Sins (SOASE) Developer Comments on Piracy

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Awesome read, here's the link for the credit: http://forums.sinsofasolarempire.com/post.aspx?postid=303512 . Also, I think he's right. We cater to the hardcore & pirate in the industry, of which we all know is the minority. The day we stop (*cough* spore) the better things will be for the market as a whole.

Quote:
Piracy & PC Gaming
By Draginol Posted March 10, 2008 20:48:46
Recently there has been a lot of talk about how piracy affects PC gaming. And if you listen to game developers, it apparently is a foregone conclusion - if a high quality PC game doesn't sell as many copies as it should, it must be because of piracy.

Now, I don't like piracy at all. It really bugs me when I see my game up on some torrent site just on the principle of the matter. And piracy certainly does cost sales. But arguing that piracy is the primary factor in lower sales of well made games? I don't think so.

Is it about business or glory?
Most people who know of Stardock in the gaming world think of it as a tiny indie shop. And we certainly are tiny in terms of game development. But in the desktop enhancement market, Stardock owns that market and it's a market with many millions of users. According to CNET, 6 of the top 10 most popular desktop enhancements are developed by Stardock. Our most popular desktop enhancement, WindowBlinds, has almost 14 million downloads just on Download.com. We have over a million registered users.

If you want to talk about piracy, talk about desktop enhancements. The piracy on that is huge. But the question isn't about piracy. It's about sales.

So here is the deal: When you develop for a market, you don't go by the user base. You go by the potential customer base. That's what most software companies do. They base what they want to create on the size of the market they're developing for. But not PC game developers.

PC game developers seem to focus more on the "cool" factor. What game can they make that will get them glory with the game magazines and gaming websites and hard core gamers? These days, it seems like game developers want to be like rock stars more than businessmen. I've never considered myself a real game developer. I'm a gamer who happens to know how to code and also happens to be reasonably good at business.

So when I make a game, I focus on making games that I think will be the most profitable. As a gamer, I like most games. I love Bioshock. I think the Orange Box is one of the best gaming deals ever. I love Company of Heroes and Oblivion was captivating. My two favorite games of all time are Civilization (I, II, III, and IV) and Total Annihilation. And I won't even get into the hours lost in WoW. Heck, I even like The Sims.

So when it comes time to make a game, I don't have a hard time thinking of a game I'd like to play. The hard part is coming up with a game that we can actually make that will be profitable. And that means looking at the market as a business not about trying to be "cool".

Making games for customers versus making games for users
So even though Galactic Civilizations II sold 300,000 copies making 8 digits in revenue on a budget of less than $1 million, it's still largely off the radar. I practically have to agree to mow editors lawns to get coverage. And you should see Jeff Green's (Games for Windows) yard. I still can't find my hedge trimmers.

Another game that has been off the radar until recently was Sins of a Solar Empire. With a small budget, it has already sold about 200,000 copies in the first month of release. It's the highest rated PC game of 2008 and probably the best selling 2008 PC title. Neither of these titles have CD copy protection.

And yet we don't get nearly the attention of other PC games. Lack of marketing on our part? We bang on the doors for coverage as next as the next shop. Lack of advertising? Open up your favorite PC game publication for the past few months and take note of all the 2 page spreads for Sins of a Solar Empire. So we certainly try.

But we still don't get the editorial buzz that some of the big name titles do because our genre isn't considered as "cool" as other genres. Imagine what our sales would be if our games had gotten game magazine covers and just massive editorial coverage like some of the big name games get. I don't want to suggest we get treated poorly by game magazine and web sites (not just because I fear them -- which I do), we got good preview coverage on Sins, just not the same level as one of the "mega" titles would get. Hard core gamers have different tastes in games than the mainstream PC gaming market of game buyers. Remember Roller Coaster Tycoon? Heck, how much buzz does The Sims get in terms of editorial when compared to its popularity. Those things just aren't that cool to the hard core gaming crowd that everything seems geared toward despite the fact that they're not the ones buying most of the games.

I won't even mention some of the big name PC titles that GalCiv and Sins have outsold. There's plenty of PC games that have gotten dedicated covers that haven't sold as well. So why is that?

Our games sell well for three reasons. First, they're good games which is a pre-requisite. But there's lots of great games that don't sell well.

The other two reasons are:

Our games work on a very wide variety of hardware configurations.
Our games target genres with the largest customer bases per cost to produce for.

We also don't make games targeting the Chinese market
When you make a game for a target market, you have to look at how many people will actually buy your game combined with how much it will cost to make a game for that target market. What good is a large number of users if they're not going to buy your game? And what good is a market where the minimal commitment to make a game for it is $10 million if the target audience isn't likely to pay for the game?

If the target demographic for your game is full of pirates who won't buy your game, then why support them? That's one of the things I have a hard time understanding. It's irrelevant how many people will play your game (if you're in the business of selling games that is). It's only relevant how many people are likely to buy your game.

Stardock doesn't make games targeting the Chinese market. If we spent $10 million on a PC game explicitly for the Chinese market and we lost our shirts, would you really feel that much sympathy for us? Or would you think "Duh."

