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BlazeHedgehog

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Dear PC Developers: How to reduce software piracy

A brief recap: June 2010, I found out I won a contest for about $2000 worth of Xbox Live Gold and Microsoft Points (a "lifetime", in their words). It took me six or seven months, but I sold most of it off and ended up buying a handful of new goodies with it, most importantly some new PC hardware that finally put me in the same generational ballpark as everyone else. I can now comfortably run Crysis, Unreal Engine 3 games, so on and so forth (see also: my last blog).

A pretty marked improvement, I'd say.
A pretty marked improvement, I'd say.
Something I've noticed now that I have new hardware is that I want to try everything.  I want to see how my system measures up. How does this run? How does that run? Crysis was obviously a big target, as even now, years after its release, it's still one of the high watermarks for computer graphics (until Battlefield 3 comes out, anyway). Eventually, I decided I wanted to see how well the PC version of Grand Theft Auto 4 ran. GTA4 has earned a pretty notorious reputation for being the kind of game that runs amazing on some system configurations and absolutely horrible on others, regardless of how powerful the hardware in question actually was.
 
Not too long ago, Team Meat's co-founder Ed McMillen said something controversial about PC game piracy to IGN. To summarize: Super Meat Boy doesn't have any anti-piracy DRM. Ed McMillen doesn't care if anybody pirates his game, because to him, anybody who plays Super Meat Boy (even if it means not paying for it) is that much more likely to buy Team Meat's next game, whatever that may be. In his opinion, malicious pirates are rare.
 

"The dinosaurs of marketing are really upset by piracy. They think it's literally stealing," he says. "They're old. That's really the reason. They're old and their ideas are old. They don't understand where we are now. They don't understand the mentality of people who are pirating things. They see them as thieves, the same people who go and shoplift. I don't f*@#ing shoplift but I have pirated sh@%-loads of stuff. Like it's just not the same, it's not the same thing at all."

"Sh@% changed," says McMillen, warming to his theme. "Deal with it. Sh@% went digital and this is how it works now. It's really easy to copy and give to other people."

I don't own a copy of Grand Theft Auto 4 for the PC. If it really is true that the game may, for no discernible reason, run absolutely awful on my system, I don't want to roll the dice and buy it. That leaves me with one of two options: Satisfy my own curiosity through the dubious medium of software piracy, or try really really hard to forget that the PC version of GTA4 even exists at all. The latter option is fine, I guess - I already own GTA4 for the Xbox 360, though that would mean missing out on all of the rad car mods and graphical patches people have been producing for the PC version (which as I've found are 90% of the fun). 
 
But going by Team Meat's example, it doesn't have to be this way. If there was a demo for Grand Theft Auto 4 on the PC, this problem simply wouldn't exist - I could download the free trial version, see how it runs, and make a decision from there. The idea here is that a large number of pirates are simply curious about a game, so they, in essence, "make their own demo" - and oh, how convenient - this "demo" just so happens to include the entire rest of the game, too. Unfortunately for a platform that defined itself by the concept of " Shareware", freebie demos for top-tier game releases these days are getting fewer and farther between. Epic Games' Cliff Bleszinski has made it clear that he believes having to take time to produce a demo eats up money and effort that could be better spent on the main game itself - and you'll notice that the only Epic-developed game in the last six years to have a demo was Unreal Tournament 3 ( Bulletstorm was developed by People Can Fly). Gears of War certainly has never had a demo, not on Xbox 360 or even on PC for the release of Gears of War 1. Another prevailing train of thought is that if your game is "important" enough, you simply don't need a demo. I'm sure everybody remembers the Silent Cartographer demo for the original Halo - but the franchise didn't see another demo release for nearly a decade. Even then, it's been implied that the demo for Halo Reach was only to test an Xbox 360 Dashboard upgrade. 
 
