent. Now do you understand what people mean when they say you should look at torrenting as a form of advertising?

    19. Re:So much wrong by Anonymous Coward · · Score: 0

      disclaimer: I am not affiliated with any game devs.

      I think that they may have phrased it wrong. What they are trying to say is that the torrenters (hey new word!) are downloading what the torrenters think is a pirated copy (although technically they aren't) and I'm sure you realize that.

      Based on the fact that lesser games have been pirated (just look at all the junk Android games and the like being peddled) I'm confident that it would eventually be uploaded (it doesn't need to be cracked, it's DRM-free). Proving what could have been is an exercise in futile, unless you have access to a parallel universe. It is a clever publicity stunt that might educated gamers would could otherwise afford the game about the first hand experience of having your work pirated (albeit in a sim).

      I'm not quite sure what is speculative and flimsy about that? Sure they could use the torrent stats only, but I would assume not all who downloaded actually installed and played it, and people could re-upload the game to other trackers (private or otherwise) and thus the ingame usage stats will be more accurate, and they might collect other stats as well. Another point is that he isn't discounting the fact that gamers who paid aren't offline, just that the actual number of players on the pirated copy might be higher. I'm surprised you didn't call him out on not using the usage stats since he could check the sales transactions for copies bought.

      As previously stated, I think it may educate gamers who can afford the game but are pirating it so he may yet prove a point, but if it doesn't he is getting great publicity for an indie game outside the usual indie game bundles :)

    20. Re:So much wrong by Common+Joe · · Score: 1

      An interesting reply. I don't do a lot of torrenting myself. I haven't done it in a long time actually. (I certainly have nothing against torrenting. The idea for large distributions is very sound.) I'll look more heavily into it and keep your comments in mind. Thanks.

    21. Re:So much wrong by Anonymous Coward · · Score: 0

      "What they are trying to say is that the torrenters (hey new word!) are downloading what the torrenters think is a pirated copy (although technically they aren't) and I'm sure you realize that."

      I do realize that and realizing that does not change the nature of the law. To commit copyright infringement, people do not need to do it intentionally or even know that they are doing it. Intent or knowledge is irrelevant. The dev cannot claim that any of these people infringed his copyright because he willingly shared the game with them. If you have guests in your home and offer them food, you can't suddenly call them gluttons if they eat it.

      "I'm confident that it would eventually be uploaded..."

      I disagree with that statement. Here's why:

      "Proving what could have been is an exercise in futile, [sic] unless you have access to a parallel universe."

      "I'm not quite sure what is speculative and flimsy about that?"

      If he is going to claim that X number of people bought the game legitimately then he should use data based on his sales. Likewise if he is going to claim that Y number of people downloaded his torrent then he should use download stats from his torrent (assuming his client provides them). The usage stats are not necessarily accurate and he readily admits reasons that they may not be accurate. For all we know, 1,014 people bought this game and 800 of them have a firewall or they play it offline. He also doesn't mention whether installing on multiple machines could affect usage stats. Maybe 1,552 people downloaded his torrent and installed and played it on two machines.

      I'll admit those examples may be extreme but the point remains that firewalls, offline play, and multiple machines all have the potential to affect usage stats and make them inaccurate. On the other hand, the only thing that would affect download stats are if people bought the game more than once or downloaded the torrent more than once. I think those scenerios are much less likely to skew the statistics.

      If you want to make the argument that both sides should be used (downloads and usage) then fine. I would yield on that point. But if it's a choice between download stats and usage stats, then usage stats are definitely not going to be the more accurate option.

      "Another point is that he isn't discounting the fact that gamers who paid aren't offline, just that the actual number of players on the pirated copy might be higher."

      Actually, he is discounting that because he never mentions it. He admits that the usage stats could be inaccurate based on firewalls and offline play and then states that he believes that means the number of "pirates" is actually higher. He does not admit that the same could be true for people who bought the game.

      "I'm surprised you didn't call him out on not using the usage stats since he could check the sales transactions for copies bought."

      Perhaps it's the use of the double negative but I have no idea what you are saying. I'm calling him out for using usage stats to try to prove how many people bought the game and how many people downloaded his torrent. I'm calling him out for that because I believe he is using an inaccurate method.

      Think about it this way: if you are trying to count the number of drivers in a large city what do you think would be the most accurate way to determine that? Would you count the number of people who registered for a driver's licenses or would you count the number of people who got speeding tickets?

    22. Re:So much wrong by Anonymous Coward · · Score: 0

      As far as I know there is no Android version of this game. You are probably thinking of the similar game Game Dev Story by another developer. Regardless of what you may think about Greenheart Games for their piracy stance, it would be pretty foolish to punish Kairosoft for that.

  44. Wrong headline by Anonymous Coward · · Score: 1

    The game was "cracked" by the game developers themselves. And released by them. This is not a cracked game, this is a crippled for-free release.
    It actually is similar in spirit to shareware: enjoy the beginning, but then the fun ends.

    1. Re:Wrong headline by vux984 · · Score: 1

      The game was "cracked" by the game developers themselves.

      Exactly, it wasn't cracked. It was "cracked".

      And released by them. This is not a cracked game, this is a crippled for-free release.

      It wasn't presented to the public as a crippleware/shareware/demo version though. The people that downloaded it thought they were getting a cracked copy of the full game.

  45. Guys who steal 8$ games are not your customers. by 140Mandak262Jamuna · · Score: 2
    Yes, there are people who would rather steal an 8$ game instead of buying it. But you know what, they are not going to buy your game anyway. Let us say there is perfect DRM and it works flawlessly and genuine users are not hindered and these hackers are stopped cold. Then what? Still they won't buy your game. Or at least 90% of them would find some other game or some other thing to do.

    Just consider a fraction of them your future customers, if they like your game, and if your name sticks to their mind at some point in the future they will buy your next game. Rest of them, just plain free loaders, if they talk about their game you might get some publicity. You have to stop thinking those 93% of them would have bought the game if it was not possible to get the cracked version

    --
    sed -e 's/Chuck Norris/Rajnikant/g' joke > fact
    1. Re:Guys who steal 8$ games are not your customers. by Shados · · Score: 1

      You must not have been a gamer ~30 years ago. In the age of coleco/atari/NES, while it was possible to pirate games, realistically most people didn't. Little kids who wanted a game that their parents wouldn't get them for their birthday did anything they could to round up the cash... Save up gift money, distribute the newspaper (That was the most common one in my area at least), sell off old toys, babysit...

      Then they'd buy it.

      Today those same kids generally will pirate it, then do the same as above to buy some overly expensive shoes or something.

    2. Re:Guys who steal 8$ games are not your customers. by Anonymous Coward · · Score: 0

      No one "stole" this game. The company pubished it themselves through this so-called pirate channel. The fact it has some crap gimmick added for that particluar version means nothing. They gave it away themselves. Take this to court as copyright infringements, and watch the clerk, let alone the judge, laugh in your face!

      All they've done is relase a game no one wants, even when free, and even after they create this fake news to drum up interest. Had it genuinely been ripped/hacked/cracked and then posted, they'd have something to moan about, but posting it themselves? No one, other that you, is dumb enough to think this is "stolen".

    3. Re:Guys who steal 8$ games are not your customers. by Zaelath · · Score: 1

      Yeah, and they'd buy 1-2 a year, not the 50 they can pirate a year (most of which they play for minutes before abandoning). But the industry, and this stunt, claim that all pirate copies are lost sales. Riiiiiiiiiiiiiiiiiiiiiiiight.

  46. Sundog did something roughly similar back in 1984 by bfwebster · · Score: 5, Interesting

    In Sundog: Frozen Legacy (Apple II, 1984), we had a fairly robust, multi-level copy protection method. However, many of the 'cracking' tools out at the time would actually produce a runnable copy of the game -- it was just that the game wouldn't pass its final internal DRM check. In the game, including in 'cracked' versions, you started out on the surface of a given planet (Jondd); you could drive around the planet's surface, walk around the cities, go into stores, buy and sell goods, etc. But when you attempted to lift off into space, if that final DRM check failed, you'd get the message "Clearance to lift denied due to pirate activity" and you would be unable to take off and travel to any other world or system. (Note that you'd never see that message in a legitimate copy of the game.)

