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Piracy redux
Kitty Cat
Member #2,815
October 2002
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A very limited income suggests you shouldn't be spending money on games. That doesn't excuse piracy though.

Never said it excuses it. But if I didn't spend it on games, it'd just get spent on something else equally of value.

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The point of any business transaction is to make a profit. Products and services are worth difference things to different individuals. There is no one-price fits all. As a business, your goal is to set the price to the optimal level so the product or service for the price is enticing enough to the most people possible.

Precisely. And if the game developers/publishers are having trouble turning a profit, apparently they aren't meeting that goal.

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DRM is only designed to stop zero- or first-day piracy because those designing it know preventing it all together is infeasible ATM. If you were to offer them a solution to completely end piracy do you think they would turn it down?

Of course. But they admit such a thing doesn't and will likely never exist, so that is a moot point.

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Why would more people pirate a game that is less in demand?

Because they heard about it and want to see it. Just because they want to see it doesn't mean they want to, or even can, buy it.

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More than that, however, the reason it remains wrong for the people who wouldn't have bought a product/service anyway is that it's unfair for them to get it for free while others have to pay.

First, they don't have to pay. Most people can get it easy enough by going to a website and doing a search. They choose to pay, and that's what companies need to focus on; making it so more people choose to pay than not.

Second, this isn't about right or wrong. It's about keeping PC games sales up so that it remains a lucrative market. I bet most businesses wouldn't care if everyone in the world pirated their games, as long as the money kept flowing in.

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Somebody needs to pay for it. And if you don't have to why should I?

Because you think it's worth it? You want to reward the creators for their work so they can continue making things?

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KittyCat said:

It's more a result of popularity. The more your game is known, the more likely someone will be to enter it into a torrent search and check it. That doesn't equate to sales (checking != buying).

This too is brought up in the article. Again, more than raw sales, it's also about fairness.

Maybe if PC gamers didn't feel cheated at almost every PC game purchase..
When was the last time you could try a reasonable demo of a game before buying it? When was the last time you didn't have to worry about if you could return a game you didn't like? When was the last time you didn't have to worry about the DRM it comes with messing up your system or preventing you from even playing the game?
These companies want you to blindly buy their products, with no recourse to get your money back if you don't like it. They want you to buy only from them, no second-hand sales which is supposed to be gauranteed by law. You think that's fair?

--
"Do not meddle in the affairs of cats, for they are subtle and will pee on your computer." -- Bruce Graham

alethiophile
Member #9,349
December 2007
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bamccaig said:

(lots of accusations of Thomas Fjellstrom's inferior morality)

It seems that the major point here is that you differ with Thomas on whether moral responsibilities to entities differ based on the conditions or circumstances of the entity. It seems that you are being hypocritical, going after the individuals who pirate games on a small scale while you make excuses for the corporations that parasitize the whole system. When I buy games, I get them from independent developers. Hence, I know the 20-30 dollars I pay are going directly to the small team of people who actually make the game. If I were to buy a game from MS, then the 50-60 dollars I pay will go to MS, and maybe one percent of the revenues if that go towards salaries for people who actually do the work of making the game. It's fairly obvious which system is the more efficient. Also, 'free market' arguments are baseless in this case; in a free market, as opposed to one regulated by a government in the corporations' collective pocket, the corporations would not survive due to their inefficiency. Who is it who wins when the predominant system is the second of those described above? Those who make games lose, because either they try to make an indie game and are doomed to stay on the periphery of the industry forever or they hire on with MS or equivalent, lose the rights to all their work and get <1% of the revenues from the games they make in salaries. Those who buy games lose, because they are paying the extra 30 bucks into MS's pocket. The only winners are those who sit in the middle and parasitize, and those who they bribe into enabling it. That's the system that you are arguing for, against that small proportion of people who pirate games.

--
Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.
C++: An octopus made by nailing extra legs onto a dog.
I am the Lightning-Struck Penguin of Doom.

Roy Underthump
Member #10,398
November 2008
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Quote:

They can charge whatever people are willing and able to pay. Business has a tendency to take care of itself (particularly when government stays out of it).

