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The Internet Entertainment Games

Game Developer's Response To Pirates 734

cliffski writes "A few days ago, indie PC games developer Positech publicly called for people pirating their games to explain why, in an open and honest attempt to see what the causes of gaming piracy were. Hundreds of blog posts, hundreds more emails and several server-reboots later, the developer's reply is up on their site. The pirates had a lot to say, on subjects such as price, DRM, demos and the overall quality of PC games, and Positech owner Cliffski explains how this developer at least will be changing their approach to selling PC games as a result. Is this the start of a change for the wider industry? Or is this the only developer actively listening to the pirates point of view?"
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Game Developer's Response To Pirates

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  • First Post (Score:5, Funny)

    by narcberry ( 1328009 ) on Wednesday August 13, 2008 @10:09PM (#24593579) Journal

    Most responses were, "we'd pay for your games if you'd remove the key protections"

    • Re:First Post (Score:5, Interesting)

      by master5o1 ( 1068594 ) on Wednesday August 13, 2008 @10:18PM (#24593649) Homepage
      i'd pay for games if they were native to Linux operating systems.
      • Re: (Score:3, Insightful)

        by Anonymous Coward
        Same for me... I would honestly love to see more developers like 'id' to take on linux. EVE Online was cool to do it, and Blizzard is working hard with cedega at least to get WoW working as much as it can in a emulated run on linux.
      • Re:First Post (Score:5, Insightful)

        by erroneus ( 253617 ) on Wednesday August 13, 2008 @11:00PM (#24594059) Homepage

        Being native to Linux is the answer for many Linux users, but certainly not all. I was using Nero + keygen for quite a while until two things coincided: 1) the quality of the product had risen making the product worth the money they were asking and 2) my income had risen to the point that I could afford the money they were asking.

        But the same goes for other software that I have actually contributed my money to support. (I choose those words intentionally because I don't truly believe that software is a product in the sense that other products are.) I pay for software as a form of expression of my appreciation. I have even been known to donate to various free software projects because I appreciated what they did. This perspective, of course, is likely to be shared by a rather small portion of people and I recognize that.

        But ultimately, there's a combination of what something is worth and what people can afford and when those two things intersect, you will find people more willing to buy or pay for something. I don't think it's all that mysterious and really doesn't need some sort of grand gesture like "ask the pirates." Hell, most of the coders and other software people have likely used software without paying for it at some point -- why did they do it? They should ask themselves and accept the answer is likely true for others as well. "Can't afford" is quite likely to be the most common reason closely followed by "not worth the price."

        The presence of DRM or other software locking/security mechanisms are the result of greedy software makers knowing that not everyone is willing to pay their prices and are attempting to punish those who want to use their software anyway. Make no mistake about it, software protection measures are punitive in nature and design. And people are right to be offended by it. Some people think of it as no different from locking your home up when you are away, but it's quite different in that you're locking your neighbor's door to keep him form stealing from you when you go visiting. Software publishers fail to appreciate that their software is an add-on to an operating system and collection of existing software and data and should try to coexist and cooperate within that environment as a guest should behave himself in your home. Coming to your home and behaving with paranoia, fear and distrust is likely to result in negative feelings and impressions. Worse, attempts of software writers to include destructive anti-piracy measures goes well beyond the concept of the well-behaved guest principle that software publishers should observe.

        People are willing to buy when it's worth buying... that's true of the majority of all people everywhere. There will ALWAYS be the element who will prefer something for nothing. Nothing will change their minds or influence their preferences on the matter. These software publishers generally need to come to terms with this aspect of human nature and factor it into their pricing models and business models. There will always be a certain amount of this, but when you price something properly, the people who behave badly are a small enough minority that they would be insignificant when compared to the people who pay.

        • Re:First Post (Score:5, Interesting)

          by theheadlessrabbit ( 1022587 ) on Wednesday August 13, 2008 @11:19PM (#24594241) Homepage Journal

          i have done something similar. i used to pirate everything. hell, i used to brag that my computer (which was given to me for free) had over $10,000 of software on it, none of which i had paid for.

          i was in school, i had no money, and i needed these programs for assignments (art school-video, photography, sound, etc...these apps aren't cheep)

          i have no problem using cracked goods as a student. but im not a students anymore. they day i graduated, i formatted the hard drive and went for a fresh start. but now im a poor college grad.
          no more stolen photoshop, now i use the gimp (while i save up for photoshop). no more audition, now i use audacity. no more stolen ms office, now i use open office. no more stolen windows, now i use ubuntu, and a free copy of winXP work gave me.

          its hard to describe, but it feels good not being a pirate. it feels good to know that i am a legitimate user of quality software, and that i am supporting the makers of that software.

          i think i'm always going to pirate software 1st to try it out before buying, i've been burned in the past. but now that i am employed, i do buy it when i find it to be useful. premier is garbage, sony vegas is amazing, and worth the money, (even though i hate to support evil sony, this one is worth the money)

          although, after buying the legit copy, i rarely actually install the legit version.

          • Re:First Post (Score:5, Interesting)

            by GuruBuckaroo ( 833982 ) on Wednesday August 13, 2008 @11:44PM (#24594435) Homepage

            I know exactly what you mean. For about a year, I used a cracked copy of Spacial Audio's SAM Broadcaster to DJ over the internet. It did the job I needed it to, but it never really left me feeling right. This summer, I paid off a loan that left me with actual /disposable/ income for the first time in my adult life, and one of the first things I did was plop down $279 for a legal copy. Not because I needed the upgrade, I could have swiped it too - but because I wanted to support the work they did. I love this program. And I /do/ feel better now - I can't really explain it, but, I do.

            Of course, then there's my music library. I don't feel any remorse about screwing the RIAA. I'll support the artists by paying for concerts & such.

            Yeah, so I'm a hypocrite. It's taken you this long to figure that out?