    Now, the game actually had space pirates who would attack your ship, so a lot of people didn't realize just what the message meant. We would get occasional phone calls from customers asking what they were doing wrong and how they could get clearance. We'd listen for a minute, then say, "Well, just mail us your Sundog floppy disk, and we'll send out a new one for free." Heh. On the other hand, we had at least one person call us up on the phone and say, "Yeah, I get it" and then order a legit copy.

    Note that for those customers who did buy an actual copy of the game, if they sent in $10 along with their registration card, they'd get another Sundog floppy disk -- that is, a second complete copy of the game, which they could keep as a backup or give away (or, frankly, sell). Also, if anyone actually did have a legit Sundog floppy that died or was otherwise damaged, we'd exchange it for a new one for free.

    Sundog (Apple II) was on Hardcore Computing's "Top 10 Wanted" list (for a cracked version) for quite some time. It was eventually cracked, but I believe it took a year or two. You can find runnable Apple II disk images (for Apple II emulators) online.

    I really don't know what copy protection was in place for the Atari ST port of Sundog, since that happened after I left FTL Games. ..bruce..

    --
    Bruce F. Webster (brucefwebster.com)
  47. There should be a popularity metric to the game... by earls · · Score: 1

    The more it's pirated, the more popular it becomes, the more popular it becomes, the more skus you move. But then I guess we lose the pirating is the ultimate evil of the universe message.

  48. Re:I suspect their simulation is flawed by Anonymous Coward · · Score: 0

    You're talking about a really clever game thats under 10 dollars. Go fuck your entitled self. Games used to cost so much more 20 years ago, they haven't even matched inflation.

  49. Yo dawg... by nitehawk214 · · Score: 0

    Yo dawg, I heard you like pirating games. So we pirated your game inside the game you pirated; so you can be pirated while you pirate.

    --
    I'm a good cook. I'm a fantastic eater. - Steven Brust
  50. Re:slashdotted, cloudflare fail, here's a copy-pas by 0111+1110 · · Score: 1

    If they wanted that simulation to be realistic, the introduction of in-game DRM would just delay the fully cracked version by a random number of hours between 4 and 48 and in the end they would still go out of business with the only difference being that they lost more money because they had to pay the DRM vendor as well.

    The only truly effective DRM is to release a game that no one cares about or wants to play. I think that is the most clever aspect of this publicity stunt faux-game. The best way to avoid free riders is to create something that no one wants to ride.

    --
    Quite an experience to live in fear, isn't it? That's what it is to be a slave.
  51. Love it. by Anonymous Coward · · Score: 1

    While I will pirate any game without a demo for a try, this is almost like the company released the greatest demo of all time. But really 8 bucks new = no reason to pirate. Unless you don't live in the first world obviously.

    1. Re:Love it. by Anonymous Coward · · Score: 0

      Actually that makes me wonder just how many of the 3k pirated copies even came from people with income.

  52. Re:I suspect their simulation is flawed by rbprbp · · Score: 1

    "It's way too expensive when I don't know if it's even a good game or not." This is why you play the demo.

    --
    They're there in their room. You're on your own.
  53. Re:Sundog did something roughly similar back in 19 by Anonymous Coward · · Score: 0

    >On the other hand, we had at least one person call us up on the phone and say, "Yeah, I get it" and then order a legit copy.

    That as a lot of effort just to sell 1 more copy of the game. Just for interest's sakes, how high did your sales spike after the failed cracks were discovered? Or, even back then, did piracy make almost not a lick of difference to your income?

  54. Keep the Charade. by Anonymous Coward · · Score: 0

    Sell a "Piracy Protection pack" as DLC for $8

    1. Re:Keep the Charade. by Anonymous Coward · · Score: 0

      Sell a "Piracy Protection pack" as DLC for $8

      With a "cracked" version that only delays the piracy a bit?

  55. Linux is a ripoff of UNIX by tepples · · Score: 2, Informative

    game itself is a rip off of Game Dev Story

    Any more than GNU/Linux is a ripoff of UNIX, or Mega Man is a ripoff of Contra with a life bar?

    1. Re:Linux is a ripoff of UNIX by admdrew · · Score: 1

      Yeah. And the devs of this game have repeated referred to Game Dev Story as the main inspiration. Ripping it off, maybe, but at least they're lovingly ripping it off.

    2. Re:Linux is a ripoff of UNIX by Anonymous Coward · · Score: 0

      No. Unix is an OS, linux is a kernel.

    3. Re:Linux is a ripoff of UNIX by Anonymous Coward · · Score: 0

      Any more than GNU/Linux is a ripoff of UNIX

      No. Unix is an OS, linux is a kernel.

      Which is probably why tepples put "GNU/" in front.

  56. Re:Sundog did something roughly similar back in 19 by vkevlar · · Score: 1

    I loved Sundog, had actually bought the apple II version, and was so immeasurably frustrated trying to make a backup of the disk when I was 15. Now, it all makes sense. Can't post proof, of course, but I still have it in storage with my apple IIe. :)

  57. Re:slashdotted, cloudflare fail, here's a copy-pas by Anonymous Coward · · Score: 0

    Exactly what I had in mind. Then they'd get complaints on the forums like "I spent millions up-front on a DRM system the vendor *said* was unbreakable, but it got broken within 2 days and I'm even deeper in the hole than I would have been if I'd released it without any DRM or if rolled my own simpler scheme and just trusted the buyers not to share keys." Heck, give them the option of shipping with an expensive hardware dongle or console lock-in, and see how that plays out too.

    I know it's meant as an interesting and short-lived stunt, but think they could have a lot more fun with this yet.

  58. PC piracy was so unreal that Epic went console by tepples · · Score: 1

    Perhaps another question might be "how many games haven't included a PC release because the developer doesn't believe it can make money due to piracy?"

    Or, "How many Flying Spaghetti Monsters can we fit in a TARDIS?," which makes about as much sense and has an equal amount of relevance as the speculative, subjective queries you've posted.

    You claim that these questions are unreal. Epic Games focused on consoles because of widespread infringement on PCs.

    1. Re:PC piracy was so unreal that Epic went console by CanHasDIY · · Score: 1

      Or, "How many Flying Spaghetti Monsters can we fit in a TARDIS?," which makes about as much sense and has an equal amount of relevance as the speculative, subjective queries you've posted.

      You claim that these questions are unreal. Epic Games focused on consoles because of widespread infringement on PCs.

      Indeed, because like the page you linked to, they're purely subjective exercises in how particular game companies decide how to deal with a problem they don't seem able to quantify.

      In short, without empirical data to back the claims that "piracy killed PC gaming," it's all nothing but hype.

      --
      An enigma, wrapped in a riddle, shrouded in bacon and cheese
    2. Re:PC piracy was so unreal that Epic went console by Chuckstar · · Score: 1

      ha ha ha ha ha

      Keep moving that goal post. Hope it doesn't get too heavy.

    3. Re:PC piracy was so unreal that Epic went console by CanHasDIY · · Score: 1

      ha ha ha ha ha

      Keep moving that goal post. Hope it doesn't get too heavy.

      Uh... pointing out that Argument X is identical to Argument Y is not "moving the goalposts."

      Shouldn't take an English major to figure out.

      --
      An enigma, wrapped in a riddle, shrouded in bacon and cheese
  59. Re:seriously by Nimey · · Score: 1

    APK naked and petrified.

    --
    Hail Eris, full of mischief...

