The Publishers vs. The Pirates, Part 2

By Shamus Posted Thursday Mar 6, 2008

Filed under: Video Games 122 comments

Maybe you thought this was just going to be a two part rant, but this time around I have some real, practical advice on combating software piracy. But first:

I am always grateful when publishers remain steadfast in their support for the untamed, savage jungle that is the PC. Twenty years of Darwinian attrition has made it clear that this is not the platform for the meek. If you’re not sucked dry by warez leeches, you’ll most likely be devoured by something far larger and higher up on the foodchain. If you manage to avoid being consumed, there is always the chance that your efforts will be found wanting, and natural selection will cull your team in favor of something that is smarter, lives longer, or is better at replicating itself.

It is also true that at any moment you may simply exit the jungle and take up residence in the greener pastures named Nintendo, Sony, and (strangely enough) Microsoft. Places where there is enough for everyone and you earn a living by farming money. So if you stick with the PC, you have my thanks.



But if you’re set on staying in the PC realm then you need to be at peace with the idea that anyone who wants to play your game without paying you is going to be able to do so. In PC gaming, there has never been an unbreakable DRM scheme. Not once, ever. Most DRM systems have a lifespan measured in days. A small handful might live a fortnight. No matter how convoluted the system you devise, it just takes one guy to wedge it open and let everyone else through.

Michael Fitch can rant against the people who rip off his company, and he’s justified in doing so. While people argue about the degree to which damage has been done, the fact that damage has been incurred is manifest. But as I said last time, piracy is a social problem, not a technological one. The solution is therefore going to be social in nature, not a new DRM scheme. You can’t convert all of the pirates into customers, but – as Fitch noted – you don’t need to:

So, if 90% of your audience is stealing your game, even if you got a little bit more, say 10% of that audience to change their ways and pony up, what’s the difference in income? Just about double. That’s right, double. That’s easily the difference between commercial failure and success. That’s definitely the difference between doing okay and founding a lasting franchise. Even if you cut that down to 1% – 1 out of every hundred people who are pirating the game – who would actually buy the game, that’s still a 10% increase in revenue. Again, that’s big enough to make the difference between breaking even and making a profit.

So the goal here should not be eliminating piracy, which is absurd and impossible. Instead, work on converting as many of those pirates into customers. Here are five ways to get people to pay for your stuff. Again, these are social changes – this has nothing to do with building a better DRM system. As a bonus, a lot of these things are free. Continue reading ⟩⟩ “The Publishers vs. The Pirates, Part 2”

 


 

Daft Hands

By Shamus Posted Thursday Mar 6, 2008

Filed under: Movies 31 comments

I’ve always thought of posting memes as the lowest form of blogging. A meme is a viral idea. Once something is classified as a meme it’s already popular, which means you are, by definition, telling people about something they’ve probably already seen. I try to keep that sort of business to a minimum. My writing is already in a rut so deep I’d need mountain climbing gear to escape it. You could probably replace me with an automated script that denounced all new PC Games as trash, all new graphics technology as rubbish, and then at regular intervals decried the lack of PC games. I doubt anyone would even notice.

The last thing I need to do is augment my predictable subject matter with links to stuff you saw five weeks ago on a site bigger than mine, back before the whole thing became Old News. I know this because every time I post those sorts of links I get people telling as much. (Because, when it comes to viral data, there is nothing people love to share more than the fact that you’re not living up to their expectations.)

Having said that, this meme fascinates me: Continue reading ⟩⟩ “Daft Hands”

 


 

The Publishers vs. The Pirates, Part 1

By Shamus Posted Wednesday Mar 5, 2008

Filed under: Video Games 88 comments

Yesterday I mentioned the thing that Michael Fitch wrote without going into any detail. The original forum thread is up to 20 pages as of this writing, and numerous other people have picked up the discussion in other forums and on their own blogs. If I’m very lucky what I have to say here will only have been repeated a dozen times already.

He begins by talking about piracy, and uses the copy protection of Titans Quest as an example:

One of the copy-protection routines was keyed off the quest system, for example. You could start the game just fine, but when the quest triggered, it would do a security check, and dump you out if you had a pirated copy. There was another one in the streaming routine. So, it’s a couple of days before release, and I start seeing people on the forums complaining about how buggy the game is, how it crashes all the time. A lot of people are talking about how it crashes right when you come out of the first cave. Yeah, that’s right. There was a security check there.

This is remarkably brazen, to pirate a game and then march into the official forums and demand support for your downloaded copy. But then, piracy itself is sort of asinine to begin with, so I don’t know that we should look to pirates as a source of polite circumspection.

Then I saw that Bioshock was selling 5 to 1 on console vs. PC. And Call of Duty 4 was selling 10 to 1. These are hardcore games, shooters, classic PC audience stuff. Given the difference in install base, I can’t believe that there’s that big of a difference in who played these games, but I guess there can be in who actually payed for them.

lol_limewire.jpg
Unless we are to believe that Fitch would make these figures up, thus building his argument on an effortlessly demolished lie, I’m inclined to accept his rendering of the situation and agree that piracy must be rampant.

When I first began writing here, I assumed that I was more or less the “average” gamer. I pay for games, take them home, and bitch about them. It’s a grand tradition and I’m proud to be part of it. I’ve assumed that pirates were a small minority of the larger picture. As I read more and more about the extent of piracy I’m quickly realizing that it isn’t just a few semiliterate, unemployed punks hiding out in their parents’ basement. More and more it looks like piracy is widespread, socially acceptable, and hassle-free, practiced by people of all ages and income levels. From the comments, emails, and forum posts I’ve read over the years, saying you pirate a game seems to be about as controversial as giving someone the finger in traffic. The best that can be said of it is that it’s a good thing not everyone does it. Continue reading ⟩⟩ “The Publishers vs. The Pirates, Part 1”

 


 

Gary Gygax, RIP

By Shamus Posted Wednesday Mar 5, 2008

Filed under: Tabletop Games 25 comments

I don’t have anything original to say on the death of Gary Gygax. I know everyone else has heard the story already. There were many comments and several emails (thanks!) about the story yesterday, and my mention is late in coming. Still, it seems odd to run a site called Twenty Sided and not at least comment in some way, even if I have nothing deep or meaningful to add.