That's oversimplified in the case of corporations. If a CEO does the "right thing", the shareholders sell their stock (bad for the company) if they can get a bigger immediate profit in some other company. They can also vote him out.

I love America -- I love the rights we used to have
George Carlin

axilmar
Member #1,204
April 2001

Quote:

Isn't it more about the price/"performance" (fun, whatever) ratio? What if MS sold Windows for $50, quality and features of Windows remaining the same? It seems pretty obvious to me they'd sell more copies.

I don't think so. If it was easier to find it online, why get in the trouble of going to the shop to buy it?

Everything should be measured by the amount of energy required to do said thing.

If people could buy Windows for $150 online, they would do it.

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Thats not how the black market works. Its a well known fact that if people aren't happy with paying the price people are asking, they will get it some other way. Most people are very willing to pay for something, IF they feel its worth it. Its these people you are trying to sell to, not thieves and "pirates".

Up here it was shown very clearly when a bunch of taxes were added to things like cigarettes, people found a way to get cheaper cigarettes from other places like the Native Reserves and from the US (all quite illegal mind you). Taxes went down, most people stopped "pirating" the goods.

This following fact is the only one that matters: Make something some one wants and sell it for a reasonable price and your target market WILL pay for it. Its as simple as that.

Cigarettes are different than software. People pirate games and applications that are really useful in the price range of $10 or $20. They sit comfortably in their living rooms, wonder what to play next, they spot a nice shareware game that costs $19, and instead of buying it, they search for a pirated version. Why? it's certainly not the $19 price. Even if it cost $9, they would still pirate it. On the other hand, if it was easy and secure to buy it online, they would have bought it, even if it was $49.

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Do what the American style media mega corps do and rip people off, and people will happily NOT pay for the goods, either by not ever consuming the product, or by copying it. Do you really think it is necessary to charge $40 for a DVD when it costs $0.40 (at the high end) to make, and the movie has already made tens to hundreds of millions of dollars in pure profit?

I agree with you on that. But that's human nature: people are greedy. When CDs came out, one of the advertised advantages over Vinyls was their lower price, due to lower manufacturing costs. But it never happened. CDs had the same prices as Vinyls.

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They did the same with Star Trek TNG, each season set was like $100, which to me is absolutely insane. Great product, and I WILL buy it if they make it affordable for mere mortals. In the mean time, I may or may not make do with copies.

How much would you pay for TNG? for all the seasons. Asking out of curiosity.

Tobias Dammers
Member #2,604
August 2002
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Quote:

If people could buy Windows for $150 online, they would do it.

Windows is a whole different ball-game. It's almost a monopoly market, and for such a thing, different rules apply.
Also, if there were a law stating mandating that the OS be sold separately from any hardware, and that anyone selling OSes must offer at least two alternatives from different companies, a lot more people might consider a cheaper OS. As it is now, Windows looks as if it were "free", because "it comes with the computer". People are using Vista now because that's what's on a new computer; this forces software makers to focus on Vista rather than XP, and this in turn leads to people switching to Vista eventually, when the latest version of their software doesn't support XP anymore. I hardly know anyone who actually bought a Vista upgrade because Vista by itself is so much better.

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When CDs came out, one of the advertised advantages over Vinyls was their lower price, due to lower manufacturing costs. But it never happened. CDs had the same prices as Vinyls.

That's because the production cost of a CD is something like 1% of the total price. Even if the production cost were zero, you wouldn't feel the difference.

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Why? it's certainly not the $19 price. Even if it cost $9, they would still pirate it. On the other hand, if it was easy and secure to buy it online, they would have bought it, even if it was $49.

A lot of shareware games are easy and reasonably secure to buy online.

But the one thing that keeps striking me every time this discussion comes up is this: Copyright infringement is illegal, and the fact that it is, is the result of a more or less democratic process. Few people would agree to get rid of it entirely, and most of us think that creative work deserves pay. Yet I hear all sorts of arguments FOR file sharing, unauthorized copying, pirating, whatever you want to call it, and why it "should" be legal.
Whether or not CI hurts sales, whether or not CI causes any economical damage at all, whether or not DRM is inconvenient or not, it completely irrelevant. Copying software without the copyright holder's permission is illegal, DRM (if done right) is not, at least not by itself.

