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Titan Quest producer rants on PC market.

Araanor

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Naked Ninja said:
You've obviously never dealt with with any copyrights except games. It works fine. Sure, not perfect. But a number of industries are heavily dependent on it, if removed it would be a clusterfuck of note.
I didn't ask for a removal of copyright. But I would call for a reform. I'll spell out details if there's actual interest.

The business I work for, for instance, has a number of full time copyright lawyers, protecting our products and ideas from being ripped off.
Actually, I think it sounds more like a symptom of the problems. What kind of creative work are the lawyers doing? Oh, they're doing work, that's for sure. But what's the net result? Copyright - and patents, but let's keep to one subject - has led to businesses being built on managing hoards of "intellectual property". Really, who is benefitting from the fact that Happy Birthday To You is under copyright and royalties are collected in large sums?

The issue with games/media is simply that the enforcement is difficult. The fact that piracy has a negative impact is not in question in society at large. Jackasses on internet forums protesting their right to pirate are irrelevant. ;)
Negative impact *on what*? On individual companies and individuals, yes. Society at large? Why?
 

Naked Ninja

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Yeah they are. 100% piracy = 0% copyright protection / 0% creator profit from ideas = mutually exclusive. Oh sure, it's a scale, not a discrete on/off. But the one reduces the other. Full piracy = no copyrights maintained.

Life must be simple in your "justify my way out of accepting responsibility for my actions" world.

On individual companies and individuals, yes. Society at large? Why?

Because the people who come up with real ideas are a tiny percentage of the whole. The gain from whole bunches of plebs being able to play some game that they would otherwise have to have paid the cost of a few nights out to eat is not worth the sacrificing of the livilihoods and motiavtions of the rare few who can do it.

Basically, people who can come up with ideas = rare. Destroying their livilihood = bad, because they won't come up with the ideas the plebs are incapable of generating themselves. 90% of humanity are just consuming and giving back squat, lets be honest. The fact that you all can read a book without paying for it doesn't compensate for the fact that your actions have resulted in said author being unable to support themselves writing and given up to go into middle management. Any ideas they may have generated = lost. Good of society my ass.
 

obediah

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Naked Ninja said:
Yeah they are. 100% piracy = 0% copyright protection / 0% creator profit from ideas = mutually exclusive. Oh sure, it's a scale, not a discrete on/off. But the one reduces the other. Full piracy = no copyrights maintained.

This really clarifies your rampant idiocy in these threads. You see a single line - at one end is profit and at the other end is piracy. If profits are down, piracy must be up! Sheesh, you are hopeless.
 

Fez

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Ideas aren't rare in the world. Everyone has ideas. It's making something that works and people want that is the hard part.
 

Araanor

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Naked Ninja said:
Because the people who come up with real ideas are a tiny percentage of the whole. The gain from whole bunches of plebs being able to play some game that they would otherwise have to have paid the cost of a few nights out to eat is not worth the sacrificing of the livilihoods and motiavtions of the rare few who can do it.

Basically, people who can come up with ideas = rare. Destroying their livilihood = bad, because they won't come up with the ideas the plebs are incapable of generating themselves. 90% of humanity are just consuming and giving back squat, lets be honest. The fact that you all can read a book without paying for it doesn't compensate for the fact that your actions have resulted in said author being unable to support themselves writing and given up to go into middle management. Any ideas they may have generated = lost. Good of society my ass.
Let's slip over to using "file-sharing" instead of "piracy" here, since that term is loaded with wider contexts. Here I will use file-sharing to mean unrestricted private copying. The stuff people do with file-sharing programs and IM, for instance.

So you're saying:
1. Stuff worth anything is made by a small subset of people.
2. They won't make anything if they don't get paid.
3. File-sharing makes it impossible to earn money for them.
4. File-sharing has no positives.

Is this what you're saying? Say yes, or add or detract, and then I'll answer.

I'm trying to distill the argument so we can get somewhere instead of spinning around with a million pointless quotes and retorts.
 

Dhruin

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mjorkerina said:
Dhruin said:
Looking past your list of Witcher/MotB/STALKER/Crysis, does the next year look as good to you? Was the last year as good? If you see nothing but gaming goodness stretching out before you, maybe I'm wrong.

