Thank you. Now I don't have to worry and can continue piracy off the computer.KarumaK said:No, if pirating was ever utterly defeated... I'd grab a server and raise the flag.
I'd take up piracy and launch the largest campaign of copyright infringement since China started making anime.
Odd, because I don't pirate now.(<-Has a shitty PC)
Yes but for my DS it is helpful when I can have all 47ish ds games and all my gba games in one card and leave them at hometheultimateend said:Not to tug on their nuts too much in this thread (already feels like a gamefly infomercial a little in my OT) but you should really try them. 15 bucks a month for 1 game at a time or 22 for 2. I find that I can burn through a full 60 dollar game in two days tops and with two games I'm always playing something when I'm not working, reading, or writing.Arehexes said:I'd dl it to see if it's worth buying (like i did with scribblenauts) and if i love it i'm buying it(like i did with scriblenauts). but some times it's hard to get the game, or it's to much to buy (like tetris DS is 35 bucks at game stop used WTF) or old games you can't find cause they are out of print. And it would hurt for me beacuse i like to try before i buy(and i refure to give blockbuster my debit card info just to rent a 360 game)
Way better than paying full price for Infamous and then slitting my wrists with the disc after I realize that I just paid full price for Infamous. (Sorry...I really think that game was sub par...just a personal opinion. Save that rant for another day.)
You figure even if people sold their games for just 2 dollars. I every person who owns a Wii bought a Wii title that was 2 dollars in the US that company would make 106,536,794. I'm hard pressed to believe that any company has released a title where 106 million dollars wouldn't be some pretty solid profits.
Well, if you'll read my last post, the one after the post you quoted I believe, you'll find that my argument is that unfortunately, at least with the system we have, one side is always going to risk getting screwed, the gamers or the creators. I've favored the people who create and produce the game because the effort they put into its creation, and the financial risk they take in its production, are far greater than the risk that I have to take purchasing a lisence to play the game. Regarding the use of a pirated copy to demo the game, the problem is that group B, quite like myself, are human. Humans are very good at decieveing even themselves for their own benefit, even the most honest of us are subject to this unfortunate fact of our own psychology. It is far to easy for someone to convince themselves that a game they pirated a copy of wasn't worth it. Not to mention, who should be the ultimate judge of which games are worth paying for, and which games aren't worth paying for. If the value of a game comes in part from the quality of the game, but my judgement of the quality of the game is subjective, I might find the new Alone in the Dark worth paying for, while many others would not find it worth paying for. My judgement and the judgements of the people who wouldn't pay in no way affect how much effort was put into the game's creation, so a subjective standard can't be used to judge whether or not a game should be paid for. Even more popular games like Fallout 3 and Halo have people who absolutely hate them, but again their distaste for these games does not mean that there was not a great ammount of effort put into their creation. Group A is keeping themselves honest in all cases, even when they do get screwed, by making sure they pay for every game they play. Group B risks being unintentionally dishonest (the unfortunate fact of all of our humanity, as I will admit myself that if I were in Group B I could very easily decieve myself into not paying for games that I should've paid for). Furthermore, Group A's method encourages not just the production of new games, but the production of experimental games different from those we've experienced before (because they pay both for successful and failed experiments), while Group B's method of only paying for what they judged to be fun encourages an industry that is afraid of experimentation because the risk of experimentation can become too great to afford in the case of a failed experiment. Those concerned with a potential future where we all play nothing but "Captain Bland's Monotonous Adventure" should be very disturbed by the actions of group B who punish potential experimenters when they fail (as all experimenters inevitibly will from time to time).Signa said:OT: If piracy was defeated, I would probably stop buying most of my games. It would hurt sales as far as I'm concerned. I've got enough old games that I can just live off of them for decades and not worry about the new ones coming out.
Off topic, and pertaining to the conversation between theultimateend and Kpt._Rob, Aimed at Kpt._Rob:
Keep in mind that the rules that Group B are breaking are there only because of the influence the copyright industry put in place. I'm not speaking so much of games, as I am with movies and music, but game makers are allowed to use the same rules. Anyway, such companies have made so much good stuff in the past, that they got money coming out of their ears. Now they are using that money to make laws that benefit them, and restrict us. By making laws, they are dictating morality to the masses. I've heard your argument a lot, and it's usually based on what is legal and not what is arguably fair.Kpt._Rob said:What I'm saying is that it's not fair for group A to fulfill their end of the social contract, but group B to only fulfill their end of the social contract if they feel like it's worth it. I would say that you're right that the system as it is isn't good for the gamers, who do get screwed on occassion as a result of shitty games. But this doesn't mean that group B should break the rules, what it means is that a change in the system has to be pressed for. We are seeing this, as most games do now offer official demos, as this trend increases the justification of piracy as "demoing" the game should dissappate. As for the renaissance and the duplication of other people's works for one's own benefit, I would still contend that this is wrong.
Don't get me wrong, you are correct that people need compensation for their works. You will not hear me argue that one bit. My point is that if you are going to say that Group B is "breaking rules" when all they are trying to do is level the playing field, then some one, somewhere probably got their opinion injected into your brain because THEY wanted more money with less necessary effort. It shouldn't be about "social contracts" at all, it should be about what is fair. If you want to call it a contract, then fine, but I'm not signing until I've read all the fine print and allowed my own clauses to be added. It's not fair to have some one else write up this contract and decide what happens with my hard earned money. They aren't any more entitled to my money than I'm entitled to their product. By following your idea of this social contract, they in fact are.