            • Re:First Post (Score:5, Interesting)

              by cheater512 ( 783349 ) <nick@nickstallman.net> on Thursday August 14, 2008 @01:31AM (#24595163) Homepage

              The interesting question is whether you would have paid for it if you hadnt pirated it first.

              • Re:First Post (Score:5, Insightful)

                by im_thatoneguy ( 819432 ) on Thursday August 14, 2008 @04:35AM (#24596103)

                The answer in my life would have been "No".

                I'm a VFX artist. I got into the business in JrHi through pirating. I wanted to use the software but there was 0% chance I was going to afford $12,000 for Maya or $3,500 for Max. Since then prices have plummeted in some areas (Some versions of Maya are now in line with reality around $3,000). And now I have a home copy of Max and my studio pays for a license for work.

                Educational software is dramatically more affordable than it used to be. But even then piracy offers a 0 risk point of entry for people to dabble without investment. I think most people who have a copy of Photoshop fall into this camp. It's the pirates who later 'settle down' and actually decide they want to use it for real who are most of their customers.

                I wouldn't say $3,500 for software is unreasonable. I think it's probably about right for what you get. It's just unreasonable for someone who isn't making an income from it. And I don't mean a profit I mean an income.

                3D Studio Max is still outsells just about every other piece of 3D software by 2-3x I believe. And I suspect a suspiciously large number of customers at some point in their lives dabbled in illicit copies.

                That's why I applaud companies like Splutterfish who offer professional tools with very few limitations to the masses for free. They understand that there are lots of people who might want to play with something but not badly enough to actually spend any money. And as soon as the crack gets installed you've lost a customer. This is the point of inflection that has to be fought at all costs. As soon as someone has cracked their software they're not dramatically less likely to convert to a customer. You need to keep them using your software but not get comfortable pirating your work. Even if it means giving away more than you would like for free you want to keep them inside your sanctioned legitimate fence so that when the time comes that they do want limitless access they don't look to the Pirate Bay.

                If you're under 18 I think these companies should be handing out their software like political buttons. You want customers who think your product is *the* product so that employers buy your product because it's *what people use*. It'll also broaden the horizons of people who might not even consider your category of software something they would want or need.

                • Re:First Post (Score:4, Insightful)

                  by Narpak ( 961733 ) on Thursday August 14, 2008 @06:56AM (#24596869)
                  I agree with most of what is written here. My main hobby is drawing (paper and pencil, or computer tablet). Mostly I try to use Gimp when I draw on my computer, but Photoshop has some features that I like AND there are a lot more guides and instructional videos for Photoshop than Gimp (unfortunately). But I wouldn't be able to actually go out and buy Photoshop so I try to use Gimp for moral reason.

                  But Yes it's a bit of a catch that if you want to work with graphic or music you pretty much need to learn how to use software way before you are in a position to buy it. Friend of mine have a home studio, played and mixed music since he was 12, most of his software is pirated. Because legal versions is very expensive, but if we want to work with sound and music he have to learn and increase his experience. He is pretty firm that if he actually at some point start making serious cash, he is beginning to since his level of expertise has reached a significant level, he will buy all the software he needs so ensure everything is good and legal.

                  When it comes to games I usually pirate a game, play it for a few days, get sick of it and delete it. The games I play for a long time like the Total War series (or Team Fortress 2, go go steam), I buy. But for the most part games are way to expensive to buy just to realize, like many others have said, it's utter crap. Or at least not good for more than a few hours worth of below average entertainment.

                  That being said when decent games comes along I am more than happy to go the extra mile to not just buy the game, but to buy the extra expensive collector's edition (I am a sucker for concept art books most of all). But I just can't afford to buy games if I am not absolutely certain it's worth the investment.
                  • Re:First Post (Score:4, Interesting)

                    by CastrTroy ( 595695 ) on Thursday August 14, 2008 @09:35AM (#24598181)
                    What's your opinion on Photoshop Elements [adobe.com]. It only costs $100. Which is pretty cheap if you are actually going to use it on a regular basis.
          • Re:First Post (Score:5, Interesting)

            by i_b_don ( 1049110 ) on Thursday August 14, 2008 @02:49AM (#24595565)

            hello everyone, I'm a pirate.

            I pirate software and i enjoy the feeling of freedom I get when I want to do something (video editing, photo editing, burning a DVD, or creating something cool) and I can do it without that agonizing over the question "am i buying the right product?" and that depressing feeling I get watching money flow from my wallet without knowing if i'm spending it in the right place.

            However I *want* to pay money for the products that I like. About 25% off the software i use I want to pay money for BECAUSE I think it rocks. Unfortunately some software, even though I like, I won't pay for becuase the cost is too high (i'm looking at you photoshop)... so they get bubkis.

            I started pirating when i was a kid and never stopped and I'm a professional engineer now so i can afford just about anything i want software wise (with the exception of some professional tools like solidworks or something).

            So for now, I think for now I'll stick with my current model. If a company writes good software and charges a reasonable fee, and I'll gladly pay for it after the fact.

            (BTW, PC games are actually a completely different story. Their cost is almost never outside of my budget and I want to support the PC gaming industry so it doesn't go away and get taken over by the console gaming industry. It's rare that I pirate a game.)

            d

          • Re:First Post (Score:5, Insightful)

            by mjwx ( 966435 ) on Thursday August 14, 2008 @04:34AM (#24596095)
            Same here, I used to pirate a lot of games (still do on occasion) but this was back in my collage days, I now have a job and have been buying the back catalogue of games I enjoyed playing when I can find them (most of them are now in). Piracy is good for determining a products quality before purchasing, I pirated Galactic Civilisations II, I liked it enough that I purchased it after 1 day (it being 25% off was a bonus). That being said I have pirated games that I'm glad I didn't pay for and also purchased games I regret paying for (Command and Conquer 3 I'm looking at you, as far as I'm concerned EA owes me AU$90).

