1 pirated copy isn't 1 lost sale. ok
10000 pirated copies equals no lost sales. ok
Yea we've reached the inflection point in the piracy lost sale argument where people are pushing way too hard on that piracy doesn't result in lost sales.
1 pirated copy isn't 1 lost sale. ok
10000 pirated copies equals no lost sales. ok
Game devalue problem is very real. How to solve this?
There's the key word. Patience is for losers.Why the fuck do you pirate a game if you were not going to buy it anyway? You can always wait for a sale if you think the price is too high at the current moment.
So unlike the Hotline Miami and Witcher developers he would rather dwell on piracy than how popular his game is right now?
Why the fuck do you pirate a game if you were not going to buy it anyway? You can always wait for a sale if you think the price is too high at the current moment.
Not an excuse, but I would imagine most people pirating it are doing so because they aren't sure they will like it, and don't want to spend the money on something they will play for 15 minutes then uninstall.
I really doubt the majority of pirates will play the game through, but many of those that actually do enjoy the game will probably buy it to support the developer.
Why the fuck do you pirate a game if you were not going to buy it anyway? You can always wait for a sale if you think the price is too high at the current moment.
Name all the $40 puzzle games.
I don't think it's unfair to suppose that $40 is out of step for the genre if your goal is to sell in volume.
I kept hearing pirates dont buy originals, and piracy dont affect sales, yet Playstation and XBox sales are strong, despite the fact they cant pirate games,and in PC we had eleven million players in WoW at one point.
Why the fuck do you pirate a game if you were not going to buy it anyway? You can always wait for a sale if you think the price is too high at the current moment.
Wow, I must have had a terrible impression of this game as an outsider that casually knows of it.
I was expecting a less than 10 hour indie experience. I assume many presumably might be pirating it because they see such a huge price tag for something that is perceived to be very light on content.
I am quite impressed that this game isn't actually a one-sitting type of title, as I honestly assumed it was.
Where I live, $40 is almost one fifth of a minimum wage. Not saying $20 or $30 would have been a better deal for Blow, though.
Me: "170ish more hours until The Witness comes out. How hyped are you on a scale of NBA Jam Announcer to The Seattle Seahawks 10 min before the end of the Superbowl?"
Her: "Think an 80s era NFL football announcer high on cocaine and energy drinks five minutes before the end of the Superbowl who's going to a sick birthday party at the end of the night where there's a room filled with nothing but pizzas. That's how excited I am."
Article
"As a developer you'll spend (proportionally to your size) a very large amount of money on something you can only hope people want to play," he added. "You live game-to-game, because that's where all your income is coming from. If your latest game doesn't do well that's probably the end of it for you no matter whether you're big or small. Gargantuan companies get a bit more leeway of course."
Baez also agreed that both AAA and small developers are participating in the same fight, weighing expected customers against development costs.
"In a way it is kind of a crap shoot since a big studio with a big budget and a well-reviewed game can still go bankrupt and a small four-man studio can crank out what looks like an unfinished game and make millions," he said. "It is that kind of serendipity that will keep the industry moving forward."
Talos Principle is the best comparison.
I bought it for $40 and I wish I'd waited for a sale.
To be fair, i'm not arguing against the merits of demos or whether they're useful at all, just that a lack of a demo these days isn't a excuse to pirate a game to "demo" it. There are several ways to preview a game, be it interact or passive, available now to gamers to decide whether a game is right for them or not.I mean... Again, I'm fairly certain there have been developers that say that regions in which there game wasn't available for sale are regions where they saw the most piracy for their game.
Piracy isn't right, but there aren't always options for someone who wants to play the game, would pay for it--but simply can't.
To your second point, you aren't entitled to luxuries but if someone wants to make money, it makes business sense to try and appeal to people that might not necessarily be able to easily afford your product. Unless your demographic is purely among people who have disposable income--which I think it's safe to say videogames are not marketed towards that demographic.
