You do realize you pay for the radio...Tenmar said:My god i might actually have to get my free music by listening to...RADIO!
You do realize you pay for the radio...Tenmar said:My god i might actually have to get my free music by listening to...RADIO!
If you own a radio you pay for a radio license, however if you own a TV chances are you pay a TV license. The cost of your Radio license is included in this...Tenmar said:By the gods I've been paying for radio in my car!? HOW Sgt. Dante, HOW!?Sgt. Dante said:You do realize you pay for the radio...Tenmar said:My god i might actually have to get my free music by listening to...RADIO!
/threadRaven28256 said:...I refuse to go out and blindly purchase the overpriced DVDs without knowing if I'll like it or not..
Don't say "drugs" as an umbrella term. Smoking pot or even taking acid or mushrooms is very, very different from shooting up heroin or cooking yourself some meth.cball11 said:I'm extremely biased against drug-using fuckwads and I have good reasons. That said, if they were hopped up on drugs at the time I have no respect for them and would have responded to the robbery with more than lethal force.
OUTSTANDING post. seriously i mean that.Metal Genesis said:I am a software developer myself and a strong proponent for outright digital theft in today's climate. Don't get me wrong, I think developers and IP owners/creators should be reasonably compensated and that promotion/marketing/lawyering are a necessary evil. It's the larger infrastructure, monopoly, and unabashed greed I disagree with. The reason I pirate/crack, and I think the prime driving force for piracy today is the inordinate pricing of IP despite what should be severe mitigating factors.
The industries have moved from slow/expensive magnetic disks and tapes to mostly plastic disks with no moving parts and nearly instant duplication; not to mention digital distribution which is essentially free. So ...you used to make huge tapes, wind it around a spindle, attach it to another spindle, seal it in a cartridge with at least 3 moving parts, silk-screened it, inserted into a hard case with more printed media, loaded it onto a truck and delivered it to a brick-and-mortar who added significant overhead to cover their operating costs and their liability for underselling the product. ...and now you deliver it with as little effort as those emails that promise to make my junk bigger ...and it costs more money.
Also, the market share has exploded. Developers aren't slaving away for 200 graphic design professionals or financial analysts who might or might not want their software. They are developing for a huge community of users, you are buying one millionth of one developers/creators time. If an artist produced five million prints, exactly how much are those prints worth? At what point does the reward so far outstrip the effort that we take notice? I guess that is a bigger issue than software/IP, but can we seriously say as a nation that "Oops I did it again" was worth one hundred and fifty million dollars? The industries want me to feel guilty for "stealing" ten dollars from someone who squandered over 60 million dollars of her net worth before she was 30? I just don't believe it is fair to rent digital information for recreational use at ten dollars a pop. I'd say purchasing, but I don't consider it ownership unless I can take it to a pawn shop and use it to buy back grandma's wheelchair. *insert miscellaneous fair-use rant here*
Also, more specifically within the gaming industry, tool-sets have improved dramatically. Developers aren't working from scratch, most all software leverages modern technology and methodologies. Quake and Cry Engines aside, even the low-level APIs and IDEs are easier than ever. You don't have to build and debug your own clipping routines to publish a shoot-em-up.
I think piracy could be cut to a minimum if reasonable, transparent business practices were put in place. I have and would pay 10c for a song, I think most people would, it just doesn't sit right giving apple 35% for their veritable musical monopoly and producers 55% for ...uhm producing.
Your post does make some sense, but it doesn't really justify pirating the game. Being a dev yourself, you should know this.Metal Genesis said:I am a software developer myself and a strong proponent for outright digital theft in today's climate. Don't get me wrong, I think developers and IP owners/creators should be reasonably compensated and that promotion/marketing/lawyering are a necessary evil. It's the larger infrastructure, monopoly, and unabashed greed I disagree with. The reason I pirate/crack, and I think the prime driving force for piracy today is the inordinate pricing of IP despite what should be severe mitigating factors.
The industries have moved from slow/expensive magnetic disks and tapes to mostly plastic disks with no moving parts and nearly instant duplication; not to mention digital distribution which is essentially free. So ...you used to make huge tapes, wind it around a spindle, attach it to another spindle, seal it in a cartridge with at least 3 moving parts, silk-screened it, inserted into a hard case with more printed media, loaded it onto a truck and delivered it to a brick-and-mortar who added significant overhead to cover their operating costs and their liability for underselling the product. ...and now you deliver it with as little effort as those emails that promise to make my junk bigger ...and it costs more money.
