Funny side remark: You quoting Wiki gives me a smile, because you once accused me of lowering my credibility for doing so
Heh, yeah. I wish there was a credible source available, but I'm not paying NPD (New Power Degeneration?) good money just to prove a point on a forum.
If you have some understanding for (or like me a degree in) economics you must acknowledge the fact the sheer amount of floating investment money on this planet has lead to an rediculous increase in production cost for entertainment products, especially movies, music and games.
I'm sure that's true (my economics skills are sorely lacking) but that's irresponsible on many levels. If some venture capitalist decides he wants to spend 100 million on a single game, the developer really ought to step up and say - why? There's little chance of making a decent return on that outlay. Funding 100 different million dollar projects would be a better investment.
Is the push for leading edge technology the reason for that? Partially it is - but TO A LESSER DEGREE for PC games. You ask why? Look at the production of Crysis: Most of the grafix tech was delivered directly from NVIDIA! [snip]
Wow, that makes nVidia even bigger assholes than I gave them credit for. Spend money to inflate the demand for your own product, "optimise" without deference to your competitors and coerce dumbasses developers into competing with the guys you've just spent millions on.
So, on the PC Intel, AMD and Nvidia are willing to contribute for the rising costs in development of bleeding edge tech. That equals that out.
It does if you're one of their flagship products. Look at it this way. They pump millions into Crysis and give people a reason to buy a pair of 8800s are whatever, and I think there's enough anecdotal evidence to suggest people will outlay hundreds of dollars on video card upgrades mainly for a single game. Their investment pays off. Good for them.
Then you have the clowns who think - "if I'm making a commercial FPS, it has to look as good as Crysis to compete!" nVidia
may invest a lesser amount in this developer, but it would be better business to set a high bar with a single title every now and then, and let the other guys pay for it out of their own/publishers pocket.
Meanwhile, you've got WoW going gangbusters, and its video card requirements are "32 MB 3D video card with Hardware T&L or better". Who is the more sensible developer here? The guys who see the value in delivering simple but stylistic graphics to the widest audience they can, or the guys who aspire to being little more than a marketing tool for nVidia, and prohibit the vast majority of PC owners from running their product?
What else does cost so much more? Everything else! Desingers, Testers, support, Coders, Studios, etc. With millions and millions of hedge fund money (think of Bono's Elevation Partners) available the prices rise according to the risen demand. Simple price theory.
The problem I see, is that the guts of the gameplay we're getting isn't appreciably more complex than it was ten years ago, while developers are still overworked and underpaid. So I can dig that developers are saying - sure Bono, we'll spend the billions of dollars you don't spend on charity on making games for spoilt westerners! But there's some serious inefficiency in how that is spent coming in somewhere along the way. The most logical place is in graphical content and programmatic support for it, and I'd have to believe that Crytek are "lucky" nVidia is helping them out.
If you want someone to blame for the enormous amount of money a game HAS to make to be profitable - take global capitalism.
Oh, I do. But nobody is
forcing developers to follow like fucking sheep, and many of the modern day success stories we hear are from those who buck the trends.
Oh come on, again. Please stop this now. How many times have you really wanted something you can't afford? I have had many of these instances. You save up for it.[...] Thats so not an accurate reflection of what decisions you would have made if you'd been forced to judge which to buy based on demos.
The point is, most of these games didn't fall into the "really want" category. I
did save up for the ones I really wanted. Regardless of whether I was pirating other games on the side, I was still spending as much of my income as I could on games, sometimes more than I could afford. If there were effective ways to stop me pirating the games I didn't "really want", I simply wouldn't have played them.
Is there? I've never converted anyone via piracy, nor heard of a case, ever. Oh wait, you bought a copy in varsity. Good job. But apart from you, every single instance of piracy I or anyone I know of has committed is pure and simple theft, giving nothing back. Conversion rate my ass.
Oh come on. You've never heard of someone downloading some music, deciding they like it and buying a legit copy? Someone deciding to buy a CD after listening to a song they taped off the radio? Someone downloading a TV show, or watching it on free-to-air TV and then buying DVDs (or other merchandise) of it? Or the gaming equivalent? Never heard of anyone swapping mix tapes, loaning DVDs/games/books/etc, and giving that person reason to buy a copy of their own?
My friends and myself engage in "soft" piracy all the time. We copy or loan anything from literature to games, and most of the time it's to share an awareness of something. "Hey, have you listened to/watched/read/played <x>? It's awesome, check it out!" If someone agrees it's awesome, there's usually a purchase made. We're all mid-twenties professionals with little else to spend our cash on, so why the fuck not?
Now like I say, I don't delude myself into believing this is in any way typical, but I'm constantly exposed to cases where piracy creates an awareness and breeds familiarity that leads to purchase(s) that wouldn't have occurred otherwise. I have no way of judging how significant the effect of "awareness through piracy" is, but you can't possibly dismiss it completely.
You mean the shareware they used to establish themselves?
That's part of it, yes.
Good thing they weren't relying on sales from Civ1 to feed their families while working on Civ 2 hey? My you must feel so proud.
Good thing they weren't stupid enough to rely on 12 year olds spending their lunch money as a source of income.
And what about the word of a thousand pirates who also provide you with a link to the free torrent of the game while singing it's praises? Come on now. This argument is moronic.
Pirates? On
my internet? The one that has about a billion messageboards that censor and/or ban any and all discussion of piracy, yet exist around the discussion of games?
