DarkUnderlord said:Xi said:So the question is, of the pirates, how many of them would have purchased the software if there were no other reasonable means to attain it? 20-30%? I mean, they must have had an inclination of interest in the product to download it in the first place.
According to the statistics from Reflexive (I think it was), stopping 1,000 pirates converts into 1 extra sale. So if your game is downloaded 10,000,000 times, you're talking about 10,000 lost sales (10M / 1k). A game that's illegally downloaded 10M times apparently sells around 1M copies (using Doom as a basis), so it's about 0.001% of sales lost (if I did that right, statistics aren't my strong suit).
Lemunde said:It may surprise him to find out that DRM is a deciding factor for many customers. Bioshock? I didn't buy it. I wanted to. It looked fun. It got great reviews. But I didn't buy it. I got wind of the horrible DRM system they had set up and I did what many others did. I let my money do the talking. My money said "The person I represent is fed up with publisher's invasive DRM and is not going to give me to anyone who puts it in their product no matter how great you may think it is."
I'm glad companies are starting to feel the sting of my actions but apparently they think that sting is coming from something else.
but I can't see it being a "MUCH higher chance", at all
and the factors that would lead a customer to pirate something they would have once bought are generally much more than "free is seductive"
That 70%? I'm still saying it's it an odd figure because out of four different occasions, it happened once. There need to be more context for it to have any meaning.
When you were on holidays and baboons invaded your picnic, why did you run away?
And if the baboons are smart enough to get around the traps, as they have done countless times in the past, then the traps are no longer addressing the problem, yet they've become a problem of their own.
but I am saying it's not exclusively a problem
Personal bias?
Funnily enough, most of those methods are effective deterrents, though none will actually stop a determined thief
Ever bought a DVD, only to find the clerk didn't swipe it through a magnetic decoupler, and the case is locked? Ever bought a game and found the clerk has taken the wrong disc out of their locked cabinet, or hasn't realised the game comes on two discs, and only gave you one? That's happened to me plenty of times.
Popularity begets popularity. Ever wonder why the first issue of an new magazine series costs about 10% of the standard price? Ever wonder why pretty girls offer you free drinks/vouchers for brands of alcohol you've never heard of? Ever wonder why Microsoft is happy to make substantial losses on the Xbox and 360? It's all about securing a market share.
Is that comment just as reasonable as your own 70% comment? After all, mine is derived from the same report as yours, with an equivalent fragment of information and no context.
Someone receives what they think is a Rolex as a gift
against what they believe is a genuine Rolex
If the person givng the gift provided them with the necessary information - "Don't get excited, it's counterfeit." - That person now directs their complaint to the giver when the watch breaks.
If the user knew the "crash" was actually a failed security check, then they'd be saying "The <pirate> crack release is worthless, and <pirate> are incompetent fucks who code with their feet" and not directing their ire at Iron Lore. Pretty simple, yeah?
I've test driven quite a few cars in my time. Every now and then, I'll get together with a mate and do the rounds of the dealerships, even though I can't possibly afford any of the cars I'm "testing". If I was in the market for a car, I have a shortlist of cars I like from first hand experience.
It's hard to compare that effectively to games, but I think you're being very short-sighted if you want to view all pirates as a problem.
But for each of him, it seems fair to assume there are probably about 7-9 people who weren't going to buy the game anyway, and can't be considered a problem. In fact, why shouldn't they be considered 7-10 more potential viral marketers
Even if you were to foolishly dismiss them completely, you have to ensure the solution you target at the small percentage of problematic pirates doesn't lead to 70%-90% of your audience becoming a potential source of negative publicity.
... and thus we have what is essentially the crux of this entire debate. How many sales are actually, really lost because of piracy? Both in terms of people who would've bought the game had there been no other option and including those who are induced to piracy because "all their friends are doing it"? Does including DRM-style copy-protection methods balance out against the people who won't buy it because it has DRM?Xi said:I'm not going to go into too much detail with this because I agree with you mostly. From my POV it seems like piracy is more of a problem is all. Just a guess as I have no hard facts to back up my claim. So, I decided to search for the article you mentioned.
