ZombieSupaStar
Member
Chris_C said:For once us console peasants get to drink the tears of the bitter PC master race.
So salty, so sweet.
most pc gamers own a console also, we've matured past the forbidden toy experiment stage of life.
Chris_C said:For once us console peasants get to drink the tears of the bitter PC master race.
So salty, so sweet.
koji said:Ubisoft came pretty close recently and from what I've read from a dubious source they're going to make their DRM even more draconic. (took Razor almost 2 months to really crack AC2)
Heck if that DRM would actually work I wouldn't mind... It just sucks that paying customers get shafted by a crappy system while pirates can play the game without issues.
"source" -> http://www.overclock.net/video-game-news/725664-pcg-ubisoft-copy-protection-will-further.html
Bingo~ZombieSupaStar said:most pc gamers own a console also, we've matured past the forbidden toy experiment stage of life.
charlequin said:More specifically, the way PC hardware evolved, off-the-shelf department-store PCs became dramatically worse gaming systems than they had been in the past. In 1994, any sufficiently new off-the-shelf Dell or HP box would play 100% of PC games. In 1999, an off-the-shelf box wouldn't play things as nicely as would be ideal, but at least they'd still play with software rendering. The rise of integrated graphics cards that literally could not be used to play even older games was one of the big factors that killed the casual gaming market and created the false appearance that a gaming PC was inherently a huge investment.
However, in practice, the impact of piracy on the sales of any individual work is much smaller than other factors.
BF:BC2's huge piracy numbers have not affected its also huge actual sales numbers;
the 360 still sells more software than the PS3 despite the former being completely piratable and the latter being completely not. When someone tries to count torrent downloads and imagine that if that torrent weren't present each of those -- or even any significant number -- would have become a sale is simply delusional.
Aesthet1c said:It's a horrible cycle that piracy has put us in. Developers want to protect their property from being stolen, so they lock it down more and more every year. Yet it will always be cracked, and the only ones who suffer are the paying customers.
There really is no easy solution. You can't just leave the game wide open; otherwise you take a much bigger risk at losing possible sales. However you can't keep screwing over your legitimate customers like this...
Aesthet1c said:It's a horrible cycle that piracy has put us in. Developers want to protect their property from being stolen, so they lock it down more and more every year. Yet it will always be cracked, and the only ones who suffer are the paying customers.
There really is no easy solution. You can't just leave the game wide open; otherwise you take a much bigger risk at losing possible sales. However you can't keep screwing over your legitimate customers like this...
Mael said:Do not get mixed up, it's NOT piracy that is the cause for this anti consumer behavior,
they would have done it in a heartbeat before if they could.
Sega removed the multiplayer mode from the PC version of All-Stars Racing entirely because they wanted to screw over pirates.shintoki said:Sega is a pretty good publisher, I also like THQ. They seem to be ones that let developers do their own thing. Not to say they make many smart choices, but I never had to worry about buying a PC game from either company.
The Faceless Master said:so... Epic's PC games sold well, but they moved to Console because they saw small devs fail?
wait... what?
and :lol :lol :lol @ the shot at Facebook games.
arstal said:SNK.
.
HAL_Laboratory said:I stopped playing PC games when they required a PC to be played.
Mael said:That doesn't people that provide counterfeited money or anything thieves, it's wrong on many level to counterfeit money but it's, not now nor ever, stealing.
Counterfeiters are counterfeiters NOT thieves.
Let's all shoot all corrupted officials because they're doing treason against the state (punished by death in most nations) since they're doing somethign that goes against the state's interest.
Stealing is different in that someone else CANNOT get the good you stole, it's like stealing money and making counterfeited money.
Mael said:Well yeah, you're not stealing you're making a copy for your own use.
If you steal the plakes used by the central bank to make yourself some money on your own you didn't steal any money, you actually made more money than should exists.
Mael said:Nope, I'm not saying that AT ALL.
I'm saying that potential money is NOT real money, if you have the perfect idea and someone stole it from you and you have no way of actually making the idea a reality, NOBODY will come and hand you money the other guy made with your idea.
But that's basically delving into patent here.
