It's nothing. It's a headline-grabber that was never meant to be anything other than a throwaway tweet. Here, listen to the developers themselves:
Originally Posted by Rubikant
Taron here, the other half of Crazy Viking Studios.
A 90%+ piracy rate estimate is expected and normal for any game that has a DRM-free version available, which we do, and since tracking the number is haphazard at best (I'm not sure why Kris even tried), the margin of error for estimates is really high, so we are well within the norm for estimated piracy rates. I'm not sure why its suddenly newsworthy. I don't think Kris expected this much reaction when he made that tweet (and I personally wish he hadn't said anything).
There's no way to say if piracy actually negatively affects sales, in fact there's every possibility that it increases sales. Anyone claiming to have converted piracy rate into actual lost sales is lying to you. Just because tons of people download a game, doesn't mean they were going to buy it anyway, and there's no way to definitively say if they would have or not. Chances are they wouldn't have bought it anyway, or are just using the pirated version as a "demo", so I personally doubt it has any significant impact on sales.
That's why we aren't actually stressed or even particularly surprised by the estimate. It will have no affect on how we do things in the future. It was just an observation (that in hindsight Kris should have kept to himself), an interesting statistic to look at but it doesn't really MEAN anything, and we don't and won't support the practice of using intrusive DRM to combat piracy, as it does much more harm than good.
I just want to make cool games. Piracy is going to happen and any attempt to stop it is just going to upset legitimate customers, so its not worth spending time on. I'm not even sure why Kris started tracking it or tweeted about it, he certainly never told me he was doing that.
Originally Posted by Rubikant
Also, for those that wondered, no the game does not use any kind of metrics or tracking. I'm staunchly opposed to that kind of thing (I'm big into privacy rights) and I refuse to include it in any game where I have any say in the matter (which for CVS as half owner of the company I obviously have say).
I left my industry job and went indie when my company was bought out by a freemium mobile games company, and I did so largely because I hated the player manipulation used in freemium games and I hated the idea of adding systems in the game that track what users do and send it to some server somewhere.
I want to make games to entertain people, things like pay walls and metrics tracking are not in the pursuit increasing the fun to be had from the game so I see no reason to use them. Maybe its not the best way to do things financially, but I believe that the method for making money from a game should never, ever be a consideration for the actual design of the game itself. Game designers having to consider profitability in their game design decisions (both for freemium and stuff like dumbing down the game to appeal to a wider market) is exactly what I find to be the biggest detriment to gaming as a whole right now.
The only thing Volgarr does with online is connect with Steam for authentication, leaderboards, and achievements, and of course it doesn't do any online stuff at all for the non-Steam version.
Originally Posted by Rubikant
I think the term "releasing" in your first sentence is pertinent here. The problem, as I see it, is that it wasn't meant to be a "released" figure at all. There was no press release involved, nor was it part of an article or interview. This wasn't an official company statement intended to make the rounds in gaming news.
Rather it was a twitter tweet from a small-time developer who was a bit surprised by his own estimation (made purely out of academic interest and curiosity) and got a bit ahead of himself, not expecting it to get any real attention anyway, and expressed in a manner of being thankful to everyone that resisted the urge to pirate a game that was very very easy to pirate (being DRM-free and all) and bought it anyway. And we do appreciate it, that thank you was meant sincerely!
So, yeah, I agree, it was pretty stupid and even a bit irresponsible, and a valuable lesson has been learned about how once you actually have a released game your tweets can spread far and wide and get way more attention and scrutiny than you may be used to. In hindsight, he should have either not said anything at all, or had a full pdf prepared outlining the statistical data and its sources and methods and such and properly "released" the info rather than randomly tweeting it. Live and learn.
So our apologies for stirring up controversy, and if there is continued interest and time available perhaps Kris can put together an article showing his full data, but in the meantime, as I said before, we expected piracy anyway (its inevitable, DRM or not) and there's no solid evidence that it affected sales one way or the other, so this really isn't news-worthy.
http://www.neogaf.com/forum/showthread.php?t=702205
Found that with about a 10-second google search. Next time you see a sensationalist title, do a little research before reacting.
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