Posted April 16, 2010
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destroyermaker
damaged lemon
Registered: Nov 2008
From Canada
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GamezRanker
Disagreement Verboten!
Registered: Sep 2010
From United States
Posted July 09, 2011
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Take Timmy. Timmy is 16 and gets 50 euros pocket money every month which he is willing to spend on games. Timmy also has Internet at home.
Now, let's take a look:
Situation A: Timmy sees an ad for a game but it costs 50 euros. He takes a risk and it turns out the game is pretty dull. Timmy just lost an entire month's allowance on a crap game. Still: 50 euros went towards the games industry.
Situation B: Timmy realizes he has Internet and can use it. He sees an ad for a game but downloads it first. The game turns out to be crap so he looks at another game which is fun. He buys the game, spending his 50 euros and is happy. 50 euros went towards the games industry.
What is the difference between A & B? The difference is that the industry got paid for a crap game and the customer was not happy. The thing is, the industry likes it that way. It means crap products still make money and reduce the loss of money even if it was at the expense of the consumer. Yes, the industry doesn't give a sh*t about us as long as they make money. BUT, in the end, the same amount of money went into the industry except now the people who deserved it got it instead.
In the end, piracy is about a person A having a limited amount of money and choosing where to spend it. THIS is what the industry needs to realize. Their "theory" seems to rest on the fact that consumers have bottomless pockets where each game they try is a lost sale. NO IT'S NOT.
Most people can only afford one or two games a month and what piracy really does, is give gamers a better reason to invest in an expensive PC. If a PC costs €1500 to play games, and games another €50, it would become too expensive for many if they couldn't play more games on the side for free. Yes it sucks they can't afford to buy all games but their limited money still goes into that same industry so in the end, it makes NO difference. Heck, many PC gamers would just stop buying PCs and PC game sales would drop even more if they had to buy every game to play it with the risk of getting ripped off.
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Timmy downloads the game. he plays it and enjoys it, but would rather not spend 50 euros. He downloads another game instead.
Just saying :p
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RangerSolo
Ranger Lord Solo
Registered: Nov 2010
From Japan
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Tulivu
Surndr & Die
Registered: Nov 2010
From United States
Posted July 09, 2011
And the general populace continues to believes the same BS concepts that don't exist as they know them.
Gender.
Species.
We only use 10% of our brain. (Even made a recent movie with this concept)
Gender.
Species.
We only use 10% of our brain. (Even made a recent movie with this concept)
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GamezRanker
Disagreement Verboten!
Registered: Sep 2010
From United States
Posted July 09, 2011
The brain thing is true.....we only use 10% of our brains, varying at times in which areas are used, at a time on average......though not 10% period. I wonder what would happen if we used all areas of our brain at once sometimes.
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Rohan15
The Joe
Registered: May 2009
From United States
Posted July 10, 2011
Well dur...
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doccarnby
The Devil's Eyes
Registered: Jun 2010
From United States
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GamezRanker
Disagreement Verboten!
Registered: Sep 2010
From United States
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Gundato
The Peepe
Registered: Sep 2008
From United States
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Tulivu
Surndr & Die
Registered: Nov 2010
From United States
Posted July 10, 2011
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I don't fully recall what this topic was about, but let me just point out the fatal flaw in your counter-argument:
"Hi, I am Bill Jim Bob of Project TerraMineBoid. I am perfectly happy that, while little Timmy loved FreeVolume, the game I spent the past 3 years of my life working on, he chose to spend money on something from Electronic Vision. Because all I care about is the gaming industry getting the money!"
That is not at all factoring in places like Gamestop that never send a single penny of their used game purchases back to the publishers (who in turn send a fraction of a penny to the developer, maybe), or people who would rather wait to purchase the game (for a replay) when it is on sale.
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BlazeKING
New User
Registered: Apr 2011
From United States
Posted July 10, 2011
Lets not be so hard on these industry thugs
It's totally human to externalize and blame others for our failures...they are just doing what many people do in a situation where they fuck up and do shitty work -- blame it on someone else.
If not pirates they'd blame something else. After they establish an internet control grid to stamp out piracy and find they still are losing profits, they'll lobby for TSA checkpoints at stores so kids can't steal their stuff. And when their sales keep dropping after that, who knows what they'll do. Death penalty for people stealing movies or removing DRM?
Actually scratch that first sentence, fuck em
fuckem fuckem fuckem
It's totally human to externalize and blame others for our failures...they are just doing what many people do in a situation where they fuck up and do shitty work -- blame it on someone else.
If not pirates they'd blame something else. After they establish an internet control grid to stamp out piracy and find they still are losing profits, they'll lobby for TSA checkpoints at stores so kids can't steal their stuff. And when their sales keep dropping after that, who knows what they'll do. Death penalty for people stealing movies or removing DRM?
Actually scratch that first sentence, fuck em
fuckem fuckem fuckem
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GamezRanker
Disagreement Verboten!