Mael said:That's like saying that making a product without using someones patent is theft, it's not IT's PATENT INFRIGEMENT
charlequin said:Theft is something specific. Copyright infringement is a completely different thing that is also illegal. Copying Is Not Theft, and in fact even the underlying reasons that the two acts are criminalized are different -- theft is criminal because of the direct harm of loss it causes to the victim, while copyright infringement is illegal (originally) because of the aggregate disincentive it creates for all artists.
charlequin said:When people use this rhetorical device, it's like saying that having your house burgled is actually being raped because you had your privacy disregarded and violated -- it's an inflammatory analogy that does not hold up to even fairly superficial scrutiny and it certainly should not be used as the basis for actual legal reasoning. If you want to argue why copyright infringement is wrong, there are plenty of very good reasons that do not involve fundamentally misrepresenting the action being performed.
dralla said:why do developers hide the fact that they want to make money and that is their primary reason for making platform decisions? just say, "hey, we can make more money on consoles". no one would hate them for being honest. stop using piracy as your excuse plz
markot said:Name one dev that was killed because of piracy.
Go on do it!
dralla said:why do developers hide the fact that they want to make money and that is their primary reason for making platform decisions? just say, "hey, we can make more money on consoles". no one would hate them for being honest. stop using piracy as your excuse plz
How far is it behind lifetime?Baki said:Wrong. PS3 has an 8.1 attach rate and sold 15M more software this quarter than the Xbox 360.
For effects of Piracy, have a look at the PSP or the NDS (in Europe).
There are plenty of smaller indie developers that seem to be doing okay. They just don't get a lot of attention from most of the gaming population. Just look at adventure gaming, there's a surprising amount of stuff out there.Nirolak said:StarCraft 2 will undoubtedly be a vast success, and it is really the standout PC title here. However, that it is the exception instead of the rule does say something.
Titan Quest was so expensive that nearly (edit, apparently actually) selling 1 million copies didn't make money? I don't buy it.Warm Machine said:IronLore
XiaNaphryz said:There are plenty of smaller indie developers that seem to be doing okay. They just don't get a lot of attention from most of the gaming population. Just look at adventure gaming, there's a surprising amount of stuff out there.
eznark said:Titan Quest was so expensive that nearly (edit, apparently actually) selling 1 million copies didn't make money? I don't buy it.
Maybe it was their convoluted DRM that made the game appear broken when pirated (that they didn't proclaim publicly) was a bigger deterrent than the actual piracy to new buyers?
So what does that have to do with piracy, exactly?ymmv said:Iron Lore was unable to get any funding for new projects so they had close the shop. Perhaps they did make a profit on Titan Quest but if you're unable to get funding for your new game from interested publishers and there's not enough cash in the vault to keep the company going for two years, it's better to quit now than to use up all your remaining cash and then quit halfway through the production of a new game.
ymmv said:How many copies do they sell? I've bought a few adventure games (Sam and Max 1, Vampyre Story, Machinarium, Whispered World will be mine next month) but with the possible exception of Sam & Max none of those game sell a lot of copies. I'd be surprised personally if A Vampyre Story and Whispered World will break even. The market for adventure games is very small and even here on Gaf most people will never have heard of those titles.
eznark said:Titan Quest was so expensive that nearly (edit, apparently actually) selling 1 million copies didn't make money? I don't buy it.
eznark said:So what does that have to do with piracy, exactly?
eznark said:So what does that have to do with piracy, exactly?
Greetings:
So, ILE shut down. This is tangentially related to that, not why they shut down, but part of why it was such a difficult freaking slog trying not to. It's a rough, rough world out there for independent studios who want to make big games, even worse if you're single-team and don't have a successful franchise to ride or a wealthy benefactor. Trying to make it on PC product is even tougher, and here's why.
Piracy. Yeah, that's right, I said it. No, I don't want to re-hash the endless "piracy spreads awareness", "I only pirate because there's no demo", "people who pirate wouldn't buy the game anyway" round-robin. Been there, done that. I do want to point to a couple of things, though.
One, there are other costs to piracy than just lost sales. For example, with TQ, the game was pirated and released on the nets before it hit stores. It was a fairly quick-and-dirty crack job, and in fact, it missed a lot of the copy-protection that was in the game. One of the copy-protection routines was keyed off the quest system, for example. You could start the game just fine, but when the quest triggered, it would do a security check, and dump you out if you had a pirated copy. There was another one in the streaming routine. So, it's a couple of days before release, and I start seeing people on the forums complaining about how buggy the game is, how it crashes all the time. A lot of people are talking about how it crashes right when you come out of the first cave. Yeah, that's right. There was a security check there.
