[quote name='Antheus' timestamp='1327188727' post='4904969']
What killed your business model (not company itself, the $10 per download+serial) was Zynga, free-to-play, app stores, walled gardens, big publishers (Steam/EA/Xbox/PS3) and recently nickleodeon effect (see great depression on why). Not pirates.
No, we were getting steady sales before the product got pirated and published in such form. The sales declined immediately after that and dropped to zero.[/quote]
Yes. Existing business model couldn't cope with changes in the market.
The value proposition of your product was distribution of physical copy - not the product itself. Users were paying for serial number, not the product. The moment alternative appeared, they did that.
In short, you had a game that people wanted. Then you had a serial that you were selling. Nobody needed or wanted that. So demand plumetted. Why would people buy a serial number?
Herein lies the failure of completely misunderstanding the incentives of users. Admittedly, 10 years ago this was an unexplored field, but even back then online tie-ins appeared, shared leaderboards and more. They weren't explored. But at latest with social gaming explosion there isn't an alternative anymore.
Everyone's favorite, Minecraft, is perhaps the best demonstration of this. Free access gives people choice. They will no longer pay for anything they don't perceive as being valuable to them. Minecraft was available for free, on piratebay, and just about everywhere, yet people bought it. Another example are all the social games, but the leaders in this field became notorious for shady deals, even though most are fairly legit.
You may be mad at what happened, but that won't change anything. It's like being angry at rain. Business models come and go and those that don't adapt die off, only to be replaced with alternatives.
Some things do go lost (how many genres of games have died off). But then there's OpenTTD. A better than original open and free replica of a niche game. And now XCom is being remade in true fashion. So certain old ideas do live on, but the sea of all those copycats are forgotten, even if they made good money in their day.
Things that succeed have a value to consumers. Vague, non-technical, but value nonetheless.
Most of the products we build and use during the day however do not. And most business make money on that, the very disposability. Fortunately, or unemployment would be much higher. But there is no point in bemoaning when these bubbles burst. Adapt or die. Protectionism is just worst of all worlds.
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Same advice applies to developers and jobs. When a technology is new and hot, you can get above norm rates, but that dies off quickly. So the idea is to either jump from one bubble to another, or to use one of them to switch to a more broad or general area (think studio turning publisher).
These are just facts of life.
Piracy was the mechanism that changed the economies, but that was only possible because existing models were not good value propositions. Piracy is a symptom, not cause.
Same shift can be seen in album vs. studio audio publishing, changes in TV productions, various local retail deals.