Indie Pay-What-You-Want Bundle Reaches $1 Million 238
Spinnacre writes "The week-long Humble Indie Bundle, a pay-what-you-feel-adequate promotion, reached a million dollars in total contributions with just 50 minutes of sale time remaining. For a minimum price of a penny, gamers could get DRM-free downloads for World of Goo, Gish, Aquaria, Lugaru, Penumbra: Overture, and Samorost 2. The bundle gained great success immediately after being featured on sites such as Ars Technica and Slashdot for followup blog posts about game piracy and multi-platform gaming." According to this tweet from Steve Swink, the milestone means that several games will release their source code. In fact Wolfire is in the process of creating a public source code repository for Lugaru; Aquaria, Gish, and Penumbra: Overture are also due to be opened up within the next week.
How's this compare to total sales? (Score:3, Interesting)
I wonder how this compares to the total sales all 5 (now 6) games had prior to being included in the bundle?
Oh, and awesome job, guys. Goo is a great game. Haven't had time to get to the rest yet.
Indie Gaming (Score:4, Interesting)
This shows that the giving freedom to your customers can work. It is a momentous slap in the face to the big boys like EA and ilk.
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I doubt EA and ilk would bother to get out of bed for a mere million dollars.
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This shows that the giving freedom to your customers can work. It is a momentous slap in the face to the big boys like EA and ilk.
This also shows that people won't pay very much for games if you let them decide how much they will pay, and EA is not interested in getting less money per game. They want to bang out the big number of big-budget titles that let them play up in the rarefied air where, presumably, they pay little taxes, where cities in fact will offer them deals to come to their town and employ their best and brightest.
With that said, getting money is good, and this surely provided sales that wouldn't have otherwise been mad
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This shows that the giving freedom to your customers can work. It is a momentous slap in the face to the big boys like EA and ilk.
This also shows that people won't pay very much for games if you let them decide how much they will pay, and EA is not interested in getting less money per game. They want to bang out the big number of big-budget titles that let them play up in the rarefied air where, presumably, they pay little taxes, where cities in fact will offer them deals to come to their town and employ their best and brightest.
With that said, getting money is good, and this surely provided sales that wouldn't have otherwise been made. I was too lazy to even play the goo demo for example, and I bought the bundle and downloaded goo first. Shrug.
It also demonstrated that the Linux users were willing to shell out double compared to Windows users for quality games.
And yes, I bought it and they run great under Ubuntu 10.04 :D
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It also demonstrated that the Linux users were willing to shell out double compared to Windows users for quality games.
Scarcity means higher prices, perhaps? There aren't that many Linux games to begin with.
Re:Indie Gaming (Score:5, Insightful)
Scarcity means higher prices, perhaps? There aren't that many Linux games to begin with.
I suspect a bigger effect is "I want more games on my platform, so I want to encourage this sort of thing." (Related, but different.)
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I did mean "value" and not "higher [retail] prices" but hit submit before I noticed. hehe.
That said, I can see your reasoning as well.
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I'm sure that was quite effective to drive sales.
It was indeed. They didn't release these results, but I was watching closely. The average donation jumped considerably once they split it by platform. The average Windows contribution was $6.75 or so when they split it, and it's near $8 now. There were similar but less significant jumps in the other platforms as well.
That would be my bet (Score:2)
They wanted to show how much they support games and how good their platform is and so on... Of course it really isn't all that impressive when you get down to it. Ok so Linux users contributed twice as much... It still ends up being peanuts in terms of money for games. I bought World of Goo when it came out for $20. Of that about 20% went to the digital distributor (Impulse). So the devs of that one title got about $16 from me, and I wasn't trying to make some point, I was just paying what I felt to be a ve
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I don't know. While I agree the current business model of larger games companies is outdated, I'm not sure this is the solution. A million dollars is pretty impressive for games that don't cost too much to develop. It's not quite as impressive for a game like modern warfare 2.
While this excites me for the smaller developers, realistically, I don't see this kind of business model really working for a larger developer like EA. I know a lot of you don't want to hear that, but I'm just trying to be realisti
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I personally would rather have this then yet another modern warfare. Sure the kids love that crap, but I played Doom already and will continue to play real defining games like HL2 and portal. I do not need nor want War Game Generic 12.
