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by sanjiallblue 4805 days ago
It should also be noted that there's pretty much zero evidence that piracy actually hurts the sale of a game. Any research done by third-parties on the subject has shown that piracy generally helps the sales of the products being pirated due to:

A) Raising awareness of the product and giving the product exposure to a larger group of fans raising awareness of the product and studio responsible for the production.

B) Converting a minority of pirate-based customers with limited financial resources into paying customers for current and future projects.

C) Establishing in the player community's mind that the media being pirated is a worthwhile competitor to other forms of entertainment.

D) Finally, the most important factor: The majority of pirates pirate material because they are the highest-paying and most discerning group of purchasers of media (Source: http://www.dslreports.com/shownews/Another-Study-Pirates-Are...).

So fighting against piracy is a losing battle. DRM punishes paying customers and sure, some games might suffer as a result of piracy. It's just that if more people are pirating your game than buying it, then nine times out of ten, your product probably wasn't worth purchasing to being with, which is a cold reality that the data supports that indie studios really don't want to hear. No one wants to be told their baby sucks, especially when they see what they perceive to be a "large number" of people playing it.

2 comments

That said, it seems like there are enthusiastic players who enjoy the game and who continue to play the pirated version (see the forum posts he cites in his original article).

I think this is an interesting measure, because presumably if you got far enough into the game that you saw this message you like the game reasonably well. You've gotten past the point where you're not sure if the game is worth the money (nevermind that there's already a demo exactly for that purpose) and you have chosen to continue playing the pirated version.

He didn't mention whether or not savegames from the pirated version can be loaded by the legitimate version, but if they can then pirates who then buy the game wouldn't even lose much in the way of progress.

I agree. It's certainly more prudent to go with the flow [of piracy] rather than waste time and resources struggling against it. The Hotline Miami developers did just that.[1]

Although the 93.6% piracy rate the Greenheart Games article references initially seemed shocking, I was reminded of the stance Gabe Newell has repeatedly taken over the years, of piracy being a service issue.[2] Part of that can be applied to this situation.

a) Convenience

With third party content distribution, the customer is likely purchasing the game via an interface they're already familiar with. They are used to acquiring their content through this interface on a regular basis. For the sake of argument, if you were to compare: Steam, torrents, and a checkout form on the developer's website, the latter sadly doesn't stand a chance in the contest for convenience. Since Game Dev Tycoon isn't on Steam yet, which distribution method wins out? Piracy.

There's actually nothing wrong with the game's website purchasing process; it's quite nicely streamlined and requires no login. However, a lot of people tend to loathe buying games directly from a developer's website, because it results in fragmentation of their games library, and it's one more purchase to keep track of. Some users are militant about keeping the entirety of their games on one platform for just this very reason.

b) Exposure

Game Dev Tycoon is currently on Steam Greenlight but not yet approved. If they have the good fortune to be green-lit, the piracy rate may just turn on its head.

The game is also available via Windows Store. To put it gently, Windows Store isn't exactly Steam. That said, I'd be interested in the ratio of sales between their website and Windows Store (my money is on the site).

c) Benefits

If you search this story, you'll quickly notice that it has spread like wildfire across the gaming press. The game is receiving large amounts of publicity as a result. Said publicity may end up being what tips the Steam Greenlight scales in its favor towards availability on the Steam platform, which in turn would ostensibly result in a massive boost in sales.

Not to detract from the cleverness of Greenheart's experiment and subsequent article, but I find it more than a bit ironic that the egregious 93.6% piracy rate may in fact be what indirectly results in Game Dev Tycoon game making it on to Steam in the first place.

[1] http://www.pcgamer.com/2012/10/25/hotline-miami-devs-endorse...

[2] http://www.escapistmagazine.com/news/view/114391-Valves-Gabe...

"There's actually nothing wrong with the game's website purchasing process; it's quite nicely streamlined and requires no login. However, a lot of people tend to loathe buying games directly from a developer's website, because it results in fragmentation of their games library, and it's one more purchase to keep track of." - Totally agree. It's precisely one of the reasons why Humble Bundle-type of initiatives are successful: together with the DRM-free copy that seems to be mandatory these days, they tend to include Steam keys, as they know that's the comfortable option.