And then there's an even bigger problem: developers and publishers who release demos in an attempt to trick consumers in to buying the full product. Bulletstorm, despite having a playable demo, loses points for the fact that what you're allowed to play is literally 3 minutes out of a 20+ minute mission. Before you're even offered an opportunity to get a feel for the game's ebb and flow, you're pulled out of the action and told to buy the full game. In comparison, the original DooM, a game that popularized the first-person shooter, gave you practically an hour of content for free before asking you to pony up the cash back in 1993 - and I'd say that franchise made parent company iD Software very, very happy. 

So to the Cliff Bleszinskis of the world, I say this: take the money you're funneling in to SecuROM, or Starforce, or whatever "You must always be connected to the internet 24 hours a day, 7 days a week, forever" anti-piracy solution you've developed, and redirect it in to creating a meaty demo for your game. Something that offers a good, long, detailed look at the work you've done, and does not try to fool the consumer in to a purchase with some sort of stupid "Gotcha!" bait-and-switch moment. This goes  back to another recent blog I wrote, about Tom Kalinske's aim to make the Sega Genesis a bigger success than Nintendo's hardware offerings: Kalinske was the man who proposed packaging copies of Sonic the Hedgehog for free with the Genesis. Sega of Japan's board of directors were genuinely offended at the idea of giving their best content away at no charge to consumers. Kalinske did it anyway, and it proved to be one of his first major successes at the company (before Sega of Japan eventually drove him away - read my blog on the matter if you haven't already).
 
The ultimate goal in all of this is to satisfy a would-be pirate's curiosity. To showcase everything from how well the game runs on a particular computer system, to what the game itself is even about. No smoke and mirrors, no teasing, just a lengthy, worthy demonstration. I guarantee piracy rates would see a decline.
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TotalEklypse

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@BlazeHedgehog said:
@TotalEklypse said:
@BlazeHedgehog said:

 Mod support may extend the life of a game, but it doesn't bring in any extra money beyond what was already earned from the initial sale.  
Let me point you towards something like Counter-strike.   Let me point you towards TF2 maps and items.  All originally made by mod community. LEt me correct your sentence.  "Mod support may extend the life of a game, but it only makes money for the company if the company would actually embrace the fans and come to terms financially."  You are welcome :D
 Those are the exception, not the rule.
The point was the way to do it right. If it was the rule would we all be in here talking about it? 
 
 Rhetorical don't answer that.   
 
Finally, what do companies expect? They dick us around, constantly break promises, sell us broken products we obviously can't return.. thanks to their bullshit copyright law they pushed for so hard. Do they really think we are going to let them fuck with us? Console guys are realizing it too and pirating themselves.  
Yet if they would just do things the right way, they may be surprised how much of that money they want so bad comes rolling in.
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TotalEklypse

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@Napalm said:
@TotalEklypse: And there's a lot of great shit released from modding original games and engines, too. I'm glad you pointed to UDK and SDK. Without SDK, we wouldn't have Left 4 Dead, which was originally a fan mod, or Divine Cybermancy, which uses Source.
Word. 
 
Like I said the other dude obviously has no idea wtf he is talking about or ever modded a damn thing. 
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zidd

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@TotalEklypse said:

@Zidd said:

@Napalm said:

@Zidd said:

@Ertard: The difference is that DRM is easily cost justified. Mod tools are not because its extra time and money that could be better spent elsewhere. It would be pretty hard to cost justify spending resources on mod tools for people to generate content for your games that you can't control or generate revenue with. I could see a future where mod tools are no longer free though.

You live in some delusional, hyperreality. Modding communities have greatly extended the lives of most, if not all PC games, and they help to update and fix the complications of older games running on new systems.

While the life of the game is extended, the publishers make no money from that which is why mod tools have more or less gone away while DLC has more or less the same purpose but the publishers make money from it. I'm not saying that I like it or that its right thats just how it is.