    E pluribus sanguinem
  60. Re:Sundog did something roughly similar back in 19 by gl4ss · · Score: 1

    In Sundog: Frozen Legacy (Apple II, 1984), we had a fairly robust, multi-level copy protection method. However, many of the 'cracking' tools out at the time would actually produce a runnable copy of the game -- it was just that the game wouldn't pass its final internal DRM check. In the game, including in 'cracked' versions, you started out on the surface of a given planet (Jondd); you could drive around the planet's surface, walk around the cities, go into stores, buy and sell goods, etc. But when you attempted to lift off into space, if that final DRM check failed, you'd get the message "Clearance to lift denied due to pirate activity" and you would be unable to take off and travel to any other world or system. (Note that you'd never see that message in a legitimate copy of the game.)

    Now, the game actually had space pirates who would attack your ship, so a lot of people didn't realize just what the message meant. We would get occasional phone calls from customers asking what they were doing wrong and how they could get clearance. We'd listen for a minute, then say, "Well, just mail us your Sundog floppy disk, and we'll send out a new one for free." Heh. On the other hand, we had at least one person call us up on the phone and say, "Yeah, I get it" and then order a legit copy.

    Note that for those customers who did buy an actual copy of the game, if they sent in $10 along with their registration card, they'd get another Sundog floppy disk -- that is, a second complete copy of the game, which they could keep as a backup or give away (or, frankly, sell). Also, if anyone actually did have a legit Sundog floppy that died or was otherwise damaged, we'd exchange it for a new one for free.

    Sundog (Apple II) was on Hardcore Computing's "Top 10 Wanted" list (for a cracked version) for quite some time. It was eventually cracked, but I believe it took a year or two. You can find runnable Apple II disk images (for Apple II emulators) online.

    I really don't know what copy protection was in place for the Atari ST port of Sundog, since that happened after I left FTL Games. ..bruce..

    don't be so modest, what you guys did was an order of magnitude more technical and better than what these guys did, your system never relied on you distributing the game files.

    --
    world was created 5 seconds before this post as it is.
  61. Re:I suspect their simulation is flawed by Ardyvee · · Score: 1

    As long as the demo is representative of gameplay. And this means that tutorials ARE NOT representative of your gameplay (unless your game is a tutorial, but then you're doing something wrong).

    Please note I have not obtained by legal means or otherwise the game, and thus I am not referring to their demo.

    --
    I don't care if I'm wrong. I only care about everyone obtaining something from the discussion.
  62. Count games for both 360 and PS3 but not PC by tepples · · Score: 2

    Perhaps another question might be "how many games haven't included a PC release because the developer doesn't believe it can make money due to piracy?"

    You could answer this by counting every Xbox 360 game that is also available for PlayStation 3 but not available for PC, such as Mortal Kombat (2011). Because Xbox 360's API is reportedly so similar to DirectX on Windows, I imagine that a port of an Xbox 360 game to PC would be far cheaper to make than a port to libgcm, the graphics API of PlayStation 3.

  63. See but that's actually problematic by Sycraft-fu · · Score: 2

    When you have DRM in a game that fails by any method other than notifying the user and refusing to run, you create problem for legit customers. I know that DRM companies would like to try and convince people that their DRM never, ever, fails on a legit copy, but it happens all the time. DRM is not perfect, it has issues. Two games I can remember that failed to function on my system were Neverwinter Nights and Civilization 4 Beyond the Sword. Both gave me a "Insert the game disc to play," error even though I had the disc in. It was an issue with the DRM that took multiple patches to fix in NWN's case and one in BTS's case.

    While that was very annoying, at least I knew what was going on. I took the game back to get a new disc, just in case that was the issue (sometimes there's a production problem) and when that didn't fix it, called the publisher. When a fix came out, they let me know.

    However when it is a feature that just breaks the game, you don't know why it is happening and you get mad. It is then worse if you get moron fanboys jumping down your throat claiming you "must have pirated it" when you didn't and the devs saying that it only happens on pirated copies. It also can take way longer for a fix to happen because it takes longer for devs to acknowledge and fix the problems.

    So I am not a fan of what SS3 did. This game is a much better method in that the code isn't DRM, rather they released a different version on the torrent sites themselves. So it can only affect someone who downloaded a copy since it is not present in the legit version.

    I am ok with DRM in games but ONLY if it is non-intrusive, if it doesn't mess with my experience. If it breaks my game, I'll get real angry, real fast.

  64. Yup, so why do they get to demand their stuff by Anonymous Coward · · Score: 0

    Yup, so why do they get to demand their stuff should be "safe" from copying?

    1. Re:Yup, so why do they get to demand their stuff by seebs · · Score: 3, Insightful

      Copying ideas is not the same thing as copying implementation.

      Ideas are cheap. Implementation is expensive.

      --
      My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  65. Re:I suspect their simulation is flawed by Lumpy · · Score: 1

    Really? you cant afford $7.99 for a game? Do you live in a cardboard box next to a dumpster?

    --
    Do not look at laser with remaining good eye.
  66. How do you tell which is which? by Anonymous Coward · · Score: 0

    n.t

    1. Re:How do you tell which is which? by drinkypoo · · Score: 1

      I am a boob so I asked the question in the subject line; How do you tell which is which?

      Well, boob, the answer is that if you paid, you know you paid, and if you didn't pay, you know you didn't pay.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:How do you tell which is which? by Anonymous Coward · · Score: 0

      The one you downloaded from their website after you paid is the legal one.

      The other one you downloaded from a torrent site is the pirated one.

  67. Re:I suspect their simulation is flawed by erroneus · · Score: 0

    Wow. Sounds like some sort of button has been pressed to get a response like that.

    I speak, of course, in generalities. And because of the generalities, people's behavior and habits have been formed in response. Think of it like this. When the great depression was over, people still saved money and were careful with it.. more careful than we are now. People don't make too many exceptions in their behaviors simply because the threat or problem is [temporarily] resolved.

    Also... a demo version doesn't always mean it's even close to the actual experience. The "Torque" obd2 android app proves that.. the "lite" version is not even in the same ballpark as the paid version.

    So regardless of the price, if someone wants to try it, they need to have the full version.

  68. Sounds like the pirated version's more "realistic" by gmb61 · · Score: 3, Interesting

    Since the pirated version adds piracy to the gameplay, doesn't that make it a more realistic version and therefore a better version of the game?

  69. To rob a thief... by Chemtox · · Score: 1

    1. Pirate game design ("abstract game development through cute bubbles"). Throw some antipiracy message in a special version and release it in the Bay (isn't that illegal for you? or legal for them?)
    2. Make up complains by supposed pirate kiddies (probably should use worse grammar and less catchy phrases next time).
    3. Spoonfeed the story until you get Slashdotted. Profit!?!?

    Hard to believe a kiddie pirate (and also target audience of their game) could articulate a whole coherent paragraph, less so one full of gold PR nuggets. Also strange that you can't find the nuggets in the web other than in copies of the story.

  70. The big players by daftna · · Score: 2

    This small company doesn't seem to be any part of it, but the real problem is the extreme distaste directed toward companies like Electronic Arts. I feel good about paying for a game like yours, or the last game I bought, Firaxis's Civilization but if I buy something from Electronic Arts I feel like somehow I'm letting the man win. While Firaxis has a parent company (that has a parent company) the difference between them and EA is that they don't seem to buy up franchise after endless franchise ala Clear Channel, gut them of their valuable innards and then spit out crap. Maxis used to be a great company but doesn't seem to exist anymore other than in name and rights to the games, and that's really annoying. It seems like they have a chokehold on the industry with their aggressive acquisitions. I don't want to pay for games made by EA because I feel like I'm just fueling the acquisition machine to ruin more of the gaming industry. People pirate games all the time, but EA seems to pirate games too in a much bigger, badder way. I think this is a step in the right direction, and a funny and ironic idea. Hopefully your game sells well, but you might do better if you figured out an elegant way to let customers know that you aren't a part of the faceless gaming juggernaut.

