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bardicverse said:
code.samurai said:
bardicverse said:

Its all a matter of how the process is approached. Like not releasing a game in a format that those countries can understand, region locks, etc. Make it difficult enough to work around the anti-piracy measures or at least more expensive to work around them, and the problem fades away to a small minority.

A few people are researching ways to corrupt curcuity via code, sort of like a viral EMP that would fry the circuits on a motherboard. I don't understand the exact process of how it is done, but you would only imagine how much people would want to avoid such a thing frying their console or computer.

Right. You do know of course that those measures might backfire and fry your legit client's motherboard right? Of course you do and in case you don't maybe you should think if it's worth paying millions (if not billions) for lawsuits and lawyer fees just to just to punish the few of those who are guilty. Please. Stop. You're making your fellow game developers look bad. I'm just talking about the marketing and executive departments they're the ones who stick the price tag.

And please, don't get me started on that pointless thing called region locking... *shakes head*

I doubt Im making my fellow game developers look bad by telling you what some people out there are trying to do. I already know of the easier process if someone really wanted to kill a machine, which just is a matter of shutting a cpu fan down, turning off the alarms that warn of overheating and the alarm that shuts down the machine when it overheats. Oven box syndrome. I'm just saying what I've heard people discuss on the topic of anti-piracy measures.

The worst part of this is that you wouldn't be able to trace the issue to the point that you could prove a company nor person did indeed fry your computer.

Yet I digress. I already made my point in another thread on how piracy only hurts gamers in the end, and I think we're on the same page there.

A better question is this - would you pirate a game if it were only between $10-$20 to buy?

 

 

Ok, now you're just making yourself look bad.  You should know that anything with software can be replicated under the correct conditions you should ask your QA team maybe they can teach you a few tricks.  Since you're not very quick on the uptake and so I'll try to explain why it is not a good idea a bit more slowly.  The point I was trying to make, which you obviously (obliviously?) missed is that when you develop technologies that maliciously cripple a pirates computer is that you would end up in a heap of trouble and your company will shut down faster that you can say "damn you pirates."  And you pay for bad reputation for the rest of your life.

I am not disagreeing that piracy does not hurt the industry, it does.  What I'm explaining is how the publishers can sell more games by finding a sweet spot that everybody could afford so that they would not have to turn to piracy to play games.  And yes if a game was 20-10 we would be seeing wii-like sales figures in games, and it would generate Movie-like revenues which is only $5-$10 a pop but ends up generating $50m to $100.

$60 may have made sense back when this generation was just starting with customers under a million, but at this point they can make a killing if they actually found the price point where everybody agreed they'd buy at launch date.