Garak73 said:
Buying...what an interesting word but according to the software industry that isn't what you are doing. Instead you are renting for full price.
Their product, their call. They
created this program, and invested money into its creation and distribution. If you want a free anti-virus program, either take the many free options out there or write your own. Best of luck, and all. Otherwise, you pay what they ask for and accept the terms they offer. Or take your business
elsewhere, you don't get some entitlement to seek alternate means of
seizing their business.
CrystalShadow said:
Fact is, it's fraudulent logic to equate 1 pirated copy = 1 lost sale, because it makes the false assertion that everyone who has a pirated copy both has the capacity to pay, and the desire to do so if deprived of the option of getting it for free.
It's not a fraudulent claim, because no one is making the direct claim. It's, at worst, a
disingenuous claim because we all understand that not
all of those stealing it would have bought it at full price. It is, however,
equally disingenuous to claim 1 pirated copy = 0 lost sale, because it makes two assumptions: Firstly, that those pirating it wouldn't have bought the item had they not first been presented a free "option," and secondly, that someone who wouldn't have paid
full price would not have paid
some other price rather than zero.
Franky, you'd have to be somewhat insane to presume that to be true.
And in a way, it makes me wish we could eliminate all piracy overnight for a year, just to prove to all the people that think this that these huge numbers some groups claim as 'lost revenue' are nothing more than wishful thinking.
I don't think you'd have to be insane, and data out there proves that when people want something, they'll generally buy it... but when presented with a free option (even a perfectly legal one), they'll do that instead. Why? Because "something for nothing" is better than "something for something."
Games with strong DRM have shown an
initial piracy rate much lower, and an
initial sales rate much higher than games without it. That is, of course, the goal of DRM. Not to "defeat" piracy, but to delay it. Why? Because tons of people, if presented with no free alternative,
will buy the product to avoid having to wait.
Now, using backward reasoning, someone who pirated a game can then say, "Well, this game isn't worth $60, so I wouldn't have bought it anyway." Easy to say, but an empty claim--it can neither be proven nor disproved. If you've got the free option, it takes all of 3 seconds to find reasons to convince yourself it's not worth the price... but in the end, you're basing this reasoning
on the presence of the free option, not on rational consideration of the product's merit.
People pirate good games. In fact, the games that are seen as the
best games (based on sales, rather than reviews) are pirated
the most. That means the overwhelming consensus is that the game is, in fact, worth the cost..... uuuuuunless there's a way to get it for free.
IP Piracy is not a victimless crime. But to equate it to having the same consequences for the victim as theft is hopelessly naive.
Stealing cable from your neighbor's house isn't harmful to your neighbor, either. It doesn't diminish their access or the quality of their cable. And apologists often paint piracy in that same light--your neighbor still has the cable, so who's being harmed here?
And it's because you're not taking anything from
the neighbor. You're taking it from the
cable company. And it does harm them, because now they've got to support more connections, pay higher fees, and so on. And make no mistake, software companies have
metric shit tons of support requests for copies of the game
they know are pirated. That's how self-entitled these people are... it's like stealing your car and coming to you when the oil needs changed.
(Yeah, I know, it's "not like stealing a car." I'm simply saying it displays the same gall.)
You are correct that the ratio of "pirated copies" to "lost sales" is not 1:1. But it's also not 1:0, nor especially 750,000:0. Even if we split the difference and make the
very generous assumption that
half of these people would never have bought the product were it not free, that would still mean 375,000 lost sales. That is a
significant problem, and constitutes a
significant loss.
Fortunately they were able to use intrusive software practices (note: I didn't say bad, but they are intrusive) to at least make the
attempt to recover some of that. But, of course, when it comes to gaming, the pirates are bitching about that, too--DRM is the devil, including anything that requires you to connect to the internet and verify your copy, after all.
Piracy
does result in lost sales. That means there is revenue the company would have (and should have) received that was instead redirected by a third party by fraudulent means. So while it's not
identical to theft, it's a lot
closer to theft than a lot of people are claiming. People treat it like the difference between red and blue, but it's more like the difference between bright red and dark red.
(Of course, I often find it helpful to define the crime based more on the
benefit to the criminal than on the
detriment to the victim. In this case, we would define stealing as someone gaining something that does not belong to them through illegal means. There are many different
types of stealing, by this definition, but they're all stealing.
In the same way, you'll find that--legally speaking--murder and attempted murder carry the same penalties in most places. Why? Because if it can be proven that you were intending to kill this person, you shouldn't get a pass just because you suck at it. The penalty (though not the title of the crime itself) is based on
the criminal's actions, not based on
what the victim lost. So, the legal system of most developed countries backs up this logic.)