you know this doesn't work, right?Aircross said:Make a great game so that consumers will pay the developer to make more great games.
you know this doesn't work, right?Aircross said:Make a great game so that consumers will pay the developer to make more great games.
Yeah it does. I bought all the Elder Scrolls, Bioshock, and Bastion after pirating them.zehydra said:you know this doesn't work, right?Aircross said:Make a great game so that consumers will pay the developer to make more great games.
Is it really that difficult - yes. You code in a call to an annoying program, and a hacker will pause the program at that point and replace the call with a NOP. Of course, he won't take your demo, he will take exactly the full game you sell in retail.Matthew Geskey said:Is it really that difficult?
Code in, inside the exe and very sneakily, something that's just slightly annoying, like a little thing that pops up every time you pass a milestone or complete a quest "Hey, we know you pirated, but now you've gotten this far, so if you really like it, would you mind buying it?" as an error message after it ctds. The annoying inventory limit made me buy some stuff from tf2.
Or you could release a demo on release day that, when you reach a certain point, stops you from progressing. You can play all you want before that point, or even replay it or go backwards and explore. But be sure to make it substantial and to make the player want to continue with his character or pursue the plot.
That's why you hire a very sneaky coder to make it.Don Reba said:Is it really that difficult - yes. You code in a call to an annoying program, and a hacker will replace it with NOP. Of course, he won't take your demo, he will take exactly the full game you sell in retail.Matthew Geskey said:Is it really that difficult?
Code in, inside the exe and very sneakily, something that's just slightly annoying, like a little thing that pops up every time you pass a milestone or complete a quest "Hey, we know you pirated, but now you've gotten this far, so if you really like it, would you mind buying it?" as an error message after it ctds. The annoying inventory limit made me buy some stuff from tf2.
Or you could release a demo on release day that, when you reach a certain point, stops you from progressing. You can play all you want before that point, or even replay it or go backwards and explore. But be sure to make it substantial and to make the player want to continue with his character or pursue the plot.
It doesn't matter how sneaky you are. The hacker won't look for the call in dead code, he will just wait until you make it, and that will give everything away immediately. You can add layers of checks making sure that your other checks are not modified, but all it will do is slow down the attacker. He has the advantage, because you have to prepare all your defenses in advance.Matthew Geskey said:That's why you hire a very sneaky coder to make it.Don Reba said:Is it really that difficult - yes. You code in a call to an annoying program, and a hacker will replace it with NOP. Of course, he won't take your demo, he will take exactly the full game you sell in retail.Matthew Geskey said:Is it really that difficult?
Code in, inside the exe and very sneakily, something that's just slightly annoying, like a little thing that pops up every time you pass a milestone or complete a quest "Hey, we know you pirated, but now you've gotten this far, so if you really like it, would you mind buying it?" as an error message after it ctds. The annoying inventory limit made me buy some stuff from tf2.
People in this topic keep saying that but it's not true.Gmans uncle said:Your games are too expensive, your DRM is too constrictive, these are things you can fix; SO FIX THEM! lower your prices, remove your DRM (the hackers 'll just crack it anyway), make some nice pre-order bonuses, maybe some free DLC to intice people into buying your game instead of pirating it.
This is called logic people, use it.
I don't think that was inherent to the episodic formula. No one knows why they only made 2. Except for maybe the fact that they can't count to 3.FelixG said:Smaller, cheaper games that you didnt have to wait as long for was the entire idea behind the Episodic games, though we can all see how well THAT attempt turned out.Matthew Geskey said:They could even (through steam) have it download a portion of the game for free, then after playing up to certain point, it would give you a choice to buy it, where, if you did, it would download the rest.
Weirdly enough, I pretty much agree with you.The Madman said:Face it, the game could be the best game ever created. An absolute pinnacle in the creative interactive medium, something that would reduce even the most hardened soul to tears and even the most bitter anti-games critic to break down and confess their love for the medium... and it would probably be the most pirated game ever made. Some people genuinely don't care, they really and truly don't and the only way to stop them from pirating a game is not to give them that option.
ninja'dFEichinger said:Lower. The. Price.
Honestly, having to pay 50 bucks for a game, THEN add 25 bucks for the DLCs that pop up over the following year simply is too much. Why on Earth would anyone want to pay that much money for a game they don't even know whether they'll like? Of course that ends up with them not paying at all - if possible.
This would be a good place to start.babinro said:I know of no convenient or realistic solution to combat piracy from a Developer and Publisher standpoint. Barring them actively hiring teams that continually sue every person who file shares to the point where the average person fears taking the chance.
All companies can do is provide incentive to buy new at the cost of their own profits in hope that they'll gain the lost revenue back from pirates. Some general ideas for this could be:
- lower the cost of the video game
- provide a coupon that grants a percentage discount on future products of that developer/publisher with purchase
- give free non-game additives with all purchases at no extra cost. In other words, make all games like collector editions providing physical objects that someone who pirates would not obtain otherwise.
- Provide free DLC and patches to the game frequently to purchasers throughout the games lifespan. A pirate would constantly have to look for the newest and best version of the game, thus putting more effort into the act itself and possibly justifying a purchase for convenience.