  71. I HAX THE HAXZORZ!!! LOLZ! by TiggertheMad · · Score: 4, Funny

    It's pretty sad when someone can't even work up the reading comprehension to grasp the story from a short summary.

    In total, if you play the cracked version of the game, the simulator will ramp up the rate of piracy for your simulated company's games, so you will lose. It stacks the odds against you.

    Anyone have a link to a hacked .exe that fixes this behavior?

    --

    HA! I just wasted some of your bandwidth with a frivolous sig!
    1. Re:I HAX THE HAXZORZ!!! LOLZ! by DocSavage64109 · · Score: 2, Funny

      Anyone have a link to a hacked .exe that fixes this behavior?

      Just buy it?

    2. Re:I HAX THE HAXZORZ!!! LOLZ! by gl4ss · · Score: 1

      Anyone have a link to a hacked .exe that fixes this behavior?

      Just buy it?

      why bother if he already acquired all the data files (legally, from the developers) and just needs a .patch for the exe... that's what madonna and these guys didn't quite comprehend. you distribute something then you distributed it.

      --
      world was created 5 seconds before this post as it is.
  72. Re:I suspect their simulation is flawed by Anonymous Coward · · Score: 0

    "Game prices are too high"? Seriously, is US$ 8 too expensive for you? We're not talking about an US$ 50 game here.

    "People don't want to spend any amount of money without knowing what they will get in return."? There are demo versions available.

    The real issue is every game developer is tackling this problem from the perspective that all gamers only ever buy their titles and no others. $8 doesn't seem like much until you look at how many titles a so-called "hardcore" gamer will play within a single month's time. Also, when you look at how many big-name titles are $60+ (can't forget the $40 "season pass" bs) that are played along side smaller titles such as this. Very few people in general are willing to spend that kind of money on something that will be useful and/or entertaining for a maximum of 3 months. "That kind of money" being much more than $8 one time.

    Not to mention that this cracked version is mostly just propaganda to begin with. The best "fix" for pirates is to pour ALL of your focus on the legal/faithful/paying users, in order to encourage them to keep giving you money in exchange for better services/products. Not by publicly humiliating or degrading them when they're not willing to pay full price for a half-finished tech demo. (This is speaking about most mainstream titles. I'm not big into the sim/tycoon style games, personally) Granted this is more the fundamental problem of getting developers out of the greedy death-grip of publishers...

  73. the released a virus by Anonymous Coward · · Score: 0

    haha and thus NOW YOU fucktards know not to deal with these scum sucking jerks

  74. Starflight by LongearedBat · · Score: 1

    Starflight (released in the 80s) did something similar. The DRM key was a coloured A3 sized star map (paper poster) of the stars in the game. No colour photocopiers in those days, so photocopying didn't work so well. (I tried.)

    Each time you took off, you had to consult the star map, and if you got it wrong, then as you traveled through space you'd eventually be stopped by alien spaceships that looked remarkably like police cars. If you failed their test, then they'd blast you to smithereens, as they were unbeatable.

    Actually, Starflight and Starflight 2 are games that I'd really like to see modern remakes of.

  75. Sounds like a "free" feature worth having by davidwr · · Score: 2

    Heck, if I buy the game, I'd like to turn on the "real world economy" option and simulate what happens to my bottom line when I do and do not use DRM. Bonus points if it had a "REAL real-world economy" option that used real-world data to drive the simulation.

    I don't have time to play this game but I almost want to go out and buy it to show support.

    --
    Knowledge is how to play a game, intelligence is how to win, wisdom is knowing what game to play.
  76. Re:slashdotted, cloudflare fail, here's a copy-pas by Ostracus · · Score: 1

    I agree with the publisher, but I'm afraid we're going to have to go far down the rabbit hole before the majority give up their pirate ways.

    --
    Shai Schticks:"You don't make peace with friends, you make peace with enemies"
  77. Weird by eyenot · · Score: 1

    Is this some kind of sick attempt to blur the lines between DRM and DLC,

    between not opting to buy more content springboarded on the demo version of the game

    and

    being an actual thief of the game guilty of some crime?

    --
    "Stratigraphically the origin of agriculture and thermonuclear destruction will appear essentially simultaneous" -- Lee
  78. Everybody wants something by Anonymous Coward · · Score: 0

    8 bucks for the game.... 20,000 plus games made a year (complete guess, just feel like total game spam) Maybe more like 2000 made a year. From 5 bucks to 100 bucks.

    16,000 a year using the smallest numbers if you were to (own it all).

    1000 new movies a year, and 24 bucks a pop on blue ray.

    24,000 a year for hi def movies.

    1000 new cd's a year and like 15 bucks a cd

    15,000 a year.

    Seems like a giant ass scam to me to keep people broke. 8 bucks a month for netfix, 96 a year about, no need to buy any movies at all then.
    Pandora, no need to spend any money on music. But maybe if you are rich and have lots of money after internet/food/rent/transportation/(saving for retirement) yeah thats right entertainment should come lower on the list then saving for old age.

    America's track record is for serverly underpaying people. So basically business steals the productivity of their workers, and they are poor because its calculated just how much to pay them so they can bearly get by. People get bored, and are going to go get some entertainment, and when they are broke free is free regardless of if there should be a charge or value. They can either go listen to a band not charging for a cover, hang out at the park, or maybe download something and play the maybe an infection game... there is another version of that same game that can come with a pretty hefty bill.

    So the gamers you want to pay just 8 bucks on, well everybody wants just 8 bucks. I got over 200 games on steam, I've played like 20 of them. If I am unwilling to spend money on a game, won't pirate either. Doesn't mean I won't wait until a 75% off sales first. Maybe companies have it right, if they actually paid a lot people would just go buy frivolous shit, and all of a sudden wow, people are really buying this game, they must have a lot of money, then game companies just start charging more. Nintendo, and sony are not big fans of the smart phone game market because those games go a lot cheaper, and make people question why they are spending 50-60 on other games.

    Pick a price, and piracy should be part of that equation. If the final value is less then it would take to make the game, then don't make the game if its about money, its just more clutter anyway. If its about passion, then make it. Not every artist that paints makes money off of their work, why should that be any different for game developer's since games are art.

  79. Metagaming by eyenot · · Score: 1

    Oh, I get it. The article doesn't make any sense because I must be using the pirated version of Slashdot.

    --
    "Stratigraphically the origin of agriculture and thermonuclear destruction will appear essentially simultaneous" -- Lee
  80. anonymous? by Anonymous Coward · · Score: 0

    anonymous usage ... separate [unique] ID

    o'rly?

  81. Re:slashdotted, cloudflare fail, here's a copy-pas by Anonymous Coward · · Score: 0

    Anyway, how many really did buy and how many did pirate our game during this first day? The awesome/depressing results

    Today, one day after release, our usage stats look like this:

    Genuine version: 214 users

    Cracked version: at least 3104 users

    And where's the option in the pirated version to work at a gas station while maintaining a support forum, generating a wider and wider userbase until you're popular enough to launch a Kickstarter campaign to fund the development and release of your third game which will also be freely available to everyone? Notice that this method can actually add value for your paying customers (you can easily personalize copies for the highest donors, put their avatars in their copy of the game, etc.) instead of merely subtracting value for pirates.

    Essentially you squandered an opportunity to create 12x more devoted fans than you can using a 20 years old distribution method that should have died with physical game cartridges. The non-ironic thing is that your failure to understand this is the very reason pirates playing your game can't use different business models in order to progress.

  82. Re:I suspect their simulation is flawed by X.25 · · Score: 1

    Again, this game was $8 USD. Additionally, the game is DRM-free, available on all platforms, and is being ported to Steam as well. This is an indy company with very consumer-oriented and forward-thinking ideas who simply conducted a fun little experiment on sales versus pirated copies.

    Every single legitimate argument pirates spout cannot be applied to this situation. The game was DRM free, ported to all major OSes, offered a playable demo on their website, and very reasonably priced at $8 USD (cheaper than many mobile games).