What is the meaning of good here ? there may be more games coming out next year for consoles but most of them suck so much I wouldn't try them even for one hour if you gave me a boxed collector set of original, genuine CDs for free. I'd just put all the shit in the trash can.

Quantity only matters if you like being knee deep in shit.

I was asking for your opinion of the upcoming PC market - define it any way you want - quantity, quality - whatever floats your boat.

As in any medium, quality is a small subset of the whole. RPGs are a niche genre. Quality RPGs are a niche within a niche, so to speak. A healthy, dynamic market is most likely to generate a small stream of quality RPGs (out of the whole) but I don't think the PC market is a healthy place at the moment.

There are lots of factors involved - and many of them can be addressed - but I believe piracy is one of those factors. If you don't think piracy is having any negative effect on PC game development, carry on.
 

DarkUnderlord

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Naked Ninja said:
First off, thank you DU. Sincerely. That graph you found is going to make things so much easier. Good work guy.
I'm glad you like the graph.

Naked Ninja said:
You're not really trying to tell me that that single fix in '05 fixed all their piracy problems, are you?
Like I said, you gain more from putting a lock on a previously unlocked door than adding more locks. There was some arguments that it isn't the same, but they were silly and I ignored them. Of course the initial DRM fix was the most meaningful. Hey, you should be happy. It means it's not worth going overboard about, a little goes a long way. ;)
The "door was already locked" as they had existing DRM technology in place. I don't see why you'd view that as being "unlocked". If we assume that eventually, the door gets unlocked over time (IE: games eventually get cracked), then why wouldn't continued fixes to the DRM have any effect on sales? Particularly considering there's a year between fix 1 and 2 and another year between fixes 2 and 3, which should be ample time for crackers to break their improved security. Only fix 4, made 6 months after fix 3, shows another increase which is where they made keygens "game-specific".

Now it might be that fixes 2 and 3 didn't really do much in terms of preventing cracks. It might be that more emphasis needs to be put on the type of fixes they're doing. In other words, they have to be real and tangible by closing exploits (fix 1) or changing things significantly (per game keygens) in order to have any significant effect.

Naked Ninja said:
First off, you should be aware of what your average sales graph for an indie title looks like. The long tail graph :

http://forums.indiegamer.com/attachment.php?attachmentid=482&d=1172523939
NOTE: Reflexive's graph includes more than just a single title and in fact, appears to be compounding ongoing revenue. I think it's fair to say they're one of the more well-known indie's too. That said, I understand the point that game sales for any one title typically peak and then fall fairly flat.

Naked Ninja said:
Right, so : Sales lead to initial large spike, setting to a base level. Did reflexive see this? Yes. In all but one case. (Note, in some cases they released a game every 2 months, which is going to push back the usual drop towards the long tail and cause spikes to overlap. But only partially. Also, who can keep that kind of effort up?)
Reflexive could. Have you seen their games? "Ricochet" is just the old "bricks" game with a different name. "Lost Worlds" is Ricochet with new levels. They're not exactly making high-cost entertainment here. :) In fact, they have almost 1,000 games listed on their website. I'm not sure how many of them are included in the graph, so I assume it's only the titles they've indicated but a "new game" every 2 months doesn't look like it would be so far out of the question.

Funnily enough they release a "new game every 2 months" right after the DRM.

Naked Ninja said:
http://i99.photobucket.com/albums/l300/nakedninja_2006/sales_spikes.jpg

Now DU, that line of yours is cool and all but it is too general. The only trend it shows is Reflexives trend towards increasing sales over time. Doesn't show why, doesn't say anything about the factors or how those factors effected sales in the long term. It isn't very useful as an analysis tool.
It's a trend. What it does is quite clearly show that even without their DRM, Reflexive "are doing something right". While their games are typically dropping off after that initial peak, they're also able to maintain a relatively high level of continued sales, particularly through the release of new titles. As Section8 said, they appear to be expanding their audience with each subsequent release and feeding new games into that audience.

