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by citricsquid
4828 days ago
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The percentage of piracy demonstrates that there is a demand for the product but the consumers don't want to pay for it. World of Goo is the example I used because it's a "perfect" product under the check list provided in the article: great product (90/100) affordable ($20 for a game that takes >10 hours to complete) same price in all markets, unrestricted, same availability everywhere. |
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A pirated copy demonstrates a wish for the product but does not neccessarily demonstrate a real market with a real demand for it at that price point.
For example, if you look globally, there are huge populations that have the capability to play pirated games but (a) can't consider $20 as affordable; and (b) can't use western payment infrastructures such as credit card payments.
If you look locally, a person who would play World of Goo for free but if offered it at $20 would choose some other entertainment - that's not a potential customer, that's shouldn't be counted in demand.