Live data from Hacker News

'How piracy works' according to Minecraft creator

notch.tumblr.com

71–80 of 102 posts

Re: 'How piracy works' according to Minecraft creator

#71
post #70
post #68

Earlier quoted context omitted.

Present. There are a number of games that require internet access - MMOs, some where your save file is online, and some which simply phone home frequently. ie, Assassin's Creed 2.

Not considering MMOs, those other examples sound more like a nuisance (DRM) than an extra service.

It absolutely is a nuisance - I regret buying Command and Conquer 3 because it is intrinsically tied to EA's servers, you can't even play single player games without being signed in and online. Even your saved games only exist on their servers.

But I bet it was more effective than any other form of DRM they've used over the years.

Re: 'How piracy works' according to Minecraft creator

#72
Once again, by moving a crucial portion of the game online, you can mitigate the effectiveness of a pirated game while being able to deliver content that enhances the game for everyone.

The problem is, what if I want to play it on a flight? Enabling this enables pirates. So, is this worth it?

Re: 'How piracy works' according to Minecraft creator

#73
post #68
post #65

What he describes can be summed up as "Don't sell games, sell services". And I wholeheartedly agree. Games-as-a-service in the future?

Present. There are a number of games that require internet access - MMOs, some where your save file is online, and some which simply phone home frequently. ie, Assassin's Creed 2.

In the case of Assassin's Creed 2 your save file can also be saved online.

Re: 'How piracy works' according to Minecraft creator

#74
post #65

What he describes can be summed up as "Don't sell games, sell services". And I wholeheartedly agree. Games-as-a-service in the future?

I much prefer the Metaboli/Gametap rental model. You pay a reasonable monthly fee and you have access to their full library to download and play as you wish. Profits are apportioned to the developers according to what is being played. A bit like Spotify, I guess.

Unfortunately their catalogue is pretty old and weak (a few diamonds but nothing special) and I'm more of a console gamer. If a similar rental system was available on the consoles I'd probably never buy retail again.

Re: 'How piracy works' according to Minecraft creator

#75

Earlier quoted context omitted.

You certainly can fight the pirates. You perhaps can't win the war, but you don't really have to to make it worthwhile. That's why they keep being fought. I would guess that whatever the RIAA spends on fighting piracy is recouped tenfold in iTunes sales. iTunes would not exist if nobody fought piracy and legitimate business models could be built on it. (i.e. if What.cd had the ability to be a venture-funded startup.)…

Strangely, for many years iTunes did not exist because people were "fighting" piracy while Steve Jobs and Apple were repeatedly rebuffed for telling them that they couldn't fight it, instead they had to compete with it. This is covered in his Rolling Stone magazine interview: www.keystonemac.com/pdfs/Steve_Jobs_Interview.pdf

The problem is they have to fight it and compete with it. Doing one without the other will lead to disaster.

Re: 'How piracy works' according to Minecraft creator

#76
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.

The problem is that it is very, very easy to disable time-based lockouts, thus making piracy even easier.

Re: 'How piracy works' according to Minecraft creator

#77
post #35
post #22

Earlier 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.

Notch's success and that of other indie developers don't support the claim made by most game studios and their publishers that the weak market and rampant piracy is forcing them to take drastic measures.

If you look at Minecraft, it has the worst graphics possible and, in the Alpha that Notch is selling, half of the features don't work in multiplayer. The main thing the game has going for it is its limitless replay value with the ability to create and show off things (however tedious I think the average person would find the process).

Despite its flaws, Notch seems to be doing something right. He doesn't have much overhead and he can sell the game for cheap (although not very much so by indie standards). He doesn't even have an effective copy protection scheme. The login system is easily bypassed, and multiplayer servers hosted in "offline" mode are no different from a regular server.

Granted, there are previous incarnations of the game that did not take off and Notch has a lot of open promises about what he will deliver with the game. Yet, the game is in a state that is highly addictive and people have nothing but good things to say about it. Word of mouth and social media (namely youtube tutorials and showcasing) have rocketed sales.

Obviously, this game is a different caliber than most big budget games, but they are at a disadvantage to Notch's straightforward development style. Game studios are often rushed to finish their game and they need to see immediate success upon release. Yet, they are almost always still working out bugs. Beyond patching and token DLC, the game is considered final. Some games have even lost modding support despite how much value that adds to a game.

Blaming the current generation of consumers doesn't fit. There is an exponentially larger consumer base buying games. Most gamers are always ready for the next game and often games are sold on hype alone. Maybe this is an overstatement, but we have attained what is close to rabid consumerism. There is a lot of competition, but when a game hits, it sells big.

Could it be that there is something else rotten going on in the games industry? Look at the surefire success that is the Call of Duty series (even despite the supposed boycott). Activision apparently couldn't afford to properly take care of Infinity Ward and there was a huge falling out. Can this be explained by greed, incompetence, or what?

Even if piracy is to blame, games are already harder to pirate. You can probably fight it head on to a certain extent, but I doubt you can stop it. At some point, it will hurt business more than it will help. The type of article Notch has written here has become fashionable among indie developers. It makes them look good, while making big game studios appear to be at a loss. Maybe they are also trying to serve as an example of how you can rise above piracy concerns rather than getting hung up on them.

Re: 'How piracy works' according to Minecraft creator

#79
post #15
post #12

Earlier quoted context omitted.

> 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 impli…

It's especially true in the indie-game sphere, where people get their recommendations from random reviews on blogs, mailing lists, wikis, forums, whatever. Lots of those reviews are not by people who paid for the game, but some people who read them might pay. Maybe not most of them, but often non-zero. It's useful enough that some indie-game devs are pretty liberal with their "review copies"; if you're going to write up even a blog blurb on a medium-traffic blog, they'll just send you a free copy and save you the hassle of pirating it.

Really the biggest likely pitfall facing indie-game developers is that they release their game and nobody notices or cares, not even enough to pirate it. There are a ton of indie games that come out every year that never rise out of obscurity, which is the main thing publicity attempts have to overcome, at least early on. Enough people pirating it to generate some forum/blog buzz is one possible way, like underground musicians who get their initial publicity via people trading mix tapes.

Re: 'How piracy works' according to Minecraft creator

#80
post #37

Earlier quoted context omitted.

I'm maybe 15 years behind the current trends but all games I've ever bought (when I was still buying games...) were carefully screened and test played using pirated sources. Piracy has always been the de facto news channel for new games: not magazines or demo disks. You had the game coming from your friends first and you saw it weeks or months later in a magazine. Investing actually money into something as brittle an…

I often find demos to be misleading of what the final product will be like. Games are expensive, at least for me, and demoing the final product is the only way I will know for sure that I am not going to waste $60 if I decide to buy something.

The 90s shareware approach was almost ideal for me from that perspective. I could play 1/3 of Doom and then decide if I wanted to buy the remaining 2/3 or not.
Post reply on HN