Mod tools have gone away? Seems 80% of the games I have bought in the last few years came with mod tools. I buy a lot of games mind you. I am just going to say this the nicest way possible. Dude you are blowing smoke up peoples asses. Also you do realize.. DLC a lot of the time, is done way before the game is released or damn close. Many times it is on the disc or file you purchased already. Plus how many total conversion DLC items have you seen? I can think of one right now. No.. 2. Bad Company Vietnam and The Undead Nightmare for RDR. MOST... DLC is just some costumes or really minor shit. Have you ever even modded? You do realize a lot of games don't need actual tools to mod anyway. If you go get the UDK you can mod unreal games, If you get the SDK you can mod source games.. etc.

I realize the value of mod tools. games like counter-strike, garry's mod, team fortress, red orchestra and killing floor wouldn't exist without them. I used to make maps for counter-strike using worldcraft and its a great way to learn how games are made.

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napalm

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@Zidd: I feel like this is a stupid conversation. I think it's a better discussion to talk about expansion packs and how downloadable content doesn't offer that amount of satisfying content you can find.
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TotalEklypse

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@Zidd said:

@TotalEklypse said:

@Zidd said:

@Napalm said:

@Zidd said:

@Ertard: The difference is that DRM is easily cost justified. Mod tools are not because its extra time and money that could be better spent elsewhere. It would be pretty hard to cost justify spending resources on mod tools for people to generate content for your games that you can't control or generate revenue with. I could see a future where mod tools are no longer free though.

You live in some delusional, hyperreality. Modding communities have greatly extended the lives of most, if not all PC games, and they help to update and fix the complications of older games running on new systems.

While the life of the game is extended, the publishers make no money from that which is why mod tools have more or less gone away while DLC has more or less the same purpose but the publishers make money from it. I'm not saying that I like it or that its right thats just how it is.

Mod tools have gone away? Seems 80% of the games I have bought in the last few years came with mod tools. I buy a lot of games mind you. I am just going to say this the nicest way possible. Dude you are blowing smoke up peoples asses. Also you do realize.. DLC a lot of the time, is done way before the game is released or damn close. Many times it is on the disc or file you purchased already. Plus how many total conversion DLC items have you seen? I can think of one right now. No.. 2. Bad Company Vietnam and The Undead Nightmare for RDR. MOST... DLC is just some costumes or really minor shit. Have you ever even modded? You do realize a lot of games don't need actual tools to mod anyway. If you go get the UDK you can mod unreal games, If you get the SDK you can mod source games.. etc.

I realize the value of mod tools. games like counter-strike, garry's mod, team fortress, red orchestra and killing floor wouldn't exist without them. I used to make maps for counter-strike using worldcraft and its a great way to learn how games are made.

Those mods made money right? Like I said, it is more how things are handled and fans are embraced. If a company wants to be a bitch about giving people tools to modify the games they love then fuck em. they are the ones who have to be worried about making the enemies. 
 
I mean why shouldn't they? The developers spend nothing on developing a mod.. Yet if they give us a chance to make things, it can be lucrative to both modder and dev.  
 
Hell I would argue that VALVE was built upon modders. 
 
I think the whole point of this thread is really how it is handled by said companies. For the most part they just fuck it up.
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I totally agree.  I've never pirated games before, but back when I didn't have a very high-end computer that will run anything that isn't just literally broken optimization-wise or has a bug that makes it crash with my set-up or something, I did think about pirating a game a few times to test if it would run or not.  I'm a big believer that demos should always be available, and it probably would cut down on piracy some.  Demos have sold many games for me.  A recent example is Bulletstorm, wouldn't have bought that if it wasn't for the demo.  That is another thing to consider, even if someone doesn't pirate to demo a game, they may buy the game after playing a demo.
 
Also, I really don't understand why they even try DRM anymore.  Pirates will always crack the DRM and people who want to pirate over buying a game will always pirate.  It seems like a useless investment that only hurts the people that actually give them money.

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wolf_blitzer85

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Every time I read about 90's era Sega of Japan I die a little.

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SeriouslyNow

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@BlazeHedgehog said:

@TotalEklypse said:
@BlazeHedgehog said:
Mod support may extend the life of a game, but it doesn't bring in any extra money beyond what was already earned from the initial sale.
Let me point you towards something like Counter-strike. Let me point you towards TF2 maps and items. All originally made by mod community. LEt me correct your sentence. "Mod support may extend the life of a game, but it only makes money for the company if the company would actually embrace the fans and come to terms financially." You are welcome :D
Those are the exception, not the rule.

