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http://blog.wolfire.com/2010/05/Another-view-of-game-piracy
PC game piracy
Does this also apply to PC (Windows/Mac/Linux) gamers? Many PC game developers find that about 90% of their users are running pirated copies -- does this mean that piracy is killing PC games? Let's try our alternative explanation, and see if these statistics are possible even if only 20% of worldwide PC gamers are pirates. The average PC gamer worldwide only buys about three games a year, and plays them for a long time [4]. I buy many more than that, and you probably do too, but again, we are not average gamers! On the other hand, game pirates might download a new game every few days, for a total of about 125 games a year. Given these numbers, games would see 90% piracy rates even though only 20% of gamers are pirates.
Are these numbers accurate? The NPD recently conducted an anonymous survey showing that only 4% of PC gamers in the US admit to pirating games [5], a number that is comparable to XBox 360 piracy statistics [6] . However, since piracy is inversely proportionate to per-capita GDP, we can expect piracy rates to increase dramatically in places like Russia, China and India, driving up the world-wide average. Let's say to 20%.
This means that if all pirates would otherwise buy as many games as the average consumer, then game developers would be losing 20% of their revenue to piracy.
But would pirates really buy games?
Anecdotally and from studies by companies like the BSA, it's clear that pirates for the most part have very little income. They are unemployed students, or live in countries with very low per-capita GDP, where the price of a $60 game is more like $1000 (in terms of purchasing power parity and income percentage). When Reflexive games performed a series of experiments with anti-piracy measures, they found that they only made one extra sale for every 1000 pirated copies they blocked [7]. This implies that their 90% piracy statistic caused them to lose less than 1% of their sales.
Why are PC games really losing sales?
While many game developers blame piracy for their decreasing PC game sales, it is clear that this is not the problem -- relatively few gamers are pirates, and those that are would mostly not be able to afford games anyway.
However, it's easier for these developers to point their fingers at pirates than to face the real problem: that their games are not fun on PC. The games in question are usually designed for consoles, with the desktop port as an afterthought. This means they are not fun to play with a mouse and keyboard, and don't work well on PC hardware. Their field of view is designed to be viewed from a distant couch instead of a nearby monitor, and their gameplay is simplified to compensate for this tunnel vision.
Blizzard is one of the most successful game developers in the world, and it develops exclusively for desktop computers. Why do they succeed where everyone else fails? They create games that are designed from the beginning to work well with the mouse and keyboard, and with all kinds of desktop hardware. If developers spent more time improving their PC gaming experience, and less time complaining about piracy, we might see more successful PC games.
With the Humble Indie Bundle promotion we've seen that when we treat gamers as real people instead of criminals, they seem to respond in kind. Anyone can get all five DRM-free games for a single penny, and pirate them as much as they want -- we have no way to find out or stop it. However, in just the first two days, we have over 40,000 contributions with an average of $8 each! Would we have seen this much support if the games were console ports that only worked when connected to a secure online DRM server? We'll never know for sure, but somehow I doubt it.
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Tantrix: *snip*

He says a lot of things I agree with, but he also makes many of the same unlikely assumptions, and ignores many of the same issues that almost every other article on PC piracy does.
Fewer PC game sales
The most dramatic unproven assumption that we are always told by the industry, is that PC game sales are dropping. What they always neglect to mention is that the only figures this assumption is based on are from retail stores. No digital sales figures are ever published, but I think everyone can agree that the digital distribution market has virtually exploded over the past 10 years. With no sales figures to go on, it's all down to guesswork in the end.
Some developers/publishers may indeed be experiencing fewer sales than usual, but not due to piracy I think. For those that do, some of the reason may indeed lie in the "shitty console port" area. So why all the console ports? This leads us to:
Greater platform competition
Ten years ago, most people had only a PC or a console. Some console owners had a PC as well, but didn't usually use it for gaming.
Today, almost everyone has a PC, and many also have anywhere up to three consoles and one or two handhelds. And they are all used for gaming. In short, the average person's monthly game budget is spread out over many more platforms than before. Because all the new platforms are direct competitors to the PC in that respect, the PC's share of the total game market has shrunk. The game market as a whole has grown however, so whether the PC as a platform has actually suffered is up for question.
But back to the console ports. Because the consoles are much more like each other than like the PC, it is easier to make a game suited for all the consoles and then port it to PC, keeping the simple console gameplay, than it is to make a game suited for the PC, and then make major changes to the gameplay in order to accomodate the simpler interfaces of the consoles.
Why do they ignore download sales, and only mention retail sales? That's like the worst kept secret in the industry. I think Valve is mostly the one that should be pressed to answer here. But no, their monthly download sales are a closely guarded trade secret. And they know digital sales are making a lot of money.
OTOH, MW2 on the PC sold well, very well, being a Steam-only game, but in total it only made up like 6% of the total sales of the game across platforms. I often believe it's not about piracy at all, and it was more at killing the second hand market, but it's probably about big console makers like microsoft and sony to a much lesser extent, buying out all big AAA game releases from every major game developer, making them exclusive to their own console.
Post edited May 06, 2010 by drmlessgames
The lack of information on digital sales is disturbing to me too. I do agree that the humble indie sale was successful because for the first time we got treated like real people. At first I bought the games for $1 to see if it was real, then I check it out more and played the games and donated more money. Even if everyone only donated $1, multiply that by a million where half goes to charity, that's half a million split among the developers. That's $100,00 per dev in this sale if they make just 1 million $1 sales. Anyone can afford that and so many more people will risk it.
Also the humble indie sale is a buzz in the Linux community, easy to use Linux games available at bargain price with no DRM. Everyone who holds onto Linux and likes games is buying this pack. We need more of this, it helps the devs and gives confidence in the future of PC gaming.
Back to piracy, as long as there is data there is piracy. Companies are exaggerating the statistics to scare people into cracking down on piracy so in secret it will make them more money in the short-term. These bash and run tactics are rampant right now with Ubisoft at the fore-front but I think it will hurt them after people stop buying these games.
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tb87670: Even if everyone only donated $1, multiply that by a million where half goes to charity, that's half a million split among the developers. That's $100,00 per dev in this sale if they make just 1 million $1 sales.

Subtract 35c of each $1 for transaction fees and more for bandwidth.
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kalirion: Subtract 35c of each $1 for transaction fees and more for bandwidth.

Made me laugh ^
Combine posts 1 and 2 and i think that's basically it.
90% piracy -> 1% lost sales. check.
Increased number of platforms and competition for dollars -> less sales on one platform.
Digital distribution, fracturing of market (main, indie, casual, moo, facebook, etc..) -> less main game sales.
Good to have a lot of the figures and references collected in one place.
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soulgrindr: Combine posts 1 and 2 and i think that's basically it.
90% piracy -> 1% lost sales. check.

Actually I still don't get where they got that figure. They linked to an article which said 1000 pirates = 1 lost customer. But how does that translate to "90% piracy = 1% lost sale"?
I mean that very article with the 1000 pirates figure stated that after they made keygens and cracks obsolete, their sales went up 70%! How much percent piracy is that?