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Forums - Gaming Discussion - EU Commission Says Piracy Increases Legitimate Game Sales

 

Agree?

Pirates are scum! 24 24.00%
 
Pirates are sometimes scum! 26 26.00%
 
Emulation is awesome! 50 50.00%
 
Total:100
DonFerrari said:
Aeolus451 said:

i didn't say that you were a socialist but rather that your idea is one. it woudn't work because thieves steal because they take what they want for free. Only way to curb piracy in gaming is to create alot stronger protections into the games like if someone tried to copy it, it would permantly corrupt the game data on the disc or upload virus onto the hardware that is illegally trying to copy it. I'm just giving those as examples btw. 

You know that the origin of the "first" widely distributed virus was a "copyright" prank? Two brothers in pakistan put a code in their medical SW that if someone would copy the content of the disk it would release this code that would say that you were breaking their copyright and if you wanted the message removed from your computer to call they number... but it spread much further than that and started showing overseas for people that never even touched their SW.

 

I didn't know about that and you make a good point in posting it. It's an interesting story, though. Hmm do you think someone copied it for shit and giggles or that it just spread from one infected HW to another? I think the game corruption would work though.



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Aeolus451 said:
setsunatenshi said:

and you pull that knowledge from which body orifice exactly?

at least present a counter argument to my point, not a supposed factual statement without any justification for it.

in an unsofisticated view of reality a person that pirates 100 games and ends up buying 20 of those, for you is a net loss for the industry. so in your mind, this person "would" have bought actually 100 games, thus representing a net loss of 80 games.

now if you use your brain a little, perhaps you would realize that said person might have a specific budget that can only afford those 20 games, and if no other option would be available only would buy those 20 games. actually, having no way to try out several games before buying, they might just end up playing it safe and only buy the sequels for ips they already know won't disappoint them, never even giving a chance on a new type of game they may or may not end up liking. instead of those 20 games

 

this is just one example of how the human mind works and exactly why this bullshit of 1 pirated copy = 1 loss sale is just flat out wrong.

 

another example would be little Timmy, with a very limited budget (maybe can afford 2 or 3 games a year + whatever they get for birthday). if he ends up downloading 100 different games, how are these exactly lost sales? they aren't. how may it benefit the industry that he got to play all these games? well, in a few years little Timmy will have a little job and plenty of disposable income. he grew up a gamer, so chances are he will still be a gamer after his 20's. all those games he couldn't afford from being a kid, he can indulge now and buy all the stuff he always wanted but never was able to. He might end up in a nostalgia trip buying remakes and remasters of the old classics from his youth.

 

i think this should be enough to get my point across

Look, I'm all for you saying your opinion but lay off going after me as a person otherwise leave me the fuck alone. I don't have any reason to converse with anyone who can't debate without resorting to insults. Can you converse like an adult? I guess we'll see in your next reply.

I'll use your example. if you pirated 100 games and bought 20 of those after the fact, you still pirated 80 games. Sure some of those you'd might not have bought if you didn't have the option to pirate them but it doesn't change that you pirated those games. Also, a good portion of those 80 games, you'd probably would have bought if you had no option to pirate. So yes, they're losing money/purchases to pirates. 

@bold

it's irrelevant for the argument that x games were pirated. the argument is: does piracy increase or not the legitimate game sales, so please, argue this point.

 

again, you push assertions with nothing to back them up: "a good portion of those 80 games, you'd probably would have bought if you had no option to pirate."

So yeah, i need to ask again, from where are you pulling that exactly? when a person is afluent enough to be able to afford this hobby, their time is not spend in mental gymnastics on how to circumvent the rules. they will take the easy path to get their pleasure. it's just how humans work.

 

My conclusion here is this, you're arguing from a moral standpoint. It means you are not even ready to concede that a net positive is possible from an action you deemed immoral from the start.

I am arguing from a practical standpoint. I can see how this action can have a positive effect to the industry. I can see that the long term "investment" on new gamers does pay off by fostering 1 more person that will take gaming as their main hobby even if at some point of their life they couldn't afford it. 

 

So look back at what your main point, look at my point, and then determine which one exactly is addressing the main question of the OP.




Aeolus451 said:
DonFerrari said:

You know that the origin of the "first" widely distributed virus was a "copyright" prank? Two brothers in pakistan put a code in their medical SW that if someone would copy the content of the disk it would release this code that would say that you were breaking their copyright and if you wanted the message removed from your computer to call they number... but it spread much further than that and started showing overseas for people that never even touched their SW.

 

I didn't know about that and you make a good point in posting it. It's an interesting story, though. Hmm do you think someone copied it for shit and giggles or that it just spread from one infected HW to another? I think the game corruption would work though.

Some companies did this during the 90s, although I think it was easier back then because pirated games were carts instead of digital downloads. You could try to make a game commit suicide if the copy protection is tampered with or something (the trigger). Although it could still be eventually cracked once people figure out how the trigger works.

I think your DRM just needs to work long enough to protect your game during launch and the months after, which is when you'll get the most revenue. That's the logic some companies have with Denuvo. The problem now is that Denuvo is getting cracked in less than a week after a game release, so who knows what the next big anti-piracy system will be.