---
Me make music: Triofobie
---
"We need Tobias and his awesome trombone, too." - Johan Halmén

Kitty Cat
Member #2,815
October 2002
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Copying software without the copyright holder's permission is illegal, DRM (if done right) is not

I'm curious if it's possible to make a DRM scheme that gives no false positives, while still having a high enough success rate to be worth it. DRM is designed to prevent access to the software, and once that happens to a legitimate owner of that software for any reason, there's problems.

--
"Do not meddle in the affairs of cats, for they are subtle and will pee on your computer." -- Bruce Graham

Tobias Dammers
Member #2,604
August 2002
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Quote:

DRM is designed to prevent access to the software, and once that happens to a legitimate owner of that software for any reason, there's problems.

You're absolutely right, but I think that if the DRM part is relatively painless, and there is toll-free quality customer support, the problems are manageable.

---
Me make music: Triofobie
---
"We need Tobias and his awesome trombone, too." - Johan Halmén

Kitty Cat
Member #2,815
October 2002
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You're absolutely right, but I think that if the DRM part is relatively painless, and there is toll-free quality customer support, the problems are manageable.

As long as the company stays around and provides support for the product, and that asking for help doesn't make you feel guilty (yes, this has happened to me; not related to DRM, actually, but having to ask for some kind of support made me feel like I was going to get accused of doing something wrong, and not get helped. the joys of social anxiety..).

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"Do not meddle in the affairs of cats, for they are subtle and will pee on your computer." -- Bruce Graham

Sirocco
Member #88
April 2000
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Quote:

You're absolutely right, but I think that if the DRM part is relatively painless, and there is toll-free quality customer support, the problems are manageable.

I'm willing to give companies the benefit of the doubt when it comes to most DRM schemes, but the moment I have even a smidgen of trouble with it... they've lost my business forever.

-->
Graphic file formats used to fascinate me, but now I find them rather satanic.

axilmar
Member #1,204
April 2001

Quote:

A lot of shareware games are easy and reasonably secure to buy online.

But it's still easier to download a pirated copy. There are issues of privacy, and the word 'reasonably' does not make it safe.

How much should shareware games cost for them not to be pirated? $9? why people still hunt for pirated copies of said cheap games?

How much should commercial games cost? $30? they would still be pirated. $20? still pirated. $10? still pirated!in fact, why bother with going to the shop or submitting my credit card number online when I can download the game?

I really don't see a solution to the problem...

Roy Underthump
Member #10,398
November 2008
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I was googling for the additional cost of preinstalled Windows, I couldn't find a link, but did find this (which is partly concerned with piracy)

http://www.theregister.co.uk/2002/04/30/preinstalled_windows_aargh_i_cant/

I love America -- I love the rights we used to have
George Carlin

Timorg
Member #2,028
March 2002

Just throwing something else into the ring, with the whole valve and steam DRM stuff, because of steam I have purchased lots of games, when they offer them for $9.99 on weekends. I buy them because they are a cheap weekends entertainment. They are not games that I would have considered pirating, or even buying, because I have never heard of them before.

tl;dr, there are lots of games out there that are worth your money, but to actually find them among the POS games, it can be hard.

eg. Eets, On the Rain-Slick Precipice of Darkness, AudioSurf, Oddworld, Psychonauts.

It wasn't the DRM itself that made me buy these games, but the steam platform allowed me to buy these games at a reasonable price.

It has been made clear before that that I feel, for myself, that the benefits of steam outweigh its usage requirements. Steam isn't the beginning and end for all people, but it is much better than what I got with spore, which is 3 installs, one used just to play the game, another used because the install shat itself, giving me 1 more install. I didn't do anything dodgy, it managed to corrupt its own registry, which I backed up this time.