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Basically, it's a way for
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That's one million dollars in the week these games were offered. They have been & still are for sale via Impuse, Steam, etc...
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It is a momentous slap in the face to the big boys like EA and ilk.
A million dollars isn't a momentous slap in the face to anyone. EA can waste that much money in about 15 minutes. Hell, how many chuzzlewit "senior associate vice president in charge of blah" types got million dollar bonuses at EA last year? A million bucks? Hell, the the amount donated to child's play is probably the amount spent by a studio on a major title's launch party.
Kudos to the indies, but a watershed moment this ain't.
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Good (Score:5, Insightful)
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Considering this was already the SECOND time this has happened recently...
http://games.slashdot.org/story/09/10/28/030237/2D-Boy-Posts-Pay-What-You-Want-Final-Wrap-up [slashdot.org]
Re:Good (Score:5, Interesting)
The bundle gained great success immediately after being featured on sites such as Ars Technica and Slashdot for followup blog posts about game piracy and multi-platform gaming.
Whether it's indie games or music, it's all about advertising. People can say fuck the middleman all they want, but that middleman (large label) has the money/connections to promote and advertise so you can make some money.
Granted, if you're product is FANTASTIC it will go viral, but without the initial kick that advertising gets, you don't stand to make much money without a lot of footwork and effort.
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Whether it's indie games or music, it's all about advertising. People can say fuck the middleman all they want, but that middleman (large label) has the money/connections to promote and advertise so you can make some money.
Now, if only the middlemen would accept their role as facilitators instead of trying to be owners.
They need to realize that their customers are not consumers, but the creators.
Then they can start marketing their services appropriately and get out of the copyright game.
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True, it was a big marketing stunt.
But it was more than just that. It was cross-platform, which won them a lot of hearts from the Linux and Mac people. It's indie developers, which a lot of us feel closer to and more readily give them our money. It was DRM-free, which is one more reason to actually buy it. And it was a "choose your price", which takes away one of the most typical last-minute-resistance issues "hm, I kinda like it, but it's too expensive".
All in all, it was a good deal, absolutely. And even
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World of Good
Now that's a game I wouldn't mind playing. To hell with all the "we have the most realistic blood spatter" or "the most awesome beat-down" or "we have teh h00k3rz" games. This is what I want. (And I don't mean 'Ned Flanders' world either - I'm atheist. But more and better graphic violence doesn't do it for me. )
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I actually got her a bundle as well.
What are you doing buying Tom's girlfriend video games? Does he know about this?
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Remember there was a time when MS and EA would've jumped at the chance to get 1m in sales. And I'm sure there's an up and coming company out there that's in a si
And even more platforms can benefit! (Score:3, Informative)
I'm ecstatic that they're going to open the source!
Having just experienced the Alpha 2 release of Haiku, I'd love to see a few of these games ported to that platform as well.
Now I'm glad I bought the Humble Indie Bundle, even though I haven't had time to play any of the games yet ;)
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Aquaria also OSS (Score:5, Informative)
Along with Gish, Penumbra Overture, and Lugaru, Aquaria is also being open sourced. Lugaru's game engine was GPL'd but they're retaining the art assets, so I'm assuming the others will follow suit.
Great week for indie devs, charities, and gamers all around.
That's pretty cool (Score:2)
That's pretty cool. I'm happy for the developers.
Still, you have to admit the cost of developing these games was probably pretty small (full disclosure, I'm not familiar with all of them). While this business model could (and obviously does) work for cheaper-to-develop games like these, I really couldn't see it working for more expensive endeavors.
Good news for smaller developers, though.
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The stats (Score:5, Informative)
They offer the following breakdown:
Developers: $134k each
Childsplay: $154k
EFF: $148k
Pretty amazing for seven days. I admit I kicked in a little extra once I heard they'd go open source if they hit $1M. Note that the open source bit doesn't mean free as in free beer: Lugaru for example is including enough assets in the release that the demo will build, but the assets are still proprietary. As another reward for breaking $1M they also extended the promotion another 7 days.
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The counter has been fixed to a four day extension, they mentioned that was what they intended on IRC.
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Nice - this was my first monetary contribution to child's play and the eff. I kicked in more than average apparently, but I did so purely because of the charity angle, otherwise what I initially wanted to pay was much closer to the average.