You need a machine how fast?
Anyone who keeps track of how many PCs the "Gamer PC" vendors sell each year could tell you that it's insane to develop a game explicitly for hard core gamers. Insane. I think people would be shocked to find out how few hard core gamers there really are out there. This data is available. The number of high end graphics cards sold each year isn't a trade secret (in some cases you may have to get an NDA but if you're a partner you can find out). So why are companies making games that require them to sell to 15% of a given market to be profitable? In what other market do companies do that? In other software markets, getting 1% of the target market is considered good. If you need to sell 500,000 of your game to break even and your game requires Pixel Shader 3 to not look like crap or play like crap, do you you really think that there are 50 MILLION PC users with Pixel Shader 3 capable machines who a) play games and b) will actually buy your game if a pirated version is available?

In our case, we make games that target the widest possible audience as long as as we can still deliver the gaming experience we set out to. Anyone who's looked at the graphics in Sins of a Solar Empire would, I think, agree that the graphics are pretty phenomenal (particularly space battles). But could they be even fancier? Sure. But only if we degraded the gaming experience for the largest chunk of people who buy games.

The problem with blaming piracy
I don't want anyone to walk away from this article thinking I am poo-pooing the effect of piracy. I'm not. I definitely feel for game developers who want to make kick ass PC games who see their efforts diminished by a bunch of greedy pirates. I just don't count pirates in the first place. If you're a pirate, you don't get a vote on what gets made -- or you shouldn't if the company in question is trying to make a profit.

The reason why we don't put copy protection on our games isn't because we're nice guys. We do it because the people who actually buy games don't like to mess with it. Our customers make the rules, not the pirates. Pirates don't count. We know our customers could pirate our games if they want but choose to support our efforts. So we return the favor - we make the games they want and deliver them how they want it. This is also known as operating like every other industry outside the PC game industry.

One of the jokes I've seen in the desktop enhancement market is how "ugly" WindowBlinds skins are (though there are plenty of awesome ones too). But the thing is, the people who buy WindowBlinds tend to like a different style of skin than the people who would never buy it in the first place. Natural selection, so to speak, over many years has created a number of styles that seem to be unique to people who actually buy WindowBlinds. That's the problem with piracy. What gets made targets people who buy it, not the people who would never buy it in the first place. When someone complains about "fat borders" on some popular WindowBlinds skin my question is always "Would you buy WindowBlinds even if there was a perfect skin for you?" and the answer is inevitably "Probably not". That's how it works in every market -- the people who buy stuff call the shots. Only in the PC game market are the people who pirate stuff still getting the overwhelming percentage of development resources and editorial support.

When you blame piracy for disappointing sales, you tend to tar the entire market with a broad brush. Piracy isn't evenly distributed in the PC gaming market.

Blaming piracy is easy. But it hides other underlying causes. When Sins popped up as the #1 best selling game at retail a couple weeks ago, a game that has no copy protect whatsoever, that should tell you that piracy is not the primary issue.

In the end, the pirates hurt themselves. PC game developers will either slowly migrate to making games that cater to the people who buy PC games or they'll move to platforms where people are more inclined to buy games.

In the meantime, if you want to make profitable PC games, I'd recommend focusing more effort on satisfying the people willing to spend money on your product and less effort on making what others perceive as hot. But then again, I don't romanticize PC game development. I just want to play cool games and make a profit on games that I work on.

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That was a great write up, but the problem is that there is nothing in that article that hasn't been known for some time. It's not new information, but PC game developers have continued to make their games in spite of this knowledge.

A constant struggle in the consulting field is that you arrive at a company and find a problem. Then you find out everyone knows about the problem but no one wants to do anything about it because it would mean they'd have to change how they run their business. Change is scary. So scary that even if you know that you need to change or your company will stagnate and jobs will be lost people will still not do it. Not just executives but regular line level employees that don't have golden parachutes. They'll keep on trucking with their daily routines and hope their jobs last for another decade, year, month, or even week.

I don't think PC game developers and publishers are unaware of the issues, I think they are simply afraid of making the change. The model of developing for the high-end uber gamer has been around for nearly two decades. There was a time, and many of you are old enough to remember this, that game developers actually expected you to upgrade your hardware to play their games. I still remember Best Buy offering a discount on 4x CD-ROM Drives with a purchase of Wing Commander III.

PC game developers cutting their own throats and shooting themselves in the foot is just another reason why I have abandoned the PC as a gaming platform. Not that the PC isn't a viable platform, but because the barrier of entry continues to rise and the frustrations continue to mount.

On the other side of the coin, the Stardock developer did not address issues with PC hardware manufactures and the continued lack of standardization and how it hurts PC gaming. I'd say that the bad business practices of PC game developers and publishers is part of the problem.

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Good article. Though unlike Botswana I shiver at the mere though of gaming going to console. Don't get me wrong I love my consoles... for console games. I would cry if 90% of all FPS or RTS games went to console. Yea I can eat peas with a knife, but why would I when I have a spoon right here.

I really don't think its a shot in foot problem. Pirating is something that the industry is wrapping its head around to defeat, and all he is saying is that they might think of going around the problem instead of through it. This will have to play out to really see what come of it.

As for the usual crying you get from people 'wahhhh it costs me three times as much as my Xbox to play games on the PC'. Well yea. The PC is a game platform, it also happens to be a web browser, a word processor, a DVD player/burner. Some people might watch TV on it, or record shows or movies on it. Some people even make movies or art on their PC. The PC is a TOOL. Yes it costs more, because it is more.