____________________________________________________________________________________________
"c is much better than c++ if you don't need OOP simply because it's smaller and requires less load time." - alethiophile
OMG my sides are hurting from laughing so hard... :D

bamccaig
Member #7,536
July 2006
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Kitty Cat said:

Maybe if PC gamers didn't feel cheated at almost every PC game purchase..
When was the last time you could try a reasonable demo of a game before buying it? When was the last time you didn't have to worry about if you could return a game you didn't like? When was the last time you didn't have to worry about the DRM it comes with messing up your system or preventing you from even playing the game?
These companies want you to blindly buy their products, with no recourse to get your money back if you don't like it. They want you to buy only from them, no second-hand sales which is supposed to be gauranteed by law. You think that's fair?

Ummm, I've been playing reasonable demos of a lot of games on PS3. As for PC, there probably aren't a lot of demos (or games, for that matter) released because piracy is shifting the focus of developers to consoles (for the record, about the only PC games I buy are through Steam. In particular, games developed by VALVe and Rockstar Games; I mostly only play shooters on PC and the rest I enjoy on PlayStation consoles). There are new PS3 demos released every couple of weeks. My PS3 is so full of demos I haven't even played half of them. It's like you're poisoning your own well and crying for government assistance when you have no clean water to drink.

Nobody said you were entitled to play every game ever made. You pick and choose based on previews, reviews, demos, screenshots, gameplay video on YouTube and similar sites, etc. There is PLENTY of information out there for you to make an informed decision about a game. And as with any purchase, there is some risk involved. There always will be. So if you aren't sure if you're willing to risk the money then go without.

alethiophile said:

It seems that the major point here is that you differ with Thomas on whether moral responsibilities to entities differ based on the conditions or circumstances of the entity. It seems that you are being hypocritical, going after the individuals who pirate games on a small scale while you make excuses for the corporations that parasitize the whole system.

The corporations are providing entertainment. It is not required to survive. It's a luxury. You are not entitled to it. And entertainers are free to charge whatever they want (which is again whatever the most consumers are willing to pay). Being unwilling to pay is no excuse to steal or infringe. If it were, stealing would be perfectly acceptable. And it's not.

alethiophile said:

When I buy games, I get them from independent developers. Hence, I know the 20-30 dollars I pay are going directly to the small team of people who actually make the game. If I were to buy a game from MS, then the 50-60 dollars I pay will go to MS, and maybe one percent of the revenues if that go towards salaries for people who actually do the work of making the game. It's fairly obvious which system is the more efficient. Also, 'free market' arguments are baseless in this case; in a free market, as opposed to one regulated by a government in the corporations' collective pocket, the corporations would not survive due to their inefficiency. Who is it who wins when the predominant system is the second of those described above? Those who make games lose, because either they try to make an indie game and are doomed to stay on the periphery of the industry forever or they hire on with MS or equivalent, lose the rights to all their work and get <1% of the revenues from the games they make in salaries. Those who buy games lose, because they are paying the extra 30 bucks into MS's pocket. The only winners are those who sit in the middle and parasitize, and those who they bribe into enabling it. That's the system that you are arguing for, against that small proportion of people who pirate games.

If you read the OP's article they talk about musicians that sign the rights of their works over to recording companies. They do it because they choose to do it. And it's their work so they're free to do with it what they want. The reason they do it is because the recording company can expose a lot more people to the work than the artist could on his own. So even though the recording company takes a large piece of the pie and owns the rights to the works, the artist still makes a lot more than they would have without the recording company. Why do you think artists continue to sign with recording companies? So yes, when you buy your favorite band's CD you are putting money in the pockets of business people as well as musicians. But it's because of those business people that you even knew your favorite band existed. Thank them for it.

The games industry is probably quite similar. It is expensive to develop, publish, and market a game and there is a lot of risk involved. Why do you think successful independent game developers are so rare (if they even exist...)? It's not because anybody in particular is standing in their way. It's that the market is very competitive and it requires a large investment and a lot of risk to compete. And independent developers can't afford it. Very much like independent music artists can't compete with the signed artists. They need help to get their works exposed to the masses. And unsurprisingly, that help comes with strings attached. Welcome to the wonderful world of business where smart players benefit and suckers lose.