            My piracy to purchase rate is down significantly from when I didn't have a job or a lot of disposable currency. Buying has 3 advantages over Piracy, 1. ease of use, this is how it is meant to work, making it easier to acquire and use the software than it is to download, DRM works against this goal if I have to jump through more hoops to install it I may as well have pirated it in the first place. 2. Support and updates, many companies will keep putting out extra content (Unreal Tournament, Galactic Civilisations, HL/Team Fortress 2) which increases the value*(I'll get back to value later) I derive from the product and make sure that the product works on release or at least when problems are identified. 3. Multiplay, some people like playing against others, using simple non-intrusive key checks 99% combined with blacklists of compromised keys of pirates cant play online (I don't count this as DRM as its serverside, only treats you as the recipient and not the attacker at the same time).

            Developers or I should say more distributors, please get this clue, you are not entitled to money just because you have made a product, you cannot force people to by your product, you can only ever entice them to buy your product and the best way to do this is to have a product with value. Value must exceed the cost of a product for a purchaser to actually want to buy it, games that are frustrating and don't deliver entertainment or are buggy/unfinished do not deliver value. Developers who are know for supporting a product after release tend to give value to a product before purchasing, developers who add extra content more so which influences purchasing decisions. I am far more likely to purchase a game from Valve or Stardock than I am from EA, THQ or Ubisoft if I have no other information on the game than the developer (or more rightly so in the context of this rant, the distributor). DRM, CD checks and no support detracts from the value of a purchase, I will not buy Bioshock because of this (OK I lied, I purchased it for AU$2 in a Bangkok market, so take that DRM) It's unfortunate that EA, THQ and Ubisoft have the mindset that they are entitled to payment just for releasing and blame piracy for failed games even when it is clear they were not worth buying.
        • Re:First Post (Score:5, Insightful)

          by D Ninja ( 825055 ) on Thursday August 14, 2008 @12:35PM (#24601029)

          But the same goes for other software that I have actually contributed my money to support. (I choose those words intentionally because I don't truly believe that software is a product in the sense that other products are.) I pay for software as a form of expression of my appreciation.

          This is a total cop out.

          Someone worked hard to develop an application. Why is it not a product? Because it's soft? That's the same line of thinking that people have when they say, "Oh...just throw a quick fix in...it's easy 'cause it's software!"

          Face it. If you could get away of having free copies of electronics, food, etc that isn't "worth it" - you would. Why? Because you like free. Of course, this is much easier to get away with when it comes to software and you can justify it as, "I don't appreciate the software." If you really believed that, you wouldn't download and install free software in the first place. Anything else is just you justifying you getting something for nothing.

          /software developer
          //buys all of his software, or uses FOSS
          ///buys all his music, too

    • Re: (Score:3, Insightful)

      Surprisingly, people who successfully circumvent DRM are not forced to buy games, and instead pirate them. They find DRM annoying.

      There is an obvious sample bias problem, as people not able to circumvent DRM (including downloading the work of other people), aren't pirates and wouldn't have respondeded.

      • Re:First Post (Score:5, Insightful)

        by Cassius Corodes ( 1084513 ) on Wednesday August 13, 2008 @10:42PM (#24593921)
        Another thing he failed to take into account is that people rationalise their "evil" choices to make it sound righteous. So people tell themselves and others its because of DRM or its because of the price or whatnot when in reality its just that they don't want to fork over money for it.

        Now I know there are some cases where this really is the case but my point is that its bound to be overrepresented. Psychological studies take this into account when using self-reporting on behaviour as a source of data.

        My other point is while, it might turn some people off, DRM also forces some people to buy the game, when they would have pirated it if they could (this is often more the case with indie games where there is not enough interest to develop a crack, than with major games) and this needs to be taken into consideration when making a decision.

        Finally not all DRM is the same - a balance between security and ease of use might perhaps be best rather than a binary decision.
        • Re:First Post (Score:5, Insightful)

          by ucblockhead ( 63650 ) on Wednesday August 13, 2008 @11:14PM (#24594175) Homepage Journal

          DRM doesn't necessarily force someone to buy the game. It very often forces people to say "This is more trouble than it is worth. I'm going to buy a Wii, where the DRM is transparent, and won't annoy me". Note that people who say *that* have no need to rationalize anything.

          It's the side of the DRM equation that is generally ignored. Developers are so fixating in using DRM to force pirates to buy their games that they ignore the number of paying customers who don't buy their games *because* of the DRM. If the second outweighs the first, they lose money even though they've "stopped the nasty pirates".

          It's like getting upset about shoplifting, hiring an uzi carrying security guard for every aisle and then wondering why your sales go down.

          • Re:First Post (Score:5, Interesting)

            by Belial6 ( 794905 ) on Thursday August 14, 2008 @12:03AM (#24594577)
            DRM stopped me from 'pirating' games. I used to 'pirate' about 80% of the games I would play, and buy about 20%. Which lead to me buying about 4 games a year. DRM has become enough of a pain that I just don't play games anymore. I have found new toys that are less of a hassle. So, while it is true that the DRM stopped ~16 cases of 'piracy' a year, it has not improved the game industries profits at all.

            Of course, the continuing crappier and crappier packaging didn't help. Here is a hint. Put the game in a gem case. If you must put it in a paper sleeve, then at least include the proper art work so that when the customer puts the game in a gem case themselves, they have proper professionally printed spines that they can read. I know that if I have to do the manufacturing myself, I am far less inclined to pay someone else for it.
            • Re:First Post (Score:5, Insightful)

              by Cassius Corodes ( 1084513 ) on Thursday August 14, 2008 @12:09AM (#24594613)
              That's an area I would also stress: when I buy a game legit, I would like to get the manual as well as a proper cd case for it. I make an exception for the bargain bin games which one expects this sort of thing - but I'm talking about games that you pay $40+ for which don't have anything else but a cd-rom in a paper sleeve.