Actually they are the rule. All mods extend the life of the games they're made for. This is as true as it is for LoZ 64 with it's emulation driven texture packs as it is for any mod for HL, HL2 and beyond. Most corporations don't want game life extended because that means that it lessons the likelihood of annually repeatable sales.

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zidd

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@TotalEklypse said:

Those mods made money right? Like I said, it is more how things are handled and fans are embraced. If a company wants to be a bitch about giving people tools to modify the games they love then fuck em. they are the ones who have to be worried about making the enemies. I mean why shouldn't they? The developers spend nothing on developing a mod.. Yet if they give us a chance to make things, it can be lucrative to both modder and dev. Hell I would argue that VALVE was built upon modders. I think the whole point of this thread is really how it is handled by said companies. For the most part they just fuck it up.

All of those games made exactly $0 as mods. They only started making money when they were released as standalone games.

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SeriouslyNow

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@Zidd said:

@TotalEklypse said:

Those mods made money right? Like I said, it is more how things are handled and fans are embraced. If a company wants to be a bitch about giving people tools to modify the games they love then fuck em. they are the ones who have to be worried about making the enemies. I mean why shouldn't they? The developers spend nothing on developing a mod.. Yet if they give us a chance to make things, it can be lucrative to both modder and dev. Hell I would argue that VALVE was built upon modders. I think the whole point of this thread is really how it is handled by said companies. For the most part they just fuck it up.

All of those games made exactly $0 as mods. They only started making money when they were released as standalone games.

Completely untrue. The CS team and the TF guys were earning VALVe money just by the fact that they were extending the HL audience and increasing the presence of Sierra Online's internet presence and then Steam, let alone the direct sales of HL for use with both mods. Mods are part of the foundations on which modern VALVe is built.

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TotalEklypse

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@Zidd said:

@TotalEklypse said:

Those mods made money right? Like I said, it is more how things are handled and fans are embraced. If a company wants to be a bitch about giving people tools to modify the games they love then fuck em. they are the ones who have to be worried about making the enemies. I mean why shouldn't they? The developers spend nothing on developing a mod.. Yet if they give us a chance to make things, it can be lucrative to both modder and dev. Hell I would argue that VALVE was built upon modders. I think the whole point of this thread is really how it is handled by said companies. For the most part they just fuck it up.

All of those games made exactly $0 as mods. They only started making money when they were released as standalone games.

Yes obviously. I see you are starting to get it.  
 
Yet not totally true. I and others I know have bought games because there was a mod community i really wanted to try the spoils from.
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TotalEklypse

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@SeriouslyNow said:

@BlazeHedgehog said:

@TotalEklypse said:

@BlazeHedgehog said:
Mod support may extend the life of a game, but it doesn't bring in any extra money beyond what was already earned from the initial sale.
Let me point you towards something like Counter-strike. Let me point you towards TF2 maps and items. All originally made by mod community. LEt me correct your sentence. "Mod support may extend the life of a game, but it only makes money for the company if the company would actually embrace the fans and come to terms financially." You are welcome :D
Those are the exception, not the rule.

Actually they are the rule. All mods extend the life of the games they're made for. This is as true as it is for LoZ 64 with it's emulation driven texture packs as it is for any mod for HL, HL2 and beyond. Most corporations don't want game life extended because that means that it lessons the likelihood of annually repeatable sales.

I could argue against this for the most part. Not every game is released every year like COD. I can see what you are saying could be the case for some companies though. I just don't think that to be true for most. 
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Let me carefully suggest that in today's world with content strewn about the web, it doesn't take a genius to find a demonstration video of the game you'd be interested in. You can read how it performs on many diverse hardware sites, and no self-respecting PC gamer would not be able to extrapolate any of the current benchmark software to the level anticipated for the game in question, along with hardware requirements released in advance. I know it does not replace the actual demonstration in which you are personally presented with some choice cuts of the content for you to make a purchase decision, but the numerous options now available at the instant you google the game's title to get a fairly good idea of what the game is about more or less would satisfy the curiosity. 