    ... and noone has ever heard of that game.

    You are missing the main point. People are downloading the 'pirated' copy because it's there, not because they really wanted to get a pirated copy of Game Dev Tycoon.

    Interesting question is - if they haven't released the pirated copy, how many people would have downloaded it (assuming anyone would even bothering cracking it)?

  83. Re:slashdotted, cloudflare fail, here's a copy-pas by Arker · · Score: 1

    The trouble is that they dont want to make it so the 'pirate' version is the one people want, because it has extra gameplay. So if they are going to have much more fun with the idea, it would have to go in the paid version...

    --
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Friends don't let friends enable ecmascript.
  84. The more realistic version by OrangeTide · · Score: 1

    ...Is the cracked version, I think I would only want to play that version instead of some kiddie version that doesn't include rampant piracy.

    If I'm going to be a tycoon, I better figure out how to make lots of money despite the piracy.

    --
    “Common sense is not so common.” — Voltaire
  85. Re:Sundog did something roughly similar back in 19 by fractalus · · Score: 1

    I believe on the Atari ST version it didn't tell you explicitly like this, it just periodically "crashed" to a solid red screen and you had to reload from your last save, losing your progress and being docked ten points, just as if you had "died".

    --
    People are never as simple as their stereotypes. This applies equally to Christians, Muslims, and Emacs-lovers.
  86. Re:slashdotted, cloudflare fail, here's a copy-pas by SuiteSisterMary · · Score: 1

    And lets face it, very few websites need to be 'dynamic.' Most of the time, it's cheaper and easier, in CPU, memory, database access, disk space, pretty much everything, to simply regenerate the static HTML every time some new content is added.

    --
    Vintage computer games and RPG books available. Email me if you're interested.
  87. Re:I suspect their simulation is flawed by tibman · · Score: 1

    You throw money their way? What's that like, mailing a couple dollars? I'm use to the old fashion way of paying the developers i guess. I doubt you pay at all though. Unless you're forced to because you want to multi-play with friends who are legit. It's faster to read a review or just watch a "let's play" on youtube to make your purchase decision than to pirate the game.

    --
    http://soylentnews.org/~tibman
  88. Now I actually want to play it! by Hunter+Shoptaw · · Score: 2

    The game itself doesn't sound like something I"d normally play, but the cracked copy I'll definitely be checking out!

  89. Re:I suspect their simulation is flawed by Anonymous Coward · · Score: 0

    Nice trill, Shrill. This game was posted to the public by the developers, there are not pirate copies of it, just a different version they are pretending are pirated that have the gimmick coded. That means one thing, and one thing only: they gave this version of the game away. No one hacked it, cracked, it, or posted a copy of it. That is solely down to the company in question. There is not a single copyright violation here. You cannot let people downloaded something for free and then turn around and call them pirates. Everything else you spout is bollocks, so obviously work for them. Har fucking har, your game is shit and tanked. A pathetic 3000 downloads, even when you post it for free and still no one wants it. Hmmm, nice try == fail!

  90. Re:I suspect their simulation is flawed by Anonymous Coward · · Score: 0

    Har fucking har, your game is shit and tanked. A pathetic 3000 downloads, even when you post it for free and still no one wants it. Hmmm, nice try == fail!

    The game was released yesterday, a Sunday, and already you can tell us with authority that it "tanked"?

    Seriously dude, your attitude just sucks. I hope you are not this stupid, abrasive, and unpleasant in real life; and if you are, maybe you should try to do something about it. Like maybe listen more and talk less or something.

  91. What ELSE is different. by Anonymous Coward · · Score: 0

    I have not looked at it, but I can't help but wonder if their little simulations also included the fact that the pirated games increase in popularity which in turn generates more revenue.

    Also, did they include the fact that pirated games do not actually remove inventory on the store shelves? As a result, that expense should be removed from it as well.

    Finally, did they include the fact that much of the real world piracy is a response to something the company did that was unethical in the eyes of the consumers? After all, if they caused it themselves they can't put all of the blame on the pirates.

  92. Re:I suspect their simulation is flawed by nedlohs · · Score: 1

    Because you had never heard of it until you saw it on whatever pirate games source you use? And would never have heard of it let alone bought it if it wasn't there for downloading?

    In fact you probably still don't know how much it costs or that there is a demo after playing the pirate version for a little while and finding it's not your cup of tea. You do count on the pirated the game side of the ledger though.

  93. Re:slashdotted, cloudflare fail, here's a copy-pas by ortholattice · · Score: 3, Interesting

    Genuine version: 214 users

    Cracked version: at least 3104 users

    Well, it's possible that without pirates to spread word of mouth, you might have only gotten 100 genuine version users. Who knows.

  94. Re:Sundog did something roughly similar back in 19 by Anonymous Coward · · Score: 0

    I loved that game, and played the heck out of it on the Atari ST. I keep looking to see if someone has remade it.

  95. Re:Sundog did something roughly similar back in 19 by seebs · · Score: 1

    Dungeon Master was pretty amazing, too. I recently noticed that one of the "believed good" cracked images floating around still has some of the secondary protection in it. (And I have really no regrets about "pirating" the game, given that I've bought at least one copy of every DM game I've ever been able to find, and two of a couple of them. I even have the Sega CD version of DM2.)

    (DM also wins points for the ludicrously over-careful design; I was once informed that the fact that you had to fall through a pit to get the rope that would let you drop into pits without taking damage was, in fact, discussed internally, and allowed on the grounds that you could have chosen to start with a character who had a rope.)

    --
    My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  96. Re:Not that unique -- and just a PR stunt by Anonymous Coward · · Score: 0

    It's the old motto: If you can't make it good enough, at least make them talk about it. Publicity sells.

  97. Re:Sounds like the pirated version's more "realist by Alsee · · Score: 1

    the pirated version

    It's not a pirated version. It is a 100% legal free version of the game released by the developers.... it's essentially a glorified demo release.

    doesn't that make it a more realistic version and therefore a better version of the game?

    If you buy the paid version of the game, you play in a reasonably accurate historical model of the universe where game development is&was a challenging, competitive, and generally profitable business. Any pirated copies merely aren't mentioned because, duh, they aren't (and shouldn't be) listed in profit or expense calculations.

    The free version is less realistic. #1 Only you are affected by piracy, any competitors in the industry are immune. Extremely unrealistic. #2 It exists in a fantasy universe where each download equals a lost sale.... where anyone with a hobby of downloading tons of random free stuff could have and would have actually bought all that free stuff they found. Also extremely unrealistic. And those two points lead into #3: Profits and expenses deliberately mis-scaled into an unrealistic no-win scenario. Not only does that all make it very unrealistic, it obviously makes it a "worse version" of the game. But duh... of course any demo version is a "worse version" of a game.

    -

    --
    - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
  98. Re:slashdotted, cloudflare fail, here's a copy-pas by AlamedaStone · · Score: 1

    You pirated the article, think of the developers!

    Information wants to be paid!

    --
    "All these years believing you're the signified monkey, only to find out you're just a big hunk of nobody cares."
  99. Re:I suspect their simulation is flawed by AlamedaStone · · Score: 1

    So certainly they will want to try it before they buy it. But if they like it and their friends like it, they will likely buy it if they can afford it.

    Just like how only people who truly need it will take welfare. It has nothing to do with the fact that many people feel that they deserve to get "free" stuff just for being born.

    Spoken like a person who has never known the shame of needing a little help just to make ends meet. I don't know if that really describes you, but if you believe most people getting living or food assistance are just entitled moochers, you are mistaken.

    --
    "All these years believing you're the signified monkey, only to find out you're just a big hunk of nobody cares."
  100. 30K gross? by Anonymous Coward · · Score: 0

    So this is an 8$ game that, even being pirated under the best conditions, managed to reach 3300 users. Suppose that they had all registered, that would be what 30.000 USD. Would they have broken even? Isn't this a tiny sum of money for a game?