              P.S. Electronic copies of the manual on the cd is not a ok compromise.
              • Real World Goodies (Score:5, Insightful)

                by caranha ( 680518 ) on Thursday August 14, 2008 @12:51AM (#24594923)

                Indeed. Including a cloth map, a moonstone and an ankh in the packaging (Rest in Peace, Origin :~( ) will make more people buy the actual game instead of copying than any DRM ever will.

                • by HadouKen24 ( 989446 ) on Thursday August 14, 2008 @01:24AM (#24595123)
                  IIRC, adding that kind of thing to games was in response to piracy. Infocom got the ball rolling in that area by packaging some nifty "feelies" with their games. At the time, anyone could pirate a game who could copy a floppy. Adding feelies was a ridiculously popular move that kept Infocom in business until the move from text-based games to graphical games.
              • Re:First Post (Score:5, Interesting)

                by Menkhaf ( 627996 ) on Thursday August 14, 2008 @03:27AM (#24595725)
                I could say the exact same thing about music CDs. Tool's 10,000 Days did just that. The CD has some awesome artwork in the form of a booklet filled with stereograms, complete with glasses.

                I do pirate music, but I tend to buy it if I feel it's worth my money. I stumbled upon Japanese post-rock band Mono a few years ago, and pirated their music.
                After listening to it for a while, I decided that it was worth a buy, so I went and bougth almost all of their CDs.
                They played in Copenhagen last year, and a few weeks before, I introduced their music to some of my friends to try to get them to tag along to the concert. I was successful in just that, and I brought 5 friends to their show.
                To sum it all up, my act of piracy actually got them a lot of new fans. I bought almost all their albums, will buy their newest when I have some money to spare, and I brougth 5 people to their concert -- all because of piracy.

                If you're interested in hearing what they sound like, I suggest going to their MySpace [myspace.com]. Wikipedia has an article about them here: http://en.wikipedia.org/wiki/Mono_(Japanese_band) [wikipedia.org].
              • Re:First Post (Score:4, Insightful)

                by MrAngryForNoReason ( 711935 ) on Thursday August 14, 2008 @05:40AM (#24596479)

                This is a big factor for me too. I bought Neverwinter Nights 2, instead of pirating it, in part because I wanted a proper manual. In that kind of game you tend to need to look things up as you play so a real manual is much more convenient.

                Of course when I got it home and opened the box it turned out that the 'manual' was a ten page quickstart guide and the actual reference was just a pdf on the disc.

                If publishers want to increase sales they should offer people a product that can't be replicated if the game is pirated. Whether this takes the form of physical items in the box or the ability to play online.

                I often buy games that I have already downloaded pirate copies of partly because that way I know they are good and partly because I want to play online and that is rarely possible with a pirated copy of the game. My most recent purchase was Call of Duty 4, it has really good multiplayer with persistant stats and unlockable achievements. I have already played through the single player but was happy to buy the game for the mulitplayer content.

                More carrot and less stick is what is needed.

          • Re:First Post (Score:5, Informative)

            by Tronster ( 25566 ) on Thursday August 14, 2008 @09:14AM (#24597943) Homepage

            Developers are so fixating in using DRM to force pirates to buy their games that they ignore the number of paying customers who don't buy their games *because* of the DRM.

            I'm a game developer; this is partially correct.

            While some developers may want to use DRM, it's more commonly a publisher that forces a team to utilize the DRM solution they bought into. On a previous AAA project we had to utilize the DRM the publisher utilized

            We hated it, my friends who bought the game hated it, but our hands were tied.

            On top of that, a patch was recently released which appears to mainly have tightened the DRM. The result: my friends are extermely upset as their Daemon tools ISO solution no longer works; they now have to keep the CD/DVD in their computer to play the game, another DRM annoyance pushed on customers who paid for the game. Personally this is making the game more trouble than it's worth; if my friends didn't play this at LAN parties I'd uninstall the game.

            I wonder how die hard fans feel.

            But in the end this is what the publisher wanted. Our team didn't agree with it, but while they paid our checks our hands were tied by what their marketing team dictated was good to protect their IP and ensure no lost profits, "due to pirating".

        • Re:First Post (Score:5, Insightful)

          by Anonymous Coward on Wednesday August 13, 2008 @11:26PM (#24594293)

          If your DRM will EVER prevent a legit customer from using a legit product that they paid for, it is bad. That's a pretty binary decision to me. Were I to develop games and try to copy protect them, if there was even a 1% chance a legit customer couldn't use the software they paid for, I'd skip the option.

        • Re:First Post (Score:5, Interesting)

          by roystgnr ( 4015 ) <roy&stogners,org> on Wednesday August 13, 2008 @11:35PM (#24594365) Homepage

          Another thing he failed to take into account is that people rationalise their "evil" choices to make it sound righteous. So people tell themselves and others its because of DRM or its because of the price or whatnot when in reality its just that they don't want to fork over money for it.

          The first thing to ask someone like that is: "What [games/movies/music/etc] have you *not* pirated?" If they can name several titles, then you know there's at least some way for publishers to behave differently which could cause such a person to make another purchase instead of committing more copyright infringement. If they try to insist that every single creator in an entire medium can somehow be dismissed with one rationalization or another, then you can be pretty sure they're either lying to you or lying to themselves.

          • Re:First Post (Score:4, Insightful)

            by YttriumOxide ( 837412 ) <yttriumox AT gmail DOT com> on Thursday August 14, 2008 @01:21AM (#24595103) Homepage Journal

            I'm not a big gamer... in fact, I really don't play much other than Nethack. However, I have pirated quite a few games - sometimes for other people, and sometimes "just to see what all the fuss is about" when lots of people are raving about it. I invariably delete it a week or so later out of lack of interest in it.