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Well in the case of Lugaru at least, if anything is interesting, it would be the source code. I don't know if you've looked at the game but it's assets are horrible. It is exceedingly low quality an amateurish in terms of graphics. However, that doesn't mean that the engine might not be interesting.
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Well, as they say, "the coding style is what you might expect from a self-taught high school student, so it could be a challenge to understand, but feel free to give it a shot!"
This 12,000 line file really does remind me of something I would have written in high school (http://hg.icculus.org/icculus/lugaru/file/0b8beb014a87/Source/GameTick.cpp).
Anyway, kudos to the developer for open sourcing it!
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So where can we see the assets you made that are so wonderful?
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Penumbra (Score:5, Informative)
Penumbra is pants-wetting scary. Seriously, if you don't play any other game offered in this bundle, check it out. It ranks up there with Dead Space, Clock Tower, Undying, Fatal Frame, and the other big boys.
In fact, if the circumstances and your attitude are right, I daresay it challenges the crown for scariest game series.
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I have played Dead Space (the beginning anyways), and it is not even comparable.
Penumbra is so scary my heart was racing while I played parts of it.
It was by far the scariest experience of my life.
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I have played Dead Space (the beginning anyways), and it is not even comparable.
While I agree that Penumbra surpasses Dead Space's scare factor, you really should try going through the whole game. There are parts of Dead Space where I literally had to turn the game off.
Dead Space + 42" flatscreen + mid-range surround sound = change of underwear. ESPECIALLY the portions where you have to solve (simple) puzzles while shit that you can't kill is never more than five seconds away from you.
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Amen to that, brudda. Dead Space took me a long time to finish because I had to keep taking "scared poopless" breaks.
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Penumbra is pants-wetting scary.
I don't understand.
I've seen little kids pee their pants pretty often, and never once have I been scared.
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I've seen little kids pee their pants pretty often, and never once have I been scared.
I guess they weren't in your car, then.
I need another game on this laptop... hmm, lugaru's small. This really was a stroke of genius, I don't know if I've ever even heard of this game, now I've bought it, for however trivial an amount.
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And remember, Penumbra in the game comes with a coupon code reducing the price of the 3-part Penumbra bundle on the developer's site from $20 to $5. So $5 for both sequels.
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And according to the FAQ [wolfire.com], Frictional Games is offering the rest of the Penumbra series to Humble Bundle purchases for $5...
Which means another 2 more games for $5.
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It wasn't the most awesome engine, the graphics weren't fantastic, but it was a solid, god damn creepy game.
Waking up after a horrific nightmare of an experience, somewhere you'd been before, an
Penumbra rocks (Score:2, Informative)
I bought Penumbra Overture (and its sequel, Black Plague) a while back on Steam and I just have to plug them here in case you've missed them and since they're so awesome. They're basically 1st person horror adventures. The protagonist ends up stuck in a mine in Greenland and has to explore it in order to get out while unraveling the mystery of what's happened there. The games are very atmospheric and have an interesting, unfolding storyline with supernatural elements (Black Plague takes off where Overture e
Huzzah! (Score:2)
I for one would just like to say, awesome.
I will totally be dling the src code.
Fees? (Score:2)
Great job!
Would there be a better solution next time not to give out 50k$+ to credit cards, paypal and others?
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> Would there be a better solution next time not to give out 50k$+ to credit cards, paypal and others?
Do they even take credit cards?
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I'm not saying they should remove the current options, but for example, isn't setting a normal credit card entering form going to cost more like 2% than 5% ? :)
Are there even better solutions to add to the mix which they could hint to to make people aware and get more for charity?
I chose $50 (Score:2)
My price was $50, and I think I'd be getting my money's worth at twice that. I put most into the developers and child's play columns, since I have already donated to EFF separately (and encourage you to, also).
There seem to be very few transactions these days that are a positive-sum. This is one of them.
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There seem to be very few transactions these days that are a positive-sum. This is one of them.
Any voluntary transaction between two parties with full knowledge (or close enough to full knowledge) is positive-sum. In particular, each party must be benefiting, because otherwise he wouldn't participate. You give money to a store owner in exchange for a product because you want the product more than the money, and he wants the money more than the product: you're both better off afterwards. This is why economic activity creates wealth, rather than just shifting it around.
