Earlier quoted context omitted.
That's why I said "without crippling the game." You're right, though; most developers will make their problem your problem, either to a small degree (by making sure that some useful things are only accessible for authenticated online clients) or a large degree (requiring always-on connectivity, nutty DRM schemes.) I don't think there's really anything "wrong" with that, though. It's not very fair, but that's how the…
So, it's not fair but there's nothing wrong with it? I don't think we have the same definition of the word "wrong".
'How piracy works' according to Minecraft creator
31–40 of 102 posts
Re: 'How piracy works' according to Minecraft creator
#32Earlier quoted context omitted.
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.
Be that as it may, can you see that it's legitimate for a musician to want to make, record, and sell music - not an associated industry of products? And there are fans who don't go to concerts or buy t-shirts, but really like listening to music? If you're a fan like that, and you don't give back to the artist at some point, you're making it less likely that the recordings you want will be made in the future. Notice t…
While buying music is one solution, another approach is donating to the artist. (And with easy piracy, both amount to the same thing modulo middle-man.)
Re: 'How piracy works' according to Minecraft creator
#33Earlier quoted context omitted.
What if it doesn't really make sense to add online or multiplayer support to the app/game? Then isn't it just the typical DRM anti-feature? I'd be pretty annoyed if I couldn't play my fun new game on a plane because it needs to constantly connect to the internet to prove I didn't steal it.
That's why the Minecraft creator's solution is sane. He does not block any features without network access. But some features only make sense with network access.
Re: 'How piracy works' according to Minecraft creator
#34Earlier quoted context omitted.
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.
Be that as it may, can you see that it's legitimate for a musician to want to make, record, and sell music - not an associated industry of products? And there are fans who don't go to concerts or buy t-shirts, but really like listening to music? If you're a fan like that, and you don't give back to the artist at some point, you're making it less likely that the recordings you want will be made in the future. Notice t…
Re: 'How piracy works' according to Minecraft creator
#35Earlier quoted context omitted.
Put it online and downloading the client lets you pirate the game like downloading Firefox lets you pirate Basecamp.
What if it doesn't really make sense to add online or multiplayer support to the app/game? Then isn't it just the typical DRM anti-feature? I'd be pretty annoyed if I couldn't play my fun new game on a plane because it needs to constantly connect to the internet to prove I didn't steal it.
Re: 'How piracy works' according to Minecraft creator
#36Earlier quoted context omitted.
That's actually not always true. Check out the reddit thread on this topic, and you'll see plenty of people who pirated first and then actually bought it. I know plenty of pirates use the "I try before I buy" line, but some of them actually do . You're right on your second sentence, but do you have anything whatsoever to back up your first?
Back when my company was using our analytics to track piracy for iPhone applications, we found that 1 out of 243 people who stole an application later installed a legitimate copy. We stopped tracking piracy when we realized that we were getting into a cat-and-mouse game with application pirates and the feature wasn't worth the resources, but I can't imagine these stats have changed much since.
Re: 'How piracy works' according to Minecraft creator
#37Sadly, 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.
Investing actually money into something as brittle and vague as a video game simply requires that I certainly know what I'm buying. Thus, the title must either be a few-in-a-decade known hit or tested with a pirated version.
If the situation is even remotely like that these days, game publishers are making their money because of piracy, not despite of it.
Re: 'How piracy works' according to Minecraft creator
#38Earlier quoted context omitted.
What if it doesn't really make sense to add online or multiplayer support to the app/game? Then isn't it just the typical DRM anti-feature? I'd be pretty annoyed if I couldn't play my fun new game on a plane because it needs to constantly connect to the internet to prove I didn't steal it.
That's why the Minecraft creator's solution is sane. He does not block any features without network access. But some features only make sense with network access.
But it stinks that developers now have a bias towards online features (because they combat piracy) instead of potential offline features that are more useful or better serve customers.
Re: 'How piracy works' according to Minecraft creator
#39Earlier quoted context omitted.
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.
1) It drives your customers to your competitors
If you had a choice between a shop that detained you in an "interview room", and checked your bags, pockets and body cavities against the receipt, every single time you went there, and one that just had a few CCTV cameras, which would you choose?
2) It makes people think "If I'm going to be punished anyway, I might as well commit the crime"
In some countries (IIRC, both Finland & Netherlands do this), purchasers of recordable media are "treated as criminals" and pre-emptively fined for copying music (specifically music, not software). If I were subject to that kind of treatment, you bet I'd copy as much music as I could lay my hands on.
Re: 'How piracy works' according to Minecraft creator
#40Earlier quoted context omitted.
What if it doesn't really make sense to add online or multiplayer support to the app/game? Then isn't it just the typical DRM anti-feature? I'd be pretty annoyed if I couldn't play my fun new game on a plane because it needs to constantly connect to the internet to prove I didn't steal it.
As somebody who makes a living selling software, I do not consider the author getting paid a minor feature. Apologies for the inconvenience, take it up with 80% of your generation.