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by jiggy2011
5237 days ago
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Sure, there will always be people with unreasonable expectations but I think that the more of peoples requirements you can satisfy the less appealing piracy becomes. There are also network effects at work, I remember when Napster first became popular (I was quite young at the time) and literally overnight everyone at school had gone from owning a handful of CDs and cassettes to having huge music collections. People spent a lot of their time discussing the various artists they had discovered through Napster and you would have been considered pretty odd if you didn't have at least a couple of gigabytes of music. Not to mention that everybody suddenly had more disposable income to spend on other things. So whilst you could take a moral stance on it, you would most likely become an outcast to a certain extent. Besides, people tend to decide their morals based on what they see others do. This can also work the other way though, as with my Steam example. As well as selling games in a convenient way they also provide tools you can use to find out what your friends are playing and join games with them. This means that adoption can spread around a peer group pretty quickly. |
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Now, hearing their music and then going out and buying a CD / paying for a legal download / picking up some show tickets or t-shirts is a different story, and is the best possible outcome of piracy. I'm not arguing against these people - these people are cool people, and are trying to affect a change in the system. If more people did this, show and swag revenue would increase and reduce the dependency on the digital content distribution as a source of income, which might have a very meaningful impact on new artists when they see the example.
I'm not really going to address the 'social pariah' argument, because I've never been one nor do I know what it is like to be have friends that would 'shun' for the crime of not pirating music (not committing a crime?). I will say that using the 'everyone is doing it argument' is not particularly constructive.
Games, IMHO, are a completely different animal in many respects, and since the only way to actually compensate the developer (currently) is to pay for the game, then I am actually about as hard-lined on this as it is possible to be - you shouldn't be playing the game if you haven't paid for it. Steam is a great example of offering services in exchange for content restrictions, and is (IMHO) the reason PC gaming is still alive as anything other than an indie-playground.
My personal opinion is that PC games (in particular) are actually headed in the direction of always-on MMO-like behavior that requires an internet connection in order to be part of the game world, and this is by design. I'm not necessarily talking Ubisoft's reprehensible always-on-even-during-singleplayer DRM, i'm talking about games that will act like MMOs in order to ensure the playerbase needs to be online in order to get most of the game. Sure, you can play a gimped pirated version, but why would you? All the good stuff is on their servers, which require authentication.
I will point out that despite the ease with which one could pirate a game like Skyrim, it still sold 2.8 million units in November alone. Mostly, I'm sure, because people want to pay for the game, not because of anti-piracy measures... other than Steam, which I suppose counts as that.
So I guess what I am saying is that despite the fact that I will argue for the moral necessity of funding development of digital content by paying for it until such a time as the means of distribution is no longer the primary income source, I am unconvinced that piracy is such a huge problem that it requires anything more than prosecution of the most blatant violators and those that profit from it.