Chippers, in the post you snipped I believe I made it clear that I don't neglect the human factor in making games. On the contrary, I'd love to make games too, but regrettably there wasn't much incentive in my country to either educate myself to do it or just do some self-learning (heck, we had only dial-up Internet over here until 7-8 years ago).Chipperz said:Go through the last few pages and read the replies - it's a lot of "faceless corporations don't need my money", "copyright means that, somehow, the creator thinks they own the things they made!" and "it's data, it's free anyway!".DuX1112 said:*snip*
All of these arguments essentially boil down to the idea that the time and energy spent making a game are worthless - the final product has no physical structure and can be copied at will, so everything that the designers, artists, animators, composers, writers, modellers and even the PR and marketting guys did for several years is worthless to these people. I don't care about the money, it's the utter lack of empathy and respect that pirates have that gets to me.
Also, I'm currently still under the banner of "indie". I don't get a salary making my games, beyond what I get temping in offices and working in supermarkets. It's not as if just being indie (therefore not being a big, evil, faceless corporation) get a free defence against pirates - in fact, they're hurt more by them (just look at stuff like World of Goo and the Humble Indie Bundle). Again, pirating a game is telling the people that worked on it that their time was worthless, which is disgusting.
I have a university degree on English Language and Literature. I've done some teaching, much translation, subtitling, captioning, etc. At the moment, I'm employed at a government cultural institution. Local pay. $250 a month. There you go.VanBasten said:Yeah, I'm sure nobody thought of that before...DuX1112 said:If you make a great, original game, play the market wisely, and sell it cheaply - people will buy it.
Just out of curiosity, what do you do for a living?
It's not just China.Rainboq said:Ah yes, China, 'tis a odd country...
On the massive snipped part - I'll admit that you have clearly stated that you don't discount the human factor, but my point was less that you do, and more that a lot of pirates do, and then make frankly moronic justifications to themselves, many of which are on this thread. It's worth noting that, about once per thread on piracy, one person comes out with "but I was a student and would have had to have saved to get new games!" like that excuses him stealing from companies full of people that used to be in his position. As someone that desperately wants to degenerate himself for baying packs of ingrates and whiners, it just... Gets to me that so many people just don't seem to care about the people behind the game.DuX1112 said:*Again, massive snip*
Greetings to you then - i do hope you'll make a great game. And if I can't purchase it somewhere where I live - I can't promise that I won't pirate it. But even if I do, I'll share it with my friends. And if we enjoy it, we'll thank you. Maybe even make a donation of some kind. I know it's not funny, but that's the reality of things, dammit.
Oooo, I like that. I don't think I've ever heard anyone describe it quite as perfectly as that right there.insanelich said:In D&D terms, the arguing sides aren't Evil versus Good, it's Lawful versus Chaotic.
This is going to stretch an analogy quite thin, but here it goes: Imagine you had a steady job translating, and you just translated a particularly long and difficult book and it's ready to be published, the prints have gone to the bookstores, but the day before it hits the shelves somehow your translation ends up on the internet. A lot of people download it, nobody buys the book, publisher goes out of business, you get fired.DuX1112 said:I have a university degree on English Language and Literature. I've done some teaching, much translation, subtitling, captioning, etc. At the moment, I'm employed at a government cultural institution. Local pay. $250 a month. There you go.
Hah, now you've got me intrigued! My home, destroyed? Hell, can I, perhaps, promote your game in Macedonia? =PChipperz said:SNIP-SNIP-SNIP.
I have a feeling it's why the game as a whole hasn't been recieved too well by publishers - I am firm in my belief that my game is great (if I didn't, I wouldn't have put so much into it), but it's got a lot of new ideas that would be risky for a new developer to put out there with no promise that it would succeed.
At the end of the day, if my game isn't released somewhere and people are forced to pirate it to play it, then I'll accept that thanks and the knowledge that people will steal to play it is enough payment, but I'd like to think that most countries could have an actual release (even if it has to make a loss to be recouped on DLC) rather than leaving it to the pirates.
Also, if it proves popular, one of the planned expansions is Greece - I might see about getting Macedonia in there, too Just... Don't take it too personally if your particular home is destroyed - a lot of my mates have taken it far too personally so far
Same here, Chaotic Good.ShadowKatt said:Oooo, I like that. I don't think I've ever heard anyone describe it quite as perfectly as that right there.insanelich said:In D&D terms, the arguing sides aren't Evil versus Good, it's Lawful versus Chaotic.
