This is just pure gold. When I was younger, I always pirated stuff because I didn't have the money nor the means. But today, my Steam collection is worth over a 1000 dollars and I buy more games I could play. It hurts me when people my age (27) don't consider buying stuff they like. I mean, you are paying the creators of the stuff you like so that they can create more of it. No one wants to work for free, why should…
Quick question: Would you have bought games on steam over $1000 if the steam services would had been a bad one?
Or to put it in a other way, how much of that $1000 is thanks to steams services, convenience and marketing? Many people claim, including the CEO of steam, that steam is not competing with pirates. People pay for the services, which in turn get partially sent to developers to create more content to be used in the service.
I did link you to the posts on facepunch.com, here's a screenshot instead: http://i.imgur.com/Ankgk7S.png
that screenshot is good, unfortunately I can't get to the source to verify directly. It is down at the moment and not taking registrations. if I verify I will retract my hoax allegations. May I ask how you yourself found that post, given that google didn't have it indexed?
I recognised the forum layout as being Facepunch.com, then I went to the forum and searched for "Game Dev Tycoon" and looked through the results until I found the post.
> 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 I'm not going to fisk your post, which is largely self-serving rationalization. But I am going to touch on this. The choice is not "pirate it" or "pay for it". You can also--shocker incoming--not pirate it and not pay for it. Don't like that a publisher doesn't have a demo? Don't buy it. Don'…
I agree. I don't pay for anything unless I can try it or read a ton of reviews about it first. I've still gotten burned a few times but never felt any moral outrage over it. It's not some inalienable right to download stuff for free.
Some people would say freedom of speech, including digital communication, is a right. Copyright infringement does not constitute slander, lying, fraud, or anything of that sort. It's exactly and only copyright infringment. Also: http://www.wired.com/threatlevel/2011/06/internet-a-human-ri...
Your willingness to pay before you play says more about your income than anything; if nothing else, you probably have reliable income and can afford to make riskier bets.
"What a terrible game! I actually have to use my imagination and make my own fun, what is this?" Minecraft is a sandbox game. The zombies are just props. Just like any other good sandbox game it leaves a lot of the direction up to the player.
"sandbox game" really stretches the meaning of the term game. I'm not saying that minecraft is bad, I'm saying that what it has is not "gameplay".
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.
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...
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.
"What a terrible game! I actually have to use my imagination and make my own fun, what is this?" Minecraft is a sandbox game. The zombies are just props. Just like any other good sandbox game it leaves a lot of the direction up to the player.
"sandbox game" really stretches the meaning of the term game. I'm not saying that minecraft is bad, I'm saying that what it has is not "gameplay".
So SimCity, Rollercoaster Tycoon, Euro Truck Simulator, The Sims, etc aren't games either? Since they too are sandbox games that let the player direct the experience.
Frankly I would love to know what your definition of the term "gameplay" is because it seems unique. To me any interactive medium contains gameplay mechanics, even point-and-click adventure games do, hell even some BluRay menus could be described as having "gameply."
I even think Google's easter egg "zerg rush" (google it!) is a game and has gameplay.
I haven’t bought any game released after 2004[0] – simply because in my opinion, gameplay has suffered a lot lately. I can recall spending years building stuff in Pharao when I was a kid and recently had a lot of fun (months!) playing Patrician II/III, bought from GOG. Where are these games nowadays? [0] The latest game I bought on Steam was Counter Strike: Source, mostly because it was on sale and bundled up with so…
game quality is increasing, you're just getting older. same thing happens to me; i just can't play like i used to anymore.
when you're younger it's easier to lose yourself in the game, no matter how bad (and actually boring) it is.
It's not really a claim of moral honesty as it is just one bit of factual data. A large majority of pirates won't buy the game. Ever. If they can't get a pirated copy, then they just won't play, but it's not as if they'll buy it instead. It's a sad but true fact. I only bring this up because there's often an underlying assumption that every pirate is a lost sale, when in reality there maybe 1% of pirates that would h…
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 seen more profit. However, having the ability to pirate meant that they are more enriched culturally, where as had they needed to pay the full price, they would've had less culture to immerse themselves in. I say that's a good result.