Aeshi said:
yogibbear said:
What publishers need to do is replicate what piracy offers. DRM-free. Easy to access. Content rich. Available everywhere at the same time. No stupid day-1 DLC BS. High quality content at release (i.e. no stupid day 1 BSODs). The problem is people would just pirate it anyway because the pirated version is free and therefor still superior, changing nothing.
Fixed that for you.
Wrong.
Consumers have five overall goals (some consumers weights some of them more than others) when it comes to acquire entertainment, and it's perfectly possible to digital entertainment to compete with piracy on several of the points.
Consumers want:
1) As much quality entertainment as possible...
2) ...as cheap as possible...
3) ...as fast as possible (as in, the earlier it's available and they can use it, the better)...
4) ...as easy as possible (or in short: availability and comfort)...
5) ...as morally right as possible (including feeling of customer loyalty etc. having a say).
Now, the fifth point is the most dubious one, since there are obviously pirates out there who doesn't give a sh*t about morals, but even some of them typically have a sense of customer loyalty to some companies, which can convince them to buy a game if, say, it's on sale. On the other hand, the fifth point also works in the opposite direction, which is why Origin for example is facing a lot of problems, especially in light of the recent controversy where forum bans leads to total Origin account-ban removing the access to play games. That's an example of giving consumers an incentive to pirate in the first place, and EA isn't exactly a company with a lot of customer loyalty in the first place.
But in any rate, there is plenty of ways that developers and publishers can compete on points 1 through 4. Even point 2, which is very hard to compete with against piracy, can in some ways be useful. For example Valve who decided to make Team Fortress 2 free2play (and just like many MMO's discovered that to compete with World of Warcraft, the free2play model was also the way to go). Another is to just make very cheap games on a low budget, which can also turn a profit because consumers (even pirates) love cheap games. In fact, my Steam account currently has 117 games, and i haven't played half of them. I just bought them because they were cheap/on-sale, in case i some day WANTED to play them. Which also bring me to my third point: PUT GAMES ON SALE. The limited availability at a low price to get the product legally instantly trigger the shopping gene in humans (yes, not only females have it). This, btw, also includes letting game prices drop over time so you also get to cover the demographic that isn't willing to spend $60 on a game, but might be willing to spend $50/$40/$30/$20, even if it means getting the game later.
Point 1, 3 and 4 are also very easy to outdo pirated products in. Point 1 mentions 'Quality Entertainment', which for example could be online-only features or multiplayer (pirated products typically exclude you from either and only allow the single-player). A way to mishandle point 1 is the Ubisoft always-online DRM with no benefit in return, which i a great way to shoot yourself in the feet.
Point 3 is also a way to compete with piracy. Even though games typically appear very fast on the torrents (sometimes even before release), typically the fastest way to get to play a game is buying it legally, even if it means you only get to be one or two days ahead of the pirates. That's why people buy games on pre-order instead of just buying it on the day it's available and line up in front of game stores before release, because they want to make sure they can play it the INSTANT it's available. They like the capability to pre-load games as well, which makes services like Steam so interesting. On an interesting sidenote, the Movie industry actually managed to reduce piracy slightly when they realized that waiting too long between a movie going in the theaters and being released on DVD (and VHS back in the days) caused people to pirate more because they couldn't wait, so they started reducing the time between theater and DVD release. It was a success.
Point 4 is also rather easy. Even pirated games has to be backed up (likely on an external hard drive, which you then need to carry around with you). I carry an external HD around with all my old games i backed up via. a CD-backup software, and they take up almost 300 gigabytes of legal games that would be much easier to have on Steam (if they were available there, that is). Services like Steam render that point moot as long as you have an internet connection. Also, to throw back to the games i talked about that i bought but never played, it's the feeling i had when shopping for those games that they would be 'available' to me (even if i didn't play them, not yet at least) that was one of the incentives to buy them. Also, Steam handles the installation of games much more smoothly than having to crack a game, with the only exception of the games that are heavily DRM based even in Steam and require you to go through a million loopholes.
All you have to do is combine the above four points (five, if you start working on customer loyalty as well), create something awesome, and you have plenty of ways to compete with piracy by offering a superior product, even if it isn't free.