Try using another lame excuse, like that one: "it's one of the collateral effects of the recent Crisis's..."
No, if you have a good lawyer cabinet and money.John Funk said:Did you just call media a "basic human right"? It's a privilege, not a right.ZippyDSMlee said:You don't like people shearing media get out of the media business because its a basic human right(as last I check by half the world, the US is not the world BTW), think fair use only not so vague and set in stone that amplifies these words THE PUBLIC CAN NOT STEAL MEDIA. On the other hand a business can, and if you make anything off the share or trade of unlicensed goods then you are a business and IMO you are a criminal who needs to be treated the same as those who sale drugs.
Its alot easier to expand personal rights and fair use to focus on those trying to make a profit off it than everyone and everything because the law is outdated and infective in a real world setting.....
/Incoherent intellectual
And you can steal ideas. If I wrote a novel that was word-for-word Harry Potter, maybe with a name changed here and there, do you think I wouldn't get my ass sued so hard - deservedly?
In the case of Wii Fit, where another piece of hardware was required to play the game, these people went out and bought it. So, if there was no means of pirating games, don't you think at least some of those better games like Mario Kart would have been bought? Surely it's not a lost sale for all 40 of those games, but I'm sure that they would have bought at least 5 of the games if the "free" option weren't available to them. When they talk about games, paying for the game is not even a consideration for them because it is *so easy* to obtain a pirated copy for free. This mindset is extremely prevalent in asian communities, where there are so many counterfeit products for sale that it's just too much effort to shut down what could be half a mall or a whole city block. And now, with internet surfing being the preferred pasttime over watching TV, you don't even have to haul your butt into a store ever again after buying a DVD burner, an R4, and some blank DVDs.Lord_Jaroh said:And the question is if piracy weren't an option, would that friend have purchased a Wii and/or any of the games that he got for free? Do the 40+ games count as lost piracy copies if he never would have bought them anyway?xyrafhoan said:tl;dr Number is probably inflated but the DS and Wii are especially vulnerable to pirated software and there is a staggering number of people who just don't buy games for their DS anymore.
He was never a customer in the first place, nor would he ever be. Piracy is not a "problem" nor will it ever be. Used games affects game sales more than piracy ever will, as people who buy the used games are actual customers that chose not to buy new, and just bilked the developer out of their hard earned money (if you want to follow the same logic...). Companies need to start pandering to their actual customers to create value within the product they make rather than try to justify lost money on customers that don't exist.
So you change your business model to accept the new form of preferred use of technology. You don't stick with Records when Tapes are better, nor do you stick with Tapes when CDs are a better solution. You grow with the format. Find a new way to sell your product. Right now Big Media is like the church when faced with the Printing Press. Instead of fighting it, they have to accept it and find a new way to do business because the old way isn't going to work anymore.xyrafhoan said:And now, with internet surfing being the preferred pasttime over watching TV, you don't even have to haul your butt into a store ever again after buying a DVD burner, an R4, and some blank DVDs.
I believe the real reason for the bandwidth cap is to keep companies from having to shell out cash to upgrade their systems. There is no need to get better if you limit the use.This is the same problem the movie industry faces, so their solution is to deluge the market with razzledazzley 3D movies. If there is no gimmick that draws in consumers, whether in the form of 3D glasses or special game controllers, there WILL be a loss of sales from people who fully intend to enjoy your product without paying a dime. If you're not convinced that this is a problem just because most of these companies still churn out a profit, think about all the bandwidth caps imposed on us by our ISPs. The average user will never reach that cap, but the real reason is to cut off the connections of people who run p2p connections day and night and download a couple seasons of their favourite show, a large handful of movies, and throw in a couple of the most popular games to boot.
Why is it my problem that games are too expensive new? Does that not say that games should be cheaper to compete with used?Used games are a different sort of beast and almost just as painful as game piracy, but the fact is for retailers, ordering brand new games to sell is extremely expensive and the margin of profit is miniscule compared to used games.
So paintings (whose only purpose is to be viewed) are de-valued because there are bazillions of copies of them on the net for me to view without travelling to art museums to see them? Should I be paying to see these paintings? Is that not a blow to all artists out there? How do they possibly survive? A book gets read, music gets heard and paintings still get stared at. If they didn't make any money, they would stop getting produced.I don't support DRM or actions taken by the RIAA against users who do download. Even I download music without any intention to buy the CD (although in this case, the CD might cost a couple hundred dollars because it's out-of-print, low-run, and needs to be imported). However, saying that the damage pirates do is overblown is a bit of a kick in the face to developers and artists big and small. Whereas a singer really makes their money in concert, video games have a pretty static purpose: To be played. And you either pay for that game, or you don't.
