Piracy in the PC Gaming World

Started by Melbosa, March 12, 2008, 09:03:37 AM

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Melbosa

So I was reading an interesting take on Piracy from a Game Developer employee at Stardock, and thought I would share it with you.  He makes some valid points about piracy and consumers.  Should check it out: http://forums.sinsofasolarempire.com/post.aspx?postid=303512

QuotePiracy & PC Gaming
By Draginol Posted March 10, 2008 20:48:46

Recently there has been a lot of talk about how piracy affects PC gaming. And if you listen to game developers, it apparently is a foregone conclusion - if a high quality PC game doesn't sell as many copies as it should, it must be because of piracy.

Now, I don't like piracy at all. It really bugs me when I see my game up on some torrent site just on the principle of the matter. And piracy certainly does cost sales.  But arguing that piracy is the primary factor in lower sales of well made games? I don't think so.

Is it about business or glory?

Most people who know of Stardock in the gaming world think of it as a tiny indie shop. And we certainly are tiny in terms of game development. But in the desktop enhancement market, Stardock owns that market and it's a market with many millions of users. According to CNET, 6 of the top 10 most popular desktop enhancements are developed by Stardock.  Our most popular desktop enhancement, WindowBlinds, has almost 14 million downloads just on Download.com. We have over a million registered users.

If you want to talk about piracy, talk about desktop enhancements. The piracy on that is huge.  But the question isn't about piracy. It's about sales.

So here is the deal: When you develop for a market, you don't go by the user base. You go by the potential customer base.  That's what most software companies do. They base what they want to create on the size of the market they're developing for. But not PC game developers.

PC game developers seem to focus more on the "cool" factor. What game can they make that will get them glory with the game magazines and gaming websites and hard core gamers? These days, it seems like game developers want to be like rock stars more than businessmen.  I've never considered myself a real game developer. I'm a gamer who happens to know how to code and also happens to be reasonably good at business.

So when I make a game, I focus on making games that I think will be the most profitable. As a gamer, I like most games.  I love Bioshock. I think the Orange Box is one of the best gaming deals ever. I love Company of Heroes and Oblivion was captivating.  My two favorite games of all time are Civilization (I, II, III, and IV) and Total Annihilation. And I won't even get into the hours lost in WoW.  Heck, I even like The Sims.

So when it comes time to make a game, I don't have a hard time thinking of a game I'd like to play. The hard part is coming up with a game that we can actually make that will be profitable.  And that means looking at the market as a business not about trying to be "cool".

Making games for customers versus making games for users

So even though Galactic Civilizations II sold 300,000 copies making 8 digits in revenue on a budget of less than $1 million, it's still largely off the radar. I practically have to agree to mow editors lawns to get coverage. And you should see Jeff Green's (Games for Windows) yard. I still can't find my hedge trimmers.

Another game that has been off the radar until recently was Sins of a Solar Empire. With a small budget, it has already sold about 200,000 copies in the first month of release. It's the highest rated PC game of 2008 and probably the best selling 2008 PC title.  Neither of these titles have CD copy protection.

And yet we don't get nearly the attention of other PC games. Lack of marketing on our part? We bang on the doors for coverage as next as the next shop. Lack of advertising? Open up your favorite PC game publication for the past few months and take note of all the 2 page spreads for Sins of a Solar Empire. So we certainly try.

But we still don't get the editorial buzz that some of the big name titles do because our genre isn't considered as "cool" as other genres.  Imagine what our sales would be if our games had gotten game magazine covers and just massive editorial coverage like some of the big name games get.  I don't want to suggest we get treated poorly by game magazine and web sites (not just because I fear them -- which I do), we got good preview coverage on Sins, just not the same level as one of the "mega" titles would get. Hard core gamers have different tastes in games than the mainstream PC gaming market of game buyers. Remember Roller Coaster Tycoon? Heck, how much buzz does The Sims get in terms of editorial when compared to its popularity. Those things just aren't that cool to the hard core gaming crowd that everything seems geared toward despite the fact that they're not the ones buying most of the games.

