Miguel_Zorro said:
Rather than derail individual threads by getting into debates about the ethics of emulation, I've decided to create a separate place to debate this.
A few thoughts... these are just examples, you don't need to answer them all in a list. :)
(1) What are your views on emulation?
(2) What benefits does emulation provide?
(3) Does it impact game sales?
(4) How do game creators feel about this?
(5) What are the legalities and ethics around emulation?
(6) What percentage of those that use emulators are engaged in privacy?
(7) Are there sources of data to support this?
Let's discuss this! Keep it civil, please.
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(1) Emulation is great. It brings us Virtual Console, let's relive old experiences and keeps old games alive. See (2) for more. To clear things up: emulation is just a technology.
"In computing, an emulator is hardware or software that enables one computer system (called the host) to behave like another computer system (called the guest)."
https://en.wikipedia.org/wiki/Emulator
For video games it is important, as it allows to emulate a hardware you don't own, that you cannot connect anymore (old consoles don't support HDMI for example), that is broken or otherwise unusable. Also it may enhance the gaming experience, although that is not the core of an emulator.
(2) The benefits are multiple. Most of all, it allows to broaden the reach of software (in out case the software in question are games). To speak in console terms: an emulator increases the userbase.
Emulators are important to develop software for a hardware that poses difficulties to develop directly on it. Most Android developers use an emulator for instance. And devkits for console development often involve emulators, as you cannot bring up an development environment or compilers on a console. So emulators help develop the games (a process which would be otherwise a real pain in the ass).
Emulator keep old games alive. Old system often aren't possible to practically use. A simple but effective reason is the missing HDMI adapter, you would need an old TV to run the game too. Also your old device may be broken and rob you this way of experiencing the game again.
Emulators are needed for archiving games to illustrate gaming history.
Emulators can be used to enhance the lifetime of a game, think about the emulators helping to still play Mario Kart Wii online.
Emulators can help to enhance the gaming experience. That can be graphical advancement (higher resolution or framerates), technical advancements (like the emulated Pokemon games on 3DS allow access to Pokemon Bank), the ability to mod the game or add stuff that was technical impossible back then (as Virtual Console add the ability to save the game anytime).
(3) Well, I have no numbers here, so I talk out of my ass, like probably most here. There are two possible impacts: people use the emulator as a tool to pirate a game or they use it as a tool to play a game they haven't the platform to play. In the both cases there are two possibilities: the person would have bought the game if he/she wouldn't had the opportunity to emulate, or the person would have ignored the game. So, the pirate who would have ignored the game otherwise is no lost sale, but the pirate who would have bought the game otherwise is. The player on another platform who would have ignored the game is a sale won, but not if he would've bought the game in any case.
Well now, if we are serious, someone who pirates games has an abundance of games to chose from. So any games he isn't able to play probably don't do much difference. Only a few pirates who REALLY want to play a certain game would've bought it otherwise. So lost game sales are low. Similar with the second group. Mostly this will be people who already bought and played the game on the original platform and want to play it on after the platform is unusable or want to enhance their gaming experience. Only a few play a game they wouldn't have otherwise. So not much won sales too.
There is a BIG, BIG exception. Official emulation. Virtual console, original Xbox-games on XB1, emulated games on playstation, NES mini (which is an emulator by the way) all consist of won sales.
So overall, the inofficial emulating probably has neglectable impact, the official emulating brings in additional sales. So overall the sales of the games increase.
(4) Well, depending on the circumstances, the personality of the game creator, the game. If it is seen as a tool to piracy they will be against it, if it is used for extra sales in for instance Virtual Console it will be seen as a boon. But there are probably game creators who oppose it as principle (and wihthold their games from stuff like Virtual Console) or are open to it and sell their game free of DRM to begin with (CD Project Red for instance).
(5) Complicated. While legality and ethics worldwide is clear about murder and thieving, the issues around emulating are complicated. Even the more clear-cut case of piracy is solved completely different under different legislations, the issue is even more muddy for emulation. Mostly emulation tends to be legal, if it isn't a tool for piracy. But, as a real court case can be more complicated, makers of emulation software can be sued under side-issues. Even for something unclear like "furthering copyright infringement".
Even if it is legal, other repression can be done. So can be makers of official software-stores (like Play Store for Android) be forced or persuaded into banning emulation software. This is no statement about legality, the store owner can decide about these bans regardless of the legal situation.
Ethics reach even a far more broad disagreement. Basically every position you can think of someone is taking.
(6) I assume you meant piracy not privacy. Again, no numbers to back it. As emulation is a niche-theme I assume the most used emulators are the official one. So the piracy-part is small.
(7) As said before not much data. I have some weak data to support the hypothesis, that official emulation is strong:
http://www.ign.com/articles/2010/02/23/wiiware-virtual-console-sales-exposed
According to this in 2009 Super Mario Bros. 3 sold 1 million times. Other virtual console titles doid sell strong too. Again, weak data, as the source for this numbers is unclear, but it points to somewhat strong sales of emulation.