I was always Chaotic Good, I feel ashamed for actually not making that connection earlier.
Nothing's been publicly announced as it's still in the pitch stage, but it's called Shatterpoint - it's a (rather appropriately, for the Escapist's general theme this week) post-apocalyptic MMO/CO RPG - I've heard it described as a mix between Gears of War and the Sims The basic idea is that it'll start in England and, if it proves popular, expansions will move East through Europe, Russia and China. I've been generally using it as an excuse to explore counter-culture, political movements and the varying concepts of an anarchist state across the world, and incorporating them into a world of ultraviolence and mutant monstersDuX1112 said:Hah, now you've got me intrigued! My home, destroyed? Hell, can I, perhaps, promote your game in Macedonia? =PChipperz said:SNIP-SNIP-SNIP.
I have a feeling it's why the game as a whole hasn't been recieved too well by publishers - I am firm in my belief that my game is great (if I didn't, I wouldn't have put so much into it), but it's got a lot of new ideas that would be risky for a new developer to put out there with no promise that it would succeed.
At the end of the day, if my game isn't released somewhere and people are forced to pirate it to play it, then I'll accept that thanks and the knowledge that people will steal to play it is enough payment, but I'd like to think that most countries could have an actual release (even if it has to make a loss to be recouped on DLC) rather than leaving it to the pirates.
Also, if it proves popular, one of the planned expansions is Greece - I might see about getting Macedonia in there, too Just... Don't take it too personally if your particular home is destroyed - a lot of my mates have taken it far too personally so far
Anyways, do you have a working title? And, have you publicly announced your game? I'd love to take a look at what you're working on.
Anyways, sure, if it gets released in Greece it will surely make its way here, up north, but, as I stated, it's the pricey-pricey-ishness of games that makes them unappealing to people here, not that they don't get imported and sold here. It's just that almost no one buys them.
Gahh... the best of luck bro', once again! =)
Sure, it's a thin analogy. And I understand it pretty well. But you're missing one crucial factor - the market. Namely, say, we'll take an American publisher. Now these guys publish almost worldwide. They do USA, Canada, the EU, Russia, Japan... You name it.VanBasten said:This is going to stretch an analogy quite thin, but here it goes: Imagine you had a steady job translating, and you just translated a particularly long and difficult book and it's ready to be published, the prints have gone to the bookstores, but the day before it hits the shelves somehow your translation ends up on the internet. A lot of people download it, nobody buys the book, publisher goes out of business, you get fired.
I agree. But I fail to see the corellation between the alignement of the stars and piracy. Or of piracy and game developers losing their jobs all of a sudden. Sure, this could be the case with >50% piracy (of people that WOULD buy the game) and a small market (that wouldn't create a great turnout), but that's a bit off. That doesn't happen. Those who buy - buy it, those who "steal" - steal it, and that's it. The big idea is how to make more people WANT to buy games. Key words: price and quality. Not to try to extort money from those who wouldn't buy them in the first place. It won't work.VanBasten said:That sort of thing happens all the time to developers, especially game developers. A surprisingly small percentage of software produced actually becomes profitable, and that's even truer for games.
Developers have ridiculously volatile jobs and it's unbelievably stressful. You can do everything right and still get fired because the stars don't align.
Some wise ass once said: "Stereotypes exist because they are real." I.e. reality supports them.VanBasten said:By the way, most of that isn't directed at you, but at other people who live with far more income but still pirate games and like to pretend they're "sticking it to the man", when mostly they're sticking average guys with average income out of a job.
Huh, nice. Sounds weird enough. I like weird stuff.Chipperz said:I've been generally using it as an excuse to explore counter-culture, political movements and the varying concepts of an anarchist state across the world, and incorporating them into a world of ultraviolence and mutant monsters
Hmm, how about, say, affecting the in-game system of customizing/combining the player's items or weapons? For example, I find a BFG in a crate somewhere, but if I pirated your game, I couldn't upgrade it or change the ammo type on it? (Whereas people who subscribed/bought it could do this). This could in turn make pirates ultimately buy the game, because they'd be outgunned by those who paid to play it, eh.Chipperz said:To bring this back into something resembling on topic, I've recently been considering varying ways of fighting piracy by using carrots rather than sticks. My current idea is to give people who buy the game firsthand access to a special server that actually dictates the story of the game by player actions, but where you only have one life (you die in the game, you die in... The game, but you lose your character) kind of deal, but have it so anyone with the game (and let's face it, may as well let pirates give us SOMETHING) can buy in later for a small fee - almost a subscription fee based on player skill.
