Crono1973 said:
Dusk17 said:
I dont understand how you can say piracy is not theft. It is the use of a product or service without paying for it. It doesnt matter why you pirate games it is still theft. Even those who defend it by saying they will pay later it doesnt change the fact that you stole a product, it doesnt work on credit like that.
If I steal your bike, then you lose a bike. That's theft.
If you copy one of your games, you lose nothing. See the difference?
These two posts embody about 95% of the debate about piracy which I've seen on these forums, and it's annoying that there doesn't seem to be a way to reach an agreement about such a silly incidental thing. Because that's what this has become, it's incidental, we're just arguing over semantics. It was never about whether the law considers it theft or not, because honestly the law should never be an argument in any moral debate, ever. Law is naught but the opinions of lawmakers, and therefore it should hold no higher authority than the opinions of the debaters, or anyone else's opinions. And other than in law, I can't think of any circumstance where the application of the word `theft' to an action makes any difference whatsoever. Piracy may or may not be technically theft, but the question we should be asking is, does it matter? Well actually I've already answered that question: it doesn't matter. Everyone yelling `piracy is theft!' is wrong because piracy is not technically theft, theft implies that something has been lost. Everyone yelling `piracy is not technically theft!' is wrong because they're completely missing the point. The debate shouldn't be about whether or not piracy is considered `theft'. The debate should be about, were one to pirate something, how much of a douchebag one would be for it.
Given that piracy and theft have nothing to do with each other (just for the sake of simplicity), let's consider the moral implications associated with piracy. On one hand, if a giant company makes a game and someone pirates it, I personally cannot imagine it damaging the company in the slightest. One could argue that it's stealing money from the company because if you had gotten it legally you would have paid for it, but I disagree because it's not as simple as all that. I don't own any of the Guitar Hero games, but I play them at friends' houses, so technically I'm playing Guitar Hero without paying for it. Does that mean I'm stealing money from Activision? I sure hope not. My friends lend me games all the time, and nobody in their right mind considers that stealing. Sometimes people argue that, since I have to give the lent game back instead of keeping it forever, it's not a problem, because playing it for that limited time makes me more likely to buy it later. But does that mean pirating a game and then paying for it or deleting that copy later on is perfectly okay? Of course not. Why, though? And I've seen this argument take its due course a thousand times, and it never leads anywhere. So let's ditch it and reach our first conclusion: piracy is complicated.
When it comes to big companies and money, there's a lot of padding. A lot of the money a company makes and loses is through shares in the stock market. A lot of it's also through sales and advertising. When the good people at Valve write HL2e3, they get their money every month as a paycheck. If HL2e3 somehow doesn't do well, due to piracy or otherwise, the developers don't lose any of that money they've made. They just don't. Valve has already given them their paychecks. So what does happen? Well, the guys over in marketing decide that, since that game didn't do so well, maybe we should stop making Half Life games. So they start planning Portal 2 episode 1 or something, and detail the old HL2e3 guys to that project instead. They're just as happy with this new game as they were with HL2e3. They get paid the same amount as they always had. So, if this drop in HL2e3 sales doesn't harm the developers, who does it harm? I think it's the fans. The fans, who were looking forward to a Half Life 3, will never get to see it because Valve's marketing department made a decision to discontinue Half Life, which was influenced by the drop in sales which was due to the high piracy rate of the game. Again: piracy does not harm the developers, but it does harm the fans, or at least those fans who were pining for a sequel.
I realize this model breaks down after a while. If every game is pirated to the extent that no games do well, the company starts losing a substantial amount of money, people are laid off, and if it's bad enough the company goes under. Or, more realistically, the piracy rate will continue to increase (hopefully only up to a certain threshold), and the increase will be slow enough that the companies have time to get used to it ... in that case, they'll try a bunch of different ways to stop piracy, they'll try a bunch of different ways to squeeze more money out of those willing to pay, and eventually they'll stop making games altogether and move on to something else, or they'll have to risk going under. Right now this is what's happening, and they're on the `try in vain to stop piracy' and `try to get paying gamers to pay more' stages. But notice that this is all about the company. Again, the effect all this has on the developers is small and indirect enough that it's negligible. And if the entire game industry crashes around everyone's ears due to piracy somehow, most of those developers will still have jobs, because programming and 3D modeling and music and all those fields come in handy in a lot of non-game arenas, and by now they all have quite the resume. So I want to revise my statement from last paragraph: piracy does not harm the developers, but it does harm the fans of the game, and eventually, the quality of the game industry itself.
But of course, we can't stop there without bringing up the indie developer, could we? Of course not. First of all, I'd like to make a side note: pirating a game from an indie developer may not technically be thievery, but it's just as repulsive and morally wrong as picking that person's pocket would be. Unlike a corporation, the amount an indie developer gets paid is exactly equal to the amount his game has sold. There isn't a big money net here; every penny counts. When you play an indie game, you have a personal relationship with the developer: he's letting you play his game, and he assumes that you are decent enough to congratulate him on his hard work by paying for his ramen for the next week, so that he might have time to make more games for you later. So, if you play an indie game, and you like it, and you don't intend to provide at least some sort of compensation, then you are officially a despicable person. Of course, not all indie developers see it that way, which is fine. They do it because making games is really really fun. They don't base a decision to make a game on the state of the industry, like the marketing guys over at the corporation do. So, it should logically follow that if the industry crumbles to piracy, all new games will be indie games. And since, by this point, everyone is an asshole, the indie devs won't make any money either. Therefore, all new games will be free, probably open source (since making a nice looking game by any means other than open collaboration will cost at least some money), and ... well, they'd be different than they are now. Much different. Not necessarily better, and not necessarily any worse, just different.
I'm not saying any of that is bound to happen. Corporations will adapt, find ways to compete with piracy, and win. Piracy will never go away completely, but if companies continue to adapt to it, the piracy rate should stay around 10%-20%ish. And how do the companies compete with piracy? By doing what Valve's been doing: offering low prices and high convenience, or put more generally, by giving the customers more benefits than piracy does. And we're all about benefits, are we not? From that perspective, piracy could be considered a good thing in the long run, because it forces companies to rethink their business strategies and reform themselves in ways that are more beneficial to us, the paying customers. If we start thinking about fighting piracy in terms of fighting the drive to pirate, rather than fighting the pirates themselves, we'll get a lot more done.
See what stepping away from the `piracy is theft'/`piracy is not theft' bullshit for a little while can accomplish? If more debates on here were more like this, they would be a lot more constructive. There is so much more here to explore and discuss, if you take a step back instead of stubbornly repeating the same two arguments back and forth, over and over. I'm not a pirate, and I don't know if piracy is a good thing or a bad thing. I think it's both good and bad, for different people, in different ways, given different timeframes, as I've explained above. But nobody likes that answer, because that's not actually the question anyone's really asking. When someone asks `is piracy good or bad', what they really mean is `should I feel guilty for pirating, and how should I judge others who pirate?' To which I respond: `no, and no.' Because we've stepped into totally different territory, because I believe that nobody other than yourself should be able to tell you what you should feel guilty for, and because I believe that you shouldn't judge anybody you know so little about, for something so insignificant. But that's just me, I guess. This is all just me ... so carry on.