            I have purchased a total of ONE game in my life. Uplink from Introversion Software. I played the demo at a friend's house, enjoyed it. Wondered if it was available for other platforms (my friend had the demo on Windows), and then discovered if I buy the CD, it comes with Windows, MacOS and Linux on the same CD. I immediately bought it.

            I actually have all three of those Operating Systems (Win, Mac, Linux) at home, but simply having the choice went a long way towards my decision to buy it. That, combined with a very reasonable price, good playable demo to get me interested, and just the "geek chic" of the style of game itself were more than enough to make me want to buy it rather than pirate it. Like some other posters have mentioned, it's a matter of feeling as if you are rewarding the developer for their work - if you don't feel they SHOULD be rewarded for their work, you won't feel bad about pirating their stuff. Pirating Uplink would've made me feel really bad, because those guys definitely DID deserve to be rewarded.

        • Re:First Post (Score:5, Insightful)

          by KGIII ( 973947 ) <uninvolved@outlook.com> on Thursday August 14, 2008 @03:46AM (#24595803) Journal

          This is a bit personal for me to say but I think that it will be okay and I won't bother posting AC as that goes against my beliefs.

          I am a recovering meth addict. My drug use scaled every wall known to man it seems. My polymorphic drug abuse (we label it meth but, really, that is just to keep the paperwork simple) was rampant.

          My mother passed away about a month ago. This was a troubling time for me. I could have used that as an excuse to use/abuse again. I could have "justified" it in many ways - those are called thinking errors.

          The reality is that I should never use.

          The reality is that if I do use that the reasons I give are full of shit.

          If I'd used then I'd have not been using because my mother died, I'd have been using because I wanted to. There are many studies that show the nature of the brain during the addictive cycle and that may be the root of the problem but the reality is, none the less, that if I use it is simply because I wanted to.

          To justify it, much like you're saying, is no excuse. They do it because they want to.

          I have read some interesting things, "It was required for _________" or "I didn't have the money to pay for ________" but the reality is that they wanted it. In none of those circumstances is it required, forced, or the likes.

          To those who want to make excuses, the one and only is, "I did it because I wanted to."

          It is personal, it is accountable, it is real. There's a billion reasons you can argue to justify it but the only reason it is ever done is because we want to.

          (This post is not to argue your point but to give my own personal perspective on it.)

    • Re: (Score:3, Insightful)

      by Anonymous Coward

      Kudos to Valve's Steam letting me dow...

      What are you talking about?!? Steam sucks! It *IS* DRM! It insists on being installed even when I bought the damned discs, it demands a network connection, it phones home, and it's flaky and crashes my machine repeatedly. HL2 was the last Valve game I'll ever buy. My wife thought I was over the top and bought Bioshock, and came to hate Valve even more than I did. She doesn't take kindly to hearing "I told you so", so I never said it.

  • I use the tools... (Score:5, Interesting)

    by binaryspiral ( 784263 ) on Wednesday August 13, 2008 @10:13PM (#24593603)

    When a no-cd crack or hacked exe for a game I purchased is released, I usually use it instead of carrying the CDs around with my laptop.

    Kudos to Valve's Steam letting me download and install the game on multiple machines without treating me like a frickin' crook.

    And the occasional time I've actually downloaded and ran a pirate game just to see if it was worth buying. I've been burned on way too many awesome demos and lackluster final games to drop $50 on a whim.

    1. Lose the damn copy protection.
    2. Use Steam or develop a system where people aren't chained to a CD or Jewel case with a cryptic serial number on it.
    3. Release honest demos.
    4. Don't get bought by EA, they have no honor.

    • Re: (Score:3, Interesting)

      by cfkboyz ( 1129423 )
      I completely agree. The more they push DRM the less I buy. I hate being told I am a bad guy as soon as I break the shrink wrap. I am the customer and I should always be right. If not I will take my money else where. If that fails Pirate... and i don't think pirating is fair but if they leave me no choice that what they deserve.
    • by z0idberg ( 888892 ) on Wednesday August 13, 2008 @10:26PM (#24593739)

      1. Lose the damn copy protection. 2. Use Steam or develop a system where people aren't chained to a CD or Jewel case with a cryptic serial number on it. 3. Release honest demos. 4. Don't get bought by EA, they have no honor.

      Agreed.
      And I would add to that :
      5. Can't trust review sites/magazines to give an honest opinion of the game.

    • Re: (Score:3, Insightful)

      by cbhacking ( 979169 )

      My main complaint about this is that you're installing executables from people of, at best, questionable morality. At least half the time somebody at school asks me to clean malware off their machine, it got there through a NoCD-type executable they downloaded off DC++.

      Valve does seem to "get it" pretty well. Blizzard is moving this way as well, with legit NoCD patches, the ability to store your CD key online behind a username/password, and free binary downloads. They still have the keys, of course, and unl

      • Re: (Score:3, Interesting)

        by bh_doc ( 930270 )
        If you think that pirating can ever be completely eliminated then you're hopelessly naive. There will always be at least a small subset of gamers who pirate games just because they can, whether they are "copy protected" or not. Then, developers will continue to (falsely) believe that copy protection is economically beneficial, ignoring (or not realizing) that by doing so they are driving away real paying customers.

        To continue your medical analogy, it's like the common cold. There is no treatment for the
      • by Cyberax ( 705495 ) on Wednesday August 13, 2008 @11:01PM (#24594071)

        You might notice, that since the days of floppies copy protection IS NOT STOPPING PIRACY.

        • by Anonymous Coward on Wednesday August 13, 2008 @11:21PM (#24594259)

          It doesn't have to stop piracy. It just has to stop enough piracy to be worth more to developers and the game industry as a whole than the losses due to the annoyance factor.