Does everyone need to pay $1600 - $3000 to play a rousing game of watch my frame rate drop... oops I mean Crysis. No. It doesn't take that to play WoW, or the Orange Box , or a myriad of other titles you can get and play for right around the cost of a PS3. Oh yea, by the way in addition you also get some of the stuff I mentioned above, all without having to use/pay for Home or Live.

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Oh, real life pirates. I thought they were addressing the in-game pirate issue.

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Burton wrote:

Does everyone need to pay $1600 - $3000 to play a rousing game of watch my frame rate drop... oops I mean Crysis. No. It doesn't take that to play WoW, or the Orange Box , or a myriad of other titles you can get and play for right around the cost of a PS3.

That's kinda what's he's saying though - Blizzard and Valve are doing it the right way, making games that people can play without spending much more than they would anyway (a mid to low range card on top of an average system will do).

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Location: Eugene, OR

I don't know, I'm a convert-to-console gamer, in part because I work on a PC 8+ hours a day, and mostly because I simply got tired of upgrading my computer. It's refreshing to see someone not blaming pirates for everything though; when I used to pirate games I'd buy the ones that I liked.

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Some additional thoughts from Blair Fraser at Ironclad, from an interview I did with him a while back:

Quote:
Don’t your potential customers like criminals.

That’s what Brad says, and we agree with it, we just like the way he says it. There are people out there who are going to pirate it, but don’t screw over your customers because of it. Games are always cracked, they’re out within hours or days. You have to pay a lot of money to get hardcore copy protection, but hey, let’s put some trust in people. You have to put out a good game, stable and bug free. It’s got to be worth it, and hopefully they reward you by buying it, and you don’t need to put up the extra barriers.

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I don't know that we have to go into the whole Consoles vs. PC debate, in fact I'd rather avoid it.

If PC gaming is struggling, and no one questions that it is, it's because people are not buying PC games. Instead of tackling the reasons why people are not buying games, developers are going "Waaah!!! Piracy!!!" That's insane.

If you have a product worth buying, people will pay money for it. The original article made that quite clear and it's not exactly a big secret. Piracy will always be around. No matter how much DRM, copy protection, or other asinine schemes you come up with people will work night and day to steal your work. However, the same people who steal are not necessarily people who would pay for your efforts even if they couldn't find the means to steal. It is a fallacy to assume that every piece of pirated software is a lost sale.

Also, can we drop the "PC can do all this other stuff" argument as well? This is not the 20th Century. Consoles have evolved beyond just playing games. Multi-function devices are here. It's not the future, it's now. Again, the question would be why do PC games sell so terribly compared to console games? Especially when you think of the installed PC user base. There is a bigger issue here and it's not piracy. It is certainly not a lack of functionality.

The focus should be on "Why aren't people buying our product?" I think the answer to that has been clear for awhile. Every PC owner is not a techie. In fact, I'd venture to guess that even less than 2% of PC owners are technical. That's completely out of my ass, but I think anything less than 10% is a safe assumption. When you install a game and it doesn't work, that's usually the end of the ballgame for most users. Not just games, any piece of software. Technical support is a nightmare and also geared towards the semi-technical literate. Trying to take someone competely non-technical through even the most basic problems is a nightmare. Users treat a PC like an appliance. Why not? They treat consoles like an appliance. You don't throw your clothes in the washer and then call up technical support when your detergent of choice has been deprecated. That is how people expect PC's to work.

PC gaming is frustrating. It's frustrating to me and I work in a technical field. It's frustrating to me and I've seen PC game quality consistently improve since the 90's (up from the abyss of the old release-then-patch days). However, even with it's improvements, I'm starting to long for the days where you had to twiddle your Expanded or Extended memory. Man, I only thought that was a pain. I'd take that process over the ridiculousness of your average contemporary game, high end system killer or not.

However, it shouldn't be that hard. There's no reason for it to be that hard. PC game developers and PC hardware manufacturers continue to hit this scattershot series of specs that makes owning a PC and attempting to run anything on it something akin to a maniacal roulette wheel. When you win everything works, and when you lose nobody is happy. When you lose the vendor's get a pissed off customer and loss of future sale and the customer ends up with a product that doesn't work as it claimed.

Here's the kicker. I develop software myself. The practices of the average PC game developer would put me out of business. If I designed applications the way they did, no one would buy them. Targetting a customer base, a standard group of technology, and expected minimum hardware specifications is not foreign to me. At some point you have to look at how many customers you have that can afford to pay [X] dollars that also reasonably have or will purchase [X] hardware that also have a desire and/or need for what you're developing and then make damn sure what you're delivering will hit a high enough percentage of that base to be profitable. I don't see that design in PC games.

The problem is not consoles vs. PC, the problem is why does the largest user base of a specific gaming platform (the PC for those following along) seem to be the most reluctant to actually buy games? I think the time for excuses is well past.

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Botswana wrote:
I don't know that we have to go into the whole Consoles vs. PC debate, in fact I'd rather avoid it.
Then don't respond to it. /rolleyes

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lethial's picture
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That was indeed a great article. Though I think there are few misconceptions that should be cleared up:

1) Pirates are NOT customers.
There really are people out there that only pirate games because they haven't found a place that sell it (games from overseas) or they wanted to try a demo of the game but couldn't find one. And my personal "favorite:" looking for a pirated version of the game because the Copy protection on the retail version that you just bought doesn't work, or performs poorly...

2) Developers are to be blame for making game that require insane hardware.