No actually it's not. I don't recall anyone (but you now) ever saying the US didn't pirate stuff. In fact I don't ever recall hearing anything aside from the US being a country that makes up a sizable chunk of illegal downloads. The surprising part is only that a sizable chunk of the servers are in the US when it was thought they where mostly located outside the US.fix-the-spade said:The study also made the interesting observation that the country hosting the most piracy sites is none other than the United States,
So for all the bitching about Canadians, Europeans, Russians and everyone else stealing the food from good honest hardworking American mouths because we won't follow good honest American laws it was them all along.
Well, that's not stereotypically American, not at all.
They are talking lost sales. Which is still ridiculous becasue the sales figures for the entire video game industry during that time (and this does include hardware, accessories and game sales) totaled around $96.5 billion. They really want use to think that piracy is so rampant on those handhelds that the game industry should be making 150% of what it currently does? I will have to call bullshit on this study.SenseOfTumour said:I'm sorry, $41 billion, isn't that more than the entire games industry has made in the history of the world?
A couple points to address here.Lord_Jaroh said:*trim*
We are not talking about the price of the starting game, we are talking about the retail price being added up for each and every single download. So it's like the medication industry quoting the full retail price of all the blackmarket pills, the ones that are worth 4 cents for them to make, and producing a bloated and huge number for sensationalism. Sure it would be fair to say that making the game costs money, but that isn't the point that is being made here.Seldon2639 said:(emphasis added)Waif said:I usually find myself critical of publications stating an overly inflated number as nothing more than sensationalism. We have to consider that these games don't cost the manufacturer the retail price to make these games. These games cost maybe a fraction of the retail price to make, so as far as losing invested money is concerned the number is actually much smaller. That and I disagree with the method in which they calculate the total losses. Multiplying by four on an already dubious number is stretching the truth for sensationalism. That's almost like saying that 40 billion is a fine number when you consider that the worlds population is around 7 billion people, that's like 5 bucks a person over the course of how many years? The statement pumps out numbers while using a flawed logic. The entire world does not have access to computers, or the devices necessary to pirate these games. When an individual considers that a tiny percentage of the market actually pirates handheld games, the numbers look inflated, indeed.
As it is, I doubt that number is even that high combined with Peer2Peer networks. The number is likely high, but nowhere near the number given.
I'm reminded of an exchange from The West Wing. Toby and Josh are discussing the blackmarket for generic HIV medications:
Toby: The pills cost them four cents a unit to make.
Josh: You know that's not true. The second pill cost them four cents; the first pill cost them four hundred million dollars.
The cost of the actual product is relatively limited (the physical cost of creating a disc/cartridge), but that's not really what the "cost" here is. The cost is in the development of the game. Your argument here is like saying that I (as a lawyer) should only consider the physical cost of the paper I use for pleadings when it comes to how much my effort is worth. I swear to you, if a client refuses to pay, I'm going to court for the full value of my time and labor, not just the cost of the physical product I produced.
That's a decent point. Though, from a normative standpoint, I'm not sure how much it makes sense to just say "some lawlessness is going to happen, let's accept it". As much as I agree that we should increase legal purchases, I'm not so much into the blithely accepting "some people are going to break the law, so let's just accept it". We don't really do that with much other law. What I'll never comprehend is the objection to games companies basically saying "we're getting screwed here, guys". Imagine if we had the same reaction to burglary:sosolidshoe said:And the other point would be that your figure of 10% just as justifiable as their figure of 41 billion, ie, not at all. It could be 100%, it could be 0.000000000000000001%, there is no way to know and, instead of claiming knowledge they lack and collectively punishing consumers on that basis, they should maybe do some studies which can produce workable outcomes such as; What can we do to encourage legal purchasing? What demographics actually engage in piracy?
"I just got robbed, call the police"
"Well, now, some robbery is inevitable. How can we encourage people to legally buy your stuff?"
Meh.
