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The huge success of an AppStore failure

blog.gameized.com

11–20 of 55 posts

Re: The huge success of an AppStore failure

#11
post #3

I might be naive about this, but I really don't believe that a large percentage of those 20000 pirates would have paid for the game if there was no cracked version available for free. I think the ugly truth is that most people either cannot afford to or are unwilling to pay for apps, even if they cost less than a cup of coffee. Hence I suppose that the piracy factor p = (pirated_copies / legit_copies) is bigger than…

If they can't afford a 99c game, how did they afford an iOS device?

I think it is more unwillingness- since some software is free, some people resent paying for any software. (They probably don't get HBO on their cable TV either...)

Re: The huge success of an AppStore failure

#12
The OP is complaining about Game Center being usable for pirated games. The problem there is though: How would Apple be able to find out that your installation is pirated?

Checking the signature? That can be patched out. Make it so that only accounts who have bought a game can be used in Game Center?

That's the obvious solution, but it would really hur people sharing an itunes account in a household. My girlfriend also uses my apple account, saving us the money for buying apps twice.

And while this might feel like exploiting the terms of services a bit, think of children's iphones sharing their parents account which is probably even OK from a TOS point of view.

Should these children (which are a huge part of the Game Centers audience) be unable to use the game center features?

Re: The huge success of an AppStore failure

#13
The piracy numbers don't surprise me; as a long time game developer, I've come to expect that kind of piracy turnout.

What surprises me is that gamecenter allows cracked apps to appear on leaderboards. Maybe I'm missing something, but since gamecenter requires an iTunes account, and iTunes knows what apps you've purchased, why would gamecenter allow data from iTunes accounts it knows don't own the game?

Re: The huge success of an AppStore failure

#14

I don't think developers understand that pirates aren't customers, they are thieves. It is a crime of opportunity. If they can just take something for free they will, because they are probably 10-20 years old and they don't have enough disposable income to make buying a game easier than pirating one. So, they trade their extra time for their lack of money and go the pirated route even though it's a PITA. Yes, there i…

While I agree, I think this boils down to a broken windows argument. Is it better to spend some money dealing with piracy, or not worry about it at all.

Re: The huge success of an AppStore failure

#15
post #3

I might be naive about this, but I really don't believe that a large percentage of those 20000 pirates would have paid for the game if there was no cracked version available for free. I think the ugly truth is that most people either cannot afford to or are unwilling to pay for apps, even if they cost less than a cup of coffee. Hence I suppose that the piracy factor p = (pirated_copies / legit_copies) is bigger than…

If they can't afford a 99c game, how did they afford an iOS device? I think it is more unwillingness- since some software is free, some people resent paying for any software. (They probably don't get HBO on their cable TV either...)

I think the majority of people in the 10-20 year old age group get their iOS devices "for free" from their parents, and don't want to negotiate with said parents every time they want to buy an app.

Re: The huge success of an AppStore failure

#16
post #12

The OP is complaining about Game Center being usable for pirated games. The problem there is though: How would Apple be able to find out that your installation is pirated? Checking the signature? That can be patched out. Make it so that only accounts who have bought a game can be used in Game Center? That's the obvious solution, but it would really hur people sharing an itunes account in a household. My girlfriend al…

[deleted]

Re: The huge success of an AppStore failure

#17

I don't think developers understand that pirates aren't customers, they are thieves. It is a crime of opportunity. If they can just take something for free they will, because they are probably 10-20 years old and they don't have enough disposable income to make buying a game easier than pirating one. So, they trade their extra time for their lack of money and go the pirated route even though it's a PITA. Yes, there i…

whining won't get you sales

Are you sure?

It drives page views. I mean, I had never heard of this game until this HN post, and I never would have heard of it otherwise. There are many, many thousands of alternatives in the App Store, and I don't play a lot of games.

So why stop complaining, necessarily? It doesn't cost much, and it helps your paying customers feel righteous, which provides additional value for the dollar.

These complaints often have a certain Br'er-Rabbit-and-the-briar-patch quality, and this one is a particularly good example of the genre. "Oh, please, pirates, please don't think our game is so awesome that exactly 15,950 of you download it in the first few days, making it look like a runaway success and building an enormous community of fellow players who will vie with you on Game Center if you buy the game at the absolute bargain price of $0.99!

"And, whatever you do, don't make us write a blog post talking about our awesome new app and how people can't stop downloading it, even breaking the rules to do so, because it's so crazy and viral and addictive.

"And don't make us complain about how we took a risk and sold our valuable app for the low, low price of $0.99.

"And, whatever you do, don't generate controversy that will get our blog post upvoted to the top of news aggregators. And don't slag on us in the comments, forcing us to issue a poignant reply that will also get upvoted on news aggregators.

"My god, if the controversy gets big enough Apple might actually respond, which might drive this issue into the mainstream news, where millions of people with iPhones and money might accidentally read the name of our app and learn how many times it has been downloaded. What a catastrophe that would be. Please don't let that happen. Please stop, pirates, I'm begging you, stop talking about our game and forcing us to talk about our game."

Re: The huge success of an AppStore failure

#19
post #6

[deleted]

To be honest, almost none of the people who pirated your App would've bought it in the first place, so it's not as if there's lost revenue, you wouldn't have got it in the first place.

Common pirate argument #1. Prove it. Surely this is a falsifiable claim; do you have sources to back it up?

The people who pirate your app, act as advertisers, others see them playing the game, and then some people go any buy the game legitimately.

Common pirate statement #2. Prove it. Surely this is a falsifiable claim; do you have sources to back it up?

Also, the fact that people are pirating your app in the first place means is obviously very good and you should be proud of that.

Bad software is pirated just as good software is. This isn't meaningfully indicative of anything. And if it is good software (I'm not in a position to judge, it doesn't appear to be a game I'd be interested in), then I can very much see it being difficult to "feel good about it" when the compensation that they're due is not being paid them.

.

These arguments are silly and demeaning to people who actually create things. They excuse bad behavior. Some people, I'm sure, pirate because they can't afford things (though how did they get an iOS device?). Others--and intuitively I think this is a large portion, but I'm at least honest enough to admit that I can't prove it--just want things for free.

Re: The huge success of an AppStore failure

#20

The piracy numbers don't surprise me; as a long time game developer, I've come to expect that kind of piracy turnout. What surprises me is that gamecenter allows cracked apps to appear on leaderboards. Maybe I'm missing something, but since gamecenter requires an iTunes account, and iTunes knows what apps you've purchased, why would gamecenter allow data from iTunes accounts it knows don't own the game?

It's really not a one-to-one. You are allowed to purchase an app and install it on multiple devices, say for your family members. There may be several AppleIDs that could legitimately play a game besides the one that purchased it.
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