Just following a few of the youtube walkthroughs of games like Duke Nukem Forever or Dead Space II, not to mention some 'Quick Looks' posted on this site, I got an idea of how they play and perform. Really, there are no excuses for pirates to bring up the 'no demo' reasons, just admitting that they want stuff for free would be far more understandable and cogent argument, if there is one. Instead, maybe rewarding the developers who take time and effort to release demos with sales and constructive feedback would be more helpful and befitting of any responsible PC gamer.
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lettuceman44

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@BlazeHedgehog said:

@lettuceman44 said:

@BlazeHedgehog said:

@CornBREDX said:

Something you seem to forget (in your demo talks) is that Shareware was not free. It was cheaper then the full game, ya, but it wasn't free. Either you got it with a game magazine subscription or if we go farther back you got it at a tech fair or something out of a shoe box at one of the booths.

The demo's you get today are free, and are just that. Demos. They are intended to give you an idea of what your looking to get and get you interested, nothing more. They are not intended for any actual value because that's what your paying.

You have to pay for your internet access, too - basically the same as paying for a magazine to get a disk, or paying to get in to a trade show. It's still money being exchanged for a service with ancillary "free" bonus content attached. Plus, consider the name: "Share"ware. You were intended to show it to your friends, pass it around, let them play - they weren't paying for anything, they were just lucky enough to know the guy who had the disk.
 

@lettuceman44

said:
Y @BombKareshi said:
Like the lettuceman says, most people don't pirate to try out the game. They pirate because they want to play the game for free.   Me: "Don't pirate, just buy the game!"My cousin who is a student: "I don't have the money." My girlfriend who is a working individual: "I'm not gonna waste my cash."  They just won't listen.
Yep, exactly. Essentially, they do it because they can get away with it.
I never said it would be the absolute cure to 100% of all piracy - just that it would reduce piracy. Nothing's ever going to completely stamp out piracy, but you can take progressive steps towards reducing the circumstances that make it seem like an acceptable practice. Instead of automatically treating all legitimate consumers like potential thieves, head them off at the pass and stop giving people reasons to pirate games.    That's part of the reason Steam itself has been such a success - why would I pirate a game that's on sale for $3? That's less than most people spend on lunch for a day.
Except you are assuming a good chunk of people pirate to "try out the game.' I really doubt that.  In fact, I think it is such a few number, that if no one pirated to try out a game, no one would notice.
 
Based on what evidence? Your own moral-high-ground assumptions? 
 
DRM isn't working, dude. The harder publishers push anti-piracy, the harder the pirates are pushing back. Developers aren't winning, and consumers DEFINITELY are not winning. Even when Ubisoft declares it's internet-enabled "always-on" DRM a success, there's still ways around it - I should know (there's no way I'm letting them tell me I can't play my legitimate copy of Assassin's Creed 2 for the PC just because I'm not connected). 
 
 
 

 And what evidence do you have? 
Are you seriously gonna tell me that the majority of people to the point where it matters pirate games just to try them out as demos?
I'm sure that the millions of pirates are just trying out the game I'm sure.
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lettuceman44

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@Napalm said:
@lettuceman44 said:
Essentially, they do it because they can get away with it.
I could probably get away with rape if I really tried. Your argument has no validity because everything eventually boils down to, "because they can," no matter the situation or action.
Why do so many normal people do it then? A normal person you would meet anywhere. Nothing criminal about them at all.
There is no fear in being caught pirating. Unfortunately today not many take the high ground in a situation. 
With no repercussions, it is essentially free games to them.
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So all those pirates that use full downloads as demos just  have high standards ... riiiiiiiiiight
 
And to think, optimizing for tens of hundreds of PC configurations wasn't hard enough.

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@lettuceman44: Why don't you just go ahead and ask me why I pirate music?
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@lettuceman44 said:
And what evidence do you have?   