Also, the market share has exploded. Developers aren't slaving away for 200 graphic design professionals or financial analysts who might or might not want their software. They are developing for a huge community of users, you are buying one millionth of one developers/creators time. If an artist produced five million prints, exactly how much are those prints worth? At what point does the reward so far outstrip the effort that we take notice? I guess that is a bigger issue than software/IP, but can we seriously say as a nation that "Oops I did it again" was worth one hundred and fifty million dollars? The industries want me to feel guilty for "stealing" ten dollars from someone who squandered over 60 million dollars of her net worth before she was 30? I just don't believe it is fair to rent digital information for recreational use at ten dollars a pop. I'd say purchasing, but I don't consider it ownership unless I can take it to a pawn shop and use it to buy back grandma's wheelchair. *insert miscellaneous fair-use rant here*
Also, more specifically within the gaming industry, tool-sets have improved dramatically. Developers aren't working from scratch, most all software leverages modern technology and methodologies. Quake and Cry Engines aside, even the low-level APIs and IDEs are easier than ever. You don't have to build and debug your own clipping routines to publish a shoot-em-up.
I think piracy could be cut to a minimum if reasonable, transparent business practices were put in place. I have and would pay 10c for a song, I think most people would, it just doesn't sit right giving apple 35% for their veritable musical monopoly and producers 55% for ...uhm producing.
What's wrong with being a communist? Hell, your whole post seems to complain about how horrible capitalism and it's neighbour greed is.Wyatt said:OUTSTANDING post. seriously i mean that.
you sound like a communist though.
people have a right to charge what ever they like for their product. the fact that they overcharge is not an excuse to steal from them. the proper moral/ethical way to fix this problem is to not buy from them and watch them go out of business. the next guy will get the idea and lower prices or do something different.
i cant say i disagree with anything you said though, but i do think, 'what if it was MY work being pirated' im certian id feel quite differently about the subject, then again i wouldnt be asshole enough to think that i needed to make a bazillion dollers for 20 minuts worth of work. hell sometimes i even mow my neighbors lawn for free when the mood strikes me. unheard of i know, this novel idea of not getting paid for every single thing you do.
it seems like sometimes all measure of decient humanity is killed on the alter of the allmighty god called 'business', and that pure greed, something that would be ugly and tastless in real people we deal with face to face is shruged of as 'just business' when you dont look your customers in the eye.
first EA HAS noticed that their customers dont like being fucked and it didnt require any mor organization that a few very public campaigns on places like Amazon to let people know how they were being screwed with the DRM so thats that. check any games sight or any economic sight for the massive kick in the teeth EA has taken in the last year.Silver said:What's wrong with being a communist? Hell, your whole post seems to complain about how horrible capitalism and it's neighbour greed is.
And yes, you are correct, in theory. The "right" thing to do is to avoid purchasing the goods of said developer/publisher. But it's not that easy. Gamers are the laziest bunch of people out there. You'll never get all gamers to go along with something like that. If just you and your friends stop buying games from EA, they're not going to notice it, since there are so many people that still buy the games.
See, since most publishers do use these techniques, and according to me, every company out there that I've found except Taleworlds, Wolfire and Soldak (all three indie developers) overcharge for their games, gamers wouldn't be able to play anything if they tried. Since they want to play, and won't organise as a whole group, the industry is going to be able to keep it up. It's capitalism. It only works if someone on the market is big enough to be competition, and still is led by nice people. Something that doesn't happen very often.
I also suspect you exaggerate the amount of money recieved per work hour. There is a lot of work put into a game. Sure, it's not as complicated as used to be, like Metal genesis describes but he misses some points. If you put the work you used to do into a game today, you would sell a single game. Every model needs more detail than practically the whole world in an older game, the textures, normal maps, alpha channels, animations, dialogue, hit boxes.
A lot of work goes into a game, a lot of people work on it, they all need to be paid, enough to clothe and feed themselves and their families. A game is in development for a long time. The sales have to cover that whole time, and the time until a new game is released, since that's their only revenue. It takes a lot of work, a lot of time, and a lot of money to make things work.
The problem is of course how profit is calculated these days. Profit isn't how much money you make minus the money you lose. It's your profit this year, minus your profit last year. You could make millions of dollars, and still "lose out". Another little flaw of capitalism, I might add. But as long as that's the general practice, the gaming industry is always going to be dying, and it's always going to be the fault of pirates, and paying customers, and even more importantly, the regular workers, are going to be the ones to pay.