I think that us gamer are actually partly to be blamed for this. Most games (even crysis the gaming rig killer) have many levels of graphic/physcis/sound settings that a gamer could make use of (and thus find a playable setting). But this flexibility has an ugly side-affect: it make us envious of people that have the PC that can run the game in a higher graphic/physics/sound setting. By our nature, we don't like the feeling of being treated as being inferior, and if I paid the same amount of money as that guy with the $10K gaming rig for a game, then gosh darn it, I don't want to have an "inferior" experience! It is not fair!

3) Game X didn't sell nearly as well on PC as it did on console, there for PC as a gaming platform is doomed. PC can't compete with consoles
I actually think PC games and Console games should belong to separate categories. A game designed for consoles isn't going to sell very well on PC, and so far all the major AAA releases are all console-centric. Like wise, I don't think a PC-centric game would sell very well on consoles either.
Furthermore, I can see why people would prefer a console version of a game over the PC version.
A) It is easier for one to fire up and start playing the console version of the game.
B) Why spend the money on the PC version when I can Pirate it?

Decisions are just decisions, there are neither "good" or "bad"
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Botswana's picture
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lethial wrote:
That was indeed a great article. Though I think there are few misconceptions that should be cleared up:

1) Pirates are NOT customers.
There really are people out there that only pirate games because they haven't found a place that sell it (games from overseas) or they wanted to try a demo of the game but couldn't find one. And my personal "favorite:" looking for a pirated version of the game because the Copy protection on the retail version that you just bought doesn't work, or performs poorly...

2) Developers are to be blame for making game that require insane hardware.

I think that us gamer are actually partly to be blamed for this. Most games (even crysis the gaming rig killer) have many levels of graphic/physcis/sound settings that a gamer could make use of (and thus find a playable setting). But this flexibility has an ugly side-affect: it make us envious of people that have the PC that can run the game in a higher graphic/physics/sound setting. By our nature, we don't like the feeling of being treated as being inferior, and if I paid the same amount of money as that guy with the $10K gaming rig for a game, then gosh darn it, I don't want to have an "inferior" experience! It is not fair!

3) Game X didn't sell nearly as well on PC as it did on console, there for PC as a gaming platform is doomed. PC can't compete with consoles
I actually think PC games and Console games should belong to separate categories. A game designed for consoles isn't going to sell very well on PC, and so far all the major AAA releases are all console-centric. Like wise, I don't think a PC-centric game would sell very well on consoles either.
Furthermore, I can see why people would prefer a console version of a game over the PC version.
A) It is easier for one to fire up and start playing the console version of the game.
B) Why spend the money on the PC version when I can Pirate it?

#1 - I think the number of "legitimate" pirates is still a very small percentage of overall piracy. Also, rabbit mentioned something about not treating customers like criminals. I think if we had less ridiculous copy protection schemes then we'd avoid this issue. I don't think a lack of copy protection will decrease piracy either as pirates will still find ways around it. Copy protection seems to be a great way to decrease sales and block legitimate customers. That said, I think it's a safe bet that most pirates are not legitimate customers. Stealing a game because you can't find a demo doesn't mean a theft didn't occur BTW.

#2 - This was addressed in the original article. I don't like the idea of completely ignoring hardcore gamers, but I do think PC game developers should be more cognizant of how many sales those people really represent. It's a bad idea to only target a small segment of your potential user base.

#3 - Once upon a time PC games were a major contender and there is nothing that says they cannot be once again. There was a time when a game would be available on a console or a PC, I'd chose the PC version everytime. Now, that almost never happens and I know I am not alone. I think it's a bad assumption, especially on the part of marketing departments or planning staff to just assume "Oh well, it's a PC game so it's not going to sell that well anyway". Installing a glass ceiling is just another way to make sure PC gaming does go the way of the dino.

EDIT - Removed my wild speculations about the future. Not really relevant to the topic at hand.

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lethial's picture
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I agree with your assessments Bots, but I just like to point out few things:

Botswana wrote:

Stealing a game because you can't find a demo doesn't mean a theft didn't occur BTW.

True, but like you mentioned, I think this form of "stealing" would be greatly reduced if people can easily let each other borrow the game and try it out, insane copy protections definitely doesn't facilitate that. OR if the game reviews becomes more trustworthy. (currently GWJ is one of the very few sites that I actually trust the game reviews. )

Quote:

#2 - This was addressed in the original article. I don't like the idea of completely ignoring hardcore gamers, but I do think PC game developers should be more cognizant of how many sales those people really represent. It's a bad idea to only target a small segment of your potential user base.

I am not sure the issue is so clear cut here. I think that some developers are actually selling their game Engine, rather then the actual game.
Quote:

#3 - Once upon a time PC games were a major contender and there is nothing that says they cannot be once again. There was a time when a game would be available on a console or a PC, I'd chose the PC version everytime. Now, that almost never happens and I know I am not alone. I think it's a bad assumption, especially on the part of marketing departments or planning staff to just assume "Oh well, it's a PC game so it's not going to sell that well anyway". Installing a glass ceiling is just another way to make sure PC gaming does go the way of the dino.

I like your optimism!

Quote:

Incidentally, I think this is all moot. I would guess in about two or three hardware generations (which is like 15 years off!) the whole concept of a "PC" will be obsolete anyway. We already see steps in this direction. However, as electronic media and functionality continue to merge, I think the concept of a "console" will go the same way. So we may be doing a lot of hand-wringing over formats that are likely going to be about as quaint as cartridges and vinyl records. Unfortunately, two hardware generations (much less three!) is more than enough time for a struggling company to go out of business, so they really can't afford to wait on "teh future!"