That's the one.Xi said:Is this itAn article that discusses it anyway)
http://www.gamasutra.com/php-bin/news_i ... tory=17350
Which is probably why, at the beginning, their sales "increased" after the first fix and then went backwards the other three times they changed their protection. Except for the final fix which happened after the release of their next game (which I guess is common for the original to increase in sales when the sequel comes out).Naked Ninja said:@ DU : Rubbish. Sales are almost always highest in the beginning,
Nope. I'm just saying that the statistics on piracy are few and far between and those that do exist don't really tell the story of "pirates eating the industry alive" or being such a huge problem that PC games must be abandoned in favour of console games... which oddly enough, are also pirated. What they do seem to say is, quite literally, that most pirates really wouldn't have paid for it anyway. By the order of 1,000 pirates to every 1. So the next time you see a game that's been pirated 10 million times, think about the 10,000 lost sales that equates to (that is, according to "the statistics"). Then realise a game needs to make a couple of hundred thousand sales to be any decent.Naked Ninja said:Right, sure, continue on. You're doing your bit to spread awareness, continue on with your self-congratulations. Devs are just being stupid and whiny.
To sig or not to sig, that is the question.Naked Ninja said:I'm just being stupid.
Disconnected said:Yes, it is so much easier to dismiss what I said if you can just vilify me a bit.Yahweh said:Disconnected is a great example.
So why do you focus on them? Despite your own advise, your entire post is focused on piracy and treats it as a problem.Piracy is always going to be out there, but there's no point focusing on it. People who aren't going to buy your game never are.
Don't muddle the issues. The business model for MMOs works because it depends upon demand, and demand is present.That's why places like Korea have an immense market for MMOs and online games but never in a million years will they know the joy of a single player RPG that's made in their native tongue.
The business model for SP games likewise depends upon demand, but no demand exists.
So, instead of adapting your business model to suit the actual market, you've resigned only exploiting 10% of the market & calling the rest twats...Fortunately in the civilized world, where some people realize that immediately gratifying every petty desire can be ultimately counterproductive, there are people willing and able to pay for games if you can get a game they like made and get it into their awareness somehow and make it possible for them to buy it.
That's not even a relevant question, unless you accept it as fact that you cannot profit from more than 10% of your customers.So I think the real question people should have, is why does it take 300k sales for a company to barely squeek by?
Indeed, if you can't profit from more than 20% of your costumers, you're in the wrong line of work.Even if you somehow magically double the sales of all games on the shelf, it still won't compare to the profitability of consoles or cut the stranglehold publishers have on creativity.
Ironically, the publishers are the ones with the outmoded business model. That they have a stranglehold on creativity is only a minor concern when they keep you from feeding your family.
Indeed, they're much, much better. There's no way in hell a console market based on scarcity can ever compare to a PC market based on post-scarcity. As soon as distributors realize that revenue from game sales is the least profitable thing they can possibly do, the only console owners will be the 10% who currently buy PC games.You can't fight the market forces. PC games are just never going to be super sellers like consoles.
What I don't understand, is why you lot insist on operating in this nonsensical manner. You have a massive market. Your penetration of that market is unrivalled in any other market. Yet out of the 100% theoretically available revenue, you can't even come close to half with your current business model.
Even if we accept as fact that yours truly and 90% of everyone else are 110% finely distilled asshole, it does not change the fact that you as an industry are doing the worst fucking job in the history of capitalism.
It's very interesting to see Crytec brought up in this thread. It's also very interesting that instead of looking at their relationship with nVidia, the only thing you lot took note of, is that making the game wasn't as expensive as it could have been.
Now if nVidia paid 4 mill just to get their logo in the intro & that price was after they'd poured 5500 manhours into the creation of the game, imagine what Blockbuster or whatever, would have to pay to get a spashscreen add between loading levels. Or Pepsi for the odd vending machine. Or Britney Spears for having her latest hit single played in the background on a radio.
I say again, the problem isn't that games can't make you filthy fucking rich. The problem is that you really fucking hate money and gamers with a passion. Either that or you're just plain dumb.
By the order of 1,000 pirates to every 1
Because if Reflexive is right (like you want to believe), then it's nothing worth crying about.
