I suppose I'm in the minority here, but I read most of the article, and was like, hm, I should buy this and support these guys. Then I read: We know this because our game contains some code to send anonymous-usage data to our server. Nothing unusual or harmful. Heaps of games/apps do this and we use it to better understand how the game is played. It’s absolutely anonymous and you are covered by our privacy policy. Mm…
This is how analytics applications work. Almost every website you visit has Google Analytics installed, which sends your data to their servers so that the developer gets a better understanding of their users. Apps aren't an exception, you'll find it in almost all of them. When you install the app it should notify you what is does or doesn't have access to, so things like your phone book and call history are not acces…
Pirates playing a game dev simulator complain about piracy
201–210 of 395 posts
Re: Pirates playing a game dev simulator complain about piracy
#202Earlier quoted context omitted.
> if 93.6% of users who played the game on the first day after release got a shitty experience, It isn't a shitty experience though. They were playing the game, getting immersed into it, trying to win, and they got stuck. Stuck enough, and interested enough in succeeding, that they asked on forums how to deal with the in-game piracy issue. That isn't a sign of someone having a shitty experience. What is interesting n…
> They were playing the game, getting immersed into it, trying to win, and they got stuck. Stuck without any reason. Looks like shitty experience to me.
Re: Pirates playing a game dev simulator complain about piracy
#203I suppose I'm in the minority here, but I read most of the article, and was like, hm, I should buy this and support these guys. Then I read: We know this because our game contains some code to send anonymous-usage data to our server. Nothing unusual or harmful. Heaps of games/apps do this and we use it to better understand how the game is played. It’s absolutely anonymous and you are covered by our privacy policy. Mm…
You should probably not use a computer/smartphone/xbox/playstation/etc. then since pretty much every app, game, and website you use does this.
Except the websites, servers can do what they want.
Re: Pirates playing a game dev simulator complain about piracy
#204Earlier 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…
> there is no way to downvote a game producer after you have paid for something you didn't know in advance that you would like. A 30-day money back, no questions asked, guarantee would offer this. Then you can take a risk on a game, evaluate it to your heart's content, and if you didn't like it then request a refund. That would be a useful downvote indicator. For the recent SimCity, a stream of refunds would show as…
They used to make it very difficult to return products, and rarely would you get your money back. But then they realized that if you make returns simple and painless people stop second guessing their purchase since there's less risk if the product doesn't work out later.
So more people are buying the product and those that do return it are not left feeling burned, making them more likely to purchase again from the same store.
Nobody wants to feel ripped off, and taking that risk away from customers helps remove that mental hurdle they face thinking "but what if it sucks?"
Game developers on the other hand have a bad track record. Returns are basically impossible, even with everyone's favourite Steam.
With paid reviews, gaming social media and relentless hyping. People are tricked into buying a game that's not as good as its made out to be and are left feeling scammed. Not a great way to treat your customers.
Re: Pirates playing a game dev simulator complain about piracy
#205Earlier quoted context omitted.
> 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 And people who defend pirates routinely ignore that pirated products are also pirated by people who will take what they want for free if they can, because they can. Don't pretend to a higher level of intellectual honesty or moral strength. Your position can lay claim to ne…
What precisely is wrong with people copying things for free? Since these are non-rival, non-finite goods -- that is, as many people can use or reproduce them as want to without obstructing anyone else -- there is no basic physical reason for restriction. It is illegal, but that is not the same as immoral. For illegality to imply immorality the law would need to be shown to be itself moral. But unfortunately the law h…
The law isn't a buffet for you to pick and choose from.
Re: Pirates playing a game dev simulator complain about piracy
#206Earlier 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. There is also another important figure that is routinely ignored: the number of honest customers who get screwed by or annoyed with DRM and other forms of copyright protection (20 years ago we had to enter words from the game manual, page X line Y word Z, in the mid…
There is also another important figure that is routinely ignored: The number of honest customers who get screwed because game companies can not profitably release a big game anymore, so they won't. The CEO of Square Enix was fired because he produced the latest iteration of Tomb Raider, and it arguably is the best iteration of Tomb Raider ever, and plainly didn't make any money. Also your argument about 20 years ago…
http://www.eurogamer.net/articles/2013-04-09-square-enix-tho...
http://www.escapistmagazine.com/news/view/123045-Tomb-Raider...
http://www.escapistmagazine.com/videos/view/jimquisition/712...