Wow (Score:3)
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I already own most of them, but I'll probably toss $10 in, weighted towards the EFF.
Aquaria is the one I still don't have.
Cool... (Score:2)
I like customizations (Score:3, Insightful)
I donated a small amount (Score:2)
Contribution stats... (Score:2)
This is from their realtime stat:
Win: $7.98
OS/X: $10.19
Linux: $14.5
So somehow people who actually pay for their OS are being the cheapos here?
Re:Finally (Score:5, Insightful)
Let's see... as of right now, the total contributed is $1,030,536, and the total number of contributions is 113,838, making the average contribution $9.05 for a bundle of four games (5 if the people who purchased the bundle before Penumbra was added still get it).
An executive at EA just blew his nose on $1,030,536. They are not interested.
Re:Finally (Score:5, Insightful)
You have to remember though, EA has FAR more cash with which it can reach non-hardcore gamers (i.e. people that enjoy playing games, but aren't an active part of the culture and don't pay attention to independent games).
Honestly, do you think the average Gamestop-goer has even heard of all of these games, much less knew about the bundle? With some serious money behind a marketing campaign, something like this could have been far bigger.
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Thing is, a lot of folks probably felt like they were donating to a good cause when they paid for this bundle, and upped their payments accordingly, whereas there would be no positive karma from giving more than a penny to EA.
My thoughts too.
I just purchased the bundle, though I've bought World of Goo previously.
I paid more than the current average for these games. Though that amount is still more money then I have ever given to EA.
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An executive at EA just blew his nose on $1,030,536.
And then tried to figure out how to best claim that indie game developers stole from EA.
"Let's see, a million dollars. That would be three million dollars that would have been spent on an EA licensed version of world of goo. FOUR million if you count the last half of the game as downloadable content. 6 times 4 million... 24 million...
Betty get in here! Immediate press release! Indie developers have just stolen 32 million dollars from the video game industry!"
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An executive at EA just blew his nose on $1,030,536. They are not interested.
Who cares? I'm damn sure both the customers and the developers in this deal are happy as can be. So everyone actually involved in the deal is happy - that's good business.
And I'm pretty sure the developers made a shitload more money than they expected.
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To answer your question, "who cares," let me just point out that the post you responded to was not making a point, it was responding to a point. The point was "Why doesn't EA do this?" and the response was "because it isn't as profitable as the things EA is doing now." I hope you get the point, your point was beside the point. How many was that? Seven? Point point point!
Sorry, I just meow watched "Super Troopers" and that joke is stuck in my head meow.
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I didn't know Penumbra was a late addition, but I did get Samorost 2 for nothing after purchasing the bundle.
It was a pleasant experience I could certainly get used to. Never before have I paid an agreed price for something and had the publisher contact me with: "we've changed the deal - in your favour. Head back to our website to download your extra shit".
Re:Finally (Score:5, Insightful)
An executive at EA just blew his nose on $1,030,536. They are not interested.
As someone else mentioned, a few *old* indie games have made over a million bucks in the span of a week. This is news worthy.
If your having trouble in understanding why, your not thinking about it properly.
This isn't about impressing or replacing the EA's of the world its about:
1) Demonstrating that you don't need a multi million dollar empire to create fun games that people want to play.
2) Small developers making a reasonable/good living by developing games.
3) (potentially) open sourced works != no more income.
Personally, I'm saddened that when ever there is a story about some open/gpl project making money, the highest modded posts all say "But [closed multi mega corp] makes 3 times that much during coffee break". What is this obsession with striking it rich? Why do we look down upon people making a "reasonable" amount from their efforts because other entities with questionable business ethics make more money?
Not really (Score:2)
Total contributed: 1 030 826$USD
Number of contributions: 113 871
Average contribution: 9.05$USD
Think what you want, but I'm pretty sure EA wouldn't bother with the 9.00$USD price tag or a customer base of only 115k players. They probably spend much more than 1 million on advertising alone for a single game.
What it does show is that the average target price for a game seems to be 1.80$USD.
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Re:Not really (Score:5, Insightful)
What it does show is that the average target price for a game seems to be 1.80$USD.