You... Mean the studies that show that they're 10 times more likely to buy music digitally than non-pirates? That's... Kind of a "gee, duh" claim, isn't it? Or the ones that are really bad at actually showing causation?sosolidshoe said:They could also start actually paying attention to the studies which have been done which produced workable outcomes, such as the one which showed that people who pirate music spend MORE than people who don't on legitimate purchases.
If you read the actual study (which is in Norwegian, and unduplicated elsewhere), they only show a correlation between higher free downloads, and higher paid downloads. "A ha!" I hear you cry "that means people who pirate buy the music they pirate, they're just demoing it". That's one interpretation. Another is that they buy what they can't pirate, and simply download more songs overall (they compare those with high rates of both legal and illegal downloads to those who have low rates of both. Even direct correlation does not imply causation). If we assume that people who pirate more and buy more simply acquire more music, the implication that piracy actually increases sales is dubious.
That'd be a bit like looking at a billionaire art thief, and saying "well, given that he steals a lot of art, and buys a lot of art, as compared to poor people who neither buy nor steal, we've shown that art thievery causes more art purchases. Theft is good for the art industry". A strained example, but an apt one.
Again, is there another industry (or group of industries) who we'd look at and say "meh, if people are stealing your stuff, just make better stuff... That'll surely stop thieves". Do we really look at Apple and say (if people were stealing millions or billions of dollars worth of iPads) "well, if you focused on persuading people to buy them, you'd make more money. You should accept that people are going to steal them"?sosolidshoe said:Throwing around numbers and screaming "Piracy is bad, mmmkay" will not stop piracy, if they want to make more money maybe they should focus on ways to do that; constantly striving for an unachievable goal will only cost them more.
I doubt it.
Except the cost of developing the game is amortized over each copy of the game sold at retail. The full retail price is the only way they're able to make back the cost of development, much less any kind of profit on the investment. Your argument only stands if we assume (a) that there's some limit to the amount of money a company deserves to make from its investment, and (b) that the actual value of the creation of each copy is somehow important.Waif said:We are not talking about the price of the starting game, we are talking about the retail price being added up for each and every single download. So it's like the medication industry quoting the full retail price of all the blackmarket pills, including the ones that are worth 4 cents for them to make, and producing a bloated and huge number for sensationalism. Sure it would be fair to say that making the game costs money, but that isn't the point that is being made here. My argument still stands.
Please read my revised post, and yes my argument still stands. The problem isn't with my argument, rather the understanding of it...it seems.Seldon2639 said:Except the cost of developing the game is amortized over each copy of the game sold at retail. The full retail price is the only way they're able to make back the cost of development, much less any kind of profit on the investment. Your argument only stands if we assume (a) that there's some limit to the amount of money a company deserves to make from its investment, and (b) that the actual value of the creation of each copy is somehow important.Waif said:We are not talking about the price of the starting game, we are talking about the retail price being added up for each and every single download. So it's like the medication industry quoting the full retail price of all the blackmarket pills, including the ones that are worth 4 cents for them to make, and producing a bloated and huge number for sensationalism. Sure it would be fair to say that making the game costs money, but that isn't the point that is being made here. My argument still stands.
Let's deal with each.
A. This is silly. There's nothing moral about saying 'since this only cost you four cents to make, people get to pay only four cents for it'. To come back to my car analogy, that's like saying if I send Porsche the actual value of the parts and labor of a 911 coupe, I'm morally entitled to steal it. The price of the car is set (a) by the amount of money they need to make to recoup expenses and make a profit, and (b) by the supply and demand curve. I'm a lawyer, the things I make are of negligible physical value (paper is cheap, as is ink). I'm charging for my time, my expertise, my overhead, and to make some money for myself.
B. As I mentioned, this is irrelevant. The actual "value" of any pleading I create is next to nothing in and of itself. I'm not charging for the value of the paper, or even the amount of money it took to print it. I'm charging for the amount of effort that went into creating the ideas in it. The value of the physical product isn't of issue.
Your point does not stand.
Let me try to make my analogy make more sense.Hopeless Bastard said:Also, stop trying to bring cars into this. A real world commodity can only be relevant to this subject if the primary business model is centered around a magical device that creates exact duplicates out of thin air.
I understand your point, but it's simply fallacious.Waif said:Please read my revised post, and yes my argument still stands. The problem isn't with my argument, rather the understanding of it...it seems.