I have a feeling that this "transition" may happen even in this generation. With consoles becoming increasingly like PCs, and PC poised to become more standarized like consoles. The final "merging" may happen sooner than we think.

Decisions are just decisions, there are neither "good" or "bad"
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lethial wrote:
That was indeed a great article. Though I think there are few misconceptions that should be cleared up:

1) Pirates are NOT customers.
There really are people out there that only pirate games because they haven't found a place that sell it (games from overseas) or they wanted to try a demo of the game but couldn't find one. And my personal "favorite:" looking for a pirated version of the game because the Copy protection on the retail version that you just bought doesn't work, or performs poorly...

I for one have done this, I semi-regularly frequent "pirate" sites to find copies of games that I have previously purchased and have lost disks to, no longer have serials for, etc. Anyone remember the SSI code-wheels, or those ridiculous "what's the fourth word in the third sentence of the fifth paragraph of page 254 of your manual?" schemes? Abandonware is a huge example of this, where games that were often, for lack of a better description, "broken", are now available fixed, with serial generators and crackers to remove their outlandish and stupid protection schemes. I found my codewheel to one of my old SSI games, but it was so damaged by disuse and storage that it was basically unusable. And (apologies to Botswana) I can still dig out my old NES/SNES/PS1 and cartridges and give them a spin a hell of a lot easier than my old games on PC. Hell, I've lost hundreds of dollars in serial codes to software, because they were only stored in my email box, and when the site that had all my email from that era went down, thy are unsalvageable. I have purchased ZMud (a MUD client) three times in the last 15 years because of this. Did I ever think about finding a cracked copy? Not really, I simply made do with other things until i could afford to repurchase it.

I'm probably in the minority (at least according to people like the RIAA or the Titan Quest guys,) as a software pirate, but as I said, I really do go purchase things that I believe in, after I give them a "trial run." Possibly it comes from being old enough to have grown up during the heydays of shareware.

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I feel sorry for Parallax

As it stands, between those developers who are PC-centric there are three positions to be in at the moment:

- Piracy is eating our profits!
- Stop moaning about piracy because you're not targeting your game properly.
- The water is really warm over here in the console business.

I know which two are the leading cries throughout the industry at the moment. The question is whether anything can be done about this or if (as Botswana says) the industry can change to meet this landscape and land on their feet....

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Quote:
The reason why we don't put copy protection on our games isn't because we're nice guys. We do it because the people who actually buy games don't like to mess with it. Our customers make the rules, not the pirates. Pirates don't count. We know our customers could pirate our games if they want but choose to support our efforts. So we return the favor - we make the games they want and deliver them how they want it. This is also known as operating like every other industry outside the PC game industry.

And THAT is why I buy Stardock products. I didn't even like Sins very much, but I'd never ask for a refund. They treat me like a customer, not a thief, and I so, so appreciate it.

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Location: Destroyer of PC gaming

I also agree with the post 100%, and I see an opportunity to bring back the true old school of PC gaming now than the cinematic smörgåsbord of polished turds/engine wars that we see today.

There are more consoles equipped to play games now than PC's, the # of onboard video boxes sold these days is staggering. The hardcore market is probably 10% with more and more people jumping to console each day. I don't think it's because people are ignorant/stupid of PC gaming options either, everyone I've talked to about this whether they're intimate with the industry or not have responded the same way. "PC games are crap", so why would they pay?

The PC IS a console, onboard video has been standardised and the reality of things these days is that the PC is a much much weaker platform than a console, PC/Wii would be a more apt benchline rather than PC/360/PS3.

Ursa Minor
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Oso's picture
Location: GV1469

This is an interesting discussion. I think we need a term to differentiate between theft of intellectual property and theft of tangible property. This is not to make light of what pirates take away from developers, but simply points to the reality that someone who shoplifts an Xbox 360 game from Best Buy has taken a piece of inventory that the store paid for. The store lost something and the thief gained something. When a pirate cracks a game, he does take something without paying for it, but the owner doesn't lose any physical property. This is a key distinction. With piracy, there is taking, but not loss. (Theoretical lost revenue will be addressed later.)

There are a lot of legitimate examples of people being able to enjoy a piece of media without paying the creator anything. If you check a book out from a public library, borrow from a friend, purchase a game used, swap w/ a friend etc. Before software EULAs, this was all handled under the rights of first sale. (Cliff note definition, if I buy a thing then I can sell, loan, or rent it as a please.) If you pay attention, you will see that content owners tend to treat all of these uses, legitimate or not, the same. Thus when you sign a EULA to install software, or purchase iTunes, or an Audible book, you'll see that you are agreeing that you have not purchased anything beyond permission to enjoy the media under certain limited conditions. You can't resell your iTunes music, Steam Games, Windows license key except under rare, limited conditions. The content owners are not really concerned about stealing they are concerned about building new revenue streams.