Yeah, I agree. More thought should be put on this... Maybe a new thread on the Esapist could help.Chipperz said:It's actually very, very hard to think of ways to reward people who actually buy your game rather than attempt to punish pirates, but publishers/developers won't even look at a pitch unless you can do one or the other, and "slap DRM on it" clearly isn't the answer.
See, the problem with not letting non-payers upgrade weapons is that it's punishing the non-payers instead of rewarding the payers. I do agree that this should be taken to another thread, I'll go make it now and let the pirates/non pirates keep taking chunks out of each other here (Sorry Mr Funk!)DuX1112 said:Huh, nice. Sounds weird enough. I like weird stuff.Chipperz said:I've been generally using it as an excuse to explore counter-culture, political movements and the varying concepts of an anarchist state across the world, and incorporating them into a world of ultraviolence and mutant monsters
Hmm, how about, say, affecting the in-game system of customizing/combining the player's items or weapons? For example, I find a BFG in a crate somewhere, but if I pirated your game, I couldn't upgrade it or change the ammo type on it? (Whereas people who subscribed/bought it could do this). This could in turn make pirates ultimately buy the game, because they'd be outgunned by those who paid to play it, eh.Chipperz said:To bring this back into something resembling on topic, I've recently been considering varying ways of fighting piracy by using carrots rather than sticks. My current idea is to give people who buy the game firsthand access to a special server that actually dictates the story of the game by player actions, but where you only have one life (you die in the game, you die in... The game, but you lose your character) kind of deal, but have it so anyone with the game (and let's face it, may as well let pirates give us SOMETHING) can buy in later for a small fee - almost a subscription fee based on player skill.
Or they'd simply quit playing it. But... It's worth a shot.
Yeah, I agree. More thought should be put on this... Maybe a new thread on the Esapist could help.Chipperz said:It's actually very, very hard to think of ways to reward people who actually buy your game rather than attempt to punish pirates, but publishers/developers won't even look at a pitch unless you can do one or the other, and "slap DRM on it" clearly isn't the answer.
Wow this is brilliant. I was gonna say how I was indifferent to the whole thing, and both sides of the argument were terrible at convincing me to side with one. But, what you said makes so much sense.insanelich said:So, the anti-pirate argument is...
... "Copyright infringement is wrong and stealing because I say so."
This won't convince anyone not already agreeing with you. If your aim is to inspire fanboy fervor, well done, otherwise your argument is worth nothing. Sorry Funk.
The pro-pirate argument is...
... "It's not wrong because I'm not hurting anyone."
You probably agree with drug legalization, abortion and euthanasia too. Which, again, isn't necessarily wrong, but you can see how a lot of people will disagree.
In D&D terms, the arguing sides aren't Evil versus Good, it's Lawful versus Chaotic.
I think both of those reasons are totally spot on as well. i think F applies to the concept of theft in general because it is not a rationalization that it is OK in anyway. It is simply "I steal and I admit it". Where G is something I hadn't thought of, that some people do this with the intent to show that they take knowing it hurts the industry and do it because they want a total overhaul of the system. I do still stand by the idea that there would be far less self-justification out there if pirates didn't have the idea of victimless crime to fall on though. You would just have the F option like you do in every other aspect of society when it comes to stealing.Alterego-X said:G) I believe that the traditional concept of copyright is outdated, and creators should move on to find other sources of income.RMcD94 said:F) I steal because I don't a damn about other people and their morals. ie, if I could steal a car and get away with it, I would.xunjez said:A) I steal because I deserve this yet I can't afford it.
B) I commit a victimless crime, the copies are endless and I don't sell it.
C) I steal because I would have never have purchased the product anyway.
D) I steal with the intent to judge the product's worth and if I find it acceptable I will pay full value.
E) I steal to prove a point, I steal to hurt large companies with policies I find unacceptable.
I think a lot of people are F. If I didn't like arguing then I'd go with F, but it's boring.
C doesn't have a victim. B does if he would have bought it without the option to pirate.
No they don't.In the end all pirates must fall on the fight that they hurt no one.
Do you know how many free games there are?There would just be no games
I'm not a moral relativist, I believe that piracy is right and copyright is wrong.
I don't care if I hurt the industry, because I want to see it destroyed.