  101. Re:Sounds like the pirated version's more "realist by shutdown+-p+now · · Score: 1

    Like in many other genres, being more realistic actually makes the game less fun (imagine your favorite FPS with instant death on hit and no saves!). Indeed, if you read what the users of the TPB version of the game have posted on the forums, it's basically complaints that it's "unfair" and "impossible to win".

  102. Copy protection=hard mode? by Firethorn · · Score: 2

    Heh, this reminds me of the various difficulty levels in many games going up to things like "Insanity", might actually make some gamers deliberately play the unregistered/pirated version.

    "You've only beaten it on 'hardcore'? Hah! I've made it to level 7 on unregistered!'

    --
    I don't read AC A human right
  103. Re:I suspect their simulation is flawed by th3rmite · · Score: 1

    For one, we are discussing software piracy, not the necessity of social programs. In one instance I do not believe there can be a valid argument for. My conclusion stands firm. If you are the type of person who thinks all software pirates are just poor down trodden souls who would only pay if they could, then you are the type of person naive enough to think that all people on welfare truly need it. Fyi I'm from the poor segment of society and I can assure you there are plenty of people taking advantage of the system.

  104. Guess why I don't play Tetris anymore by tepples · · Score: 2

    Game designs are not protected by copyright

    The Tetris Company successfully sued the developer of another game with the same rules. Is Emacs next?

    1. Re:Guess why I don't play Tetris anymore by SydShamino · · Score: 1

      The mechanics of a game aren't subject to copyright. They might be patentable, if novel, such as the original CCG patent for M:TG.

      On the other hand, creative elements of a game are copyrightable. This includes not only flavor art, but also board layout - such as Scrabble's arrangement of double and triple letter and word scores. That's one reason why a game like Words with Friends uses a different board layout.

      I would argue that the specific selection of blocks for a game like Tetris is a creative element and hence covered by copyright. If a clone made a similar game, except with 12 spaces on the bottom row instead of (10?), and lacking a few of the basic shapes but substituting a few different ones, it would probably differ enough to escape copyright infringement. (It would be a derivative of the mechanics, and would get sued if there was a patent, but shouldn't have a problem with copyright derivative protection.)

      --
      It doesn't hurt to be nice.
    2. Re:Guess why I don't play Tetris anymore by Anonymous Coward · · Score: 0

      Off topic I know and I also know how extremely personal and confrontation this question is but I am curious to see if you adhere to consistency and universality. Specifically, I wonder if you acknowledge principles categorically.

      Do you hold the institution that stole from, threatened, and blocked trade of a knock off tetris clone to the same standard as the company that paid said institution to do that? Do you hold the US courts and the police and legislative bodies at least as guilty as the company that merely asked them to perpetrate this action?

      If you condemn someone for seeking harm upon another, what judgement do you place upon the person who actually does it?

    3. Re:Guess why I don't play Tetris anymore by tepples · · Score: 1

      It's like copyrighting the shape of the three-point line in basketball. It sort of hinders the game's ability to become an internationally competitive, enduring sport rather than a passing fad.

  105. No sympathy for The Stupid. by Zephiris · · Score: 2, Interesting

    Are you kidding me? They release an indie game with absolutely no advertising. They put it up on a pirate website themselves with a known-bad copy. A few hours after going on sale, they're laughing at pirates and saying they have a huge piracy rate. This IS their advertising strategy, and it's as bad as they come.

    When Hotline Miami released, it was available on multiple stores, was receiving a lot of coverage by major sites like Rock Paper Shotgun, and when a pirate version was released? They supported it as if it was official, because they didn't want pirates to get a bad copy of the game. They treated it like advertising, handled it well, and made significant profit with over 130,000 legitimate copies sold, and multiple ports and sequels in the works.

    Hotline Miami got significant positive coverage because it was a good game, and they handled things right. This is a dismal thing which they admit is a poor clone of another game, and instead of going to bat for it, they shoot themselves in the foot and have the gall to whine for sympathy when they put it on a pirate site themselves, made it a known bad copy, AND procede to then laugh in peoples' faces after a few hours, when they do absolutely nothing else to promote themselves, or their game? Let alone produce something reasonably innovative or fun?

    Let me know when some actual, live, half-way sane indie game developers show up. I'll be sure to shake their hand, instead. I'll hug and buy beer instead if it's ZUN. :P

    --

    "A Goddess rarely smiles for she is forced by others to be an island unto herself." - Zephiris
    1. Re:No sympathy for The Stupid. by Anonymous Coward · · Score: 0

      Just because one developer sucks pirates' cocks doesn't mean you should start whining like a bitch when another poisons your favourite watering hole for torrents. Just grow up and buy your games instead of being that special kind of asshole that believes he deserves free things and that game authors should be privileged to have you spent your time playing their game for free.

  106. This Developer is Pathetic by Anonymous Coward · · Score: 0

    Not even a little bit. This was obviously the intention all along. The ones who got ripped off were the suckers who paid for this tripe. An un-winnable un-fun game meant to propagate a political message and not to have their users have a great time. Stay away from Greenheart Games.

    Real innovators would have learned to make file sharing be part of the experience and a rewarding business. Pathetic junk.

  107. Brilliant by rolytnz · · Score: 1

    Ha! Best joke I've seen all year. Well played Greenheart Game, well played.

  108. free game is free by sixsixtysix · · Score: 1

    it surely is not up to me to know which version is which, so by releasing the fake-cracked version, they are saying it's okay to download any version on the torrent networks. well, played guys. well, played.

    --
    ...
  109. Re:I suspect their simulation is flawed by Old+Wolf · · Score: 1

    Interesting question is - if they haven't released the pirated copy, how many people would have downloaded it (assuming anyone would even bothering cracking it)?

    It has no DRM so it is not possible to crack.

    If the developers really want to mess with the pirates, now they will start seeding dozens broken copies with various titles like "Game Dev Tycoon - FULL VERSION", so that the pirates can't tell the real one from the broken one.

  110. Re:Sundog did something roughly similar back in 19 by Anonymous Coward · · Score: 0

    Mother. Fucker.

    I mailed that floppy in three goddamned times before I gave up and just assumed I was too dumb and was missing something; I never even thought about copy protection until reading this. Please tell whoever screwed up the Atari ST version that 8-year-old-me hates them.

  111. Re:I suspect their simulation is flawed by Agrajag27 · · Score: 1
    You say every single argument can't be applied to this? Wrong. As I posted above:

    That this studio did this pretty much tells me that I made a huge mistake in supporting them back when I first bought this game for my Android phone. I won't do it again.

    I've been in the industry since the mid-80s. I owned the largest (and first) third-party quality assurance testing company in the games industry. I've written about and spoken about the "impact" of piracy professionally for nearly 30 years now and the story has NEVER changed. Piracy of the type discussed is a fallacy and anyone that believes otherwise fails to take into consideration the most basic elements of their position:

    1. The assumption that, denied access, "pirates" will pay for copies. Most people who believe this also believe it's a 1-to-1 relationship. Every person who downloads it illegally, if they couldn't, would choose to buy the game. That's ludicrous and flat-out WRONG. No one has EVER proved that those who don't pay, would pay. Many people, given access, do download games and it's been proven that huge numbers of those who do, do so simply because they can. Many think they'll take a look and see if the game is worth investing in. In other words, for many it's a form of MARKETING. Smart companies recognize this and move to leverage it.

    2. "We lost X dollars to piracy". Bull. Virtually all of us had parents who told us, "Never count your money before it's in the bank." You cannot steal something from someone that they don't have in the first place. The various industry groups who talk about theft miss this key point. When people break into your bank account and steal your money then it's theft. Until that happens it's not theft no matter how you try to rationalize it. Piracy is, and always will remain, a cost of doing business. You accepted it when you got into the business and now you want to complain? Get over it. If you can't pay the price then you made the mistake yourself and you're in the wrong business.