Naked Ninja said:
Examine it at a greater granularity and you see there are 3 main sales levels. Yes, there are spikes and noise in the data, but you average it out and you see 3 plataeus of stability :

http://i99.photobucket.com/albums/l300/ ... levels.jpg

You see the sustained 70% sales increase there? Pretty clear.
The 70% increase you've marked on that includes BKW's release. My point, is that it's similar to their previous peaks. "Xtreme" sales were dropping until the release of Lost Worlds. Lost Worlds began to drop until we see Wik. Wik's peak was interrupted by Recharged, then steadied by BKR. Wik then wins an IGF which pushes sales up further. That then begins to steadily decline until BKW is released (or it magically goes up without explanation, I'll assume the BKW intersection line is a little off).

The point you seem to miss though, is their peak here almost mirrors precisely the peak they achieved with Xtreme's initial release. You can see they didn't achieve a "sharp peak " (like you've pointed to in your first chart) on that until 2003/8. You can see there's a slight change on 2003/5 where the sharp rise gets "less sharp", begins to steady but then climbs a bit further to peak and then drops off almost 6 months later. That's only on one game too. They have three in BKW, Mosaic and BKR2 over a similar 6 month period, all of which get mixed up with the DRM.

Naked Ninja said:
As for the DRM and the reissue triggering growth, I'm not seeing it. There's a dip after the resissue release, and a flattening of a much steeper increase with the DRM.
A short term spike isn't really that amazing unless it is astronomical. Sustained growth trumps.
Of course it does but they had sustained growth through the continued release of titles up until that point and then, after the DRM, continue to release titles which appears to be sustaining that growth again. The fact that the final point of the growth indicates things are heading downward again (quite sharply) for me, puts more weight on that then the DRM (which happened in the middle of a release of a new game, something which historically has increased their sales up until that point).

Naked Ninja said:
You also believe the DRM arrests the growth after BKW? Are you sure it hadn't just reached the highest level it was going to, that it would have begun heading back down if DRM hadn't came along and prevented pirates from destroying all interest in purchasing?
No, I'm not sure and that's part of the problem. If all they'd done is release new DRM, that lead to an increase and that was it, I could accept that. The fact it seems to come in the midst of a new title release and then is followed by even more releases of new titles though, leads me to putting less weight on the results. New titles, even in Reflexive's own graph, are clearly shown to increase revenue. Also considering again, the fact they altered the DRM 4 times and received a purported 70% the first time (after releasing a new title), nothing the second, nothing the third and then only a one fifth (13%) of the 70% increase on the fourth, seems to put more weight on the new titles releases.

Naked Ninja said:
The green line is the prediction for the big spike (like section said), the red line is the prediction if it was about to turn. Blue shaded area is the amount gained from DRM in the first case, blue + red shaded area is the amount in the second.
... and we came up with these predictions how?

Naked Ninja said:
How do my numbers look DU? ;)
I don't see how you can clearly, irrefutably say that the DRM is responsible for the increased sales. My position is that there's simply not enough there to clearly say "better DRM resulted in continued, sustained growth beyond what they would otherwise have expected to achieve through the release of new titles". In fact they appear to have achieved longer, more sustained growth out of Wik winning the IGF award then they have out of anything else.
 

Section8

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fake-graph-1.png
 

kris

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Naked Ninja said:
You've obviously never dealt with with any copyrights except games. It works fine. Sure, not perfect. But a number of industries are heavily dependent on it, if removed it would be a clusterfuck of note.

It would work fine if it actually was time limited which it unfortunately ain't anymore. Currently to much copyright is an asset that can be traded and would only lost value with peoples disinterest. Had Mozart not written his music before this current climate then the owner of his music copyright would protect that with all their/his resources. and do what big companies currently do, prolong the copyright period all the time.

I'd say 30 years is more than enough for copyrights to go out. At the very most I'd say they should be active for no longer than 10 years after the creators death.
 

Naked Ninja

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Section, that graph had nothing to do with DRM or reflexive at all. Thats the general shape of sales across all indie game titles.

@ DU : Ugh, I'm over it. Not going to convince you, you'll see what you want to see to support your beliefs, the fact that I went home and drew graphs just drives home the fact that I'm wasting my time obsessing here. Think what you want.
 

Murk

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You guys are seriously approaching this all wrong.

My dick is TOTALLY juicier than all of yours.
 

