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[News] Why Sharing is Sometimes Better Than Not Sharing in Games

  • Subject: [News] Why Sharing is Sometimes Better Than Not Sharing in Games
  • From: Roy Schestowitz <newsgroups@xxxxxxxxxxxxxxx>
  • Date: Thu, 13 May 2010 07:41:14 +0100
  • Followup-to: comp.os.linux.advocacy
  • Newsgroups: comp.os.linux.advocacy
  • User-agent: KNode/4.4.2
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Another view of game piracy

,----[ Quote ]
| While many game developers blame piracy for 
| their decreasing PC game sales, it is clear 
| that this is not the problem -- relatively 
| few gamers are pirates, and those that are 
| would mostly not be able to afford games 
| anyway.
| 
| However, it's easier for these developers 
| to point their fingers at pirates than to 
| face the real problem: that their games are 
| not fun on PC. The games in question are 
| usually designed for consoles, with the 
| desktop port as an afterthought. This means 
| they are not fun to play with a mouse and 
| keyboard, and don't work well on PC 
| hardware. Their field of view is designed 
| to be viewed from a distant couch instead 
| of a nearby monitor, and their gameplay is 
| simplified to compensate for this tunnel 
| vision.
| 
| Blizzard is one of the most successful game 
| developers in the world, and it develops 
| exclusively for desktop computers. Why do 
| they succeed where everyone else fails? 
| They create games that are designed from 
| the beginning to work well with the mouse 
| and keyboard, and with all kinds of desktop 
| hardware. If developers spent more time 
| improving their PC gaming experience, and 
| less time complaining about piracy, we 
| might see more successful PC games.
| 
| With the Humble Indie Bundle promotion 
| we've seen that when we treat gamers as 
| real people instead of criminals, they seem 
| to respond in kind. Anyone can get all five 
| DRM-free games for a single penny, and 
| pirate them as much as they want -- we have 
| no way to find out or stop it. However, in 
| just the first two days, we have over 
| 40,000 contributions with an average of $8 
| each! Would we have seen this much support 
| if the games were console ports that only 
| worked when connected to a secure online 
| DRM server? We'll never know for sure, but 
| somehow I doubt it. 
`----

http://blog.wolfire.com/2010/05/Another-view-of-game-piracy
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