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Pirates playing a game dev simulator complain about piracy

greenheartgames.com

271–280 of 395 posts

Re: Pirates playing a game dev simulator complain about piracy

#271
post #133

Earlier quoted context omitted.

You are actually arguing that the developers should have made an effort to have their game appeal to those who take a copy of it without permission?

The poster you are responding to is clearly not a programmer.

Of course I am. See my submissions.

Re: Pirates playing a game dev simulator complain about piracy

#272
post #14

The irony is great. But I fear it is possible that wasn't such a good idea. Given the graphs, there were 4k people interested in the game. Over 90% of them now have the impression that the game is unplayable long-term because of the message-box. Maybe many of them get the hint, but those who don't might generate bad pr and prevent others from buying it. But well, maybe that article combined with answers to the compla…

Do we really have to go to these stretches of logic to defend pirates? No wonder PC gaming is dead

Not what I wrote at all. Check it again: I am offering the thought that it might have been better to be more obvious in the message (or a subsequent one). Simply degrading the game-experience might lead to bad pr, nothing the developer wanted, because good mouth-to-mouth propaganda is the only (financial) upside of piracy for the developer. Not that it matters in that case anyway, as was pointed out (even by me a bit), given the coverage the game should get now.

Re: Pirates playing a game dev simulator complain about piracy

#273
It would be interesting to see a follow-up with minutes played by customers and by the pirates instead of only unique users, something that really ought to be included in their statistics.

It doesn't justify anything, but I think if we are allowed to speculate pirates being more likely to block the game in a firewall (I agree, it's highly likely that more of them are) I may speculate that pirates are far less likely than a customer that paid money to play the game for more than an hour, total. If the pirate doesn't it was essentially a demo run. Maybe the pirate is downloading just about every game released because it's free and drops it as soon as the next download has finished or just doesn't have the attention span to justify for themselves to buy games. The customers that did so that probably weren't happy with the purchase, even though the price is low, unless the game is advertised as being short.

Over 90% users being pirates is depressing, but I think if you look at usage it will be somewhat less so.

Re: Pirates playing a game dev simulator complain about piracy

#276

Earlier quoted context omitted.

You should probably not use a computer/smartphone/xbox/playstation/etc. then since pretty much every app, game, and website you use does this.

That is horrifying. That is completely horrifying. Sounds like neither should you, or I. Except the websites, servers can do what they want.

[deleted]

Re: Pirates playing a game dev simulator complain about piracy

#277
post #266

Earlier quoted context omitted.

It should also be noted that there's pretty much zero evidence that piracy actually hurts the sale of a game. Any research done by third-parties on the subject has shown that piracy generally helps the sales of the products being pirated due to: A) Raising awareness of the product and giving the product exposure to a larger group of fans raising awareness of the product and studio responsible for the production. B) C…

I agree. It's certainly more prudent to go with the flow [of piracy] rather than waste time and resources struggling against it. The Hotline Miami developers did just that.[1] Although the 93.6% piracy rate the Greenheart Games article references initially seemed shocking, I was reminded of the stance Gabe Newell has repeatedly taken over the years, of piracy being a service issue.[2] Part of that can be applied to t…

"There's actually nothing wrong with the game's website purchasing process; it's quite nicely streamlined and requires no login. However, a lot of people tend to loathe buying games directly from a developer's website, because it results in fragmentation of their games library, and it's one more purchase to keep track of." - Totally agree. It's precisely one of the reasons why Humble Bundle-type of initiatives are successful: together with the DRM-free copy that seems to be mandatory these days, they tend to include Steam keys, as they know that's the comfortable option.

Re: Pirates playing a game dev simulator complain about piracy

#278

Yesterday 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.

Some people have bad ears. Others have bad speakers/headphones.

You are probably both if you really believe that.

Re: Pirates playing a game dev simulator complain about piracy

#279
> gave it a description imitating the scene

The description looks nothing like the NFOs typically included with scene releases. However, most people don't know what the scene is or what their NFOs look like (or what NFOs are at all), so this clearly wasn't a practical issue. However, my point remains.

Re: Pirates playing a game dev simulator complain about piracy

#280
post #135
post #60

Earlier quoted context omitted.

That's a common approach to using gameplay for rhetorical purposes; the fact that you can code causal processes as you want is one of the main ways you can get videogames to push a point. As a more overt example, in the game Bacteria Salad [1], created after one of the E.coli scares, profits trade off directly against food safety: bigger farms are more profitable but also spread contamination more quickly. This may o…

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…

Ironically, when it first came out, SimCity was seen as very left-wing because of things like the dominance of public transportation in the model.
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