Vault Dweller said:
DefJam101 said:
Seems to be that if you are never going to purchase the game either way, pirating the game has no direct effect on the developers/publishers. However, several other secondary effects can occur:
Before we discuss the secondary effect I'd like to say that assuming that most pirates would have never bought games they steal is a HUGE assumption. It's quite possible that that's what you do, for example, but overall, I'd say that most people steal stuff, including games, for 2 reasons: a) because they can and b) because getting stuff for free is ALWAYS better than paying for it. That's a universal wisdom (take that, Kant!)
So, while in theory nobody suffers because pirates wouldn't buy it anyway, that's simply not true.
Oh, I should be more specific.
I
do think that the vast majority of people pirate for reasons similar to what you just said; I'm just ignoring that for the time being to focus on something else. I noticed people throwing comments around about pirating being morally wrong and that it's better off just not buying, and I wondered why. Whether or not this is true has little to do with the overall problem of piracy, since it only applies to a certain group of pirates.
Vault Dweller said:
1) As you and I have said, pirating the game may encourage others to do it who would have, under normal circumstances, purchased the game. There are and will always be people out there who simply do not want to pay for games, if you pirate the game you indirectly support those people and encourage that type of behavior. Unfortunately, is is almost impossible to measure the statistics of this... You can't exactly keep track of all the 'potential' customers, apply "pirate influences" to them and then see if they pirate or not. It's impossible.
Well, that Reflexive quote about piracy, anti-piracy measures and outcomes was very interesting.
I remember seeing that quote, but I'm still not sure if you can take that without a fair amount of reasonable doubt... Unfortunately I know very little about the game, so I can't give you anything accurate. I need a second to look back at it..
edit:
Looking back I do see a few things that create reasonable doubt in those statistics, the easiest one is the nature of the game itself. Ricochet Infinity is an extremely small game, no more than 20-30 megs. The creates a very easy way of downloading that may lead to increased piracy. Just speculation, of course, but people might be more compelled to pirate something if they can download it off of Rapidshare in 30 seconds.
Does this matter? Maybe. I can't tell you for sure. I'm not really talking about the total effects of piracy, rather the different 'types' of pirates and how much
some of them really effect the market.
The most interesting part of the quote I found was this:
As we believe that we are decreasing the number of pirates downloading the game with our DRM fixes, combining the increased sales number together with the decreased downloads, we find 1 additional sale for every 1,000 less pirated downloads. Put another way, for every 1,000 pirated copies we eliminated, we created 1 additional sale.
This could very well be a coincidence, but 1 additional sale for every
thousand pirates seems to support the 'some of them wouldn't have bought it anyways' theory. Hell, maybe even the '
most of them wouldn't have even bought it anyways' theory. Of course, as stated above, this is not very trustworthy since the game is only 20-30 megabytes and can't be properly compared to AAA blockbusters.
Question to VD the developer, not VD the gamer:
Purely hypothetical..
Would you rather have someone pirate and play your game than not play it at all,
if they went around and told their friends about the game (who may, in turn, buy the game)?