Not sure what they are trying to achieve with this. Focus on the 300k who bought it, not the 1.6 million, the majority of which never would've purchased it anyway.
How about raising awareness about a shitty practice?Not sure what they are trying to achieve with this. Focus on the 300k who bought it, not the 1.6 million, the majority of which never would've purchased it anyway.
When ever people post numbers like these, I always wonder if it really equates to XXX people actually downloading it and playing it? Like, do some sites or people just run bots that automatically download pirated games? How often do single people re-download the game/hit the download multiple times, for what ever reason?
Pirated game copy downloads always seem really high compared to sales numbers - I always wonder how accurate the numbers really are.
That said, with 1.6 Million downloads, it's hard to say that it isn't high, and that more people didn't pirate the game than pay for it.
Hmmm....
On the other side our analytics tools (Unity Analytics + a 3rd party tool) track all activations via fingerprinting.
This is some Polygon-ass pie chart and I'm not just completely missing something, right? Like, they're not trying to show the game's audience by region but the piracy rate by region and a pie chart makes zero sense in that context.
This pie chart bothers me. It says it's listing percent per country, but the percentages appear to add up to 100% like a normal pie chart, which would suggest they're plotting some sort of relative percentage that probably doesn't exist. I can't figure out what it's saying. The percentages on the chart don't actually match what I calculated from the figures in the blog article. In any case it makes me a little suspicious about how much they actually understand about the rest of the data in that article.
How about raising awareness about a shitty practice?
The same result as localizing for Portugal, apparently.Yeah so achieving nothing pretty much then.
Haha, it is a funny one.
It's not "explained" well either. ALL IT IS...is a pie chart showing what percentage of total SALES was purchased in each country. That's why it = 100%. It's just where the 300k copies were sold and who bought them.
By doing some simple deductions, you can estimate the % of people on that day that actually bought Punch Club in comparison with the amount of people that pirated it.
Brazil is crazy because the game is dirt cheap on nuuvem.
Most offensive and wrong comment in this entire thread!Graphics maybe, game, not so much!
Ucchedavāda;198900386 said:Where in the US is the minimum wage $15?
If you think for even a split second that piracy does not account for SOME lost sales, you are delusional.It's interesting to see the piracy numbers by region like that. But like other have said, it's very hard to equate those piracy numbers to lost sales. Would the pirate have paid to play the game if they were unable to pirate? Would piracy have been as rampant if they had DRM? Would DRM have impacted actual sales at all? Maybe negatively if it is a source of failure or frustration for paying customers.
Nonetheless, it does showcase a very real problem. I just dislike the immediate assumption many publishers make that it impacts sales negatively.
Ucchedavāda;198990478 said:They are not counting downloads, they are counting "activations":
Entitled gamers.There's only one solution to piracy - easily accessible games on a store which is more convenient than piracy at prices adjusted to local buying power.
Almost all my high school/university friends who used to be pirates are now buying software legally since it's cheap enough to not bother with alternative means.
Oooh, nice. So that seems relatively accurate. Not counting possible double dippers - most likely a minority, it really is fairly close to that number then?
Not sure what they are trying to achieve with this. Focus on the 300k who bought it, not the 1.6 million, the majority of which never would've purchased it anyway.
So when I don't plan on buying games, I can pirate all I want?
There's only one solution to piracy - easily accessible games on a store which is more convenient than piracy at prices adjusted to local buying power.
So when I don't plan on buying games, I can pirate all I want?
How'd you come up with that from what I wrote...? I didn't comment at all on the morality of the act. All I said was they are better off focusing on the 300k people who bought it, myself included, than 1.6 million who had no intention of doing so. Well unless of course they've come up with a solution to piracy that is.
Ucchedavāda;199084862 said:Sorry, I don't think I understand your question. Fairly close to what number?
This is a thread about piracy. Off course it's nice that 300.000 people bought the game, but the piracy number is ridiculously high and I find it completely irrelevant what the intention is of the people who pirate it.
I never liked the downplaying of the people who pirate, there's just no excuse for piracy. The only exception is when a game isn't available to buy like Simpsons Hit & Run for example.
The number of pirates. Baring a few people that may have downloaded the game multiple times - such as downloading it for multiple platforms, that should be relatively accurate number.