Now don't get to insults, thats taking this out of context. My statement stated, quite clearly that the number produced was strictly based on the downloads, and did not include the cost of making the games. Surely 40 billion dollars also includes profit. As I previously stated, my statement still stands, just my point is obviously not being understood.Seldon2639 said:I understand your point, but it's simply fallacious.Waif said:Please read my revised post, and yes my argument still stands. The problem isn't with my argument, rather the understanding of it...it seems.
To argue that the company can only count as a loss the physical value of the individual unit is... Wrong. It's simply wrong. The value of the individual unit isn't just "what did it take to make this individual disc", but rather "what do we need to charge to make our money back and some profit". As in my previous post, would you really let me send Porsche a check for $50,000 for a $245,000 car and call it good because the actual cost of making that individual unit was only $50,000?
Either I get to dramatically underpay for everything now (paying only the cost of the goods themselves, not the actual value of the product), or you're being a hypocrite about it.
Nah, I'm just blunt and northern.manaman said:It's enough to make one start to think you might be racist, you're not racist are you?
Oh, I "get" used games. They are all profit. However, the new generation of games is arbitrarily expensive. Too expensive, which is why consumers are choosing used over new and saving that extra few bucks. If games were priced more modestly at the $20-$30 range (you know, impulse buying range and even then $30 might be too expensive), less people would be inclined to buy it used as buying new is now "more" worth it.xyrafhoan said:A couple points to address here.Lord_Jaroh said:*trim*
1. A retail store has to compete with people downloading for free online, and thus you're saying they must evolve to compete. True enough. We have Steam, after all, which gives us a decent digital distrobution model with crazy deals from time to time that retail stores just can't compete with. But Steam is owned by Valve, a game developer, and they don't have to order copies of their own games. Which brings us to #2...
2. Used games. I don't think you understand why retailers push used games on us. No matter what the price is when you order a game, it's the margin of profit that the company cares about. When you order a brand new game, the price hovers around $40-50, and you're expected to sell the game for not much more than that. With a used game, you can buy a copy that is probably just as good as new, aside from being opened, for $25 and sell it for $50, rather than ordering a game for $55 and selling it for $60. Or, even better, they get you to trade in games that they deem are worth $15 or more for a brand new, $60 game (ordered for $55), but then they sell those three games you just traded for $40 each. That's a $20 profit for say, Gamestop, and it gives them a wider variety of games to try and sell. So, think about margins rather than the actual price of the game on the shelf and what it means for the company. That's their business, and it hurts the industry, but the industry has fought back anyway by either bundling DLC with new games to add value (EA), or adding nasty DRM so you can't trade the game in (Ubisoft). But it's an independant problem from ROMs and ISOs on the internet.
I never thought that I would ever need a bigger hard drive than 40 gigs! That was just a few years ago. Before that I couldn't imagine a game bigger than Baldur's Gate! It's huge! I remember when it took hours to download a single song.3. You assert that bandwidth caps exist so companies don't have to upgrade their networks. Yeah, probably. But I have never hit my bandwidth cap even with my addiction to FLAC and overnight connections to a couple MMOs. The only people I know who have ever had their internet cut off downloaded full television series, ROMs for their R4s, and just about every movie they knew of. I'd be more concerned with my connection speed being throttled by my ISP rather than knowing there's a monthly cap in place.
I can play tons of video games for free online. I don't need to buy them. Have you heard of Desktop Tower Defense [http://www.handdrawngames.com/DesktopTD/Game.asp]? Great game, produced by an actual indie developer, out of passion and is successful, without selling it. Now it is available at retail on the DS as well, but it is still online to play for free.4. This just doesn't make sense after I asserted that other industries have alternative ways of making money. You either buy a video game, or you don't. There is no in-between here. Whereas, with music you can legitimately download individual songs, buy full albums, attend a concert, watch advertising-laden music videos, and buy lines of merchandise related to the artist. And NOT every artist can make money like that, usually drifting through live venues until they produce an album with their own manpower. And you asser that "if there was no money to be made, books would not be written and art would not be produced", but sadly there are TONS of artists who simply cannot sell their work. It might not be any good. Or maybe they just don't find the right connections. These people are like the indie developers who develop out of passion, not the pursuit of money. Money is a bonus, seeing as you need money to pay rent and eat food, but these people care less about piracy and more about proliferation and awareness that they're doing anything at all. And you can say that this should be the attitude that a business takes when it comes to piracy, but this is the contrast of individual effort over corporate interests.