Now, this is not to say that piracy is OK since the content owners tend to be greedy and unethical scoundrels. Taking something, whether an idea, a song, or a thing without paying is still wrong and usually illegal. But there is a very large difference between taking something away from someone and denying them theoretical lost revenues. Media owners who claim a 1 to 1 relationship between pirated songs and lost sales are out of touch with reality. They expect us to assume that some kid who downloads every cracked game he can find would buy them all if pirating were impossible. Other examples also show the flaws in that logic: example A: is the sales of Sins, which were at one point top of the charts w/ no DRM. Example 2 is the data from Big Champagne, which in the Napster days, at least, generally showed a direct relationship between sales and illegal downloads. I.e., the most stolen songs are the most sold songs. Perhaps pirating serves as just really effective advertising? I'm not convinced that is the case, but it is more plausible that trying to swallow that every pirated copy is a lost sale.

Not to go too far afield here, but the author is on to a point that most seem to miss. While piracy is a problem, an equally large if not larger problem may be found in the business model of the content distributors. They are using an business model built around scarce access to media duplication to sell a product that anyone with access to a computer internet appliance can make unlimited perfect copies of. The old rules (based on supply and demand) say that unlimited copies necessarily lead to a drop in value and price.

I don't necessarily know what the new model is. Apparently it has something to do with long tails and 1000 fans. But the world is full of examples of people making money off of free stuff. (Exhibit A: water from municipal supplies selling for $1 per 12oz bottle. Exhibit B: The Grateful Dead making more money than almost any other band in history without top selling records and allowing fans to tape and distribute shows.) Pirating isn't right, but blaming kids for moving ahead of business models and regulations isn't quite right either. We need better explanations of why pirating is wrong. The genie is out of the bottle, the world has changed. Moral condemnation can't bring back the analog era or make yesterday's business practices profitable in tomorrow's marketplace.

Stardock seems to get that. Jonathan Coulton, Kristen Hersh, and other music folks seem to get that. People heavily invested in media distribution tend not to get it.

*Legion* wrote:

There's not enough bandwidth on a thousand Internets to detail what's wrong with that idea.

informationgames.info

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Pharacon's picture
Location: Deep in the heart of Texas... Houston that is...

hehe I always enjoyed Microprose games because their software protection was name this fighter! Or the Tie Fighter / Xwing series defense was name on the upper top corner of page so and so! Vengance! Flogger! hehe I played the CRAP out of those games I started memorizing the names

I would kill for another Xwing vs Tie Fighter! PC of course not some lame ass console game! KEYBOARDS FOR THE WIN!


Xfire: Pharacon
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Mex is my hero = "f*ck it, I'll do it. WE'LL DO IT LIVE."

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BadKen's picture
Location: Tucson, AZ

Botswana wrote:
If PC gaming is struggling, and no one questions that it is...

That's a pretty bold statement. I don't believe that PC gaming is struggling. The most widely quoted sales numbers fail to recognize some fairly important sales channels. Genre matters, too. I think part of the point of Wardell's missive is that if sales are drooping among the hardest of the hardcore, so what?

Botswana wrote:
Also, can we drop the "PC can do all this other stuff" argument as well?

No, no we can't. I can't read email on my Xbox. I can't surf the web (though I realize other consoles can do that). I don't have a software library of thousands of productivity titles to choose to run on my console. I can't electronically purchase movies and music from dozens of different sources. So no, you can't throw that argument away. Consoles are still strictly entertainment devices, and limited ones at that.

Botswana wrote:
The problem is not consoles vs. PC, the problem is why does the largest user base of a specific gaming platform (the PC for those following along) seem to be the most reluctant to actually buy games?

The answer to this question is the whole thesis of Wardell's message: people don't buy games they can't play.

Sturgeon's Law: 90% of everything is crud.

Ursa Minor
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Oso's picture
Location: GV1469

I completely agree that people don't buy games they can't play and that Wardell points directly to its significance. Plus, given the sales numbers of Wow and the Sims plus the 17 million folks on Steam, it is clear that PC folks *are* buying games. It is also clear that folks who sell games to PC users are making money. The next question is: "what do we make of all those people who are playing games they didn't buy?"

Do the Ironlore folks have a point when they insinuate that piracy drove them out of business? Or was Warren Spector right when he said that nobody who pirates your game was going to buy it in the first place? If nobody had pirated Titan Quest, would they have been able to sell more copies? Would they have been able to secure more financing?

How do we determine the economic impact of piracy?

*Legion* wrote:

There's not enough bandwidth on a thousand Internets to detail what's wrong with that idea.

informationgames.info

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samfisher's picture
Location: Somewhere in London, UK

Ask the movie and music industry on how they calculate how much they lose through piracy. I'm still guessing the "type random numbers in, until it sounds right" method.

I am guilty of downloading the No-CD cracks for the damned things that want the discs in all the time. Bioshock was a prime example of this (I have the PC collector's edition btw, I could not live without the big daddy on my shelf!). I stopped buying at retail as much when steam came into it's own. That seems to do the trick grand, there is DRM but it doesn't stop me from playing the game without having to have the DVD in the drive. Then there are the shoddy games which run like a dog like Guitar Hero 3 which really disappointed me. I so looked forward to it then played on XP it was hopeless. I guess, had I pirated it, I would have seen how bad it was, and then never spent £50 on the bloody thing.

Seems Valve and these chaps behind sins have it right to me. Must be why I have a sizable collection of games from Steam instead.

But what else annoys me, is that (on a tangent here but related) pirated material bypasses all sorts of extra gumph we don't want, like those DVD Piracy adverts on legitimate DVDs. What the hell is that about? Those adverts disappear from the dodgy DVDs you get elsewhere, but I have sit bored through 5 minutes of crap telling me to buy the DVD when I already did before I can watch what I wanted? How does that make sense?

