It's not so much that Bushnell is a villian for advocating an anti-piracy position, but that he's a little misguided for perpetuating the tit-for-tat technology game that companies have been playing with pirates for years, and losing for years.Dejawesp said:So someone want's to take another step towards preventing theft and all of a sudden they are the villian? How did that happen?
I find it interesting that a natural response to rising game prices, especially considering the wide availability and ease of use of a relatively-risk free alternative, makes people into "scumbags" and "douchepits" who feel the need need to "rationalize their behavior." I might call a legitimate consumer "honest" in comparison to a pirate, but I would not degrade a pirate's behavior to such an insulting level for choosing free games over costly games; or even free games over no games, if the situation is such.Malygris said:Quite aside from the fact that Nolan Bushnell is a bit crazy, he's clearly underestimating the ingenuity of the scumbag demographic. There will always be douchepits who can rationalize their behaviour, and as a result, there will always be piracy.
I think it's really too bad that there's so much focus on making pirates the enemy of game companies and legitimate consumers when the gauge of a game's success doesn't have to rely on sales numbers. Instead of making and selling games with gross profit in mind, companies could make and sell games with exposure in mind; then, pirates could be their friends instead of their enemies. After all, a developer isn't so interested in sales numbers as a form of direct income as they are in seeing it as an estimate of how many people are playing their game. Then they can take that number to their next investor and say "this many people are playing our game, give us money to make another one." If only companies were friendly enough with pirates that they could get access to the number of illegally distributed copies, developers could also say to publishers and retailers, "this many people are playing our game but not paying for it. If you lowered your retail prices and made piracy just a little more irksome to bother with, maybe they'll pay for the next one." Plus, it's just a more impressive number if you have a more thorough estimate of exposure than straight sales numbers.
Yes, it's a pipedream to hope for a world where some central pirate leadership says to the game company "we stole this many copies of your game this month," only to have the company say "well, what can we do to convince you to pay for them?" And hell, it leads to an even more utopian vision where developers get government grants so they can put games out for free because games should be played by everyone, damnit, and played heavily.
But it's still a lot more productive than waving the latest technogizmo that will be obsolete in three months and shouting "hah, we've got you now, pirates!"