I don't think people think that way - dividing the total by the number of games. I think that they averaged spending $9 and some would have done it for one game or three games. The fact that there were five in the bundle just meant that more people were willing to participate.
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But the way I calculated is how EA will calculate it, and we both know they're looking at this indie-bundle-event.
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I paid $10 because that is what I paid for Fantastic Contraption, and it was an easy price point above the average (so I could feel smug) but not too much (because I still had to save the remaining $40 in my monthly "fun" budget for my RunesOfMagic addiction).
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Is this in "EA screw-ya" territory? Nope. But it's not bad for shops of 1-5 people.
No mention that 25% pirated it and didn't pay 1c. (Score:4, Interesting)
I find it comical that the Slashdot submission makes no mention at all that they also said 25% of downloaders were "pirating" it, and not paying even a single penny.
But that doesn't fit the Slashdot worldview, so it was left out.
http://blog.wolfire.com/2010/05/Saving-a-penny----pirating-the-Humble-Indie-Bundle
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maybe it 's because nobody cares.
as it was stated, a: some people can't even buy it (paypal isn't in every country), b: some people are too young to have credit cards, and c: some people find it easier than doing a paypal donation for 0$.
Add all 3 of those together and you have reasons to pirate.
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No, you just want something for free. If you're too cheap to afford a single penny, then I'd question your ability to afford a computer. Even a homeless person could scrounge up the bare minimum necessary to show at least a little respect to the developers.
Oh, I forgot - this is Slashdot, home of the Open Source zealots who believe that copyright only matters when it's protecting something covered under the GPL. Carry on...
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Why should I respect the developers? Even if I respect them, why should I pay them money for the expression of their thoughts? If they don't want me to hear, they should keep silent.
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Really? These days it seems more home to astroturfing IP-loving douchebags like yourself.
Re:No mention that 25% pirated it and didn't pay 1 (Score:5, Insightful)
Which is *less* than games with heavy DRM (according to those companies like EA et all). So it does support the world view: DRM hurts sales.
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Re:No mention that 25% pirated it and didn't pay 1 (Score:5, Insightful)
I disagree. I've read a few of the other blog posts from Wolfire that have been posted on Slashdot in the past. It seems to me, their views (Wolfire) are very much aligned with the majority view held on Slashdot. That is, that DRM is an ineffective combatant against piracy and that it only hurts legitimate customers.
If you read the link that you posted, more carefully, they point out that they are not taking action to stop piracy of their games. Their stance is that any kind of digital restriction imposed on their games could negatively affect a paying customer. He goes on to point out that the trade-off of hurting just one customer is a compromise they are not willing to make, just in order to combat the seemingly marginal effect of piracy on their sales.
If you check out some of the other blog posts [wolfire.com] on their website, they talk about how piracy is overstated and has a marginal effect on actual sales. In other words, piracy is not creating a loss in sales, because the pirate would never have been a paying customer in the first place. The motivation for piracy may vary from the inability to pay, compulsion to download, or even the challenge of cracking digital imposed restrictions. However, the average pirate may not be downloading software, music, or movies simply to use it. That is simply an ignorant point of view taken by the likes of the BSA, MPAA, and RIAA to justify overstated loss projections. What is more likely, and realistic, is that consumers get no value out of the respective products and sales have declined with value proportionately. It may be true that some consumers have turned to piracy for media they expect to consume, but the actual loss effects on the bottom line have very little to do with the majority of pirates.
So the question remains, how many paying customers do you have to piss off with digitally imposed restrictions before it has a real, and noticeable, effect on your bottom line?
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Well, that's a guesstimate based on number of IP addresses... if you download it from more than one IP your other downloads will count as a "pirate". Plus I suspect that if you tell people they can choose how much to pay, many want to play first and decide afterwards. Like the blog says "25% seems incredible given that you can simply pay $0.01 to be completely legitimate." so why not play first and decide if it deserves a little more. Or maybe nobody at the link site even told them anything about the offer.
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:( That sucks, dude. Here, this is just for you [milkmanthefilm.com].
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"long-time Lugaru fans" and "shortly after launch" It seems your time frame is messed up. A quick google shows Lugaru was released in 2005. Its 2010, that seems like plenty of time to have found or made the source code =)
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