In fact if you think about the pirate schtick in general it makes sense. Pirate teams compete to crack games, but I don't really think that if you wait a while, then change all your protection schemes to close all the pirates holes they are all going to go back and redo the cracks. They've mostly moved on, it seems like there is a bunch of cracks for that game already so why would a new team look at cracking it? In essence, the fact they thought they had already won worked in their favour. A luxury only open to downloadable content, admittedly.
They don't lay traps. The rangers shoot them. There is no wailing. Any baboon who learns that man is a good source of food becomes a big problem.
But you are implying there is some sort of semi-constant average level of piracy which all developers must take into account in their equations. But there isn't. That reflexive guy made the point that their DRM is in-house built, instead of bought, and that helped. Because it's not a known protection to crack.
Yes, personal bias. Your bias that the game was shit. I'm curious, planescape wasn't a particular good seller either. Obviously this means planescape's lackluster sales = shit design and we shouldn't feel sorry for the devs. They made crap, they got pwnd.
No it won't. But it will stop the people who would steal it if it was easy = majority of pirates.
Oh good lord. Yes yes, that's happened to me. But the number of times I've also bought items and had no problems whatsoever is MUCH, MUCH greater. Generally I just phone them and it's cool. But hey, I don't understand their justifications so I get really really angry and mutter about them hating me as a customer, right?
Nope. Your analysis is flawed, that's why it's not as reasonable. Locking a door that's had it's lock broken the first time is obviously more effective than then adding further locks. It is common sense that the biggest gain is the first.
This is pretty telling. That piracy is so rampant the common person sees it as a gift. A gift, lol.
Except that makes it whole orders of magnitude easier to crack. A random seeming crash is going to be much harder for pirates to track down. Guess it worked too well. Still, like I said, your hindsight is awesome.
That would be the demo. You aren't getting the car, you are playing with it for an hour. Silly example. If you got to keep the car (or magic up a perfect copy out of thin air) no one would ever buy the things, they'd just keep the demo cars and in short order the car manufacturer/dealership would go out of business. Come on man, this is just ridiculous.
Haha, if I went that way I'd do it to the data passed to the gfx card, a slight mistake there causes a hard reboot, not blue screen or desktop crash just BANG. It was frustrating enough debugging that with a compiler, the pirates would be in for an amusing ride.
Precisely. As long as publishers compete on price and their competition are giving away the products for free, there is no demand for the products the publishers sell.Yahweh said:The difference is that you're forced to fucking pay for it.
In this thread there's been repeated claims that 90% of the European gaming public plays pirated games. FYI, Europeans have more spare time than Americans, better internet connections, greater mean incomes, face less severe punishment if they get caught, have vastly less chance of getting caught, and are much better protected against privacy invasions by the private sector. And of course, advertising works better the more people are exposed to it.People that pirate games aren't worth jack shit for advertising. No one wants to market towards russians and chinese
If that was the case, piracy would be good for the industry. Why? Because if those oh-so evil Chinese and Russian pirates are pirates, they have internet access. If they have internet access, they discuss their likes and dislikes with people in other countries. That creates word of mouth advertising for games, to people who can afford to buy the games. And of course, if those oh-so evil Chinese and Russian pirates can't afford anything, the game industry couldn't sell them anything anyway.who don't have any money to pay in the first place
Fun Fact Time™.it would be expensive.
20,000 homeless people in Silicon Valley, with full time jobs [source: International Herald Tribune Feb. 21 2000]. Damn that bastard world for not conforming to your imagination, eh?Outside of shitholes like kracozia starving is not much of a concern.
Dhruin said:In large part, the piracy issue has already been resolved for many game producers. They moved to consoles.
Naked Ninja said:Like I said, hell for mathematicians. Let me help you :
By the order of 1,000 pirates to every 1
And the average conversion rate (for indies) of legitimate customers who download the demo of their game to purchasing the full version is : 1 in 100. 1%
Which means the conversion is a 10th of normal. 1 in 10.