I won't even mention some of the big name PC titles that GalCiv and Sins have outsold.  There's plenty of PC games that have gotten dedicated covers that haven't sold as well.  So why is that?

Our games sell well for three reasons.  First, they're good games which is a pre-requisite. But there's lots of great games that don't sell well.

The other two reasons are:

    * Our games work on a very wide variety of hardware configurations.
    * Our games target genres with the largest customer bases per cost to produce for.


We also don't make games targeting the Chinese market

When you make a game for a target market, you have to look at how many people will actually buy your game combined with how much it will cost to make a game for that target market. What good is a large number of users if they're not going to buy your game? And what good is a market where the minimal commitment to make a game for it is $10 million if the target audience isn't likely to pay for the game?

If the target demographic for your game is full of pirates who won't buy your game, then why support them? That's one of the things I have a hard time understanding.  It's irrelevant how many people will play your game (if you're in the business of selling games that is). It's only relevant how many people are likely to buy your game.

Stardock doesn't make games targeting the Chinese market. If we spent $10 million on a PC game explicitly for the Chinese market and we lost our shirts, would you really feel that much sympathy for us? Or would you think "Duh."

You need a machine how fast?

Anyone who keeps track of how many PCs the "Gamer PC" vendors sell each year could tell you that it's insane to develop a game explicitly for hard core gamers.  Insane.  I think people would be shocked to find out how few hard core gamers there really are out there. This data is available. The number of high end graphics cards sold each year isn't a trade secret (in some cases you may have to get an NDA but if you're a partner you can find out). So why are companies making games that require them to sell to 15% of a given market to be profitable? In what other market do companies do that? In other software markets, getting 1% of the target market is considered good.  If you need to sell 500,000 of your game to break even and your game requires Pixel Shader 3 to not look like crap or play like crap, do you you really think that there are 50 MILLION PC users with Pixel Shader 3 capable machines who a) play games and b) will actually buy your game if a pirated version is available?

In our case, we make games that target the widest possible audience as long as as we can still deliver the gaming experience we set out to.  Anyone who's looked at the graphics in Sins of a Solar Empire would, I think, agree that the graphics are pretty phenomenal (particularly space battles).  But could they be even fancier? Sure. But only if we degraded the gaming experience for the largest chunk of people who buy games.

The problem with blaming piracy

I don't want anyone to walk away from this article thinking I am poo-pooing the effect of piracy.  I'm not.  I definitely feel for game developers who want to make kick ass PC games who see their efforts diminished by a bunch of greedy pirates.  I just don't count pirates in the first place.  If you're a pirate, you don't get a vote on what gets made -- or you shouldn't if the company in question is trying to make a profit.

The reason why we don't put copy protection on our games isn't because we're nice guys. We do it because the people who actually buy games don't like to mess with it. Our customers make the rules, not the pirates. Pirates don't count. We know our customers could pirate our games if they want but choose to support our efforts. So we return the favor - we make the games they want and deliver them how they want it. This is also known as operating like every other industry outside the PC game industry.

One of the jokes I've seen in the desktop enhancement market is how "ugly" WindowBlinds skins are (though there are plenty of awesome ones too). But the thing is, the people who buy WindowBlinds tend to like a different style of skin than the people who would never buy it in the first place.  Natural selection, so to speak, over many years has created a number of styles that seem to be unique to people who actually buy WindowBlinds.  That's the problem with piracy.  What gets made targets people who buy it, not the people who would never buy it in the first place. When someone complains about "fat borders" on some popular WindowBlinds skin my question is always "Would you buy WindowBlinds even if there was a perfect skin for you?" and the answer is inevitably "Probably not". That's how it works in every market -- the people who buy stuff call the shots.  Only in the PC game market are the people who pirate stuff still getting the overwhelming percentage of development resources and editorial support.

