That's because the internet is for something beginning with P.thedeathscythe said:This is a naive response. You do know what piracy is right? You duplicate the software to make multiple copies of it, while borrowing something does not make multiple copies of it; there is still only one copy. Borrowing your friends lawnmower isn't stealing from John Deer, making a cloning machine to do so is however (if, say, cloning machines existed).Alexnader said:Addendum: Borrowing the game from a friend is akin to piracy. I don't know why you would suggest such action.
Also, there are demos you can download to get a taste for the game if you cannot afford them. There is also the option of renting if demos are not available. Even if you pirate a game to "test" it, you're still making an illegal copy of the game - regardless of if you buy it later or delete the copy because you didn't enjoy it. Picture taking the John Deer lawnmower again (I get a stiffy from saying "John Deer"), you steal it off their lot. You test it for a week, and then say "I don't like this" so you return it without them knowing. You still stole. Or how about if you returned it and then bought it, because you liked it, you still initially stole from them.
The rules on piracy are vague still; the internet is hard to make laws for.
A quote from the omniscient wikipedia: "Copyright infringement is the unauthorized or prohibited use of works under copyright... " When a person purchases a software product and installs it they enter into a license agreement, this agreement will usually apply to them as an individual but there are other unusual agreements like network license agreements which I won't go into.
A friend borrowing a game is an unauthorised user. When you lend a game out it doesn't always mean you yourself can't play it as well, this means that two people are playing a game when the developer has only sold one copy. Furthermore if the friend plays through the game on release day and then lends it to his friend then again two people have experienced the developer's intellectual property while only one has paid for the privilege.
This is why most agreements would restrict lending, because the freeloader predicament still arises. I mean who's to say the original pirate didn't purchase the game and then just "share it" with his friends? The only difference is scale. You can't say that piracy is merely the duplication of a work because in the end a game is just code, an idea. Ideas must be restricted on their use though they are also restricted in their duplication. In the end the only reason a lawnmower isn't restricted in the same way is because it is not a "work", a piece of intellectual property, you can't send your lawnmower to thousands of people with the click of a button. The design of a lawnmower is a "work" as covered by copyright but the lawnmower itself isn't.
I'm not denying that I'm stealing from the developers, however I'm arguing that this kind of stealing does not hurt them in any significant manner because I am indeed the kind of person who knows whether or not he would've bought a game in the first place. I'm sorry if I let you think I'm doing it to "try" a game before I buy, hah I wouldn't use such a common argument. I'm just saying that in terms of the greater good, developing a passion for games that will last me well throughout my paying lifetime is in my opinion well worth denying the developers a sale that would have never happened anyway. The developer has been stolen from yet at the same time has lost nothing, while at the same time increasing the chance of earning a sale from a future release. Sure I have made a gain without a loss and no Judge or jury would buy that story, I just want to share the way I personally reconcile stealing from those who create such wondrous things as games.