Oh, I see. I wasn't capable of gleaning those disagreements from your comment that games generally aren't free for honest consumers. While I still feel a little thick-headed in that I can't see exactly where that fact serves as the root for your disagreements, I appreciate your elaboration on them all the same. I'll try to reword what I said so it's more clear what I mean.Malygris said:...Come on.
Though I'm not a game developer--and even if I were, I would only be able to speak with confidence about the game development companies I had personally worked for--as an interested external observer with an investment in and a hope for the continuing health of the games industry, I've come to believe that sales numbers--for developers--are less important as a source of direct income as they are a selling point to future publishers. What I mean is that the success of each game a developer puts out is an investment into the next game they make, because the more successful the current game is the more investment and support they can get for their next game. I'm talking about a company to company developer-publisher relationship, by the way, not an intracompany thing like big corporations like EA can do now. In a two company developer-publisher relationship, most of the money from game sales goes to retailers and publishers anyway, which is what leads me to think that developers are free to think of sales numbers less as direct income and more as representational of success and reputation--hopefully meaning that developers can look at piracy as less of an absolute evil that must be eradicated.
This is why I was led to exaggerate the possibilities of a relationship between the games industry and pirates that was less an relationship of absolute animosity into a pipedream where we could all get along, which I noted it was. If I'm right in pointing out that developers don't have to worry about sales numbers as a source of direct income but instead a measure of successful exposure, that makes the money part of sales numbers less important than the exposure factor. Since exposure doesn't necessarily have anything to do with the purchase of games, and if more exposure means more successful developers--which means more investment from publishers which means more games and a growing industry--then the games industry is in a position to benefit from a better relationship with the pirate community.
Of course, this dream runs into a problem when the publishers realize they're not making any money from a portion of that exposure, which is why it isn't perfectly realistic. But trying to make amends with your perceived enemies is not always a bad thing.
Finally, yes, I equated "stolen" with "free." Maybe I should clarify that I mean monetarily free. If I successfully steal something like a game, that means I don't pay any money in exchange for the game. By not paying money for a game, I get it for free. That doesn't make it morally right to someone who believes in things like private property, fair exchange for goods and services, and copyright protection, but I was avoiding the moral semantics of pirating games by choosing to look at it from a more monetary point of view. I've seen that people have a greater change of agreeing on something when you argue over the economics of an issue rather than the morals, and I like it when people agree on things. So, yes, stealing means I get it for free. That's the point of theft.
Thoughts?