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by TazeTSchnitzel
4181 days ago
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I've often heard people say that piracy isn't harmful, but looking at what it does to video game developers, I'm not sure it always isn't. Day 1 cracks are obviously a serious concern if developers like this one would go to so much effort to prevent them. And I remember Nintendo saying piracy had hurt DS software sales in Europe (understandably: instead of buying several full titles, people would buy a cheap "R4" or similar flash cart and play hundreds of games for free - I recall having friends who did this). |
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>those two to three months when pirated versions were unavailable must have reduced the overall level and impact of piracy.
Sure, it probably reduced the amount of piracy, but does it reduce the impact? Is there any proof that the pirates bought the game instead of waiting a few months for a crack, or that they didn't ignore it altogether? "Less people pirated the game" doesn't necessarily cause "More people bought the game". And "More people bought the game" is caused by a lot more than just piracy, so you can never be sure.
For comparison, look at The Elder Scrolls: Oblivion, a game that launched with practically no copy protection at all (just an offline CD key check), which was a huge commercial success. And Spore, a game released about a year later, was a flop and actually one of the most pirated games ever, partly out of pure spite against the extremely restrictive SecuRom DRM included with the game.
To me, fighting piracy seems like wasted effort. You can usually only delay it, there's no proof that those efforts will actually earn you sales, and you risk damaging your relationship with legitimate, paying customers in the process. That time and work can be spent making the game better. You hear about games reaching record sales because of good gameplay, good graphics, intense multiplayer, good marketing, whatever. You don't read "GTA V becomes fastest-selling entertainment product in history because of anti-piracy measures."