Registered: Sep 2010
From United States
Posted July 10, 2011
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I don't fully recall what this topic was about, but let me just point out the fatal flaw in your counter-argument:
"Hi, I am Bill Jim Bob of Project TerraMineBoid. I am perfectly happy that, while little Timmy loved FreeVolume, the game I spent the past 3 years of my life working on, he chose to spend money on something from Electronic Vision. Because all I care about is the gaming industry getting the money!"
That is not at all factoring in places like Gamestop that never send a single penny of their used game purchases back to the publishers (who in turn send a fraction of a penny to the developer, maybe), or people who would rather wait to purchase the game (for a replay) when it is on sale.
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Gundato
The Peepe
Registered: Sep 2008
From United States
Posted July 11, 2011
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I don't fully recall what this topic was about, but let me just point out the fatal flaw in your counter-argument:
"Hi, I am Bill Jim Bob of Project TerraMineBoid. I am perfectly happy that, while little Timmy loved FreeVolume, the game I spent the past 3 years of my life working on, he chose to spend money on something from Electronic Vision. Because all I care about is the gaming industry getting the money!"
That is not at all factoring in places like Gamestop that never send a single penny of their used game purchases back to the publishers (who in turn send a fraction of a penny to the developer, maybe), or people who would rather wait to purchase the game (for a replay) when it is on sale.
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What defines a "good product"? Especially after someone has already consumed your product, and is deciding if they want to give you money for it (or give their money to someone else).
And that still doesn't take into account buying used (with consoles) or waiting until the game is on sale/discounted. Both are very intelligent approaches to take, and both kind of hurt the developer.
There are plenty of games I bought new for $50 that I feel are only worth 30, maybe 40 bucks. But those extra 10 or 20 bucks are an okay cost (sometimes :p) since it helps raise the sales figures for said games and encourage sequels. Whereas, if I had decided "I am gonna buy this later", I don't help the figures all that much in the eyes of the publisher.
That's why I made it a point to reference Indie developers, since it is the little guys who get hit most by this. Whatever Infinity Ward is calling themselves these days? They could easily swallow a few flops or lukewarm releases. Small dev teams who put everything into a product? They can't really afford for people to decide to spend their hypothetical 50 euros elsewhere.
And food for thought: going back to Troika. Even with them basically being dead by the time of Bloodlines's release, imagine if even a fraction of the people who own the game now had bought it new. They might very well still be in existence today (and still be releasing buggy pieces of crap that are fundamentally awesome, after you wait for the unffocial patch).
Does that mean VTM: Bloodlines was worth buying for 50 bucks? Probably not. But I think we can all agree that Troika had vision, And maybe "getting screwed out of 10 bucks" is actually kind of good for the industry. Early support from the consumers encourages support from the publisher, which in turn leads to patches and sequels.
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Wishbone
Red herring
Registered: Oct 2008
From Denmark
Posted July 11, 2011
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Does that mean VTM: Bloodlines was worth buying for 50 bucks? Probably not. But I think we can all agree that Troika had vision, And maybe "getting screwed out of 10 bucks" is actually kind of good for the industry. Early support from the consumers encourages support from the publisher, which in turn leads to patches and sequels.
What the publishers should be doing is saying "Oh dear, we published a buggy piece of shit because we insisted on an unrealistic deadline. We'd better patch the shit out of it so people will actually buy it. That way, we might recoup our investment, rather than just throwing it out the window".
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Gundato
The Peepe
Registered: Sep 2008
From United States
Posted July 11, 2011
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Does that mean VTM: Bloodlines was worth buying for 50 bucks? Probably not. But I think we can all agree that Troika had vision, And maybe "getting screwed out of 10 bucks" is actually kind of good for the industry. Early support from the consumers encourages support from the publisher, which in turn leads to patches and sequels.
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What the publishers should be doing is saying "Oh dear, we published a buggy piece of shit because we insisted on an unrealistic deadline. We'd better patch the shit out of it so people will actually buy it. That way, we might recoup our investment, rather than just throwing it out the window".
Obviously word of mouth is a pretty big factor. But if we are sticking to the mythical "try before you buy" pirate, you have to consider the stuff that is annoying, but not game-ruining.
Hell, let's use TW2. I had no problems with that game and bought it at launch. A lot of people apparently had bugs and what not (that I think have been fixed, right?). The "try before you buy" might play through, find some annoying bugs, and decide it isn't worth grabbing. Whereas the person who actually bought it (because of good reviews and an interest in the game) may get a bit frustrated, go play something else, come back a few weeks later (with a patch), and love it.
There are MANY factors that can make a person decide not to buy something (a fun campaign that they want to wait a few months before replaying, bugs, lack of mods/DLC, etc) that are really just a factor of time. But when so many publishers/devs are dependent on those first month or so of sales for making future plans, that is a pretty big issue.