Earlier quoted context omitted.
one explanation might be that the posts were deleted because piracy isn't tolerated on those forums
The posts did not discuss piracy, only in-game dynamics. That's the point. The author also literally made up the lie that ONE minute after adding his torrent, look at all these pirates, this is a screenshot ONE minute after adding the torrent! Screenshots show torrent added a day ago. Also, it's neither here nor there but I personally would have linked to the posts in question in the write-up. However this is a matte…
Pirates playing a game dev simulator complain about piracy
111–120 of 395 posts
Re: Pirates playing a game dev simulator complain about piracy
#112Earlier quoted context omitted.
Are people who go outside and drink from a stream (through a filter/firewall, of course), stealing? What about people who take in the scenery, or people who breath? Is nature a starving artist? I'm not for dumping toxic waste in the river, or stealing property, but the Internet is my environment, and copying data is not only cheap, that's what I pay my ISP to be able to do. IMHO, that makes copying as moral as breath…
Problem is , for everyone who will happily compensate the artist if they feel they got value there are probably ~100 people who will just keep it for free even if they feel they had value.
The question game developers should be asking is not "How many people will illegally copy it?" but "How many people will buy it?"
It doesn't matter if there are 100 free riders for 1 customers, as long as you have enough customers.
Re: Pirates playing a game dev simulator complain about piracy
#113Re: Pirates playing a game dev simulator complain about piracy
#114Earlier quoted context omitted.
The important figure (for developers) is not what proportion of pirates would buy the game, but what proportion of possible buyers will pirate instead. My experience with my social group is that this second group is quite high. I know (for example) people who have bought many xbox 360 games (as these are hard to pirate) and have never bought a PC game, despite playing similar number of games on each.
so in other words, they pirated PC games, and used their limited resources to buy the games they couldn't pirate. Thus, the total amount of money they spent had been the same whether they pirated or not (just distributed differently, to different platforms). Had they not been able to pirate PC games, they might've spent a few more coins on PC games, and a few less coins on the xbox games - the industry wouldn't have…
(EDIT: sorry for the rant, but this stuff really gets under my skin. If you are too cheap to spend 8 bucks on an indie game, SAY SO, don't come up with rationalizations about how the world is a better place for it)
Re: Pirates playing a game dev simulator complain about piracy
#115Earlier quoted context omitted.
one explanation might be that the posts were deleted because piracy isn't tolerated on those forums
The posts did not discuss piracy, only in-game dynamics. That's the point. The author also literally made up the lie that ONE minute after adding his torrent, look at all these pirates, this is a screenshot ONE minute after adding the torrent! Screenshots show torrent added a day ago. Also, it's neither here nor there but I personally would have linked to the posts in question in the write-up. However this is a matte…
Re: Pirates playing a game dev simulator complain about piracy
#116While I think this is a very clever idea, it's also somewhat dishonest. In the game world, pirates cause studios to go bankrupt. In the real world, the causal link is not as clear. People arguing that piracy is ruining gamedev routinely ignore the fact that those who pirate don't necessarily have the means to buy many games; their choice is purely between pirating and not playing. Of those 90% or more who pirate the…
Re: Pirates playing a game dev simulator complain about piracy
#117While I think this is a very clever idea, it's also somewhat dishonest. In the game world, pirates cause studios to go bankrupt. In the real world, the causal link is not as clear. People arguing that piracy is ruining gamedev routinely ignore the fact that those who pirate don't necessarily have the means to buy many games; their choice is purely between pirating and not playing. Of those 90% or more who pirate the…
If you complain so much about piracy, go in free to play mode and make your fans buy extensions or addons. This is known to work well if your game is designed around it.
Re: Pirates playing a game dev simulator complain about piracy
#118Earlier quoted context omitted.
Problem is , for everyone who will happily compensate the artist if they feel they got value there are probably ~100 people who will just keep it for free even if they feel they had value.
That's only a problem if you consider a copy as damage. (I haven't seen a convincing argument.) There are also lots of factors in a financial proposition. Some people give away free samples, others invest in an education. It's interesting that iTunes is doing so well, without mandatory DRM, while copying has only gotten easier...
a) higher prices to other consumers who have to pay a larger share of the fixed costs because other people are choosing to pay zero. this is not really a cost more a fairness problem.
b) some products not being produced because not enough people are willing to pay the higher price to pay off the fixed costs. even though there might be a price point X that is lower than what it is worth to some of the zero payers which would result in the fixed costs being paid. this is a real economic cost
Re: Pirates playing a game dev simulator complain about piracy
#119Earlier quoted context omitted.
The important figure (for developers) is not what proportion of pirates would buy the game, but what proportion of possible buyers will pirate instead. My experience with my social group is that this second group is quite high. I know (for example) people who have bought many xbox 360 games (as these are hard to pirate) and have never bought a PC game, despite playing similar number of games on each.
so in other words, they pirated PC games, and used their limited resources to buy the games they couldn't pirate. Thus, the total amount of money they spent had been the same whether they pirated or not (just distributed differently, to different platforms). Had they not been able to pirate PC games, they might've spent a few more coins on PC games, and a few less coins on the xbox games - the industry wouldn't have…
Re: Pirates playing a game dev simulator complain about piracy
#120Yesterday I bought some mp3s legally off amazon. They were 128 kbit/s. I deleted them out of rage/spite and ordered the CD, which is out of print and so all the money went to a second hand record dealer. If only I'd had recourse to piracy in that instance!
Although in almost all cases 128kbps is just fine and you couldn't tell the difference.