Are you seriously gonna tell me that the majority of people to the point where it matters pirate games just to try them out as demos? I'm sure that the millions of pirates are just trying out the game I'm sure.
 
The evidence is right in this very thread. A number of people have said "Yes, I do this."
 
@Mentalnova said:
So all those pirates that use full downloads as demos just  have high standards ... riiiiiiiiiight

I think you're reading my intent wrong. I think a lot of "pirates" are simply curious as to what a game is. How it plays, how it runs, and generally what it's about. But they're not curious enough to pay for the game. In a lot of cases, the only option they have is to pirate the game. Even in cases where there IS a demo, demos are getting so constricted and tiny and pointless that usually people still turn to piracy to satisfy their curiosity. It just so happens that piracy has been pretty easy and convenient. 
 
It all ties back in to today's gaming economy. Only proven ideas sell because consumers don't want to risk wasting $60 on a bad idea. This factors in to piracy; nobody wants to waste more than $10 or $20 on a game that may not be good, or even work properly. Developers should be looking at new ways to communicate what their game is to players who are curious about it. Longer, more involved demos are a good way to do that. Heck, I wouldn't mind if the entire industry started making stuff like Dead Rising 2: Case Zero. Case Zero was a lot more involved than a demo, but not quite as involved as a full game, and it was only $5. It made me more interested in Dead Rising 2. If we could have more "2 hour prequel for $5" games, that would be great.
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SeriouslyNow

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@TotalEklypse said:

@SeriouslyNow said:

@BlazeHedgehog said:

@TotalEklypse said:

@BlazeHedgehog said:
Mod support may extend the life of a game, but it doesn't bring in any extra money beyond what was already earned from the initial sale.
Let me point you towards something like Counter-strike. Let me point you towards TF2 maps and items. All originally made by mod community. LEt me correct your sentence. "Mod support may extend the life of a game, but it only makes money for the company if the company would actually embrace the fans and come to terms financially." You are welcome :D
Those are the exception, not the rule.

Actually they are the rule. All mods extend the life of the games they're made for. This is as true as it is for LoZ 64 with it's emulation driven texture packs as it is for any mod for HL, HL2 and beyond. Most corporations don't want game life extended because that means that it lessons the likelihood of annually repeatable sales.

I could argue against this for the most part. Not every game is released every year like COD. I can see what you are saying could be the case for some companies though. I just don't think that to be true for most.

I think you need to look at release schedules a little more regularly.

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lettuceman44

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@Napalm: So why do you pirate music?
 
Also, BlazeHedghog, we are also on a gaming forum. Most of us I would think respect the game industry, developers, and their games.
 However, is it the same in the real world?
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TotalEklypse

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@SeriouslyNow said:

@TotalEklypse said:

@SeriouslyNow said:

@BlazeHedgehog said:

@TotalEklypse said:

@BlazeHedgehog said:
Mod support may extend the life of a game, but it doesn't bring in any extra money beyond what was already earned from the initial sale.
Let me point you towards something like Counter-strike. Let me point you towards TF2 maps and items. All originally made by mod community. LEt me correct your sentence. "Mod support may extend the life of a game, but it only makes money for the company if the company would actually embrace the fans and come to terms financially." You are welcome :D
Those are the exception, not the rule.

Actually they are the rule. All mods extend the life of the games they're made for. This is as true as it is for LoZ 64 with it's emulation driven texture packs as it is for any mod for HL, HL2 and beyond. Most corporations don't want game life extended because that means that it lessons the likelihood of annually repeatable sales.

I could argue against this for the most part. Not every game is released every year like COD. I can see what you are saying could be the case for some companies though. I just don't think that to be true for most.

I think you need to look at release schedules a little more regularly.

