Judging from the other comments here this may be a surprisingly unpopular opinion, but if you're pirating an app that costs one fucking dollar you should be ashamed of yourself.
Ridiculous.
81–90 of 104 posts
Judging from the other comments here this may be a surprisingly unpopular opinion, but if you're pirating an app that costs one fucking dollar you should be ashamed of yourself.
Ridiculous.
Earlier quoted context omitted.
when did you turn into such a know-it-all patio? All I see from you is arrogant one liners for the last few months. It's been interesting seeing how your (modest) success has turned you into an asshole - shame really.
Patios statement was that moving to SaaS model removes piracy. I see no asshole-ish nature and I'd bet it's 100% on the money, though I've never sold downloadables so I can't speak from experience. Let's stay above name calling. We're all adults here.
I think patio's advice doesn't help at all in this particular case.
Earlier quoted context omitted.
> incorporate features required for a non-Roman script market Nobody in India uses computers in Indian languages. Everything's in English, and when people do write in an Indian language, it's using a bastardized, improvised romanization. So non-Roman script support is a non-issue.
Is that true? How interesting! How do you know this? Do you live in India?
I'd like to point this out: http://blog.wolfire.com/2010/05/Another-view-of-game-piracy To quote: The highest estimate I've seen is that 10% of worldwide iPhones are jailbroken. Given that there are so few jailbroken phones, how can we explain that 80% of game copies are pirated? The answer is simple -- the average pirate downloads a lot more games than the average customer buys. This means that even though games see…
Let's say 100 people own iphones, 10 of which are jailbroken. 9 of the jailbroken phones have downloaded my game, and one of the 90 non-jailbroken phones has paid for it. Maybe, if they couldn't download illegally, none of the 9 would have bought it, meaning I have lost 0% of my sales. Or maybe all 9 would have bought it, meaning I have lost 90% of my sales.
It doesn't matter if only 10% of "potential" customers can download a game illegally, it matters what % of likely customers do it. And for some developers that will be much higher than average, for others it will be much lower.
How are they pirating it.. unless they jail-break their phone? I don't do iphone apps, but I was under the impression Apple controlled the distribution?
I'm not sure if it works anymore. But with the App Store you can download on anyone's device after you pay for it once. For example, I buy Angry Birds, and then I log in on your phone and install Angry Birds on it as a free update. Then I log out of your phone, and Angry Birds is still installed. I didn't even know it was possible and I did iOS development. Then I saw someone do it and had a WTF moment. He just said…
Compare this to pirating an .ipa file via bittorrent for jailbroken iphone users, and it's a different story.
I'd like to point this out: http://blog.wolfire.com/2010/05/Another-view-of-game-piracy To quote: The highest estimate I've seen is that 10% of worldwide iPhones are jailbroken. Given that there are so few jailbroken phones, how can we explain that 80% of game copies are pirated? The answer is simple -- the average pirate downloads a lot more games than the average customer buys. This means that even though games see…
That logic doesn't actually add up, though. Let's say 100 people own iphones, 10 of which are jailbroken. 9 of the jailbroken phones have downloaded my game, and one of the 90 non-jailbroken phones has paid for it. Maybe, if they couldn't download illegally, none of the 9 would have bought it, meaning I have lost 0% of my sales. Or maybe all 9 would have bought it, meaning I have lost 90% of my sales. It doesn't matt…
Also worth noting is that he talks about the disproportionate number of games pirated to games sold across the board. What can you take from that? That pirates are far more likely to pirate a larger number of games than customers will buy.
That's hard to prove, but if there are really that many more pirates in so many games, it certainly makes sense.
Let me condense the conversation for you: Blah blah blah, free marketing, blah blah blah, wouldn't have bought it anyway, blah blah blah, DRM never works. Then you move your code to the server and this never bothers you again. This defeats piracy so well it works in China .
The result may be a shock for some, but at least they have no more illusions ("So many people love my app but pirate it. If they couldn't pirate it they would buy it!") and can get back to work.
Judging from the other comments here this may be a surprisingly unpopular opinion, but if you're pirating an app that costs one fucking dollar you should be ashamed of yourself.
I think in order to solve the problem, it's important to see and understand all sides of the equation, even the ones we don't agree with.
Earlier quoted context omitted.
Patios statement was that moving to SaaS model removes piracy. I see no asshole-ish nature and I'd bet it's 100% on the money, though I've never sold downloadables so I can't speak from experience. Let's stay above name calling. We're all adults here.
And how could he move into SaaS? It's a simple game, not a business app. I think patio's advice doesn't help at all in this particular case.