Gimmicks will only last for so long. Maybe it's the amount of shovelware and the "milk the customer for as much as possible while doing as little as possible" attitude that makes this generation of gaming the worst I've seen so far, especially considering the possibilities that we have open to us. Or maybe I'm just jaded against all of the companies trying to treat it's customers as second-class citizens, as if we are already guilty of doing something wrong.Personally when it comes to combatting piracy, I think Nintendo has been rather clever about the whole thing. Whereas their games are easy as hell to emulate and burn onto a CD, Nintendo keeps bundling so much hardware with their 1st party titles that they force the consumer into buying the game with the add-on packaged in. There's still not much they can do about flash cards on the DS, but they can at least assure sales of even the most mundane "games" like Wii Fit and Wii Sports Resort.
edit: This was longer than I ever intended it to be...
Actually, I believe "piracy" is just a symptom of people trying to get something that others aren't providing for them. I don't think of it as wrong any more than borrowing a game or movie or book off a friend. What if that were illegal?SenseOfTumour said:On a side note, can we all just agree that piracy is not theft but that it is criminal, morally, if not legally. (I'm pretty sure it is legally, but I just know someone will argue that.) However, just making stuff up isn't a good way to get your legal customers to trust what you say.
In fairness, hypocrite isn't much of an insult. And, in this case, I only apply it in terms of an if/then statement, but I mean no offense by it.Waif said:Now don't get to insults, thats taking this out of context. My statement stated, quite clearly that the number produced was strictly based on the downloads, and did not include the cost of making the games. Surely 40 billion dollars also includes profit. As I previously stated, my statement still stands, just my point is obviously not being understood.Seldon2639 said:I understand your point, but it's simply fallacious.Waif said:Please read my revised post, and yes my argument still stands. The problem isn't with my argument, rather the understanding of it...it seems.
To argue that the company can only count as a loss the physical value of the individual unit is... Wrong. It's simply wrong. The value of the individual unit isn't just "what did it take to make this individual disc", but rather "what do we need to charge to make our money back and some profit". As in my previous post, would you really let me send Porsche a check for $50,000 for a $245,000 car and call it good because the actual cost of making that individual unit was only $50,000?
Either I get to dramatically underpay for everything now (paying only the cost of the goods themselves, not the actual value of the product), or you're being a hypocrite about it.
I hear that argument here a whole hell of a lot, and frankly it doesn't hold water. If they aren't interested in paying for the game, they shouldn't be playing the game. I don't get to drive a Porsche just because I want to, nor wold me stealing one off the lot (while paying, as I've said before, the actual physical value of the unit in and of itself) be construed as "well, he wasn't going to buy one anyway".Lord_Jaroh said:The pirates are only a problem when you start thinking of them as customers. They never were and they never will be. They pirated before the advent of the internet, and they will pirate after. They were never sales to begin with.
Read John Funk's post above. He does a good job explaining the difference.Lord_Jaroh said:Actually, I believe "piracy" is just a symptom of people trying to get something that others aren't providing for them. I don't think of it as wrong any more than borrowing a game or movie or book off a friend. What if that were illegal?
In a sense it is a right due to the inspirational and educational values inherit within all media, the human animal needs sustenance for the soul not just the body alone, not to mentin posting blogging,ect the words you right could be copy righted and you could be harassed for daring to distribute(post) them thats a bad direction to go in IMO.John Funk said:Did you just call media a "basic human right"? It's a privilege, not a right.ZippyDSMlee said:You don't like people shearing media get out of the media business because its a basic human right(as last I check by half the world, the US is not the world BTW), think fair use only not so vague and set in stone that amplifies these words THE PUBLIC CAN NOT STEAL MEDIA. On the other hand a business can, and if you make anything off the share or trade of unlicensed goods then you are a business and IMO you are a criminal who needs to be treated the same as those who sale drugs.
Its alot easier to expand personal rights and fair use to focus on those trying to make a profit off it than everyone and everything because the law is outdated and infective in a real world setting.....
/Incoherent intellectual
Sorry...but I just haz to sayAnd you can steal ideas. If I wrote a novel that was word-for-word Harry Potter, maybe with a name changed here and there, do you think I wouldn't get my ass sued so hard - deservedly?
ahem........"There, I went and stole your words. Now you no longer have those words because I have stolen them from you. If I had infringed the copyright of your words you'd still have them, I'd just be benefiting from them as well, but because I stole them you can no longer have them."