Warden

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In your nightmare.
I haven't read the thread but I support Naked Ninja; I like his nick, his avatar and his attitude. He seems polite unlike some other people whose main entertainment is to be rude monkeys on the internet.

And.. I'm just tired of people pretending to be internet cops preventing piracy on the net - your opinion doesn't matter, it won't change anything. Yes, piracy is bad but I would personally be happy if for example piracy ruined a fascistic shithole such as biowhore.

Oh, a guy from rpgwatch is here- will you feature my adventure pack (module) when I do it? :)
 

DarkUnderlord

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Naked Ninja said:
Section, that graph had nothing to do with DRM or reflexive at all. Thats the general shape of sales across all indie game titles.
Dude! It's what their sales would look like if they had new DRM! New DRM would totally increase their sales and give them sustained levels of phat loot. Section8's predictions in the graph show it! Just don't ask him how he came up with that though or he'll whine about it and give up.

Oh no wait, that's just you.
 

crufty

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So, can we boil all this down to:

A: Copyrights and patents are detrimental to the consumer
B: Copyrights and patents are essential to capitalism
C: Any process that prevents copyright infraction results in higher sales
D: Any process that punishes (be it crashing, poor performing DRM, etc) copyright infraction results in lower sales
E: A product that the market does not want will not sell regardless of A-D
 

Naked Ninja

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Just don't ask him how he came up with that though or he'll whine about it and give up.

Oh no wait, that's just you.

You're just bitter because my graph pwnd your graph. Don't feel bad guy, your line was very...straight. Very line like.

They're not your products, laddy, you're just the help.

Actually, I make them, myself. And I get richly rewarded for my skillzzz. :D
 

Maia

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Dhruin said:
There are lots of factors involved - and many of them can be addressed - but I believe piracy is one of those factors.

It may be one of the factors, but the thing is that it is made into the main scapegoat, while the other and much more important factors IMHO aren't being adressed. Like PC game developers being seemingly not interested in providing their customers with a working product.

And as a customer I can't care less whether I am unable to play the game I payed for because the developer/publisher decided that phat graphix are more important than stability, or that a feeble hope of discouraging pirates is worth it to inconvenience a legal buyer in a major way or that lying about sys reqs on the box would somehow help their sales. The fact is that they are stealing not some ephemereal potential sale, but very real money from a customer when they deliver a broken non-refundable POS. They are alienating that part of their audience which was willing purchase in the first place.

A game that requires a monstrous hardware update _and_ forces the consumer to jump through crazy hoops to make it work is selling better on a console than on PC? Inconceivable, right? Newsflash - most of PC owners have only medium-range systems and don't upgrade at the drop of a hat. They also have an exotic desire to have a product that works out of the box for their money. And doesn't prevent them from using other legal and highly beneficial software.

Me, I am now buying only budget titles exactly because of all these issues. If they don't work, at least I haven't lost much. But of course, the industry isn't interested in listening to a honest customer - blaming the pirates is easier.
 

Dhruin

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Yeah, fine.

I must be the luckiest person on the planet, because I just don't have all these hassles getting my games to work but I'm not here to claim a whole bunch of things couldn't be improved.

But this discussion is about piracy, right? Why do piracy discussions always have to have apologists that try to divert the subject?
 

yellowcake

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My 2 cents.

I used to pirate all of my games back then when I couldn't afford them or they were not available for other reasons. I earn money now and pay for them, but almost always I download a torent to see if they are any good. If i like them, I buy legitimate copy in, say, 8 out of 10 cases. I once bought a game without torrenting it earlier and regretted it (not very much, as the loss of money was not very vexing). It was DMoMM. I buy games because I respect people who can create a good game and want them to profit from it. I treat them as artists - I appreciate their creativeness. I praise them. I feel they should be rewarded in order to make contrast to all the pitiful, dull shit surrounding us.

I don't like the thought that majority of that money goes to media business fat cats who are happy to push shit down people's throats and are able to convince them it's ice creams $20 apiece, but i accept it as a natural phenomenon.

I know some 10+ PC players. They never bought a legitimate copy in their lives. They are normal people, have wives and kids and try to make a decent living. They pirate software because in all their expercience it was always possible to do so without any risk.

