digitalmars.D - [OT]Talking to Pirates
- Mike Parker (13/13) Aug 16 2008 I'm not usually one for posting off topic, but this is something
- Jb (6/10) Aug 17 2008 So 9 out of 10 people were using pirate versions.
- Simen Kjaeraas (8/21) Aug 18 2008 However, according to the article, the number was closer to 1 in 1000,
- Robert Fraser (16/25) Aug 17 2008 From the Gamasutra article: "...[W]e find 1 additional sale for every
- JMNorris (13/18) Aug 18 2008 I hadn't realized that all work and no play made me such a dull boy. I ...
- Nick Sabalausky (17/35) Aug 18 2008 Solitaire, Minefield: Casual Games
- JMNorris (8/9) Aug 18 2008 Not back when I played them! Although I didn't play Adventure on an Ata...
- Christopher Wright (6/13) Aug 20 2008 Actually, I switched to Linux in 2004 because I didn't have a licensed
- Robert Fraser (3/17) Aug 20 2008 Not saying it doesn't happen, but 99% of computer users wouldn't know
- Nick Sabalausky (5/18) Aug 17 2008 Very intresting reads, especially the first one. This is particularly
- Walter Bright (4/7) Aug 18 2008 I'm not a bit surprised. I attended a game developers' conference a year...
I'm not usually one for posting off topic, but this is something relevant to a discussion that has spread across three threads so far :) Cliff Harris, an independent game developer, recently went out and asked why pirates do what they do. He got an overwhelming response. You can read the results here: http://www.positech.co.uk/talkingtopirates.html Additionally, earlier this year one of the most successful indie game companies out there discovered that 92% of the full version copies of one of their games were pirated. There is a writeup about it, with some details on how they tried to reduce that number, over at Gamasutra: http://www.gamasutra.com/php-bin/news_index.php?story=17350 I thought some of the parties on both sides of the discussions here might find these links interesting.
Aug 16 2008
"Mike Parker" <aldacron gmail.com> wrote in message news:g88c5l$2urc$1 digitalmars.com...Additionally, earlier this year one of the most successful indie game companies out there discovered that 92% of the full version copies of one of their games were pirated. There is a writeup about it, with some details on how they tried to reduce that number, over at Gamasutra:So 9 out of 10 people were using pirate versions. And if only 1 of those 9 people actualy represents a lost sale, that would actualy represent 50% of the companies sales lost to piracy. :-(
Aug 17 2008
Jb <jb nowhere.com> wrote:"Mike Parker" <aldacron gmail.com> wrote in message news:g88c5l$2urc$1 digitalmars.com...However, according to the article, the number was closer to 1 in 1000, meaning that removing piracy altogether would only lead to 11% increase in sales. Perhaps not bad, but the publicity gained via pirated copies might be better that this number (not sure if it really would be, though). -- SimenAdditionally, earlier this year one of the most successful indie game companies out there discovered that 92% of the full version copies of one of their games were pirated. There is a writeup about it, with some details on how they tried to reduce that number, over at Gamasutra:So 9 out of 10 people were using pirate versions. And if only 1 of those 9 people actualy represents a lost sale, that would actualy represent 50% of the companies sales lost to piracy. :-(
Aug 18 2008
Mike Parker wrote:Additionally, earlier this year one of the most successful indie game companies out there discovered that 92% of the full version copies of one of their games were pirated. There is a writeup about it, with some details on how they tried to reduce that number, over at Gamasutra: http://www.gamasutra.com/php-bin/news_index.php?story=17350 I thought some of the parties on both sides of the discussions here might find these links interesting.From the Gamasutra article: "...[W]e find 1 additional sale for every 1,000 less pirated downloads. Put another way, for every 1,000 pirated copies we eliminated, we created 1 additional sale." That sounds about right for the casual games space. The space is filled with a lot of products and besides one or two "must-plays", they generally feel like perfect substitutes for me (the only "must-play" PC casual game I've encountered is Peggle, though I bought Aquaria - big letdown IMO - and will definitely buy World of Goo). I'd expect to see much different numbers for something like Microsoft Windows Client, probably closer to 1 in 10. Sure there are (arguably better) substitutes -- but most people don't want them. The 9 people who can't pirate the newest version of Windows would stick with the older version; I'd assume VERY few businesses or home users choose Linux because they can't afford/don't want to pay for Windows (obviously this case is different for Linux vs Windows Server).