Gary Gygax
Photo: Alan De Smet.
He was a giant in roleplaying, and his work affected everyone connected with the hobby. To be fair, without Gygax there never would have been DM of the Rings. Credit where it’s due, and all that.

I did enjoy these tributes:

Dueling Analogs
Order of the Stick.
Penny Arcade
XKCD

Also: My wife decribes playing a diceless storytelling game with our three children, and also drew a picture of G. Gygax.

 


 

Iron Lore Entertainment

By Shamus Posted Tuesday Mar 4, 2008

Filed under: Video Games 32 comments

If you visit the website for Iron Lore Entertainment you’ll see they have two important announcements:

  1. Their latest offering, Titan Quest: Immortal Throne, just won Action RPG of the year at Gamebanshee. Also:
  2. They are going out of business, and in fact have already done so. Their doors closed Feb 19 2008.

iron_lore_rip.jpg
A couple of weeks ago I said, “I guess at some point enough PC developers will go under or get bought up and converted into console game developers. Once the herd is sufficiently thinned, the remaining ones might act on survival instinct and start looking for ways to stay in business[…]” which, looking back, might make it sound like I’m cheering the process on. Actually, it really does sting every time I see a PC developer bite the dust. This goes double for anyone kind enough to make RPGs for us PC gamers. (The fact that I’ve never played or heard of Titan Quest is entirely beside the point. The system specs are really reasonable. I might check it out.) An RPG is a niche product on what is increasingly (from a sales perspective) a niche platform and most developers could find greener pastures by pursuing other games aimed at other devices. It’s admirable when they hold their ground, and tragic when they go under while doing it.

In 2000, Looking Glass Studios went under. At the time the news sounded absurd to me. How could a company that did nothing but make incredible games go belly-up? Then I began to realize what should have been obvious, that making a great game is only one of many required steps towards solvency. Continue reading ⟩⟩ “Iron Lore Entertainment”

 


 

A Drinking Accident

By Shamus Posted Tuesday Mar 4, 2008

Filed under: Personal 18 comments

It’s Saturday night. I spent the afternoon with my gaming group, playing D&D. The game ended around six PM, but it’s close to midnight now and we’re still hanging out, surfing the web, and talking.

There are three laptops in the room, plus my computer, which allows us waste time with a great deal of efficiency. When clicking around at random, it can take you a few minutes between worthy games, jokes, images, and flash animations. You’ll see several duds before you find something good. But with four of us on the job this search time is eliminated. At any given moment there is always something worth looking at on one of the screens, and so we constantly bounce from one machine to the next. Our communal surfing has become a system of distributed cooperative time-wasting.

As midnight rolls around I grab my coffee cup and head for the kitchen. I don’t remember why. It’s too late for drinking coffee. (I know I mentioned that I quit caffeine a few months ago. I’ve since started drinking half-caff in moderation.) I think I was just getting the cup off my desk so it didn’t get spilled. I’m not paying attention to what I’m doing, though. I absent-mindedly raise the cup to drink. As I swallow two things happen:

  1. I suddenly realize this coffee is hours old, and thus it’s stone cold foul and unfit for drinking.
  2. Someone says something funny.

I choke. Coffee rises up and goes the wrong way inside my head, and I suddenly have cold coffee in my sinuses. Everyone has a good laugh at me as I stand there hacking and sputtering. It feels like it’s going to start coming out of my eyes. Somebody jokes that I’ve just snorted caffeine, and thus it’s gone directly into my system, like snorting coke. (I do not expect you to be amused by this. It was one of those jokes that’s only funny when you’ve got the right number of tired people and the right mood.)

But six hours later it becomes apparent that this was, in fact, the case. The other guys are all night people, but six AM is way past my bedtime and I should have crashed hours ago.

This humorous mishap is really going to set me back. Let’s see if I can recover while keeping up with my various duties:

  1. Gotta keep up with the day job, of course.
  2. Keep up with Chainmail Bikini.
  3. Keep up with this website. (If you click that link you will feel silly.)
  4. I’m about to get rolling on my still-secret new project. It’s the thing I’m most eager to work on and talk about, but certain formalities and logistical hurdles must be dealt with before I can do that.

This should be a challenge. I love a challenge. But I need a nap.

 


 

Bioshock: Six Months Later

By Shamus Posted Monday Mar 3, 2008

Filed under: Rants 47 comments

Back in August 2007, 2kGames promised that they would offer a patch to remove the need for online activation from BioShock at some point in the future. It’s been six months. A patch came out in December, which fixed a lot of fiddly little issues but ignored the miles of rage-inducing complaints regarding SecuROM and online activation. The epic forum thread – which was the only place where users where allowed to gripe about the DRM of the game – is now gone. (The link to it says it’s an invalid thread.) That thread contained thousands and thousands of gripes, pleas for help, and reasonable objections, which were all ignored, neglected, and eventually deleted. Six months later the game is just as onerous as it ever was, although this is only true if you approach 2kGames as an honest customer.

I can’t help but wonder how is that anti-piracy stuff working out, anyway?

I realize this is old news for most people. You’ve either beaten the game and forgotten all about it, or you have no intention of playing it. I just wanted to point out that I still remember the promise they made.