    3. Piracy is always bad. Countless real world examples exist of companies and individuals heavily benefitting from so-called piracy. As Neil Gaiman so famously pointed out, think about your favorite book. Did you buy it? For the vast majority of people the answer to that is no. They borrowed the book from a friend, were given it as a gift, read it from the library, "pirated" it, etc. However, later a huge number of those people did buy another book from the writer or told friends they need to read it and many of those did buy it. In my first example of this (which I've recounted many times), the top football sim in the late 80s was a game called NFL Challenge. It cost $129 at the time. It was pretty amazing packaging but it was out of reach of most people (in part due to horrific licensing of the then totally confused NFL who didn't understand the reach of PC games). The game was heavily copy protected. It sold 250,000 copies year in, year out (which in those days made it a huge success). Then one year they put out a data disk which cost just $19.95 (and most of that was profit due to much reduced percentages on licensing only the NFLPA license). They sold exponentially more copies of the data disk than the game which told them they had a "piracy issue". At first they were aghast. Then they realized this was fantastic. They made a higher profit from the data disk which more people could afford and, as a result, they dropped the copy protection from the game and started carefully suggesting that it was okay to acquire it by any means. They then changed their business model to putting out lots of data disks. Hmm..... Lastly you stated that this was just a "fun experiment". Again, wrong. From their own release, "we thought about telling them their copy is an illegal copy, but instead we didn’t want to pass up the unique opportunity of holding a mirror in front of them and showing them what piracy can do to game developers." This belies their own position on this and clearly shows this wasn't just a "fun experim

  112. Their game is really junk by Anonymous Coward · · Score: 0

    It won't even start for me, and they got ripped off by other crooks at cloudfare (useless garbage).

    They certainly deserve it.

  113. I had some sympathy until I read this bit: by Lieutenant_Dan · · Score: 2

    "We know this because our game contains some code to send anonymous-usage data to our server. Nothing unusual or harmful. Heaps of games/apps do this and we use it to better understand how the game is played. It’s absolutely anonymous and you are covered by our privacy policy. "

    Yes, you want our sympathy because you're indie, but yet you have no qualms in playing big brother and monitoring your users without explictly stating that you do so. Yeah, a "privacy policy" makes it okay.

    Sorry, in my book you guys are assholes just like EA by merely doing that. Not that you deserve having your game "pirated", but you're still assholes. Not mutually exclusive.

    --
    Wearing pants should always be optional.
  114. Re:Sundog did something roughly similar back in 19 by Anonymous Coward · · Score: 0

    You used never to describe a situation of failing a check .. sad to say never is a long time and i am willing to bet that right now with original install /play media we could make that game fail the internal DRM check (which in 1984 for apple2 meant bad sectors on floppy period which even at the time was shitty idea techwise for myriad reasons not the least of which was copy II plus.. )

    What you should be thinking about today is not how clever that copy protection scheme was? but rather how many of the legit customers did you screw around with and drive into piracy even deeper? or at least to ignore your company in future? better still what where the stats on replaced "play" floppy sent out for your perfect copy protection scheme? Bet that number is higher than 0

  115. simulations and economic theology by cas2000 · · Score: 3, Interesting

    actually, this brings up an issue that's common with all simulations that have an economic or political model - including the sims, sim city, civilisation (and clones), and so on.

    they serve as a form of propaganda for particular sets of economic, political, and cultural rules, that players internalise as they play the game.

    if you program the economic rules so that piracy will ruin your businness then that is exactly what will happen in the game. it says little about the real world....and it's only really obvious in a situation like this where it is a deliberately released piece of overt propaganda.

    a slightly less obvious but more troubling one is the rule in Civ (etc) that democracies aren't allowed to declare war, or that military units can force workers to be content in communism. or that corruption is universal under communism but non-existent under democracy.

    http://freeciv.wikia.com/wiki/Government

    on the one hand, these are just the rules of the game. on the other hand, they're political propaganda about the pros and cons of particular economic models.

    it's not limited to computer games, either - the earliest version of the game that was ripped off to become monopoly was actually propaganda about the evils of landlords and capitalism....at least that was the author's intention. the rules, however, taught players that monopolies were a good thing because that's how you won the game.

    http://www.straightdope.com/columns/read/2986/was-monopoly-originally-meant-to-teach-people-about-the-evils-of-capitalism
    http://www.salon.com/2013/02/09/how_monopoly_turns_us_into_uncreative_capitalist_vultures_partner/

  116. These Comments YouTube Comments by Anonymous Coward · · Score: 0

    Focus people. Focus.

    Think of the sunrise. Relax. Try a lotus position.

    The rest of your day will get better. Try not to comment any further.

  117. The real story by Anonymous Coward · · Score: 0

    A more realistic way to look at this story, by the devs, would have been:

    We created a pirated version of our new game and released it on TPB. Within hours we had 3000 downloads, and 10% of those downloads converted into actual sales of our game! We didn't have to do a thing to advertise, just having it on TPB let gamers discover it and run our trialware version, deciding if they liked it or not. If they played the game long enough they found out they couldn't win, so they visited our forums and found out it would only cost them $8 for a full version with none of the trialware limitations.

    Piracy is awesome!

  118. Which is more popular by fast+turtle · · Score: 1

    As someone who might purchase this, I'd be willing to pay more for the so-called cracked version as it adds a very interesting feature to the game. This one may bite them in the ass as people learn about the free version that includes more official content - so why pay for it?

    --
    Mod me up/Mod me down: I wont frown as I've no crown
  119. Re:Sundog did something roughly similar back in 19 by El+Royo · · Score: 1

    Ah, I was thinking of exactly this when I read the story. A big kudos to you guys.

    --
    Author of Enyo: Up and Running from O'Reilly Media
  120. Blame by tepples · · Score: 1

    Do you hold the institution that stole from, threatened, and blocked trade of a knock off tetris clone to the same standard as the company that paid said institution to do that?

    The executive and judicial branches are accountable to the Congress, as they enforce statutes enacted by the Congress. The Congress is in theory accountable to the people. A privately held corporation is accountable to nobody. So I blame Mr. Pajitnov, and I also blame the people for listening to the copyright-industry-owned mainstream media instead of doing their own research, but blaming the "sheeple" in Slashdot comments has drawn flamebait moderations.

    Besides, in this case, I find blame less important than irrelevance. Would the game of tennis have become as popular as it is today if The Tennis Company had tried to enforce copyright in the dimensions of a tennis ball, tennis racket, and tennis court? I had hopes for a certain falling block game becoming a sport, but once it became clear that the publisher would keep it from happening, I moved on.

  121. Moving goalposts by tepples · · Score: 1

    Sometimes there's a good reason to move goalposts. Case in point: The game of HORSE is a training tool for the sport of basketball. HORSE is all about moving goalposts.

  122. This is not new by Cyfun · · Score: 1

    The Operation Flashpoint / ArmA series started doing this about 12 years ago using a system called FADE. If the game detected an illegitimate disc, rather than just kicking you out or throwing an error message, it would would screw with you. Over time, it would reduce the accuracy of your weapon, randomly switch your controls around, and eventually turn you into a bird.

    Very cleverly done, in my opinion, because a crack designer would have a helluva time testing his work. He couldn't just boot up the game and see if it functioned, he would have to spend hours and hours playing to see if the game would wig out. And it wouldn't always do it, either.

    I had several friends who pirated the game and started playing, only for FADE to eventually kick in. By that time they'd gotten hooked on the game, and were inspired to go out and buy a legit copy. Mission accomplished, developers!

    --
    In Soviet Russia, dot slashes YOU!
  123. Re:slashdotted, cloudflare fail, here's a copy-pas by Anonymous Coward · · Score: 0

    There is no real good way, short of a time machine, to do a control test for this.