Aug 17 2008
Robert Fraser <fraserofthenight gmail.com> wrote in news:g8a0lo$2nn8$1 digitalmars.com:That sounds about right for the casual games space. The space is filled with a lot of products and besides one or two "must-plays", they generally feel like perfect substitutes for me (the only "must-play" PC casual game I've encountered is Peggle, though I bought Aquaria - big letdown IMO - and will definitely buy World of Goo).I hadn't realized that all work and no play made me such a dull boy. I had no idea that there was casual game space and have no idea what a casual game is. I suppose I can guess what an indie game is, but don't know who the non-indie companies are. To me, computer games are Solitaire, Minefield, Adventure (the original with twisty little passages going everywhere), Pac-Man, and Asteroids. I confess, I am REALLY boring and out of touch. :-D 10 or 20 percent piracy is good advertising. At 90% and more piracy, you wonder how folks stay in buisness. -- JMNorris
Aug 18 2008
"JMNorris" <nospam nospam.com> wrote in message news:g8chqd$1nmj$1 digitalmars.com...Robert Fraser <fraserofthenight gmail.com> wrote in news:g8a0lo$2nn8$1 digitalmars.com:Solitaire, Minefield: Casual Games Adventure (Atari VCS/2600), Pac-Man, Asteroids: Retro Games Non-Indie Game Company: EA, Activision, Ubisoft, Take 2, and all of the companies that makes games for those companies to publish. Indie Game Developer: Self-funded (Rather than big-publisher-funded), and often self-published. Small teams, low budget, "garage" developers, etc.That sounds about right for the casual games space. The space is filled with a lot of products and besides one or two "must-plays", they generally feel like perfect substitutes for me (the only "must-play" PC casual game I've encountered is Peggle, though I bought Aquaria - big letdown IMO - and will definitely buy World of Goo).I hadn't realized that all work and no play made me such a dull boy. I had no idea that there was casual game space and have no idea what a casual game is. I suppose I can guess what an indie game is, but don't know who the non-indie companies are. To me, computer games are Solitaire, Minefield, Adventure (the original with twisty little passages going everywhere), Pac-Man, and Asteroids. I confess, I am REALLY boring and out of touch. :-D10 or 20 percent piracy is good advertising. At 90% and more piracy, you wonder how folks stay in buisness.It's not quite as clear-cut as that. For one thing, very little of that is actually lost sales, for various reasons, many of which were mentioned in the articles and comments. And of course there's also the issue of "How accurate is that 92% figure?" There's too many things that are impossible to measure for it to be possible to get a truely accurate ratio of legit copies vs. pirated copies. I'm not saying that 92% paints a rosy picture, of course, but there are a lot of non-obvious nuances that make it not likely as bad as that number makes it sound.
Aug 18 2008
"Nick Sabalausky" <a a.a> wrote in news:g8ct7n$2m4d$1 digitalmars.com:Adventure (Atari VCS/2600), Pac-Man, Asteroids: Retro GamesNot back when I played them! Although I didn't play Adventure on an Atari, I played it on a Kaypro (which could be used both as a computer and as an anvil). I played Pac-Man and Asteroids on arcade-style machines at various college eateries; the Pac-Man machine had a horizontal screen like a table top. -- JMNorris
Aug 18 2008
Robert Fraser wrote:I'd expect to see much different numbers for something like Microsoft Windows Client, probably closer to 1 in 10. Sure there are (arguably better) substitutes -- but most people don't want them. The 9 people who can't pirate the newest version of Windows would stick with the older version; I'd assume VERY few businesses or home users choose Linux because they can't afford/don't want to pay for Windows (obviously this case is different for Linux vs Windows Server).Actually, I switched to Linux in 2004 because I didn't have a licensed copy of Windows to install on my (freshly built) computer. Now I have a licensed copy of Windows, but it's sitting around unused. I might switch back when Windows has a usable window manager, a decent package manager, a decent terminal emulator, and a native sshd.
Aug 20 2008
Christopher Wright wrote:Robert Fraser wrote:Not saying it doesn't happen, but 99% of computer users wouldn't know what any of those four things are and would just be frustrated with Linux.I'd expect to see much different numbers for something like Microsoft Windows Client, probably closer to 1 in 10. Sure there are (arguably better) substitutes -- but most people don't want them. The 9 people who can't pirate the newest version of Windows would stick with the older version; I'd assume VERY few businesses or home users choose Linux because they can't afford/don't want to pay for Windows (obviously this case is different for Linux vs Windows Server).Actually, I switched to Linux in 2004 because I didn't have a licensed copy of Windows to install on my (freshly built) computer. Now I have a licensed copy of Windows, but it's sitting around unused. I might switch back when Windows has a usable window manager, a decent package manager, a decent terminal emulator, and a native sshd.
Aug 20 2008
"Mike Parker" <aldacron gmail.com> wrote in message news:g88c5l$2urc$1 digitalmars.com...I'm not usually one for posting off topic, but this is something relevant to a discussion that has spread across three threads so far :) Cliff Harris, an independent game developer, recently went out and asked why pirates do what they do. He got an overwhelming response. You can read the results here: http://www.positech.co.uk/talkingtopirates.html Additionally, earlier this year one of the most successful indie game companies out there discovered that 92% of the full version copies of one of their games were pirated. There is a writeup about it, with some details on how they tried to reduce that number, over at Gamasutra: http://www.gamasutra.com/php-bin/news_index.php?story=17350 I thought some of the parties on both sides of the discussions here might find these links interesting.Very intresting reads, especially the first one. This is particularly relevant to me as one of my biggest interests in programming is in the area of indie games.
Aug 17 2008
Mike Parker wrote:Additionally, earlier this year one of the most successful indie game companies out there discovered that 92% of the full version copies of one of their games were pirated.I'm not a bit surprised. I attended a game developers' conference a year ago, and the smart money there was developing games where you GIVE away the game, and sell physical add-ons.
Aug 18 2008