When you blame piracy for disappointing sales, you tend to tar the entire market with a broad brush.  Piracy isn't evenly distributed in the PC gaming market.

Blaming piracy is easy. But it hides other underlying causes.  When Sins popped up as the #1 best selling game at retail a couple weeks ago, a game that has no copy protect whatsoever, that should tell you that piracy is not the primary issue.

In the end, the pirates hurt themselves. PC game developers will either slowly migrate to making games that cater to the people who buy PC games or they'll move to platforms where people are more inclined to buy games.

In the meantime, if you want to make profitable PC games, I'd recommend focusing more effort on satisfying the people willing to spend money on your product and less effort on making what others perceive as hot.  But then again, I don't romanticize PC game development. I just want to play cool games and make a profit on games that I work on.
Sometimes I Think Before I Type... Sometimes!

Lazybones


Mags

Great take. Too bad there distribution does not live up to their needs though. Sins has hugely undersold simply because they couldn't meet supply. I personally have been looking for a legit copy on shelves since release and have yet to see one, so I had to go elsewhere just to play their game. I think on their website they believe they could have tripled sales if they had not had shipping screw ups. Doh!

And as for no copy protection, well they still do use cd-keys, so to say no copy protection could be debated.
"Bleed all over them, let them know you're there!"

Lazybones

CD-Keys do not prevent you from Making copies or mounting images... There for they are not really copy protection, more like registration and user identification. On top of that you can always copy the key down somewhere as well.

Thorin

Makes me want to research WindowBlinds and Galactic Civilizations II and Sins of a Solar Empire...
Prayin' for a 20!

gcc thorin.c -pedantic -o Thorin
compile successful

Thorin

Okay, WindowBlinds looks pretty cool, if you like altering your standard desktop display :P
Prayin' for a 20!

gcc thorin.c -pedantic -o Thorin
compile successful

Melbosa

WindowBlinds has been around since 95 days... or at least 98 SE when I started playing with them :P.  Wouldn't try it under Vista just yet though.
Sometimes I Think Before I Type... Sometimes!

Tonnica

That's a really great article. He presents a reasonable argument; pirates simply don't count. "The people who buy stuff call the shots"
What matters is who's going to buy your game. If your shop spend thousands on a great game full of razzle-dazzle but there's no reachable client base, who ends up with egg on their face?

Now the devils advocate in me would bring up the whole issue of creativity in games. If you're always making "safe" games with a known client base, what happens to the creative freedoms of the developers, and the industry as a whole?

One thing that's slowly fixing the problem of locating/establishing/serving a client base is digital distribution. Nowadays if you're connected to the internet or even just go to an EB Games with your DS you can nab games and demos. Games/genres that you as a potential client might not even be interested in before are ridiculously easy to get through legitimate means. That's a great big highway of potential for even small shops.

freeware/indie games definitely aren't hurt by net distribution either. If you do it right, the cost of overhead is a drop in the bucket to the total production cost.

Darren Dirt

Quote from: Lazybones on March 12, 2008, 09:20:14 AM
wow that was great.

Yup. Basic consumer-producer wisdom, packaged up in modern game-dev terms. If you build it they will come, if they steal it you better have enough paying customers who still come to make it a profitable use of your time...

Plus, WOW the 2 latest RTS/sim offerings from Stardock are pretty impressive looking/sounding -- though huge timesinks, games like that are, by the looks of it they would be my first pick if I did ever choose to sink some time in them...



Quote from: Lazybones on March 12, 2008, 10:52:36 AM
CD-Keys do not prevent you from Making copies or mounting images... There for they are not really copy protection, more like registration and user identification. On top of that you can always copy the key down somewhere as well.

GC2 and Sins both have no on-the-CD protection, but rely on CD registration and thus prevent re-selling of a game once it's been registered by the original owner. Sounds fair to me.
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