Your statement. Your burden of proof. We'll wait for that list of annual releases. Mind you, sports titles don't really matter.
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SeriouslyNow

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@TotalEklypse said:

@SeriouslyNow said:

@TotalEklypse said:

@SeriouslyNow said:

@BlazeHedgehog said:

@TotalEklypse said:

@BlazeHedgehog said:
Mod support may extend the life of a game, but it doesn't bring in any extra money beyond what was already earned from the initial sale.
Let me point you towards something like Counter-strike. Let me point you towards TF2 maps and items. All originally made by mod community. LEt me correct your sentence. "Mod support may extend the life of a game, but it only makes money for the company if the company would actually embrace the fans and come to terms financially." You are welcome :D
Those are the exception, not the rule.

Actually they are the rule. All mods extend the life of the games they're made for. This is as true as it is for LoZ 64 with it's emulation driven texture packs as it is for any mod for HL, HL2 and beyond. Most corporations don't want game life extended because that means that it lessons the likelihood of annually repeatable sales.

I could argue against this for the most part. Not every game is released every year like COD. I can see what you are saying could be the case for some companies though. I just don't think that to be true for most.

I think you need to look at release schedules a little more regularly.

Your statement. Your burden of proof. We'll wait for that list of annual releases. Mind you, sports titles don't really matter.

I'm not interested in an internet debate. The reality is that yearly releases are getting more common.

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TotalEklypse

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@SeriouslyNow said:


I could argue against this for the most part. Not every game is released every year like COD. I can see what you are saying could be the case for some companies though. I just don't think that to be true for most.

I think you need to look at release schedules a little more regularly.

Your statement. Your burden of proof. We'll wait for that list of annual releases. Mind you, sports titles don't really matter.

I'm not interested in an internet debate. The reality is that yearly releases are getting more common.

Yet you debated the point for so long. It couldn't be because I asked for proof of point was it now? I don't see how they are more common. Only one or 2 come to mind. You made it sound like everyone is just releasing the same games every year.  
 
Rofl.
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SeriouslyNow

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@TotalEklypse said:

@SeriouslyNow said:

I could argue against this for the most part. Not every game is released every year like COD. I can see what you are saying could be the case for some companies though. I just don't think that to be true for most.

I think you need to look at release schedules a little more regularly.

Your statement. Your burden of proof. We'll wait for that list of annual releases. Mind you, sports titles don't really matter.

I'm not interested in an internet debate. The reality is that yearly releases are getting more common.

Yet you debated the point for so long. It couldn't be because I asked for proof of point was it now? I don't see how they are more common. Only one or 2 come to mind. You made it sound like everyone is just releasing the same games every year. Rofl.

No, I didn't. You debated it. I just pointed out reality. I've said it's gettingmorecommon. That's reality.

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zidd

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@TotalEklypse said:

@Zidd said:

All of those games made exactly $0 as mods. They only started making money when they were released as standalone games.

Yes obviously. I see you are starting to get it. Yet not totally true. I and others I know have bought games because there was a mod community i really wanted to try the spoils from.

Except you can't actually prove a given portion of a games total sales was due to an active, talented modding community. You seem to think that I'm arguing against mod tools which I've said many times that I am not. I'm just trying to show people that Publishers aren't going to bend over backwards for the PC community like they did 10 years ago.

Mod tools are a great way to learn how game development works and you can get a feel for it in the comfort of your own home. They also may help you get a job in the industry because it shows you have initiative and experience with the tools.

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@lettuceman44 said:
Also, BlazeHedghog, we are also on a gaming forum. Most of us I would think respect the game industry, developers, and their games.  However, is it the same in the real world?
 
What does that even mean? If somebody is savvy enough to pirate a videogame, then they care enough to "respect the industry".
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Rockdalf

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@BlazeHedgehog said:
@lettuceman44 said:
Also, BlazeHedghog, we are also on a gaming forum. Most of us I would think respect the game industry, developers, and their games.  However, is it the same in the real world?
 What does that even mean? If somebody is savvy enough to pirate a videogame, then they care enough to "respect the industry".
I'm sure all the people who pirate to escape paying for a game are going to stand up and point themselves out.  Invasive DRM is not the answer, but if you think implementing a "pay-if-you-like-it" system would help the industry, you're delusional.
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Gladiator_Games

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@benjaebe: I was able to pull a copy off. Pirating steam-only games is remarkably easy. The only reason I went to buy it is because it was patched 9000 times, and I figured hey, might as well, I love the game enough to support the dev.
 
