Of course, the estimates generally support the idea that at least 25% of the people who got the first bundle pirated it, and that didn't even account for torrents, just direct downloads.Dexter111 said:I don't think you are giving people enough credit, if that was true then things like the Humble Indie Bundle making over 2 million $ twice on a "give what you want" payment model wouldn't work, nor would donation-based models... yet they've proven often enough that they can work and are largely fueled by good-will, something that most companies don't seem to be able to harness even if they tried.
Pirating a bundle they could have gotten for a penny.
And you say I should give them credit?
Secondly, what piracy affects, overall, is not the little guy. The little guy is operating on such a small scale that even a substantial amount of piracy will typically not destroy his chances of making a decent profit.
The bundles, all told, have made something like $11 million thus far, which isn't too bad when your games probably cost you a few thousand dollars, typically in lost earning potential for people who program the entire thing themselves in their spare time.
A game like SW:TOR, on the other hand, with budgets in the hundreds of millions of dollars, simply cannot survive on a similar model.
You may not I'm not using their numbers, or the other side's numbers, because I don't trust anyone with an agenda.Dexter111 said:Those numbers they are reporting are highly overinflated and disingenuous at best:
The problem with the numbers is that they represent unknown quantities at best. I can say that Thor was pirated 8 million times (which is a comfortable minimum), and if we assume a $10 average cost-per-view (which is, frankly, rather high) then we can say that that film alone lost $80 million to piracy.
Except that we can't know how many people would actually have watched the film anyway, or in what format, or whether they'd have shared that price with friends, or any of the other imponderables.
So you wind up with studies that can show... pretty much whatever the author of the "study" wants it to show.
I wasn't aware that Megaupload was a small-scale content creator. Since they don't actually create anything.Dexter111 said:You mean like doing FBI raids in foreign nations like in the case against Megaupload because of the PRO-IP Act, causing dozens over dozens of Filehosters worldwide to close down operations as there is no possible way to control what someone is uploading or them trying to have a British student extradited for something that isn't illegal in Britain? I thought "Team America: World Police" was a parody.
That aside, and leaving out the fact that Megaupload was brazenly and blatantly violating copyright protections, and circulating internal memos which admitted as much, it's not like they were the only game in town, and it's conspicuous that quite a few of their competitors with better track records are largely unconcerned about the fate of their former rival.
Am I a fan of the takedown? Not really, I think it was heavy-handed, and more importantly intentionally heavy-handed, in effect designed to serve as a warning to take those DMCA notices seriously. There certainly could have been a quieter way to handle the situation, but given the scale of the offenses and the apparently level of culpability involved among the executives, I'm not overly surprised that Megaupload was the one chosen to serve as an example to the rest.