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SOPA

Started by December 23, 2011 07:43 AM
60 comments, last by rip-off 12 years, 9 months ago

[quote name='DarklyDreaming' timestamp='1325701363' post='4899662']
Piracy is driven by a misunderstanding of an evolving business model and customer dissatisfaction -- at a certain price point, mostly the traditional 60$ for AAA titles, people don't want just the product, they want the service to go with it. Sure it's not viable for many types of games, for various reasons, to provide constant updates and other assorted that would make it implausible or tedious to keep up with a pirated version (look at Minecraft, a game which updated so often that pirating it just became silly) but it is what the costumer wants and they're right -- a 60$ game is, for the most part, not really worth its price.,


Article related: http://wii.ign.com/a.../1215619p1.html

I read this this morning and I think it's kind of stupid. Here is my take on a recipe for piracy.

1. Have a desirable product.
2. Implement measures that force your markets to be separate more than they naturally are (region based DRM for example).
3. Only release the desirable product in specific markets.
4. Don't even hint at the product coming to a significant other market.

To do these for things and expect people not to pirate the game is kind of silly imo. The writer of the article says that people who pirate need to support the game, but ignores that the developer isn't supporting the game the way they need to in the first place.
[/quote]
Right, but that's for games that aren't available in all regions -- naturally, people who want the product will at that stage acquire it through other means if they cannot legally and easily find a copy to purchase. Quite reasonably this will result in massive amounts of customers "jumping ship" and joining with pirates to get a game they legally would've bought had it been available in their region of choice.

For many games though, this isn't the case. Piracy occurs everywhere, even in regions where the game is legally and easily available -- price and economic factors play a role too.

Players want value. If they feel they're getting left in the cold, or they need to lump over an unreasonable amount of money for the amount of game they're getting, they will turn to alternative methods or pass on the game -- either way, you lose customers. Naturally, we can't abide to the cheapskates that want "games 4 free" but we can certainly find ways to improve perceived value of the product and, more importantly, turn it into an ongoing service that benefits and rewards customer loyalty.

That's really the only way to stop piracy. Anything else is just slowing it down or crippling it somewhat. (Of course, here we're talking about "classic model" of games -- not the whole freemium model that relies on entirely different metrics)
"I will personally burn everything I've made to the fucking ground if I think I can catch them in the flames."
~ Gabe
"I don't mean to rush you but you are keeping two civilizations waiting!"
~ Cavil, BSG.
"If it's really important to you that other people follow your True Brace Style, it just indicates you're inexperienced. Go find something productive to do."
[size=2]~ Bregma

"Well, you're not alone.


There's a club for people like that. It's called Everybody and we meet at the bar[size=2]."


[size=2]~ [size=1]Antheus


For many games though, this isn't the case. Piracy occurs everywhere, even in regions where the game is legally and easily available -- price and economic factors play a role too.


http://www.escapistmagazine.com/news/view/114391-Valves-Gabe-Newell-Says-Piracy-Is-a-Service-Problem
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Carmack made a point on something I was also about to mention. It has been the trend for many companies to introduce subscription-based programs with free games, or purchase a digital download, essentially meaning you do not truly own the game. In short, more games are being distributed under a SaaS model and it seems to be the future for gaming, at least those that use an online component.
Electronic Meteor - My experiences with XNA and game development

[quote name='DarklyDreaming' timestamp='1325733551' post='4899828']
For many games though, this isn't the case. Piracy occurs everywhere, even in regions where the game is legally and easily available -- price and economic factors play a role too.


http://www.escapistm...Service-Problem
[/quote]
Yes, I read that article as well. Your point more precisely? Nothing of what's in there isn't something I've'nt pointed out in my posts in this thread already... Service, pricing and other factors all play a role -- locking out regions will naturally create piracy. Whoop-dee-doo, big surprise. However, being available everywhere doesn't eliminate piracy -- it truly doesn't.
"I will personally burn everything I've made to the fucking ground if I think I can catch them in the flames."
~ Gabe
"I don't mean to rush you but you are keeping two civilizations waiting!"
~ Cavil, BSG.
"If it's really important to you that other people follow your True Brace Style, it just indicates you're inexperienced. Go find something productive to do."
[size=2]~ Bregma

"Well, you're not alone.


There's a club for people like that. It's called Everybody and we meet at the bar[size=2]."


[size=2]~ [size=1]Antheus

http://vimeo.com/31100268

So I came across this link and was appalled. How can anyone vote for this? I mean we all say that Congress is in the hands of the corporations, but geez this is blatant.

Beginner in Game Development?  Read here. And read here.

 

The good news is that this kind of censorship never works. The backlash might take a while to arrive, but when it does come, it'll likely come from a direction no one would ever expect.

On the other hand, it would be kind of amusing (and sad) to see the Internet itself branch off into something completely different like Vimeo is to Youtube, Bing is to Google or Google+ is to Facebook.
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So it looks like SOPA is dead in its current form. Looks like instead they are trying to push OPEN.

[quote name='DarklyDreaming' timestamp='1325701363' post='4899662']
Piracy is driven by a misunderstanding of an evolving business model and customer dissatisfaction -- at a certain price point, mostly the traditional 60$ for AAA titles, people don't want just the product, they want the service to go with it. Sure it's not viable for many types of games, for various reasons, to provide constant updates and other assorted that would make it implausible or tedious to keep up with a pirated version (look at Minecraft, a game which updated so often that pirating it just became silly) but it is what the costumer wants and they're right -- a 60$ game is, for the most part, not really worth its price.,


Article related: http://wii.ign.com/a.../1215619p1.html

I read this this morning and I think it's kind of stupid. Here is my take on a recipe for piracy.

1. Have a desirable product.
2. Implement measures that force your markets to be separate more than they naturally are (region based DRM for example).
3. Only release the desirable product in specific markets.
4. Don't even hint at the product coming to a significant other market.

To do these for things and expect people not to pirate the game is kind of silly imo. The writer of the article says that people who pirate need to support the game, but ignores that the developer isn't supporting the game the way they need to in the first place.
[/quote]
Do you really believe that will work? Your audience, whom you have so specifically targeted, really won't share this information with anyone else?

[quote name='way2lazy2care' timestamp='1325703447' post='4899669']
I read this this morning and I think it's kind of stupid. Here is my take on a recipe for piracy.

To do these for things and expect people not to pirate the game is kind of silly imo. The writer of the article says that people who pirate need to support the game, but ignores that the developer isn't supporting the game the way they need to in the first place.

Do you really believe that will work? Your audience, whom you have so specifically targeted, really won't share this information with anyone else?
[/quote]
Do I believe what will work? My whole post was about why something doesn't work.
Ah, forgive me. I misread the post late at night, I suppose.

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