@ crusader8463 Yes, I agree on the third in the row porting. I remember my PC copy of Gears of War would tell me to click the thumbstick to crouch. I'll get right on that..
 
@Rockdalf: let me give you a real world example of a 'pay-if-you-like-it" system. There's a series of cafe's here in my province called City Cafe. You walk in, order your food like a normal restaurant, sit down, and enjoy. You're never presented with a bill, and no waiter comes and hassles you. On your way out, there is a box saying "If you liked your food, please pay what you feel it was worth, if you don't, don't worry about it, we'll try harder next time". And you know what? Their waiters and staff get paid $14 an hour. $3.50 more than minimum wage. The places are a huge success, and they're popping up everywhere. And the food is pretty damn good too!
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SexualBubblegumX

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Well done post dude. 

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PatchRowcester

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Having demos is so awesome. I don't resort to piracy when demos aren't available. I don't think I would ever buy a game once I already have it. I would much rather get all the information I need from reviews and from forums. People on forums are very helpful in knowing all the important details about the game.

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BUCK3TM4N

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good points, and i agree that we should be able to see if a game will run on our systems before buying it

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I'll preface my post by saying I'm not what you would call a 'hardcore' PC gamer, I own a laptop that runs PES6 like crap so have no real reason to invest my time in PC gaming.

I can understand the need to test whether or not a game works on your system, as system specifications are not necessarily 100% accurate. But expecting to have an hour slice made specifically for 'testing' is completely unrealistic, and you only really need a 5 minute chunk to test performance. I imagine people downloading to 'test' functionality or get a free demo make up a very small percentage of pirates, with most pirates never having any intention of paying for the product.

In terms of not putting any DRM in your game and hoping that it results in further sales of future releases; that is a massive gamble on the developer's part because if a game comes out DRM free, is pirated and then perceived to be rubbish then the developer gets no benefit outside of some 'kudos' with the PC community for not using DRM.

In terms of how to stop piracy, the system already exists. OnLive kills piracy because all you receive is the render of the game you're playing and all of the code running the game is handled on the other end of a network, at this moment in time it hasn't got the penetration (probably somewhat related to poor broadband penetration worldwide) but I can see the industry eventually turning to systems like OnLive to prevent piracy entirely (but not now, and not even soon).

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Ashuku

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@blacklabeldomm you clearly did not read the entire article.
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@Ertard said:


  • Don't bother with retail, and please release everything at the same time world wide for an equal amount of cash. 50 euros are not 50 dollars. Your accountants will tell you this.
  • Last, do not bother with any kind of activation or DRM. Your game will be cracked in no time regardless and you're wasting your time.
The first point, is really, really true. Fuck companies that don't take not of the currency stuff. I still like retail discs though. 
The second point is also very valid. Can anyone actually name a game which hasn't been cracked?
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deactivated-5f90eabee6bba

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Developer talks pro-piracy and suddenly becomes the judge of morality.

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I think it is simple, I am happy to pay for good games. I buy 2-4 PC games per month, sometimes less if all the releases are rubbish. But I am happy to pay for quality, I would never downloads something like Diablo 3, La Noire, Skyrim because I reckon they are good games and worth the money and I can afford to buy them (knock on wood). There are many games out there I would like to try but to be frank, most of them are not worth the money I would have to pay for them, so I buy them second hand or swap them. Piracy for trying games is one thing, but if you play a game for 15+ hours, you should probably buy it. I would also rent loads of PC games if that would only be possible ! But yeah, I think the simplest solution to fight piracy (apart from making good games) is make it obligatory to be online (like Diablo 3). It also helps if games are not super expensive. I am interested in Men of War: VIetnam but am not sure if it's actually that good, but there it is, on Amazon for 18 quid, so that's a good price right there.