Consumers win from all of this too because with the help of major corporations more people are exposed to the works than otherwise could be and projects that wouldn't have been possible are made possible. My favorite games, movies, TV shows, music, and "books" (if there were one ;)) are all made possible by these "evil" corporations you speak of. Without them, I would probably never have been exposed to any of that stuff. Much of it wouldn't have even been feasible to create.

Pirates hurt legitimate consumers more than anyone else because they're taking money from our pockets. Do you honestly think the businesses involved are going to take the hit and continue to do business? They're either going to pass the hit onto consumers or stop doing that business all together and find another way to make money. So stop pretending to be righteous people fighting for the little guy. You're just selfish freeloaders on the backs of the people you claim to be fighting for.

Kitty Cat
Member #2,815
October 2002
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Bamccaig said:

PS3. ..PS3.. ..PS3..

When did we start talking about the PS3? ???

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As for PC, there probably aren't a lot of demos (or games, for that matter) released because piracy is shifting the focus of developers to consoles.

Ironic since the lack of demos is one of the bigger drives of piracy-that-may-be-sales. Hype up a game enough, and people will want to at least try it. Possibly to buy. A good demo would usually provide this, but lately all the demos have been ill-reflective of the actual game, bad/short, or simply non-existant. Combine this with the inability to return games after you buy it..

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It's like you're poisoning your own well and crying for government assistance when you have no clean water to drink.

Maybe game companies should consider that when trying to heap their crap on their customers, then cry when people don't buy it.

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Nobody said you were entitled to play every game ever made. You pick and choose based on previews, reviews, demos, screenshots, gameplay video on YouTube and similar sites, etc.

Yeah, because screenshots, reviews, previews and (non-existant) demos are reliable.. :P

--
"Do not meddle in the affairs of cats, for they are subtle and will pee on your computer." -- Bruce Graham

axilmar
Member #1,204
April 2001

Quote:

It wasn't the DRM itself that made me buy these games, but the steam platform allowed me to buy these games at a reasonable price.

I think we have here an example of the issue of access.

Would you buy these games in the same price if you couldn't buy them online but instead you had to go to the shop to buy them?

Timorg
Member #2,028
March 2002

I would pay more to get a non DRM version, but mostly its just not possible, or you need to buy or borrow 2nd hand copies. I don't really care how old/new the game is, as long as its good.

____________________________________________________________________________________________
"c is much better than c++ if you don't need OOP simply because it's smaller and requires less load time." - alethiophile
OMG my sides are hurting from laughing so hard... :D

Matthew Leverton
Supreme Loser
January 1999
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I agree mostly with axilmar. The reasons people give to pirate a game are just excuses; they pirate because it's easy, free, and they won't get caught. So keep blowing your hot air. However, I think most people will draw a line if they feel the developer needs their money to survive.

[And no, I don't count buying a game and then using a 'pirated' copy of it as pirating.]

And as I've said many times, piracy hurts the little guy more than it does the big guy. Sure, Microsoft may lose tons of money (not relative to their total sales) due to piracy, but it prevents other operating systems from gaining a user base. If every illegal copy of Windows were magically replaced with a copy of Linux, I wouldn't be surprised if Linux would have a majority desktop share worldwide. :P

Fladimir da Gorf
Member #1,565
October 2001
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If every game were an online game, there wouldn't be that much piracy...

Yes, it's wrong, but it's always that if people can get something for free instead of paying for it, it's just the fools who pay. If something's possible, it will be done. That's why I wonder why none of the nukes around the world have been launched so far by some madmen gaining access to the control room.

OpenLayer has reached a random SVN version number ;) | Online manual | Installation video!| MSVC projects now possible with cmake | Now alvailable as a Dev-C++ Devpack! (Thanks to Kotori)

Jonny Cook
Member #4,055
November 2003

I'll pay for a game if I think the game is worth the money. I bought Mount&Blade because I liked the game and it wasn't too expensive. I could have very easily pirated it, but I didn't.

If I'm not sure if it's worth the money, then maybe I'll pirate it, play it for 2 seconds and then never touch it again. Mount&Blade has a demo, so there was never any reason to pirate it.