Why people don't usually steal at their local grocery? Because the risk of being a subject to some unpleasant proceedings is too big. People operate on basis of a simple economy. That's how they evolved from apes.

Counting on people's morality and goodwill is plain silly. Apes don't have any morality or goodwill. They have needs and ways of satisfying them that are burdened with certain risks of failure and harm.

Concepts of law, theft etc. are social agreements. They are susceptible to discussion.

You can threat people in doing something, or you can convince them otherwise. I hate to be threatened or forced to do something. I hate to obey laws which I don't understand the purpose of.

I hate the catholic church because it tries to influence the government to pass laws that would force me to a certain behavior they think is right instead of evangelising me into this behavior. They are a bunch of lying fuckers. How god would appreciate a deed that was arm-twisted on me instead of caused by moral consideration and an act of free will?

Software piracy is a "natural" phenomenon. It was ALWAYS like that. acknowledge the facts. If 95% people do so it's normal. It is directly caused by base features of the medium. Grocery store model is a mistake here. If your traditional pre-new media business model doesn't work with it, change it. (and it works to some extent. it may not satisfy your greed easily enough, though).

Or you can:

force people to obey in non violent way (drm) - failure;
force people to obey in violent way (prosecuting) - well..
convince people to obey otherwise - advocate, educate, evangelise etc. Make them UNDERSTAND.

You can also develop great games that people would admire and be happy to reward with their money.
 

kingcomrade

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I hate the catholic church because it tries to influence the government to pass laws that would force me to a certain behavior they think is right instead of evangelising me into this behavior.
I hate liberals and legislators in general for the same reason.
 

DarkUnderlord

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asper said:
Interesting...

Introversion said:
First some semi-anecdotal information : there were at least ten times as many pirate copies of Uplink and Darwinia as there were legitimate sales. How do we know? Patches available on our website which only work on the full games have been downloaded more than ten times the sales totals of their games. Now hard-line corporate types will tell you this means they've lost 10 x sales x price million dollars based on this, but thats just nonsense. Would all 10 of those 11 users have ever bought the game? No, of course not. But 1 out of 10 of them might, and that would have doubled our sales and made us very happy devs indeed.
Well, according to Reflexive's stats, only 1 in 1,000 of them would have purchased which is nowhere even near "double their sales". Instead, we're back to that 1% mark.

Introversion said:
Your marketting spend will be reduced, and interest in your game will die down, and you're in a quick spiral of doom that ends in the bargain bin.
He's not a fan of the bargain bin. That makes me a sad Panda.

Introversion said:
Developers need to shift their view of piracy and digital distribution, as much with Games as with film, music, tv, or any form of content. We can't complain that people copy our games, then go home and comfort ourselves by watching series 2 of the West Wing on DivX. Any stance that criminalises the majority of our customer base (10 out of every 11 Uplink players, for example) should be ringing alarm bells in our ears. We need to rename "pirate users" to "customers who've yet to be convinced", and consider the pirate copies that will INEVITABLY appear as extended demos of our games. Then we need to offer something more when they upgrade to the full leitimate game.
No! He just needs new DRM! ;)
 

Dhruin

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ggregg said:
My 2 cents. [...]

Or you can:

force people to obey in non violent way (drm) - failure;
force people to obey in violent way (prosecuting) - well..
convince people to obey otherwise - advocate, educate, evangelise etc. Make them UNDERSTAND.

You can also develop great games that people would admire and be happy to reward with their money.

I think you're largely right. While piracy is easy and has little chance of being caught, people will do it. And yes, companies need to find solutions for this reality.

Your last one isn't going to work. I mean, a great game might influence a few more sales but you can't compete with free and once you've opened the floodgate, there's just too much rationalisation. "Oh, it wasn't that great. I mean it was OK but not worth buying", or piraters buy (for example) the Orange box but then feel they have "paid" their quota and smaller projects miss out.

Anyway, my main point is the industry already has a solution - move to consoles. Not perfect - but better. And future generation consoles can lock down the protection even tighter. That does leave space in the PC market but I still think having a broad, competitive market is the best way to generate a small quantity of CRPG gems each year.
 

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