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."
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.
You really need to read the article.
Reality is defined by the maddest person in the room
>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.
People posting for help trying to progress.
I'm going to buy this game just because they have illustrated their point SO well.
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.
The real irony of course is that the game itself is a rip off of Game Dev Story by Kairosoft for IOS/Android.
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.
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.
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 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).
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.
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?
What do you think Game Dev Tycoon is about? Railroads?
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
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.
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.
Can't wait for rockstar tycoon, where piracy takes heavy toll on main characters cocaine habit.
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.
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)
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).
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.
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.
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)
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!