Watching a quicklook for the game is literally anathema to how most people are saying you should experience the game for the first time. This is a game that you need to experience, everyone is saying.
I can't believe I'm actually arguing with someone over why a demo might be a good thing for a niche game that a lot of people have admitted to being wary over to begin with.
It may not translate precisely, but the existence of piracy does lead to a loss of revenue no matter the medium.
That's what Steam Refunds are for. You can return any game within 14 days as long as you've played less than two hours. Those who try to rationalize piracy are quickly running out of excuses.
To be fair, i'm not arguing against the merits of demos or whether they're useful at all, just that a lack of a demo these days isn't a excuse to pirate a game to "demo" it. There are several ways to preview a game, be it interact or passive, available now to gamers to decide whether a game is right for them or not.
as far as those who are in regions where gaming might not be as accessible as it is for others: i sincerely doubt that piracy is coming primarily from those regions seeing as you'd have to have a decent $500-$1000 PC to play the more heavily pirated PC games and who is this weird person in these regions who can afford a $500-$1000 PC rig yet not afford games to go with it? outside of being a fictional person, that is
Hey Mr. Blow.
1 pirated != 1 sale lost.
People steal stuff that they can't or don't want to pay for, but still want them.
lots of folks would tell you that if you cant afford a luxury, then do not get one until you can. That's common sense, youre not entitled to luxuries after all.
This is my thought also. Additionally, if you are hinging the future of your career as a developer on people not pirating your game then you should understand that releasing a DRM free version of said game probably isn't a good idea.
I'm certainly not trying to blame the victim here, but this is a business and as a business I feel like you should understand the market you're selling to as best as possible.
Steam refunds are not demos.
I wonder if he regrets not making a XBO port.
That's what Steam Refunds are for. You can return any game within 14 days as long as you've played less than two hours. Those who try to rationalize piracy are quickly running out of excuses.
You can use it as a demo though, I've definitely done that a few times.Steam refunds are not demos.
http://www.russia-briefing.com/news/russia-ranks-second-in-pirated-software-users-after-china.html/
Basically all of Russia.
No, the game is fairly priced and pirates are poor fucks who shouldn't play a game if they can't afford it - despite having a computer than can run it.
Should have put strict DRM on it.
At least it shows interest in his game, he should be happy about that.
Okay I hate statements like these. It's not unfounded but how often is it a product of social discrepancies and injustice.
Are poor people not entitled to fun because they could be working more instead to be able to afford fun?
It'd be easy for me to say people aren't entitled to luxuries since I was born into a middle class family who never had to really work for a luxury.
$40 is too steep, and lots of people use piracy as demos anyway
p2 had great community features, and a fantastic level editor
Well this all depends on the costs associated with the development of the PC product that is being released. If you're spending a lot of money, getting a little money back from the customers who wish to compensate the producer for that game isn't good enough.
For development on any platform to continue, devs and pubs must see a path to profitability. This isn't just a PC problem. But, if a customer base shows itself to be small or, in the case here, risky/uncertain, then decisions have to be made whether or not to release on that platform.
I doubt they would have paid $30 or even $20. I really don't think pirates give a fuck about the price
Honestly, this WAS probably one of the main reasons games got delayed on PC.
He should of delayed it on PC for a couple months.
Steam refunds are not demos.
So, some people would rather illegally download someone else's work to see if they would like it, rather than purchasing it for a mere $40 and not being happy with it? Or, god forbid, waiting for a sale? The horror.
No offense, but people in Brazil ,who receive the minimum wage, are not the target audience of the game.
Name all the $40 puzzle games.
Why not?
yo dawg im talking about fucking video games, not refrigerators and mattresses and shit
Me too.
Those dozen or so sales would have made all the difference.
Others might disagree as value is subjective, but I can't really afford to drop £30 on a game and be unsure as to whether or not I'll enjoy it. That's no excuse for piracy, though... I'll just do the right thing and wait for a sale.
that's necessities, not luxuries.