          • by PitaBred ( 632671 ) <slashdot&pitabred,dyndns,org> on Thursday August 14, 2008 @12:11AM (#24594643) Homepage

            Do you really think they've gone to enough trouble to actually work those numbers out? Because it seems to me like they're all like Tarkin, and more and more star systems are slipping through their fingers. Consumers are PEOPLE, first and foremost. They have a sense of right and wrong, and most importantly, fairness. There are outliers, but the majority of people want to play fair. If a lot of people are pirating your stuff, more than about 5%, then you're doing SOMETHING to make them feel that they aren't being treated fairly. You aren't entitled to obscene profits. You aren't entitled to ANY profit. As a business owner, your raison d'etre is to make a product at a price you can sell it at and still make a profit. If people feel taken advantage of by the only gas station in town selling it at $10/gallon, you can bet your ass thefts will go up.

      • Re: (Score:3, Interesting)

        by Rowanyote ( 980640 )

        Unfortunately the copy protection is part of the reason that games are getting pirated. It adds to the cost of the product (driving away people who would buy at a lower cost), it imposes ridiculous hoops to jump through (making it easier to download a cracked version than to get through the registration and DRM), and it shows that publishers don't trust their customers.

        This last element is important, if a person is already being treated like a criminal or a potential criminal, it makes it far less of a lea

      • by rekrutacja ( 647394 ) on Wednesday August 13, 2008 @11:48PM (#24594453) Homepage

        > anti-copy is not the disease, it is the symptom

        The problem is much deeper than you think. Copy protection is artificial method of changing digital work - which you can copy with no cost - into analog object you can sell in a pretty the same way you sell bottles of booze. People do complain about copy protection, because this simply doesn't fit digital realm, which people got used to. I do not think you will be able to change people behavior. Game developers will be forced to adapt. Kongregate is a good example how this may be achieved. They changed business model. They moved from selling bottles of booze into selling services, ads etc. For others lowering prices to the point, that its easier and cheaper to buy or download one from official website than burden with warez server, is a way to go. In my country developer CDProject mastered this tactic years ago, with local Baldur's Gate release which was almost the same price in official box and as pirated CD's on the street, but box included a themed mouse pad. This proved to be a selling point. For others associated merchandise may be more important than game sales by itself. Most successful developers will closely look at local prices: 3$ in US is not much money, 3$ in Brazil is quite a lot.
        Game industry will be fine. Businesses will adapt and will find viable business models in a world, where people copy everything. We do have such businesses already, so question is "when", not "how".

      • by HadouKen24 ( 989446 ) on Thursday August 14, 2008 @01:43AM (#24595247)
        As for copy protection, you're talking to the wrong people. Copy protection costs the developers - both in money for the software and public perception of the game. It wouldn't be there if it wasn't economically beneficial to include. Correction: It wouldn't have been used if it had not been thought to be economically beneficial.

        The fact that it was once economically beneficial does not mean that it will always continue to be beneficial. There are currently no major PC titles for which the DRM has not been circumvented with easily acquired cracks. At this point, getting around most games' DRM is no more difficult than downloading a file and copying it to the right directory.

        The ease of acquiring a crack seems to make it unlikely that DRM is any kind of deterrent to piracy. On the other hand, DRM is driving users away. I don't think DRM is economically beneficial anymore. The big game companies just haven't caught up with this yet.
  • This is awesome. (Score:5, Interesting)

    by TheSpoom ( 715771 ) * <slashdot&uberm00,net> on Wednesday August 13, 2008 @10:16PM (#24593627) Homepage Journal

    Someone *this* in touch with not only their customers but with obvious potential customers definitely knows what they're doing.

    I'm seriously considering buying a few of his games even though I've never heard of the company before.

    PS: If you need a very experienced web developer...

    • Re:This is awesome. (Score:5, Interesting)

      by mazarin5 ( 309432 ) on Wednesday August 13, 2008 @10:40PM (#24593901) Journal

      The truth is that it's already a popular opinion in the games industry that piracy really doesn't lead to lost sales; most of those people wouldn't pay for it even if they couldn't play for free. In the meantime, it bothers only legitimate customers. Unfortunately, the biggest publishers are still keen on "protecting their investment," so we're unlikely to see change any time soon.

  • Thanks (Score:5, Funny)

    by Kamineko ( 851857 ) on Wednesday August 13, 2008 @10:16PM (#24593635)
    Nice to hear from you chris, and I wish you luck with that puzzley-platformer of yours!
  • by wangmaster ( 760932 ) on Wednesday August 13, 2008 @10:20PM (#24593673)

    I used to find it amusing that people are willing to live with Steam's DRM, but complain about DRM in general. I've personally resisted Steam for years and years before I finally decided that Steam's DRM is actually palatable compared to some of the shit that's out there (securom).

    What's disappointing is how badly the large shops are butchering the PC gaming market with DRM that absolutely sucks. Bioshock, Mass Effect and Spore are all games I wanted to play but at this point I will not dump the money down for them. Even the Steam version of Bioshock contains securom. How screwed up is that?

    I'm at the point now where I'm slowly turning towards indie developers for most of my gaming neads (Stardock) and I'm really really glad that Positech has made it to slashdot or I'd never have heard of this company. I'll have to look at their games more closely.

    • Re: (Score:3, Insightful)

      by corsec67 ( 627446 )

      Any kind of DRM makes a pirated game better than the original.

      The only PC(linux, kind of) game I play is EVE, and that doesn't have any DRM from what I can tell. I don't even have a disc or serial number to go along with it.

      • Re: (Score:3, Informative)

        by dave1791 ( 315728 )

        EVE is an MMO and they make their money on the account that you log in to. Gving the client away is common with indie MMOs.