One thing, Sins of a Solar empire doesn't have a european distrobutor, why is this?

http://www.oohsometimes.com

The rantings of the Lord of Leisure. Enjoy!!

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BadKen's picture
Location: Tucson, AZ

Oso wrote:
How do we determine the economic impact of piracy?

I think we listen to the man who made "8 digits in revenue on a budget of less than $1 million":

Quote:
If the target demographic for your game is full of pirates who won't buy your game, then why support them? That's one of the things I have a hard time understanding. It's irrelevant how many people will play your game (if you're in the business of selling games that is). It's only relevant how many people are likely to buy your game.
[...]
I just don't count pirates in the first place. If you're a pirate, you don't get a vote on what gets made -- or you shouldn't if the company in question is trying to make a profit.

Sturgeon's Law: 90% of everything is crud.

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BadKen's picture
Location: Tucson, AZ

samfisher wrote:
One thing, Sins of a Solar empire doesn't have a european distrobutor, why is this?

I think I remember reading something from Stardock to the effect that no European publisher thought that a space-based RTS would sell in Germany. And of course only Germans buy computer games. ?! (Funny thing is, the German Sins community is alive and well and has even completed a translation of the game.)

Even if you're not German, you should be able to purchase and play the direct download version with no problems. You can even get a game box w/ DVD & Manual shipped to you if you want one.

Sturgeon's Law: 90% of everything is crud.

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coyo7e's picture
Location: Eugene, OR

Oso wrote:
This is an interesting discussion. I think we need a term to differentiate between theft of intellectual property and theft of tangible property. This is not to make light of what pirates take away from developers, but simply points to the reality that someone who shoplifts an Xbox 360 game from Best Buy has taken a piece of inventory that the store paid for. The store lost something and the thief gained something. When a pirate cracks a game, he does take something without paying for it, but the owner doesn't lose any physical property. This is a key distinction. With piracy, there is taking, but not loss. (Theoretical lost revenue will be addressed later.)
Theft of IP is still a serious issue. You're overlooking one of the major risks in business with this argument: That of the investment.

Say I make a game, find a publisher, and make a million box copies. I sell 200k copies, but at the same time, another million people downloaded the game from a warez site and played the crap out of it. That still means that I have to eat the loss on 4/5 of my inventory.

While mainly online/f2f distributors such as John Coulton are fun examples, they also are doing something major by skipping the historical costs associated with being in business. Take it how you will, it costs a lot of blood sweat and cash to get a box on the shelf, and when you pirate and have no intention of ever paying for an item, you're quite literally taking money out of someone's pockets, money they already spent as an investment with expected return.

As I said, I download stuff all the time, but I also throw most of it out, because otherwise I'd be pissed off that I can't return it to the store when it's crap. The last time I puchased a computer game in the store, it couldn't run on my computer due to unknown video incompatibility issues, I went back to the store within three hours and I was laughed at and accused of trying to rip off the store when I tried to take it back. So now I try before I buy, in the truest sense of the word.

At least with console titles (oh snap, not console vs PC again!) I have a grace period to return a game if I keep my receipt, generally a couple days to a week, so if I get nausea playing the game, or think it's crap, I can go back and say I want my money back or exchange for another title, or at worst just sell it back used.

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Ulairi's picture

Also, keep in mind that every console game you buy $8 or $10 goes to the platform holder. I believe if a PC game sells 300,000 (around that) a console game must sell 1,000,000 to equal the revenue. So, when we see that PC game X only does 150,000 units, revenue wise that ain't bad.

For instance, there are 108 beads in a Catholic rosary and there are 108 stitches in a baseball. When I learned that, I gave Jesus a chance. ~Ron Shelton, Bull Durham, 1988

Claw Shrimp
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LobsterMobster's picture
Location: On a picnic, going "La la la!"

Interesting article but I think he might be fudging some of the figures. He says that the hardcore gaming PC manufacturers will tell you they don't sell a lot of their hardcore gaming PCs, but how many hardcore gamers do you know who don't build their own "rig?"

NOTE: This is not a doodle bug.

Spore

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Location: Edmonton, Canada

I think the copy protection issue is particularly relevant. In my younger days I used to steal a lot of software and I know lots of people who do. None of them EVER bought a game because of copy protection.

Unless you count needing a CD key to play online, and thats only occasionally.

The crackers remove it all so the pirate's don't see it anyway. I'll say it again, Pirate's are not bothered by copy protection

Only real customers are.

Also I think gaming on the PC will never die, it just might lose mainstream status. Even then unless some major players screw up royally (Valve, Stardock, Popcap) games will continue to be made commercially.

One last thing:

The idea that PC's are expensive I think come about because of places like Best Buy. They try to up sell you very hard no matter what you look at and a lot of those boxes are garbage. If you had a company sell mid range gamming PC's they could do it for the comparable cost of a xbox elite or PS3 and it would be good for something approaching the life cycle of a console. Perhaps longer with minor upgrades.

My PC is 3 or four years old, cost less than 1000(Canadian, three years ago!) when I bought it and I have only bought one video card in all that time. You can keep the case, monitor and other stuff when you upgrade. My next upgrade will cost less than 400 bucks. Most consoles even make you buy new controllers. I really think the divide is not materials its service. No one is helping the technologically less savvy.

