Piracy

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Post » Sat Nov 08, 2014 3:08 pm

Silverforce wrote:Well, there's the argument that pirates who steal your game from torrents or wherever are NOT going to be buying it regardless so they did not cause any monetary loss. There may even be a positive as it spreads and some of them end up buying it either due to being alerted by their friends (hey, check out this awesome game!) or guilt/appreciation. :)

But on mobiles where your app position and visibility is highly dependent on number of downloads, reviews, ratings & +1, its detrimental for your game to be pirated from torrents. It's best therefore, to make your game free (!) so they have no need or desire to pirate it from other sites, but directly download from Google Play. Maybe they even leave you a review or rating or even +1! These "pirates" have actually contributed!

So there's definitely pros & cons, but on mobiles, it's nearly always bad to have your game pirated.


If you cannot sell your game because of piracy, then it is bad, giving it for free is not a solution for everyone (and advertisements are not a solution for everyone, so that cannot be done too), it shows that said market is not ready to have customers, only users, which is not reassuring.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Sat Nov 08, 2014 4:29 pm

@Lazarus1988
A good place for ads.
Especially since they are trackable. Even if someone were to replace the code that served up the adds.
Follow the money.
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Post » Sat Nov 08, 2014 6:18 pm

@newt

I do not public here any of these. I simply reffered to that game as example that You (we, anybody) can pirate free game.
(If I understand you correctly)
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Post » Sat Nov 08, 2014 10:03 pm

Aphrodite wrote:@tulamide some people actually wants to share their goods and not have a reward for it, I am kind of ashamed to think I will be paid when I will work at a full time job, just for my knowledge and time. And I have kind of a bad feeling when I think about not paying a content that I could pay for, and I do not think I am kind of an unique holy representant of honor, like I am the only one thinking like that, pretty sure others also think like that, and I do not believe in life after death so I do not have this kind of motivation either, so this "wanting it freely" is not an as accurate description as it may sounds at first (but again, some people are like that)

Glad to hear. I'm also one of those who share, as I have stated in my post. But this doen't affect my statements about piracy. I mean, if someone shares his own goods for free, then no piracy is involved, when I copy and use them.
I stay to the statement that people using pirated software want it free and immediatly. That's the main motivation, despite all their sayings.

Aphrodite wrote:Also why nobody mentionned the fact some people have to download a pirate copy to make it work sometimes? (Drm not working correctly makes us sad).

And this is an example for the last sentence above. Why do you think so? Why do they "have to"? If your smartphone doesn't work, you wait for the manufacturer to repair it. And if it doesn't get repaired in an acceptable amount of time, you have the right to get refunded. The same is true for software. But why waiting for an acceptable amount of time, if one can get a pirated version that works, for free and immediatly. There we are again. It's morally wrong. Do you see my point?
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Post » Sat Nov 08, 2014 11:43 pm

Aphrodite wrote:If you cannot sell your game because of piracy, then it is bad, giving it for free is not a solution for everyone (and advertisements are not a solution for everyone, so that cannot be done too), it shows that said market is not ready to have customers, only users, which is not reassuring.


I read from other indie devs with paid games and stat tracking. The piracy rate on Android for them (Butterscotch Shenanigans) is close to 95%. For every 100 players, only 5 have actually bought it.
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Post » Sun Nov 09, 2014 11:18 am

tulamide wrote:
Aphrodite wrote:Also why nobody mentionned the fact some people have to download a pirate copy to make it work sometimes? (Drm not working correctly makes us sad).

And this is an example for the last sentence above. Why do you think so? Why do they "have to"? If your smartphone doesn't work, you wait for the manufacturer to repair it. And if it doesn't get repaired in an acceptable amount of time, you have the right to get refunded. The same is true for software. But why waiting for an acceptable amount of time, if one can get a pirated version that works, for free and immediatly. There we are again. It's morally wrong. Do you see my point?


I see the point, I was just surprised to not have seen it being used already, as it is one of the harder one to counter (I actually prefer to have my not working game and remember the sins of the one who decided this drm was a good idea, rather than to download it and play it, and forget, "even if people are blocked by the drm, they will download it by other means and so not be blocked" OR THEY WON'T, and will not forgive easily, pirates in that case actually do the job of the ones who had to verify the drm was not an issue, which is even worse, since honest will have a worse experience that others)

In most of my cases, the acceptable amount of time was not enough for them to fix it, never got to play some of my games because of that, so I kept them, and have all the informations to not choose a game in the future, still looking for patches sometimes.

talking of that, I happenned to apply a community made installer for a game (said installer required the CD, and just adapted the install to patch the game to work correctly on newer systems, and also did it work in a no CD required way), I am wondering if that is considered legal or not now that i think about it.

@Silverforce holy horsie O-o that is worrying.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Sun Nov 09, 2014 11:52 am

Aphrodite wrote:@Silverforce holy horsie O-o that is worrying.


There's a lot of examples, but let me pick this one: Wayward Souls
https://play.google.com/store/apps/deta ... ouls&hl=en

It's a great game, one of the best in it's genre of pixel dungeon crawl (roguelike). Probably the best in a long time. It's lauded by many review sites and game critics, receiving great coverage and awards. It was also Featured by Google on their recommended games list!

It would be the epitome of what a small indie group could hope for, right?

After months, it just broke 10K units sold (with some sale discount periods). Lets assume the best and that each unit sold is ~$7 USD. That's $70K. Google take their 30% cut, left with ~$50K. A lot? It would be, if it was made by 1 developer. But its a pretty big game that took 3 devs awhile to complete. Not only that but those 3 guys are a small studio without major marketing grunt so they got published by NoodleCake which would have a % cut of the revenue.

I mean this is absolutely the BEST CASE scenario and its still lacking in financial reward.

Why? Well, to me, it's a simple one: because pirating games on Android is too damn easy combined with the typical mobile gamer expecting games to be FREE. This sense of entitlement contributes to the rate of piracy, but it doesn't help that Google make it so easy.

Its a well known fact on iOS, the piracy rate is much less, many folds less. Why? Because its a lot harder to pirate iOS games, a lot is involved that is beyond the typical user's ability.

TLDR: IMHO, for Android, if you are releasing a paid game today, you are asking to fail.
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