The face of a child can say it all, especially the mouth part of the face.

alethiophile
Member #9,349
December 2007
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bamccaig said:

So stop pretending to be righteous people fighting for the little guy. You're just selfish freeloaders on the backs of the people you claim to be fighting for.

Did I ever say I ever pirated anything? At all? For the record, I don't and I haven't. So, either this statement is based on false assumptions and thereby invalid, or you're somehow making the argument that thinking that media corporations are something less than perfect and altruistic is immoral.

--
Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.
C++: An octopus made by nailing extra legs onto a dog.
I am the Lightning-Struck Penguin of Doom.

Jonny Cook
Member #4,055
November 2003

Quote:

My favorite games, movies, TV shows, music, and "books" (if there were one ) are all made possible by these "evil" corporations you speak of. Without them, I would probably never have been exposed to any of that stuff. Much of it wouldn't have even been feasible to create.

But were all those things really made possible by these "evil" corporations? (I'm assuming you put evil in quotes because you don't actually think they are.) Are these "evil" corporations really necessary? I don't think they should be (they might be necessary, but from what I've been able to come up with so far, they aren't.) Of course, I'm ready for someone to come and prove me wrong.

The face of a child can say it all, especially the mouth part of the face.

bamccaig
Member #7,536
July 2006
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[quote ]Yes, it's wrong, but it's always that if people can get something for free instead of paying for it, it's just the fools who pay.
</quote>
So according to you, being moral and good is foolish?

alethiophile said:

Did I ever say I ever pirated anything? At all? For the record, I don't and I haven't. So, either this statement is based on false assumptions and thereby invalid, or you're somehow making the argument that thinking that media corporations are something less than perfect and altruistic is immoral.

I assumed you do because you're defending it. In any case, that statement was implicitly directed to pirates so if you aren't a pirate then it wasn't aimed at you.

Jonny Cook said:

But were all those things really made possible by these "evil" corporations? (I'm assuming you put evil in quotes because you don't actually think they are.) Are these "evil" corporations really necessary? I don't think they should be (they might be necessary, but from what I've been able to come up with so far, they aren't.) Of course, I'm ready for someone to come and prove me wrong.

How much money do you have for development? With no money coming in, can you afford to fund a many-man development team for months or years (we're talking with a legal salary for each man; and that's being generous because qualified persons typically have expensive educations under their belt and expect more than minimum wage)? And at the end if it flops then what? You do need these major corporations to make it happen. Or alternatively, anybody willing to invest a lot of money in your company. Whether your game sells or not, your employees will want to get paid. Entertainment is a very risky business. It's best if you can find somebody else willing to take the risk. Of course, convincing them that they should is another problem all together.

Sirocco
Member #88
April 2000
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In the beginning, there was on-disk copy protection, with its various sectors manipulated and tossed about, and everything was fine. Some copies were made, but a bought disk always played in a drive for the system it was made for. For those times when this burden was troublesome, we had archiving programs with parameters. Everything was fine.

Then, more esoteric devices started to rear their heads. Instruction booklets with codes printed in shiny black ink on flat black paper (so as to thwart photocopying) began to appear. We kept our manuals in a desk drawer and played our games as we pleased. Life was good.

Then, manual word checks appeared. We were bidden to look into the tome of ancient secrets (again, a manual) and whisper a word to ye olde gods, usually in the form of "The first word of the third sentence in the second paragraph of page 42." Again, we kept our manuals in a desk drawer, and produced them when it was time to play. This was a minor inconvenience, but it did what it could to stem the tide of piracy, and we understood that. In the instance that this burden was too much to bear, we called upon the almighty NOP, and the problem went away.

Then, code wheels started to crop up. We turned a wheel upon another wheel, which was possibly upon yet another wheel. When the sacred windows lined up in a manner specified by the program, arcane knowledge was provided that allowed the game to run. We blessed the great software gods of California for their bounty, and kept our code wheels in the same drawer that held whatever manuals we still needed. Life was good. Again, in the unlikely instance that this burden was too much to bear, we called upon the almighty NOP.