  • About time (Score:5, Insightful)

    by chuckymonkey ( 1059244 ) <charles@d@burton.gmail@com> on Wednesday August 13, 2008 @10:21PM (#24593687) Journal
    This developer needs to be modded up. I wrote and told them that I used to pirate games after I bought them because the pirate editions were generally easier to use and I didn't have to have a disk laying around to play it. I then explained that due to my limited time as a father messing around with any of it was crap and that I pretty much quit playing PC games in general. If this whole asking our customers what they want thing catches on maybe I'll finally be able to get what I want, when I want it, and the way I want it. Perhaps I could get back into video games on the PC again.
  • Fix Abandonware (Score:5, Interesting)

    by fyrie ( 604735 ) on Wednesday August 13, 2008 @10:24PM (#24593715)

    No one sells Ultima, Pools of Radiance, or Summer Games for the C64 anymore. If I wanted to play this game, my only choice would be to pirate it unless I could find a working copy on Ebay.

    Services like Gametap and Good Ol' Games need to fill this market so that people don't have to become criminals to play games of yonder years.

    • Re:Fix Abandonware (Score:5, Insightful)

      by Enderandrew ( 866215 ) <enderandrew@NOsPAM.gmail.com> on Wednesday August 13, 2008 @10:34PM (#24593827) Homepage Journal

      You'll note that none of those developers are in business anymore. Many games that are distributed as abandonware, developers endorse the practice because they want their game to be played by people. Yet big companies bought out the old development houses and go after abandonware sites.

      EA never produced the old Ultima games, yet go afte people distributing 20 year old games. Vivendi didn't make the old Sierra adventure games, but they've prosecuted people over them.

      I think 5-10 years after someone stops selling software, people should be able to redistribute it as abandonware for software preservation.

      • Re: (Score:3, Insightful)

        by fyrie ( 604735 )

        I think 5-10 years after someone stops selling software, people should be able to redistribute it as abandonware for software preservation.

        I completely agree. There needs to be laws in place to support this because right now if someone is filesharing Karateka for the Apple II, they are breaking the law.

        Also, I agree with the term "preservation". We've already begun an age of IT archeology where people are trying to dig up games and word processors from years back to see how they worked in order to improve society today.

  • Back in the day.... (Score:5, Informative)

    by domatic ( 1128127 ) on Wednesday August 13, 2008 @10:27PM (#24593757)

    As far as having a good "taster", Id did pretty well with this. With say DOOM, you knew up front that the game would have a total of three episodes. Id let you play pretty much the first third of the game free. Hell, their demos even had some replay value. As it turned out, their clueful use of shareware pretty much made them back then.

    Of course, not all games are as episodic but it you could draw some rules of thumb from it. A first time player casually making his way through DOOM's first 9 levels will take about 1.5 to 3 hours to do it. So it seems you have to give a quality experience for at least that amount of time to start some buzz going and of course the paid portion of the game has to maintain that quality so you'll tell your friends and blogs that the rest of the game is worth paying for.

    I'd also suggest not continually have the player running into physical barriers and what not that aren't present in the payware version. Just structure the demo such that the game can be experienced for that critically addictive amount of time. Building in nags and frustrations will keep your prospective customer from getting hooked and wanting more. Rather you need an end that takes some period of time to encounter whether it be "level 9" or a decently far extent of a game universe. A game using the hub and spoke system should supply a quest or two say.

    We can draw a parallel from the serialized stories of yesteryear. A good solid first installment is what is needed to get the reader caring about the story and characters. The "gotta know" sets in so the rest are bought.

    • by nhtshot ( 198470 ) on Thursday August 14, 2008 @02:22AM (#24595429)

      It's quite simple. Gaming in general (both PC and console) has evolved quite a bit in the past couple generations. I can't say that there won't be any new innovations, but I can say with certainty that almost everything has been tried at least once.

      With that in mind, there are a number of gimmicks that game studios use when producing games. IMHO, the worst are the following:
      1: Adding artificially hard/non-linear barriers to progression. The most recent splinter cell game is a great example of this. While the previous ones were quite linear and relatively free of frustrating gaps, "Double Agent" had several things that seemed as if they were put in there just for the sake of taking up the playerâ(TM)s time. Don't take a 7 hour game and try to stretch it to 12 with garbage.

      (2 and 3 are somewhat similar and several games are offenders of both. They are, however, separate problems)
      2: Using flashy pre-rendered cut scenes to advance major story points or game play. Part of me misses the age of cartridge consoles. With only 64Mbit to play with, these kind of antics were basically impossible. In todayâ(TM)s age of double sided DVD's and even BD-ROM discs, a game could conceivably have hours of cut-scenes. If I wanted to watch cut scenes (no matter how well animated) I'd rent a movie. If they take up more then 50% of the time spent playing, I generally skip them or have a beer/sandwich. Consequently, I miss out anything that's contained in them that is important or significant to the game

      3: Trying to make up for poorly designed or un-engaging game play with flashy/unique/overly high-quality graphics. Thanks to the availability of substantial hardware resources in the current generation of consoles (excluding the WII, of course), it's quite easy to fill a game with high polygon count skinned, boned models wrapped in super detailed textures, multiple light sources and hand perfected pixel shaders. It might look really spectacular, but that doesn't really mean anything if it's not any fun. Once again, if I wanted to look at something rendered absolutely perfectly, I'd watch a Pixar movie.

      4: Having a selection of difficulty levels that has little effect on the game. 15 years ago, Doom offered 5 different skill levels. While the playerâ(TM)s choice didn't massively change the game, it did incrementally increase the difficulty. The monsters were harder to kill, more populous and while health packs had less effect, more ammo was spawned. I would hope that modern games could do better then that. Doom ran fine at 33Mhz. Modern consoles have roughly 10,200 MHz at their disposal. There is no excuse for difficulty levels to do nothing more then spawn more or harder to kill Napâ(TM)s.