Given the 1 in 100 basic conversion rate, that implies that 1 in 10 of those forced-non-pirates then went and downloaded the demo, then 1 in a 100 of those who downloaded the demo went on to purchase (assuming a similar conversion rate to the standard one for other customers), bringing us to the 1 in 1000 figure.
1 in 10. 10%. And since the piracy rate was so much higher than the legit, that led to a jump in sales of 70%
Because if Reflexive is right (like you want to believe), then it's nothing worth crying about.
If reflexive was right then it was about 40%. 70% increase in sales = about 40% of the total. Almost half. There is no business on the planet that wouldn't look at that as a heavy loss.
Your problem is you are looking at 1 in 1000 and thinking "hey thats really small!!!". It is 10% of the normal rate, which is still something "worth crying about", especially over a much larger user base.
Any more maths I can help you with?
Raapys said:Dhruin said:In large part, the piracy issue has already been resolved for many game producers. They moved to consoles.
Yet piracy is rapidly increasing on consoles as well, so it's only a temporary solution.
I'm not a mathematician and statistics and ratios aren't my thing, so by all means.Naked Ninja said:Like I said, hell for mathematicians. Let me help you:
Why are you comparing "1 legitimate customers per 100 downloads" to "1 sale per 1,000 pirates"? They're two different statistics.Naked Ninja said:And the average conversion rate (for indies) of legitimate customers who download the demo of their game to purchasing the full version is : 1 in 100. 1%By the order of 1,000 pirates to every 1
Okay, now you've lost me. The guy who has the figures and did the maths, worked out that for every 1,000 pirated copies they eliminated, they only made 1 sale. He re-inforces that point twice with: "knowing that eliminating 50,000 pirated copies might only produce 50 additional legal copies does help put things in perspective.".Naked Ninja said:Which means the conversion is a 10th of normal. 1 in 10.
Given the 1 in 100 basic conversion rate, that implies that 1 in 10 of those forced-non-pirates then went and downloaded the demo, then 1 in a 100 of those who downloaded the demo went on to purchase (assuming a similar conversion rate to the standard one for other customers), bringing us to the 1 in 1000 figure.
1 in 10. 10%. And since the piracy rate was so much higher than the legit, that led to a jump in sales of 70%
I understand what you're trying to say here, that while 1 in 1,000 might be huge, it really does represent a marked increase in sales (because sales are so small). I don't understand how you're getting there though. The fact that he clearly states "1 in 1,000" to me says much more than the "70% increase". That could be 10 sales going up to 17 next week while downloads reduce by several tens of thousands. If that 70% increase in sales, or 40% of total, was true, then how come it only works out to 1 extra sale for the elimination of 1,000 pirates? It seems to indicate more that very few people were buying the game anyway and that reducing piracy is a drop in the bucket.Naked Ninja said:If reflexive was right then it was about 40%. 70% increase in sales = about 40% of the total. Almost half. There is no business on the planet that wouldn't look at that as a heavy loss.Because if Reflexive is right (like you want to believe), then it's nothing worth crying about.
The "heavy loss" comes back to perspective. He's talking about the 92% of copies of the game that are pirated. If we say 100,000 was the total (using figures from his follow-up article I found, see below) then:Naked Ninja said:Your problem is you are looking at 1 in 1000 and thinking "hey thats really small!!!". It is 10% of the normal rate, which is still something "worth crying about", especially over a much larger user base.
By all means. Use real numbers too, rather than ratio's and percentages as I want to see how the increase in sales is so huge at 70% when all I get is a measly less than 1%. By the way, he wrote a follow-up piece which has the dates. It also links to a slideshow (works in IE better than Firefox) where he has a graph of Reflexive's Income (slide 13). Slide 17 is interesting too. Might be some lessons in there for this THQ guy.Naked Ninja said:Any more maths I can help you with?
Naked Ninja said:But it's still a clever technique from a pure programming standpoint. .
Percentages don't seem to be your strong suit. 29 / 2300 = 0.01 = 1%DarkUnderlord said:So, if piracy was eliminated, those pirates purchase at a rate of 1 per 1,000. That means the 29,000 converts into: 29 extra sales.
Meaning total sales = 2,329.
29 / 2,300 = 0.01%