Re: Pirates playing a game dev simulator complain about piracy
#207Earlier 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. There is also another important figure that is routinely ignored: the number of honest customers who get screwed by or annoyed with DRM and other forms of copyright protection (20 years ago we had to enter words from the game manual, page X line Y word Z, in the mid…
There is also another important figure that is routinely ignored: The number of honest customers who get screwed because game companies can not profitably release a big game anymore, so they won't. The CEO of Square Enix was fired because he produced the latest iteration of Tomb Raider, and it arguably is the best iteration of Tomb Raider ever, and plainly didn't make any money. Also your argument about 20 years ago…
Re: Pirates playing a game dev simulator complain about piracy
#208I suppose I'm in the minority here, but I read most of the article, and was like, hm, I should buy this and support these guys. Then I read: We know this because our game contains some code to send anonymous-usage data to our server. Nothing unusual or harmful. Heaps of games/apps do this and we use it to better understand how the game is played. It’s absolutely anonymous and you are covered by our privacy policy. Mm…
You realize that almost all mobile apps dial home with app metrics data right?
Re: Pirates playing a game dev simulator complain about piracy
#209While 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…
[1] http://goo.gl/vagAt A survey comissioned by Google for the American Assembly -research center at Columbia University- has been published recenetly where it basically concludes that users who download content from peer to peer sites buy 30% more than the ones who don’t.
Re: Pirates playing a game dev simulator complain about piracy
#210Earlier quoted context omitted.
Sim City is another good example of this. Even as a child when I first played the original, I remember reacting to the tax model in the game and how it affects net migration, as it was nothing like what I knew from Norway (and indeed, it bears little resemblance to how things works in most of Europe). A newspaper in Norway recently had to social economists play the most recent Sim City game to review the economic mod…
That's pretty interesting; I knew there was some criticism of SimCity's simplified tax model in the U.S. some years ago (a simple inverse relationship between tax rates and business growth), but the Norwegian analysis sounds quite interesting. Any idea where I might dig up a reference to the article? I think in SimCity's case it was probably not intentional, at least originally. The first version of the game seems to…
Isn't that pretty much accurate? I'm not aware of any serious theory postulating that raising taxes will have any non-negative effect on economic growth in and of itself.
Where it breaks down is once you account for what the tax dollars buy. If government takes $5000 from you but provides $6000-equivalent worth of health services (which it may be able to do through economies of scale or reduced transaction costs or solving a collective action problem etc.) then you have a net gain of $1000 rather than a net loss of $5000.
Imagine bifurcating the result: In one scenario, your country is the beneficiary of the efforts of a large international charity, you get $6000/citizen worth of health services without collecting any tax dollars from your population. Second, your country collects $5000 in taxes from each citizen and then sets the money on fire, or gifts the money to an international banking cartel in exchange for nothing whatsoever. Does anyone care to argue that the second could somehow be preferable to the first?
Which brings it back to the conservative position, which is that governments through incompetence or corruption will tend to convert $5000 of tax revenue to something less than $5000 worth of services to the population, resulting in a net loss to the economy and the country's people.
What so happens to be true as a factual matter is that a) governments can strike the balance in either direction depending on how well they're managed, but b) that the larger a government is, the more likely it is to allocate resources inefficiently, because as size increases economies of scale reach diminishing returns while the attention of legislators and their ability to perform due diligence is spread ever thinner over an expanding scope of government projects, leaving more opportunities for mistakes and corruption.
I always thought it would be an interesting experiment to eliminate 90% of federal spending but not lower federal taxes whatsoever, just give the money to the states whose residents paid the taxes, with no strings attached (i.e. the feds serving only to enforce uniform taxation and inhibit jurisdiction shopping), and letting the states individually decide how to spend the money. You can imagine a significant reduction in corruption: California residents would no longer be paying a pro rata share of the cost of boondoggles in Massachusetts (or vice versa), and Massachusetts residents may decide they don't want them either if they have to pay the entire cost out of their own pockets.