Bollocks. The piracy rate might be that high for PC (and even then I am highly skeptical of it being that high), but I highly doubt it is that high for console games, let alone all games across all systems.
You ask me to pay to watch Sex in the City 2. I will just laugh at you. You let me watch it for free, I will give it a shot. Actually on second thoughts....Low Key said:Because they like free shit.ShadowKirby said:Why are they playing the game if they had no intention of buying it?Low Key said:Losing sales due to people who wouldn't buy the game in the first place? Okay, Michael, whatever you say...
A long time ago I paid for a couple of pirated games. They were on this computer called an Apple 2c. I had to pay the costs to get new blank 5.25 inch disks so that we could have the games copied onto them. I wish I could remember the names of those games, because I'd try to find them again, in a non-magnetic medium that wouldn't be completely corrupted.zwober said:Im curios. has anyone ever had to pay for a pirated version of a game ? Becasue ive never really heard it, nor seen anyone trying to sell one. Ofc, that dosent mean its not being done, Im just curious as to what platform a money-pirate goes for. Sadly, statistics given to us by firms such as these never give us those numbers. or well, they dont give them to me on a silver platter with whipped cream and cherries. Whats a guy supposed to do to get some darned Relevant-Statistic-objects on a silver platter with whipped cream and cherries on top ?
blech, im going to hit the sack.
How about this for a headline ?Andy Chalk said:Piracy Outpacing Sales by 4:1, Says U.K. Game Body
Well said, I was having this train of thought the other day and forgot about it. Might write a thread on this later...Lightnr said:Profit expectation snip
HAHA, GLORIOUS! Well said my friend, well said.rembrandtqeinstein said:More content industry ass pulled numbers.
Imagine he was talking about books and libraries instead of games and downloading:
"For every book purchased from a store 10 are checked out from a library. This 'sharing' costs the publishing industry umpteenbrazillion dollars every year according to a study we paid people do it. The only sensible conclusion is to shut down all libraries or else there will be no more books written evar!"
That's not correct. Very few games are "smash hits". Many eke out a marginal profit or break even. More than a few lose money.Lightnr said:MOST games released make a profit - but for the greedy greedy production corporations that rule them - it isn't enough.
His analogy actually works....if those 10 books came from the aether.Baresark said:HAHA, GLORIOUS! Well said my friend, well said.rembrandtqeinstein said:More content industry ass pulled numbers.
Imagine he was talking about books and libraries instead of games and downloading:
"For every book purchased from a store 10 are checked out from a library. This 'sharing' costs the publishing industry umpteenbrazillion dollars every year according to a study we paid people do it. The only sensible conclusion is to shut down all libraries or else there will be no more books written evar!"
Except that it most of the time provide the pirate with a better product than we filthy costumers are stupid enough to buy. And that for me, is the only thing that matters. Almost every time I'm stupid enough to buy a game I get screwed over by install limits, always on punishment, server checks, rootkits, Starforce or something else. It's like paying to get kicked in the balls. Again and again. Sometimes I wonder if not the pirates are on to something.Andy Chalk said:"What is clear is people who 'share' games via P2P networks or buy illegal copies are not buying the real product, and this reduces retailer sales. It can provide the consumer with a sub-standard product and money paid to illegal traders does not flow back to the creative," he continued. "In turn, investors see higher risks/lower returns, and this in turn will undermine confidence in the sector and lower the amount of money invested, reducing the developer's chance to create new products."
How do they account for none retail sales? In the last year the industries best statistics company stopped doing a 'top selling games of the quarter' report because they had no information from digital sales, making the list a farce; yet this nationally restrained body can summon relevant sales stats that they can weigh against their equally fantastic piracy figures.Raven said:You saved me a lot of typing cheers...deth2munkies said:First of all these are ridiculously misleading statistics:
1) It assumes that they can account for every pirated game by magic. Even torrent following sites miss a few sites or direct download links, and some of them give completely inaccurate data because it's the amount of times a torrent is started and doesn't give an accurate number of how many actually downloaded the whole thing.
2) It doesn't account for the fact that a considerable amount of pirated games are games that are currently unattainable because of age or platform. Ex: One of the top torrents on TPB is a SNES emulator pack...there's no possibility of a lost sale because those games and consoles are available only on eBay and other auction sites.
3) Following from 2, these statistics are unfairly weighted towards implying that every pirated game is a copy of a game coming out that year, thus showing that piracy is outpacing sales for current games, which is more than likely completely and totally false.
Piracy is an inevitability in the age of the internet, and it gives you more marketing data, so use it for what it can be used for and suck it up. Stop whining and either come up with an unbreakable DRM that doesn't fuck over us legitimate customers, or use piracy to track sales and make good marketing and follow-up decisions.
I might also add that in an age where game studios/publishers are enjoying the largest and most diverse consumer market they have ever known they really think a bullshit statistic like 4:1 illegal to legal copies will fly?Behave... Developers should be grateful they even have a market given the recession and what not.
There is probably only a small selection of stereotypes that will illegally download games. I think it's a safe bet that any games developed for children or families will probably not get pirated. Same goes for the casual market. Since you cannot reliably state what percentage of hardcore gamers illegally download games you cannot even begin to speculate as to actual lost sales. Made even more difficult when you should only count those games that people would have bought.
As said above and which rings true for all digital media industries, the games industry needs to adapt to the age of the Internet, develop more sophisticated DRM technology and most importantly of all, Increase the value of purchasing a genuine game not just jacking up the price to reflect estimated losses...
Honestly, the film, music and games industries have failed so much to adapt to the internet it'd make an Amish man facepalm...