    Also given the "special" function in the pirated version, even if I had purchased the game I would go DL it and play that version as well, cause it's funny. The numbers are gonna be skewed no matter what you do.

  124. Re:Sounds like the pirated version's more "realist by Patman64 · · Score: 1

    That's exactly what I was going to say. What sort of game development simulator worth it's (imaginary) weight doesn't simulate piracy? Clearly the pirates got a more accurate (though cynical) version of the game.

  125. My 2 cents about Piracy by Anonymous Coward · · Score: 0

    Videogames do not help worldwide farming efforts, nor do they build shelters or do shit. They entertain and sometimes educate, but nonetheless they are creative intangible.

    I am currently a software developer, and also an indie game dev in an a somewhat prosperous north american city. But I wasn't all that until a couple of years ago.

    Before four years ago I lived barely off the streets, only carrying an extremely outdated laptop, some clothes thats pretty much it. To feed myself I had to falsify credentials and identities for street paperworks brokers and help into streamlining low and mid criminal business activities of relatives within the same economical situation as mine.

    I don't mind telling that here, even if it might get me to be liable of a lot of ugly stuff that I did, because for the 7 years time-span that I was somewhat forced into this situation (not really a career that I've envisioned as a kid), it wasn't something I choose, but rather my life trajectory init'd in a certain way and I successfully triumphed over that, and real living is not like in movies.

    Now I am back to being a citizen and I know one thing from all that I lived as a kids born in the eighties within a secluded trailer park, moving to the big city and going through these years of societal experiments through my somewhat special path I navigated:

    For Mankind, aesthetics of the processes and states changes but the processes and states themselve do not, or at least not so rapidly. (Do not bitch about not getting paid for stuff that should be free anyway, be humble and proud of the simple fact that you have people giving their time to parse the intangibles that you output).

    The world is fucked up, (but kinda has always been, but collectively we're getting better slowly..), and excepted for about 20 out of 100 p.cent of humans, people cannot really afford to pay for creative intangible. People needs to eat, to sleep and shelter themselves. My old story is an extreme point of view, but the REAL worldwide norm is a paycheck away from it.

    I can attest to this, if it wasn't for the fact that I extracted entertainement and knowledge from pirated materials freely, I'd today be dead or hooked on intraveinous opiates.

    Whenever somebody pirates my games or steals the real-world works I do lets say like CRUD business applications, I just wish they take the money that would have cost and they feed himself better and get the energy to change the world for real good.

    And if the cultural and educational references within these stolen creative intangible gets motivates them to be creative and use the full swing of their own willpower, then I'll die happy.

    Anyway, ppl on /. sorry for this unusual comment, which some may think this is like bullshit or attention-grabbing from my part, or sounds extreme, but I see people complaining here for the 8$ bucks the indie dev was charging, which is cheap and all, so people just should all buy it and feel guilty otherwise, but REAL life is REAL life.

    When Pirates steals 1/3 of your REAL (tangible and not speculative-fiduciary) food supply, then bitch about it. Otherwise let the freeloaders freeloads, as for the couple of assholes which could afford it, there's at least 4-5 person for them who just CANNOT afford it, because they don't even have and will never have real or online liquidity, and you just made their life better incidentally for their mind and spirit (That's to say when your intangible creative product is good).

    Now back to me as in my current state of citizen. aka the now normal (ever shriking middle class ) dude who may be able in certain times to pay for this and that. Be sure that I'll torrent-check your stuff before buying it, and I'll pay if it's good, otherwise, you haven't feed me, you haven't gave me a shelter, and you haven't done shit.

    -My 2 cents... (sorry)

    P.S.: My Animosity wasn't really tageted at this particular piece of News (Kudo to the game developers), but more in the general worldwide theatre of current piracy and anarcho-capitalism state of affairs.

  126. Re:Sounds like the pirated version's more "realist by Anonymous Coward · · Score: 0

    More realistic? Yes.
    Better? No: you can't win, it isn't fun.

    Good != realistic

  127. Games, money and value of entertainment by Anonymous Coward · · Score: 0

    Hello.
    I am a gamer. And by that I mean gamer to the soul. I spend around 100€ per month to games alone, add couple online subs and you get 130€ per month.
    That doesn't ruin my personal economy anyway, I do have a day job that pays me enough to keep me on my hobbies, beer and (other)healthy food.
    I have old xbox, xbox360, PS2, Nintendo Wii, Asus G74sx gaming laptop for lanpartys and custom built gaming rig filled with Asus ROG parts and bits that cost me nearly 2500€.

    8€ for a good game is nothing, it's nothing. A nice cold pint of exported beer on my local pub cost more.
    I don't support piracy and never will. If you can't afford something then you dont't need it. If you need it, then you sort you s*it out so you can afford it.

    Games have the best value of entertainment. Let's take Skyrim for example. I bought it first to my xbox360. Cost was 59.90€. I played it about 120hours on xbox.
    Then I bought it for PC from Steam, it was on sale, 29.90€ and now I have been playing it for 140hours.
    Cheap entertainment if you divide the time and cost. And I still have lots of playing to do in Skyrim as I haven't even completed the game yet...

    Of course there are those games that lack the entertainment part like Aliens: Colonial marines did. I even preordered 4 copys of it from steam, had a nice 4 player alien bashing lanparty in my mind. We had fun in my Aliens lanparty but the fun game from total crappiness of the game so it was a win after all. (beer and food to the lanparty cost more thatn 4 copys of the game btw...)

    Sometimes you make a mistake and buy a pig in a bag but hey, that is life. I have gone to a restaurant and had the worst dinner in my life, complete crap and still had to pay for it more that your average blockbuster video game costs.

    Kudos for Greenheart games for giving gamepirates the "Bazinga"

    ps: Just bought the GameDev Tycoon and looks like fun. And sorry for the small wall of text that did not critically hit you in the face

  128. Re:I suspect their simulation is flawed by Anonymous Coward · · Score: 0

    The game was DRM free

    No, it wasn't. That's the whole point of the article; copies of the game that (in their opinion!) were pirated were deliberately crippled. That's the whole point of Digital Rights Management.

  129. Re:Sounds like the pirated version's more "realist by RivenAleem · · Score: 1

    Not really, since piracy doesn't seem to have made the games industry collapse.

  130. Another notable example by mnt · · Score: 1

    Mines in "The Settlers" produced pigs instead of coal (?) if the game detected it was pirated.

  131. Re:seriously by Anonymous Coward · · Score: 0

    I'm jerking off so hard to the image of APK naked and petrified. Hot.

  132. Re:I suspect their simulation is flawed by Anonymous Coward · · Score: 0

    So they should have released the game and AT THE LEAST waited 24 hours to see what was going on.

    Instead they release what is essentially a free copy of their game and then complain that more people people gave it a try than saw the legit version and bought it.

  133. Yo dawg... by kmoser · · Score: 1

    There's a "Yo dawg..." meme joke in here somewhere.

  134. A reason to pirate? by Anonymous Coward · · Score: 0

    This actually is quite interesting. The pirating in-game would add a new challenge that would be inaccessible with a non-pirated version... should players who bought the game but are looking for more of a challenge pirate it?

  135. Re:I suspect their simulation is flawed by Anonymous Coward · · Score: 0

    Agreed

  136. There is no Piracy or Cracked game! by Anonymous Coward · · Score: 0

    Wait...
    This doesn't make sense to me.

    1. They released a cracked version of their game, Isn't that impossible? Since they are the creators, this isn't a cracked game but an alternate version released.

    2. This isn't copyright infringement (or as they erroneously call piracy). They are the copyright holders and creators, so what they did is publish their alternate version on TPB. There isn't an issue about other people distributing it either, as this is how the torrent protocol works. They released it and should know this, so it's fine.

    Downloading the game off of TPB is perfectly legal.

    This isn't about copyright infringement, it's a publicity stunt. No one has ever heard of their studio or game, at least not many. Mission accomplished though, they've hit the news!