What is that number? 8% of players? That is still 100% of sales. As in people who give you money. You know, in return for the years you worked making that product they are playing? Multiplying by 8% to get 5.6%, so as to make it seem like a small number, is rubbish. It is 70% of sales, ie almost doubling profit. That is the reality.
I'm not disparaging the 70% spike in sales, because that's impressive, but there's no context for that figure. Maybe there was a 70% spike the day they updated their DRM, and a steady depreciation over the next year. Like I say, it sounds good, but it's hard to intuit any meaning from it. And the 5.6% isn't to disparage a gain of nearly double, it's saying 86.6% of your audience hasn't paid for the game. In other words, the vast, vast majority is unable or unwilling to pay for your game, but you've still got a userbase much bigger than those paying you, and
they're still contributing in some way by establishing a market presense for you game despite an unwillingness to pay for your product. If we assume they weren't going to pay for it anyway, where the loss in your game achieving penetration 1150% beyond your paying audience?
You mean seeding the torrents to make it easier to pirate don't you? Your logic is flawed.
Irrelevant in this case, where torrents are unnecessary.
I don't give a shit about people who steal from me, why should I? You've got to be joking.
They're
not. Fucking. Stealing. The only thing you lose from piracy is a potential customer, which means absolutely nothing unless you can prove that an audience an order of magnitude larger than your paying customers doesn't create potential customers. In this specific case, you'd have to prove that word of mouth from 1000 pirates doesn't generate at least a single sale. Of course, I can't prove it the other way, but anecdotal evidence suggests there's at least some trend in this direction.
Of course they wouldn't consider it a waste of money, they didn't spend any on it. I do not care about their opinions. I cannot feed myself from the happy thoughts of thousands of pirating assholes.
That is true, but you can't dismiss them outright until you explore the implications of thousands of people spreading happy thoughts across the internet.
And yet they broke even. For a game that size, a lot of someones must have bought it. Again, personal bias. You didn't like it, cool. Don't try and use that to justify the theft of the mans labor.
That's not my point. Plenty of games out there are quite successful
despite rampant piracy. I'm sure there are a fuckload of people who pirated The Sims, and somehow, it sold 16 million copies and about 15 million expansion packs. Why? Because it's a better game, it's unique and it hits a much broader demographic.
It's like a retailer whinging that shoplifters have ruined them and sent them out of business. No.
All retailers have shoplifters, so you have to account for that in your bottom line. You can spend all the time and money in the world trying to stop them. You could have security checkpoints and full cavity searches at the door. But unless you have something that is appealing to paying customers, you're fucked, no matter how low your shrinkage numbers are.
And therein lies my point. I'm not saying, "Titan Quest is a shitty game that deserved to be pirated", I'm saying "All games suffer from piracy, so the answer to why Titan Quest was only a modest success lies elsewhere." If Titan Quest was relying on a deeper penetration into the pirate market to achieve a higher degree of success, then maybe they should have dedicated more effort toward that goal. Or, if they were expect the same sort of piracy rates
any other game suffers from, then maybe they should have targeted another demographic, or at the very least, made their game more appealing to the one they did target.
Actually, it proves a lot. It means you gain the most from simple protections, tightening it further results in decreasing returns.
Are they tightening it further? The way I read it, the 70% gain came when they eliminated registry exploits and the like, and changed their keygen algorithms. After an unspecified period of time, they changed their keygen algorithms again, and sales dropped. After another unspecified time period, they released an executable the rendered existing cracks invalid, for no effect. And then again, they changed their keygens, so each game in their range had a unique algorithm, instead of a generic one that applied to all of their games - with a 13% increase in sales.
There's nothing about "tightening up" their security, they're using the same methods and achieving vastly unpredictable results. I think it's safe to assume there are other factors that are crucial to consideration.
Ah, because pirates only target companies that make games you don't like. VD has stated that if AoD doesn't make enough he is done. There are cracks for Spidweb games all over the place, his will be cracked in no time. What if piracy proves a tipping point? If a 20% difference in sales (never mind 70%) would have changed his mind? Would you care then? So bloody short sighted.
No, they target absolutely everyone, and in spite of that, many developers succeed. If piracy proves to be a tipping point, then developers can't blame them for their failure. They need to blame themselves for a game that didn't reach enough paying customers. We all know there are pirates, I wouldn't want to bank on having a piracy rate significantly below the average unless I had a very effective anti-piracy plan - and since you're investing more in piracy protection, the audience you
need to reach increases. Steam seems to be a pretty effective piracy deterrent, but Valve have invested a lot of money in getting it that way. Developers who distribute through Steam have to pay a cut of their taking for the privilege of protection and advertising - maybe it would be better to self publish, and make less sales for higher profit.
There are a lot of factors in play here, but to blame piracy for the demise of a single studio is ridiculous. It's a big "if only" like - "If only Titan Quest had sold 4 million copies like Diablo II! They're basically the same game, I don't see how it possibly failed!"
Also, have you forgotten that THQs anti-piracy measure for Titan Quest was not only ineffective in its purpose, but had a negative effect on the marketing of the game as well? Why shouldn't we be dismissive of someone who recognises piracy as an issue (duh), and proceeds to combat it in a completely inappropriate and self-destructive manner?
Yahweh said:
It was 70% of the total sales, as well, not 5-6% as Section8 seems to think for some bizarre reason.
70% of sales, 5-6% of the player base.