I see all your points, but you're destroying a different argument. I'm not saying that they're lost potential sales, under different circumstances; they're just lost sales in terms of the real-world price point, because it's not economically feasible for the major game companies to price their games at $0.01 in order to prevent piracy. Your solution is honourable but doesn't address the real-world problem, because companies price their products in order to turn a profit, and if you're selling at a loss you'd be better off not selling at all.Katana314 said:Now see, I've always loved destroying this argument. A pirated game is ALMOST ALWAYS a lost sale. Yes, I'm saying it directly. There are exceptions for when the game is pirated outside of its selling countries, when someone is pirating to replace scratched discs, and possibly a few other minor cases, but in the general scenario: All pirates WOULD pay something for that software.Longsight said:Everyone bringing up World of Goo and the first Humble Indie Bundle need to remember a couple of things: firstly, that the statistics you're quoting are merely percentages of the total, and say nothing about actual sales figures; and second, that a pirated copy does not directly equate to a lost sale. People pirate games for all sorts of reasons, but one of the big ones is just that they either do not have the money in the first place, or they are not willing to spend it on the game in question. These are not people that would have bought the game had piracy been impossible, and this is especially true of indie hits like World of Goo, which deviated sufficiently from mainstream gaming clichés to put a lot of people off if they had found they had to risk their cash on it before knowing if they were going to enjoy playing it or not.
The same goes for music, film and every other media that's suffering piracy troubles at the moment - I know plenty of people with music collections that would cost hundreds of thousands of pounds to build legitimately, but the music in question is not stolen for any sort of commercial profit; it's stolen for the love of the music itself, based on the simple fact that enjoying it legitimately is prohibitively expensive and the missed sales would never happen anyway. It's a balance every company has to try to strike on its own terms, but at the end of the day, commercial entities are not interested in piracy figures as a percentage of sales, they're just interested in sales. World of Goo sold well, but if it had been riddled with DRM it would in all likelihood have sold fewer copies than it did, because the pirates would have still cracked it, the people who wanted to steal it would have done so anyway, but the legitimate buyers would have been less enthused about it. Maybe piracy would have been lower, maybe it wouldn't, but based on the evidence of the last decade there's precious little reason for companies to keep making things tougher on the legit consumer. How many potentially great games have suffered commercially because they've been blasted by the gaming community for their obnoxious DRM? How many more sales would Assassin's Creed II have made if it hadn't had all the bad press it got pre-release? We can't know for sure, but we all know people who have refused to buy games based purely on their DRM. Those are the lost sales that the big developers should be chasing.
I'll never advocate piracy, for the simple reason that people deserve to be paid for their work - but at the same time, I reserve the right to choose only to play games from developers that treat their paying customers with a modicum of respect.
The logic I'm going off is that there is SOME price, some value they would associate with that entertainment. Even if that value is "5 cents", it is value; it is an actual, monetary amount, hell, even if it's half a penny. If there were no value, they would not bother pirating it. I don't ever see people pirating "My Fifth-Grade Action Game in QBASIC". Why? Because that game is worthless to them - it has NO value. Even a really disliked game like Modern Warfare is pirated because pirates want it to some degree.
If that value is less than the associated price, that's a different issue; it simply means that the game's price is too high, not that there could never possibly be a sale. I think it obvious that if Modern Warfare were brought to a price point of $0.01, there would be plenty of sales, especially from people who normally couldn't afford it. Right? This very directly means that most (as I said, a few exceptions) downloads from any peer to peer network ARE lost sales.
Besides which, I'm tired of people pirating games for being low on cash. Do some searching, and I'm pretty dang sure you can find 5 months of continuous playtime from really good, entirely free games.
As you've pointed out, most pirates would pay something for a chosen piece of software, but the problem is that people are still picky with their money. I'm generally very choosy about the games I buy because my money is in fairly short supply, so I stick to cheap and/or free games and pick up the big titles when they become ridiculously cheap during the Steam sales. Those are games that I genuinely would not buy under any other circumstances, simply on a financial basis - and while I don't choose to address this issue by stealing them instead, plenty of people see the opportunity to get games for free that they can't justify spending good money on, and take it. The opportunity to legitimately pay a far smaller amount of money for the same game simply doesn't exist, so the pirates are unable to take it - no company sells the same product at two wildly divergent price points just to make more sales, especially if one is too low to turn a profit anyway. If the pirate in question is not willing to buy the game at a price that is economically sustainable to the developer, then it's a lost sale, because running your company into the ground to prevent people from stealing your stuff in the first place is not a brilliant long-term strategy.
All in all, I like what you're saying, but it doesn't really figure in the real world. Recognising the value of something is not the same as being willing to pay money towards it.