      Finally, the biggest and most annoying thing about the current generation of video games:

      5. Today's game producers tend to front load their game's content. I've never found a published statistic, but my estimation is that only about 40% of games purchased are ever fully completed by their purchasers. The player either tires of the game before the end, or gets another game to play before they finish. Since most games today are part of a series and are expected to remain viable for use in future sequels/ newer consoles, the game companies cheat on the content. They put, in my estimation, 75% of the best content in the first 50% of the game. The hardcore gamers and series fans will always buy the next sequel. They're hoping that by front-loading the best content, the semi-casual player that only finished half of the previous title in the series will have liked it enough to buy the new one when it comes out. While I understand their logic, I'd really like to get more for my money. 8-10 hours from a game that costs $50-60. That's between $5-7.50 per hour. I don't know what everyone elseâ(TM)s thoughts are, but I think that minimum wag

  • by Opportunist ( 166417 ) on Wednesday August 13, 2008 @10:27PM (#24593759)

    It's simple as that. If you just make games where you have the biggest player audience instead of making games for those that are most likely to pay for their games, you're prone to having a lot of copies. If your market demographics consist mainly of people with little money and/or a low chance of getting caught, you will be copied.

    There are simply people who buy and there are people who copy. And no copyprotection, no DRM, no law will get the latter to buy your games. If anything, DRM will drive those that would buy them (like me) away.

  • Seriously... (Score:5, Insightful)

    by Ariastis ( 797888 ) on Wednesday August 13, 2008 @10:31PM (#24593801)

    I like that guy's attitude.

    Instead of corporate PR bullshit, he's honest, open and willing to discuss with his potential clients.

    My answer to his question would most likely have been : I just fucking hate big games companies who are run by corporate idiots.

    I'll probably give one of his games a try, just to encourage this kind of behavior.

  • Sounds good.... (Score:5, Interesting)

    by gfxguy ( 98788 ) on Wednesday August 13, 2008 @10:34PM (#24593823)

    This guys sounds like a genuinely decent guy who's making efforts to make customers happy to reduce pirating; that's all great, but it seems to me, having never heard of his company, he's done an awesome job of getting a lot of free advertising.

    Not that that will keep me from perusing his games...

  • Linux Ports Please (Score:5, Interesting)

    by Enderandrew ( 866215 ) <enderandrew@NOsPAM.gmail.com> on Wednesday August 13, 2008 @10:38PM (#24593861) Homepage Journal

    Your site says you do Mac ports. Can we get some Linux ports as well please?

  • Video Game System (Score:3, Interesting)

    by pembo13 ( 770295 ) on Wednesday August 13, 2008 @10:47PM (#24593955) Homepage
    I personally pay for 100% of the games that I play on the Wii. Just wanted to throw that out there as a partial suggestion.
  • w00t for Free Games! (Score:3, Informative)

    by Butisol ( 994224 ) on Wednesday August 13, 2008 @11:03PM (#24594099)
    I pirate games because I don't want to spend money on them. I really don't care that some programmer or company is getting shafted out of my dollars. That's money I could spend on other pleasures. Why would I give them my money so that they can use it to compete with me for tangible resources like real estate, luxuries, and women? I don't bloody care. Call me a thief, so what? What are you going to do about it? Is it unfair, uncivilized, uncouth? Not my problem. I do what I want. In an age when I can download whatever games I want for free, actually paying for them is like putting my money in a shredder. I'm not gonna try to tap dance around it and defend my actions because I really don't have to until I'm standing before a judge. This isn't a troll or sarcastic post. I really don't have any scruples about this crap.
  • by Mike610544 ( 578872 ) on Wednesday August 13, 2008 @11:04PM (#24594103)
    When I wanted to check out "The Sims 2" I went out of my way to pirate it. EA's managed to alienate me (a customer who's spent thousands of dollars on their products) to the point where I'll actually spend more than $50 worth of my time to get a torrent.

    Do the opposite of what they do, like George Costanza.
  • by seifried ( 12921 ) on Wednesday August 13, 2008 @11:40PM (#24594407) Homepage
    Why not make it easy for me to try out a demo and upgrade to the full version, I can pay $20 up front, or play an extended demo and play to the end of the demo (say halfway through the full thing, or with weapons/skills/whatever only in the full version) and pony up $20. But make it easy, like literally hit a key combo in game that launches my default browser to the right URL, payment should take ~10 seconds or less, and then the game goes legit (automatically or in some very easy manner). Literally make it as easy as buying a cup of coffee (probably one reason so many people buy cups of coffee =). It shouldn't interrupt the game for more than 60 seconds to upgrade. I suspect if there were games with this system they'd sell relatively well.
  • Ironic (Score:5, Insightful)

    by Manfre ( 631065 ) on Thursday August 14, 2008 @12:01AM (#24594565) Homepage Journal
    Did anyone else notice the 2 copyrighted images from "Pirates of the Caribbean" on the article. For some reason, I doubt he properly licensed those, but I'm sure that is completely different than pirating a game.
    • Re:Ironic (Score:4, Informative)

      by faedle ( 114018 ) on Thursday August 14, 2008 @01:57AM (#24595313) Homepage Journal

      See: Fair use.

      Is it different than pirating a game? Perhaps. "Pirating" a game to play it for a half-hour to see if it's any good: probably not. Pirating a game and playing it forever: quite different.

      Sloppy and ethically challenged, perhaps.

      • Re:Ironic (Score:4, Informative)

        by Tim C ( 15259 ) on Thursday August 14, 2008 @04:56AM (#24596217)

        The guy's a Brit (or at least it's a UK company), and we don't have a "fair use" clause in our copyright law. We do have a similar concept, so I doubt that he's going to be sued any time soon, but never forget that while slashdot may be US-centric, not all stories are actually about the US.

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