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'How piracy works' according to Minecraft creator

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11–20 of 102 posts

Re: 'How piracy works' according to Minecraft creator

#11

Am I the only person who has bought a game after pirating and playing it through? Also I'd be more inclined to buy more games first if there was some way of getting my money back if I really don't like it. I'm looking at you, GTA4, you blurry, poo sandwich.

I never did buy a game after pirating it (and no I don't pirate these days, but I was younger once...). But I did several times buy the following game of a company when I really liked one.

Re: 'How piracy works' according to Minecraft creator

#12

Sadly, pirates don't actually convince their friends to buy it. They help them pirate it. He's right about doing what he can to provide features that pirates can't take advantage of, though. That's the only way to actually combat piracy.

> Sadly, pirates don't actually convince their friends to buy it. They help them pirate it.

Pirating software is often a pain - find a proper release, install, replace a binary, generate a key, avoid online services, seek out cracked updates (or go without them). If your time has value, it's hardly free. Do you really think everyone pirating anything is going through this process for every Tom, Dick and Harry they know, as opposed to just saying, "Yeah, it's $50 at Gamestop..."?

What the author is talking about sounds like the far more common scenario -- friends will see a pirated game being played (or just hear it being praised), and make a purchase later if they so desire (perhaps on services like Steam, where hordes of people who used to exclusive pirate games now periodically pay for the simple conveniences of being legit). And the pirates themselves are occasionally 'turned' by the kind of value-adds that the author is taking about. How many people who really liked the single-player modes in their pirate copy of MW2 didn't go legit so that they could play multiplayer?

Piracy can unquestionably lead to expanded mindshare and buzz, it's silly to assert that it merely spawns more piracy. Piracy of Photoshop isn't destroying Adobe's profit, it's securing it. How many legions of designers and photographers cut their teeth on a pirated version, in the process trained themselves to all its concepts, quirks and idioms, and later became a paid seat in a professional context (where using a pirated version is astonishingly stupid behaviour)?

Edit: This is clearly an emotional issue. Parent is getting a steady stream of upvotes for blithely making a generalization about how all pirates behave, whereas I saw a downvote faster than what I've wrote could even have been read.

Re: 'How piracy works' according to Minecraft creator

#13
post #3

"why fight the biggest revolution in information flow since the printing press when you could easily work with it by adding services that actually add some value beyond the free act of making a digital copy?" This is very intelligent insight on the author's part. It's also the same argument that has been staring the RIAA in the face for over a decade: you can't fight the future, so you'd better figure out a better wa…

Sort of like putting measures in place so that pirates are using more of a trial version of your software. I think this is the way most new programs are going these days. But that still doesn't solve the music aspect of pirating. What bonus stuff can you give over the music that can convert a considerable number of the pirates to paying customers?

Except for the tiny percentage of superstars, musical artists have always made more money through live performances than recording contracts. Ticket sales, merchandise and other such revenues are much less susceptible to pirating.

Re: 'How piracy works' according to Minecraft creator

#14
post #8

But what if that person likes that game, talks about it to his or her friends, and then I manage to convince three of them to buy the game? This is as bad as the logic spouted by the media industry that a piracy = one lost sale. If not even worse (because it is just plucked from thin air)

Yes, I'd love to see some statistics for the probability of a pirate actually convincing somebody else to buy.

Re: 'How piracy works' according to Minecraft creator

#15
post #12

Sadly, pirates don't actually convince their friends to buy it. They help them pirate it. He's right about doing what he can to provide features that pirates can't take advantage of, though. That's the only way to actually combat piracy.

> Sadly, pirates don't actually convince their friends to buy it. They help them pirate it. Pirating software is often a pain - find a proper release, install, replace a binary, generate a key, avoid online services, seek out cracked updates (or go without them). If your time has value, it's hardly free. Do you really think everyone pirating anything is going through this process for every Tom, Dick and Harry they kn…

I agree with others that the OP really over-promised by saying that pirates will convince friends to buy. However, you don't deserve to be down-voted. A large number of people pirating something often causes it to become popular enough to get many sales. Word-of-mouth is not always a pirate explaining to others how to get something for free, it's often them just saying something is 'good' (which for many people implies worth buying).

Re: 'How piracy works' according to Minecraft creator

#16
post #9

Am I the only person who has bought a game after pirating and playing it through? Also I'd be more inclined to buy more games first if there was some way of getting my money back if I really don't like it. I'm looking at you, GTA4, you blurry, poo sandwich.

I personally haven't done this but you bring up a good point. What is so crazy about releasing a fully playable free demo that lasts 10 days that enables you to save your progress and pick up where you left off after purchasing the full version? No doubt a system like this would have multiple weaknesses but if this system existed I can guarantee you that I would own more games.

Agreed. And while we're all at it, somebody needs to bring back shareware. (Especially on mobile devices!)

Re: 'How piracy works' according to Minecraft creator

#17

Sadly, pirates don't actually convince their friends to buy it. They help them pirate it. He's right about doing what he can to provide features that pirates can't take advantage of, though. That's the only way to actually combat piracy.

"Sadly, pirates don't actually convince their friends to buy it. They help them pirate it."

The article says:

> But what if that person likes that game, talks about it to his or her friends, and then I manage to convince three of them to buy the game?

The author is hoping that he can convince these friends to buy the game; he isn't suggesting that pirates do the convincing. In the next paragraph he describes how to do it:

> Instead of just relying on guilt tripping pirates into buying, or wasting time and money trying to stop them, I can offer online-only services that actually add to the game experience. Online level saving, centralized skins, friends lists and secure name verification for multiplayer. None of these features can be accessed by people with pirated versions of the game, and hopefully they can be features that turn pirates from thieves into potential customers.

Re: 'How piracy works' according to Minecraft creator

#18
post #5

Sadly, pirates don't actually convince their friends to buy it. They help them pirate it. He's right about doing what he can to provide features that pirates can't take advantage of, though. That's the only way to actually combat piracy.

Put it online and downloading the client lets you pirate the game like downloading Firefox lets you pirate Basecamp.

I believe this is (most of the time) the best solution these days, but it's still starting from a position of assuming the customer is a criminal.

If you're not actually adding any useful internet-based features, then this is just another DRM system that will piss off paying customers when they want to play but don't have a net connection because they're using a laptop on a plane flight.

Re: 'How piracy works' according to Minecraft creator

#19

Sadly, pirates don't actually convince their friends to buy it. They help them pirate it. He's right about doing what he can to provide features that pirates can't take advantage of, though. That's the only way to actually combat piracy.

I don't understand the logic at all here. Do you have some reason for believing that?

Re: 'How piracy works' according to Minecraft creator

#20
post #5

Earlier quoted context omitted.

Put it online and downloading the client lets you pirate the game like downloading Firefox lets you pirate Basecamp.

I believe this is (most of the time) the best solution these days, but it's still starting from a position of assuming the customer is a criminal. If you're not actually adding any useful internet-based features, then this is just another DRM system that will piss off paying customers when they want to play but don't have a net connection because they're using a laptop on a plane flight.

What's wrong with assuming the customer is a criminal if the big majority of your customers are, in fact, criminals? (Presuming that by "customer" you just mean "person playing your game.")

The question should be: how do you account for the fact that your customers are criminals and still make money without crippling your game? Putting useful features online is a good answer to that question.

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