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by keyringlight 54 days ago
For a long time now I've found it weird that people who like single player games on PC (and to a lesser extent older consoles which had piracy enabling mods) didn't acknowledge the long game consequences of their actions, or at least were willfully ignorant to them because everyone loves getting something for free. It seems to be a variation on Goodhart's law - you get what you reward - if the reward for a company (big or small) in spending lots of time and money isn't as good as other options, those other options will get more investment in the future and the ones you do like will get less.

The other option I can see for the large companies is that any project involving tens or hundreds of millions of dollars is likely to be insured, and a condition of that insurance is they take all reasonable options available to get the most success out of it that they can. If they don't they need to reduce the risk which probably means less resources allocated which again may not be interesting to the companies capable of making grand experiences versus other options.

3 comments

> For a long time now I've found it weird that people who like single player games on PC (and to a lesser extent older consoles which had piracy enabling mods) didn't acknowledge the long game consequences of their actions, or at least were willfully ignorant to them because everyone loves getting something for free

Why are you equating people who like single player games to pirates? Are you suggesting devs who made single player games were caving under some kind of market pressure that was ultimately unhealthy for them?

The difference in global, high-speed internet access between Quake and Fortnite is huge. I think that explains why live service games are a recent thing more than piracy. That, and Valve set the blueprint for gambling and loot boxes with TF2.

Regardless, I think the jury is out on Live Service games being "safer" to make. There's certainly a lot of people chasing what Fortnite has, but there's a lot of graves and layoffs. It seems like the single player studios are shutting down less because they were unprofitable, and more because building a sustainable business on selling good products doesn't sound good to investors trying to make an exit.

> For a long time now I've found it weird that people who like single player games on PC (and to a lesser extent older consoles which had piracy enabling mods) didn't acknowledge the long game consequences of their actions

Isn't historically piracy positive for sales [1]?

That said, I'm pretty sure the real issue is that single / local coop games are just not appealing and so they get weaker sales. Like wtf was with Pikmen 2 not letting player 2 control louie? And then when local games start to sell poorly they get divestment but I'm pretty sure it was just lousey games and not piracy.

[1]: https://www.engadget.com/2017-09-22-eu-suppressed-study-pira...

>Isn't historically piracy positive for sales [1]?

if it was for the companies who use Denuvo and it added negative value then Denuvo wouldn't exist as a business and game publishers would happily post their games to pirate sites themselves.

The level of copium involved in piracy debates is always a sight to behold. I'm no saint, I've pirated stuff too but I did so because I was cheap, not because I'm doing the company a favor. That's a level of rationalization you expect from a drug addict

> if it was for the companies who use Denuvo and it added negative value then Denuvo wouldn't exist as a business and game publishers would happily post their games to pirate sites themselves.

Efficient market fallacy strikes again.

No, is is absolutely possible that use of Denuvo results in a net loss and it is still used. Executives don't always behave rational and it is not like you can AB Test that thing or even easily measure its impact.

How are the game companies supposed to determine that it adds negative value? Speak to the alternative universe where the same game wasn't bundled with it?
>How are the game companies supposed to determine that it adds negative value?

Look at their own/industry data of comparable games that have been published with or without protection. I worked in the game industry, for AAA studios it's a no brainer. Denuvo for a big title that sells millions of copies runs about high six or low seven figures in costs, so about 1-3% of the budget, whereas preventing piracy in the first 12 weeks meant something like a 10-20% increase (tens of millions) in sales.

The use of Denuvo has nothing to do with whether piracy hurts sales, only whether executives think piracy hurts sales. As we just saw, actual research on this topic has been suppressed because the results were wrongthink.
>if it was for the companies who use Denuvo and it added negative value then Denuvo wouldn't exist as a business and game publishers

If everyone colludes, then the game publishers wouldn't need to suffer for including Denuvo. And the nature of the collusion doesn't require some literal conspiracy, it just requires that the personalities at the top of the pyramids (of which there are but a few) are assholes who have an ideological bent. We are all aware of the type: they would spend themselves into the poorhouse making certain no one can "steal" from them, and what they consider theirs isn't entirely congruent with what the law says.

>The level of copium involved in piracy debates is always a sight to behold. I'm no saint, I've pirated stuff too b

I've never pirated anything. I don't hijack ships at sea. I have infringed copyright, but when copyright laws are bought and paid for my lobbyist slush funds, I don't feel any reason to give a shit about those laws. They were only ever utilitarian anyway, not some moral principle, and right now they're not even utilitarian.

It’s hard to see from a US/Euro salary perspective, where not spending $60 is a moral decision, but you can start seeing how someone in a 300/mo salary country doesn’t think “I’ll save a bit and buy it” and instead thinks “I’ll never be able to afford this and this studio made millions anyway” and just pirate it. I’m not that articulate with my words but I hope you get what I’m trying to say.
I think you're saying that piracy is often a no money issue, and you're not wrong.

Somehow I managed to build up a library of Steam games, $1-5 at a time. At that price I am willing to take my risks with possible inconveniences due to DRM and instead consider the convenience of being able to log into Steam anywhere and access my game library.

And though I am loath to admit it, I think "free to play" has shown that it can compete with piracy, though often by including dark patterns and slot machine mechanics to drive monetization.

It's also worth considering how much time you actually play the game. Mario Kart 8 delivered (for me at least) hundreds of hours of fun (often local multiplayer) gaming. If there's a game in that category, it can be worth saving up for (but the console itself can also be expensive.)