EDIT: What are the chances we could get this guy on the conference call? I'd kill someone to hear this guy on a round table with ken Levine and Chris Taylor.

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PoderOmega's picture
Location: Troy System

Ulairi wrote:
Also, keep in mind that every console game you buy $8 or $10 goes to the platform holder. I believe if a PC game sells 300,000 (around that) a console game must sell 1,000,000 to equal the revenue. So, when we see that PC game X only does 150,000 units, revenue wise that ain't bad.

This is a point that often gets missed in the PC vs Console conversation. No console SDK, no royalties, no approval from the platform holder is required. Sure, there will probably be some middleware costs, but you'd have that on the console as well. The only downside is that there is forced QA unless you have a big publisher.

Ursa Minor
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Oso's picture
Location: GV1469

coyo7e wrote:
Theft of IP is still a serious issue. You're overlooking one of the major risks in business with this argument: That of the investment.

There is a point in there, and I agree that there is a problem with IP theft. On the other hand, investments have been and always will be risks. They are not guaranteed. Granted my example has more to do with record companies than game developers, but the advent of unlimited perfect digital copies has made owning record distribution deals much less valuable than they were before cds could be burned in the home and broadband connections become widespread.

Maybe the future revenue model will be based more on WoW and subscriptions. Maybe it will be microtransactions. Maybe something else. I am sick and tired of companies who have speculated heavily in content distribution deals blaming everybody but themselves when the market conditions change and distribution rights aren't worth what they were 10 years ago. Record company executives today are like livery stable magnates at the turn of the century or scriptorium barons back in Gutenburg's day.

As for video games, the market is there. People are paying for what they want to buy. I sure as hell spend more on computer games than I budget for, nearly every single month.

Quote:

Say I make a game, find a publisher, and make a million box copies. I sell 200k copies, but at the same time, another million people downloaded the game from a warez site and played the crap out of it. That still means that I have to eat the loss on 4/5 of my inventory.

This math only works if there indeed was a market for 1 million copies of your product in the first place. It relies on the extremely dubious assumption that everyone who pirate a copy would have paid for it if the pirate option wasn't available. I don't doubt that some sales are lost from piracy, but a competent business forecast would not over-produce so badly. The real market for a game can only be as large as the number of people willing to pay for your product. If people who would never pay for it in the first place get it for free, the owners haven't lost a cent.

*Legion* wrote:

There's not enough bandwidth on a thousand Internets to detail what's wrong with that idea.

informationgames.info

*censored*
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doihaveto's picture
Location: SF, CA

BadKen wrote:
Botswana wrote:
If PC gaming is struggling, and no one questions that it is...

That's a pretty bold statement. I don't believe that PC gaming is struggling. The most widely quoted sales numbers fail to recognize some fairly important sales channels.

I believe the NPD figures over the last few years show the PC market is in a holding pattern, in terms of raw sales numbers. The 2007 numbers show PC retail market at $900 million, about the same as in years before. [1]

Also, console sales have skyrocketed over the same time period (thanks to key players with deep pockets), and are now upwards of $8 billion, which makes the PC market proportionally less important.

But there's a major problem with these numbers.

NPD figures have so far only counted retail box sales, and didn't take into account online sales, such as MMO subscriptions, or casual downloadable games. That causes a huge discrepancy. WoW by itself accounts for upwards of $1 billion annually [2], and nobody really knows how big the overall MMO market is. The casual games market is also huge, at around $2 billion [3].

It's not a sign of a declining PC market. It's a sign of analytic myopia.

----

[1] http://www.gamedaily.com/articles/news/npd-pc-sales-decline-not-worrying...
[2] http://www.gamasutra.com/php-bin/news_index.php?story=16519
[3] http://www.gamesindustry.biz/content_page.php?aid=30061

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jlaakso's picture
Location: Helsinki, Finland

I do keep wondering why more PC developers don't follow the Valve & Blizzard example of playing down the spec requirements. Nobody wants to buy a game they can't play properly. One that's happened a couple of times, you probably give up. And even if your specs are up to it, there are quite likely some other issues you need to solve before playing, and even if there are none, you still need to tune the options to get it running optimally, typically having to restart the game numerous times and running a benchmark of some sort, and then again spending the first couple of hours in-game wondering if there was some effect you should still turn on or off. All of this is crap a normal person will not bother with. (I did have to solve a stuttering sound issue with The Orange Box, but that was it.)

While it's said that PC gamers actually enjoy the tinkering and the technical wizardry is just something that comes with the territory, being a PC gamer, I can't see this being true for the mass market.

Case in point: me. I'm reasonably technically proficient, having grown up with PCs, but I don't have the time to spend on getting my PC games to run properly any longer. I'm not using my PC gaming rig at all because of all the hassle. Counting installation time, solving a technical problem with the game (there's always something) and tweaking the options, I can easily spend a whole evening with a new game without actually getting to play. I wonder who has that kind of time. Sure, if I was a hardcore PC gamer, I'd probably be better in all this stuff, but that's just it: I'm a normal gamer with a gaming PC, and I can't be bothered anymore with the specs heavy games. Thankfully the more interesting games are often very low-key indie stuff, which tends to Just Work.

I really hope the new "PC gaming alliance" or whatever it was called comes up with some magic solution, but I remain skeptical. Anyways, this Sins guy is making so much sense that I guess I'm buying their game after all.

http://dustygamer.mcmuumio.net | Xbox Live Gamertag MC Muumio