Many years passed, and gaming evolved from a disk based distribution system to a disc and network distribution system.

Manual codes reappeared, but now they were in alphanumeric gibberish that needed to be typed in once to allow for installation and/or network access. This was largely not a problem, unless you found yourself on the receiving end of a stolen, inaccurate, or otherwise expired code. Code generators were created by the elder gods to allow for copying, but collateral damage existed in that legit codes may be deactivated through illicit use, while the box remains on the shelf, waiting to be purchased. We shook our heads and continued to support PC gaming.

Disc-based copy protection became in vogue once more, and our games started coming with disclaimers (inside the box, no less) that the copy protection might conflict with certain brands of CD-ROMS. This was largely not a problem, unless you found yourself on the receiving end of such horrible affliction, wherein you were placed in the unfortunate position of having a game you could neither return nor play. Those among the damned called upon the elder gods, and they responded with cracks and miniature disc images stripped of the offending protection. We shook our heads once more and continued to support PC gaming.

Rootkit inspired copy protection came upon us like a plague of locusts to the fertile fields, and we began to find our systems and registries cluttered with flotsam and system level drivers that leeched precious CPU cycles and wreaked havoc on overall system stability. The industry's new malediction was again easily foiled by cracks and miniature disc images. We began to arch our eyebrows... collectively, and one at a time. This was turning into an unacceptable experience.

Then, the joy known as internet activation descended from the heavens, yet though it bore wings of purest white, in its heart a ball of malodorous pitch throbbed incessantly. This was usually not a problem, unless you bought a game on launch day and found it locked because the activation servers were swamped, or you decided to sell your game to someone else, or your internet access was interrupted when you wanted to play the game... or the company hosting the DRM activation went belly up. As with every copy protection scheme that had come before it, this one ran afoul of the elder gods, who visited their wrath in the form of activated game rips, spoof server apps, and the familiar executable patch. The situation was becoming too much to bear, having played along with the publishers' copy protection schemes for so many years, and accepting a measure of inconvenience in return for the ability to play the games we surrendered our monetary funds to receive. To purchase a game and go to play it, only to find yourself at the mercy of some other entity whose only concern is revenue, is a slippery slope that I don't care to explore.

I no longer support PC gaming. Give me a manual, or fully compatible disc check without resorting to what is essentially a root kit, and I will return to the fold. Until then, I enjoy console gaming. The elder gods would like to remind you at this time that eventually publishers will totally fuck that up as well, so enjoy it while it lasts.

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Graphic file formats used to fascinate me, but now I find them rather satanic.

alethiophile
Member #9,349
December 2007
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DRM and the DMCA have gotten enough people's backs up that nobody's going to admit that piracy is morally wrong. I think that, while piracy is a problem, it's the lesser of two evils when compared to what corporations do in terms of DRM--piracy means that you don't have to deal with that, hence people buying a game and then playing the pirated version. (This was the underlying point of my previous very long post; if I made that unsufficiently clear I apologize. I do believe that, other things being equal, it's better to buy a game than pirate it.)

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Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.
C++: An octopus made by nailing extra legs onto a dog.
I am the Lightning-Struck Penguin of Doom.

Tobias Dammers
Member #2,604
August 2002
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Piracy is wrong, but even more wrong is punishing honest users for it. As long as the DRM works well enough and is non-intrusive (as is the case with Mount & Blade for example, for as far as I can tell), I don't see a problem with it, but when it deprives legit users from rightfully using the software as advertised, I do.
Fortunately, I live in a country that has a law that basically states that:
1. it is illegal to sell goods that do not fulfill any purpose at all;
2. it is illegal to sell goods that do not fulfill the advertised purpose;
3. any purchase can be undone during 3 full working days from the date of purchase, provided the product is intact
Point 1 basically means that the popular "no fitness for any purpose guaranteed" EULA restriction is void here.
Point 2 has the consequence that if a game you purchase doesn't run on a system that fulfills the advertised minimum specs, you are entitled to a full refund, package opened or not.

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Me make music: Triofobie
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"We need Tobias and his awesome trombone, too." - Johan Halmén

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