So, before the game even comes out, we've got people bad-mouthing it because their pirated copies crash, even though a legitimate copy won't. We took a lot of shit on this, completely undeserved mind you. How many people decided to pick up the pirated version because it had this reputation and they didn't want to risk buying something that didn't work? Talk about your self-fulfilling prophecy.
One guy went so far as to say he'd bought the retail game and it was having the exact same crashes, so it must be the game itself. This was one of the most vocal detractors, and we got into it a little bit. He swore up and down that he'd done everything above-board, installed it on a clean machine, updated everything, still getting the same crashes. It was our fault, we were stupid, our programmers didn't know how to make games - some other guy asked "do they code with their feet?". About a week later, he realized that he'd forgotten to re-install his BIOS update after he wiped the machine. He fixed that, all his crashes went away. At least he was man enough to admit it.
So, for a game that doesn't have a Madden-sized advertising budget, word of mouth is your biggest hope, and here we are, before the game even releases, getting bashed to hell and gone by people who can't even be bothered to actually pay for the game. What was the ultimate impact of that? Hard to measure, but it did get mentioned in several reviews. Think about that the next time you read "we didn't have any problems running the game, but there are reports on the internet that people are having crashes."
Two, the numbers on piracy are really astonishing. The research I've seen pegs the piracy rate at between 70-85% on PC in the US, 90%+ in Europe, off the charts in Asia. I didn't believe it at first. It seemed way too high. Then I saw that Bioshock was selling 5 to 1 on console vs. PC. And Call of Duty 4 was selling 10 to 1. These are hardcore games, shooters, classic PC audience stuff. Given the difference in install base, I can't believe that there's that big of a difference in who played these games, but I guess there can be in who actually payed for them.
Let's dig a little deeper there. So, if 90% of your audience is stealing your game, even if you got a little bit more, say 10% of that audience to change their ways and pony up, what's the difference in income? Just about double. That's right, double. That's easily the difference between commercial failure and success. That's definitely the difference between doing okay and founding a lasting franchise. Even if you cut that down to 1% - 1 out of every hundred people who are pirating the game - who would actually buy the game, that's still a 10% increase in revenue. Again, that's big enough to make the difference between breaking even and making a profit.
Titan Quest did okay. We didn't lose money on it. But if even a tiny fraction of the people who pirated the game had actually spent some god-damn money for their 40+ hours of entertainment, things could have been very different today. You can bitch all you want about how piracy is your god-given right, and none of it matters anyway because you can't change how people behave... whatever. Some really good people made a seriously good game, and they might still be in business if piracy weren't so rampant on the PC. That's a fact.
Enough about piracy. Let's talk about hardware vendors. ....
<cut>
Alright, I'm done. Making PC products is not all fun and games. It's an uphill slog, definitely. I'm a lifelong PC gamer, and hope to continue to work on PC games in the future, but man, they sure don't make it easy.
Best,
Michael.
If Titan Quest was so expensive to produce that 1 million units sold couldn't recoup and fund further development, then Iron Lore was doomed with our without piracy.Zzoram said:I don't think you guys understand how business works. Making money isn't the same as making enough money to make another game. You can invest $20million over 2 years on a project, get back $21million, technically "made money", but investors will bail out because they could've made a lot more money on something else given the same amount of time. Movies are considered failures if they don't make double the initial investment and sequels of moveis AND games will definitely get canned for making small % profits because there are safer ways to make that much money, and equally risky ways to make a lot more money.
I'm not saying Titan Quest made a 5% profit, but whatever it made, it was less than what is considered worth the investment given the risk and time frame of game development.
Titan Quest was massively discounted soon after release, and most of those sales were likely at the $9.99 to $19.99 price point.
They didn't get funding because Titan Quest made so little profit that investors didn't have confidence in IronLore's next game doing any better. If Titan Quest sold better, investors would've had the confidence to invest in their next game.
obonicus said:That makes no sense. Why would they incur the extra cost involved in developing/licensing DRM if they didn't have to? Because they're French and evil?