Another point I want to make is that when you mentioned the license to use a product that is copyrighted, you really get the short end of the stick again. If I purchase a game or movie, and the disk breaks, I have to purchase a "license" again because my original broke. You shouldn't be able to break licenses you buy. Name one other instance where this is possible. I can maybe destroy my proof of a license, but the license is still mine. The whole system is just set up to make more money, and once again, you are buying into it. Take a look at Mass Effect on the PC. They wanted you to buy a whole new copy if you burned through your limited installs. Granted, I'm sure the instances of that were limited, but that was some BAAAAD PR right there.
And before you jump on me now, bear in mind that I am completely with you on the thieving pirates. Not paying for something just because you can get it free is undeniably a sin against your fellow man. Even worse are the people who profit over piracy. That's all money that should have gone to the original copyright holders, and not some douche-bag who is quite literally stealing from the authors
Lastly, and not directed at you Kpt._Rob, I want to see more systems taking advantage of Steam. Steam is DRM done right. I WANT to run steam on my PC, and yet it's only real purpose is DRM. I would also like to see Steam, and other similar online systems that I'm not using to allow some sort of integration so I can buy a game on one system, and be allowed to use it across all others. I have so many Steam games now that I won't even consider buying a game for Direct 2 Drive or Windows LIVE because it would require using their system to play the game, and Steam has all my games already. IF they could work out some sort of agreement, they could stand to make some more money.
Yeah, the perils of writing longs responses result in such issues to come up. Regarding your post above, I can see that is where we differ. I'm more of the type to root for the little guy, because he is the one can can get trampled the easiest. The same blows to the little guy are far more devastating to him than to the corporate giants. I thank you for remaining civil in your response though. I've had similarly worded conversations on this site, and they instantly turn inflammatory against me.Kpt._Rob said:Well, if you'll read my last post, the one after the post you quoted I believe, you'll find that my argument is that unfortunately, at least with the system we have, one side is always going to risk getting screwed, the gamers or the creators. I've favored the people who create and produce the game because the effort they put into its creation, and the financial risk they take in its production, are far greater than the risk that I have to take purchasing a lisence to play the game.Signa said:snip
That right there is the real conundrum. Value to the individual trumps the value to the market just simply because it is the individual who buys the product. What I'm trying to say is that as being mostly part of Group B, I leave it up to myself to find the best price to pay for a product, even if it's not the price that was set by the market. Sometimes, my price is higher than the market price, and I actually feel guilty about not paying more for the game. There have been several games over the years where I'm tempted to buy the game again purely on principle of the value of the game.Regarding the use of a pirated copy to demo the game, the problem is that group B, quite like myself, are human. Humans are very good at decieveing even themselves for their own benefit, even the most honest of us are subject to this unfortunate fact of our own psychology. It is far to easy for someone to convince themselves that a game they pirated a copy of wasn't worth it. Not to mention, who should be the ultimate judge of which games are worth paying for, and which games aren't worth paying for. If the value of a game comes in part from the quality of the game, but my judgement of the quality of the game is subjective, I might find the new Alone in the Dark worth paying for, while many others would not find it worth paying for. My judgement and the judgements of the people who wouldn't pay in no way affect how much effort was put into the game's creation, so a subjective standard can't be used to judge whether or not a game should be paid for. Even more popular games like Fallout 3 and Halo have people who absolutely hate them, but again their distaste for these games does not mean that there was not a great ammount of effort put into their creation. Group A is keeping themselves honest in all cases, even when they do get screwed, by making sure they pay for every game they play. Group B risks being unintentionally dishonest (the unfortunate fact of all of our humanity, as I will admit myself that if I were in Group B I could very easily decieve myself into not paying for games that I should've paid for).
Logically, how does that follow that Group B doesn't contribute? Is it not possible for some experimental game to get lots of attention and sales if Group B plays fair? Group B is a very gray area, and it's no wonder why we are arguing about their intentions. I can tell you my intentions, and that I fit into group B more than I do with Group A, and that I'm certainly not part of Group C. What I just wish we could do is educate Group B and part of C to play fair. Not all of B is going to play fair, and C certainly doesn't at all. Just think of all the money that goes into licensing DRM and copy protection for a title. All that money could go towards educating half of B and half of C. I guarantee that it would be a much more solid investment than DRM or "Don't copy that floppy." Hell, even DCTF still had the right idea, because it told people the plain truth. Steal games, and you won't get any more. I just wish they expanded on that more, and would have the balls to admit that they can't tell you what to do with floppies (or the internet in today's age), but just to play fair so that everyone wins.Furthermore, Group A's method encourages not just the production of new games, but the production of experimental games different from those we've experienced before (because they pay both for successful and failed experiments), while Group B's method of only paying for what they judged to be fun encourages an industry that is afraid of experimentation because the risk of experimentation can become too great to afford in the case of a failed experiment. Those concerned with a potential future where we all play nothing but "Captain Bland's Monotonous Adventure" should be very disturbed by the actions of group B who punish potential experimenters when they fail (as all experimenters inevitibly will from time to time).