Zzoram said:I don't think you guys understand how business works. Making money isn't the same as making enough money to make another game. You can invest $20million over 2 years on a project, get back $21million, technically "made money", but investors will bail out because they could've made a lot more money on something else given the same amount of time. Movies are considered failures if they don't make double the initial investment and sequels of moveis AND games will definitely get canned for making small % profits because there are safer ways to make that much money, and equally risky ways to make a lot more money.
I'm not saying Titan Quest made a 5% profit, but whatever it made, it was less than what is considered worth the investment given the risk and time frame of game development.
Titan Quest was massively discounted soon after release, and most of those sales were likely at the $9.99 to $19.99 price point.
They didn't get funding because Titan Quest made so little profit that investors didn't have confidence in IronLore's next game doing any better. If Titan Quest sold better, investors would've had the confidence to invest in their next game.
eznark said:The margins on Titan Quest really should have been excellent. It's a fantastic game but if it cost them so much to make that they had less than 30% annualized returns after selling a million copies then I would be unwilling to invest in their next project as well as Iron Lore was clearly facing efficiency issues.
Like you said, the lack of investment ultimately doesn't have a lot to do with sales, it has everything to do with profit. Again, if the company could not make money selling a million copies of Titan Quest they had much, much larger problems than piracy.
I remember Iron Lore folks going on about piracy (I think at qt3, that's where I recall them complaining about pirates saying the game was full of bugs when really it was their foolish DRM) but it seems to be an easy scape goat for a poorly run and bloated enterprise.
aeolist said:Sega removed the multiplayer mode from the PC version of All-Stars Racing entirely because they wanted to screw over pirates.
ymmv said:Ah, there we go again. "Piracy is a victimless crime". If a developer goes under, it's always their own fault, we should never ever blame the noble pirates. But as Michael Fitch wrote: "If 90% of your audience is stealing your game, even if you got a little bit more, say 10% of that audience to change their ways and pony up, what's the difference in income? Just about double. That's right, double. That's easily the difference between commercial failure and success. That's definitely the difference between doing okay and founding a lasting franchise. Even if you cut that down to 1% - 1 out of every hundred people who are pirating the game - who would actually buy the game, that's still a 10% increase in revenue. Again, that's big enough to make the difference between breaking even and making a profit. (...) Some really good people made a seriously good game, and they might still be in business if piracy weren't so rampant on the PC. That's a fact."
Going out of business in the wake of one million units sold stinks of massive mismanagement, and that's a fact.ymmv said:Ah, there we go again. "Piracy is a victimless crime". If a developer goes under, it's always their own fault, we should never ever blame the noble pirates. But as Michael Fitch wrote: "If 90% of your audience is stealing your game, even if you got a little bit more, say 10% of that audience to change their ways and pony up, what's the difference in income? Just about double. That's right, double. That's easily the difference between commercial failure and success. That's definitely the difference between doing okay and founding a lasting franchise. Even if you cut that down to 1% - 1 out of every hundred people who are pirating the game - who would actually buy the game, that's still a 10% increase in revenue. Again, that's big enough to make the difference between breaking even and making a profit. (...) Some really good people made a seriously good game, and they might still be in business if piracy weren't so rampant on the PC. That's a fact."
eznark said:What? I'm not saying anything about piracy anywhere in that post and I am most certainly NOT advocating it or calling the thieves noble. My point is that if IronLore seems to have had a serious resource management problem and potential investors realized it. Had more people purchased the game their inability to efficiently produce a game would have been mitigated I'm sure. Piracy definitely hurt IronLore, but poor business sense is what doomed them.
Easier to blame piracy than your own inadequacies, however.
Did Runic Games create Torchlight in a different plane of existence that they somehow were able to thrive, despite only selling half of Titan Quests numbers? No, they were simply smarter about the game they made and more efficient when making it.
ymmv said:
mikespit1200 said:This sounds a lot more like an indictment of shitty DRM than it does of piracy. If the IronLore guys had ditched the DRM and released a little earlier they might have had more success. It's also your responsibility as a publisher or any content owner really to make sure you secure your source code. I can't tell you how many times as a reviewer I've gotten advance copies of simple burned DVDs whether this is from TV networks, music labels or game companies.