DonFerrari said:
setsunatenshi said:

game prices are stagnant since the 90's

no one is "jacking up the price" for "other people". if we are lucky enough to live in wealthy countries, then we already won the life lottery. if someone lives in a country with the average salary of $500 a month, then I don't see how having lower prices on software could hurt the industry in such places. 100 sales at $20 each (especially digitally) is better than 10 sales at $60 each.

it's just maths and maximizing profits taking into account basic economic rules for emerging markets

Sorry but unless you have the full demonstrative of sales, profits, costs, etc then you can't just absolutelly say 100@20 is better than 10@60. If that was the case (that you would even get to sell 10x more by having price at 1/3) then why doesn't any company release the AAA at those prices? Perhaps they saw that they wouldn't have much more profit for lower prices?

well... i can literally say that 100@20 is in fact better than 10@60. that's just maths. what you might be arguing is if at 20, there would really be 100 sales vs 10@60

but you can simply go on Steam and check how the same game is priced differently depending on which market is being sold. a new game sold on a russian account is pretty much half the price of the same game in western europe. so yeah, this type of price variance already exists



Ka-pi96 said:
setsunatenshi said:

well... i can literally say that 100@20 is in fact better than 10@60. that's just maths. what you might be arguing is if at 20, there would really be 100 sales vs 10@60

but you can simply go on Steam and check how the same game is priced differently depending on which market is being sold. a new game sold on a russian account is pretty much half the price of the same game in western europe. so yeah, this type of price variance already exists

There is a bit more than just the game sales though, at least it today's gaming market. How many of those 100 vs that 10 are paying for DLC and/or microtransactions for example?

well, that's really just proving my point... because assuming those people who would buy the game at 60, would also buy the game at 10 and still be just as likely to buy the same or more DLC/loot boxes, etc. so if you expand the number from 10 to 100, you're more likely to have extra people willing to buy the extra goodies.

my main point is that it's better to expand the base as wide as possible, because you're much more likely to "capture" new gamers. even if it means at first enticing them through cheaper options. hence why it's better for the gaming industry to have 100 pirates that play and enjoy a game, than having those same people into other hobbies like rock climbing (random example lol)



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Aeolus451 said:
DonFerrari said:

You know that the origin of the "first" widely distributed virus was a "copyright" prank? Two brothers in pakistan put a code in their medical SW that if someone would copy the content of the disk it would release this code that would say that you were breaking their copyright and if you wanted the message removed from your computer to call they number... but it spread much further than that and started showing overseas for people that never even touched their SW.

I didn't know about that and you make a good point in posting it. It's an interesting story, though. Hmm do you think someone copied it for shit and giggles or that it just spread from one infected HW to another? I think the game corruption would work though.

From what I understood it was something like the original disks had that code of showing the warning and infecting the new disk, so perhaps it also spread to local machine and when that person made a copy of a different disk it also got on that disk and when that other disk was copied (different SW) the code also were, and it started spreading to other PCs throught different copied disks that had been infected and replicating.

Leadified said:
Aeolus451 said:

I didn't know about that and you make a good point in posting it. It's an interesting story, though. Hmm do you think someone copied it for shit and giggles or that it just spread from one infected HW to another? I think the game corruption would work though.

Some companies did this during the 90s, although I think it was easier back then because pirated games were carts instead of digital downloads. You could try to make a game commit suicide if the copy protection is tampered with or something (the trigger). Although it could still be eventually cracked once people figure out how the trigger works.

I think your DRM just needs to work long enough to protect your game during launch and the months after, which is when you'll get the most revenue. That's the logic some companies have with Denuvo. The problem now is that Denuvo is getting cracked in less than a week after a game release, so who knows what the next big anti-piracy system will be.

Yep several people pay 60 on new games even knowing it will cost 20 6m 12m down the line, so if the DRM can survive for a couple months (or in the case of consoles that seem to be much more stable) then people won't wait for the cracked and will buy the original.

setsunatenshi said:
DonFerrari said:

Sorry but unless you have the full demonstrative of sales, profits, costs, etc then you can't just absolutelly say 100@20 is better than 10@60. If that was the case (that you would even get to sell 10x more by having price at 1/3) then why doesn't any company release the AAA at those prices? Perhaps they saw that they wouldn't have much more profit for lower prices?

well... i can literally say that 100@20 is in fact better than 10@60. that's just maths. what you might be arguing is if at 20, there would really be 100 sales vs 10@60

but you can simply go on Steam and check how the same game is priced differently depending on which market is being sold. a new game sold on a russian account is pretty much half the price of the same game in western europe. so yeah, this type of price variance already exists

You can literally say that based in which data?

Please show us how much profit would companies do on your premisse. So would GTA have sold over 850M copies if launched at 20? Because it have sold over 85M.

Give us hard data of projected sales by the developers at each starting point and total profit made.

Or you are claiming to know economics but mistakes revenue for profit and value with price?



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

BraLoD said:
HomokHarcos said:

I watched a documentary about gaming in Brazil before, and the people interviewed said that if there were no emulators people would have just stopped playing video games rather than going out and buying them.

That's actually wrong.

Emulators were a thing indeed, specially NES emulators, the most famous one being a psone shapped called PolyStation (as it tricked silly parents into buying a PlayStation, lol), but even during third gen, TEC TOY support was enough proof people supported what they could.

The Sega Master System sold better here than in any other place in the world because we had a company that locally understood the reality here and fully supported it. But later with the PS1 and PS2, the consoles were also EXTREMELY popular here, because people could pay cheap for the games as they were massively pirated.

As a matter of fact, PS2 hardware sales here were very significant while games sales were basically null. People could pay for the tool but not for the products, I remember the first time I went to a store to buy a original PS2 game and it was 20x what I used to pay for 2, as yes, people mostly didn't pirate themselves, they bought it, and when the economy got better (a bubble that exploded now, but it was better to consume back then) and the PS1 kids got older, like me, a big shif happened, PS3 got more popular than the easily piratable and then successful 360 and the PS3 got more popular as it got cheaper and people could now afford a feel games, the PS3 used games market is still likely the country biggest market.

So, emulators weren't a big factor, arcade machines culture was a bigger thing than emulators here until piracy reigned supreme when the PS1 came.

And because of pricing of PS4 and X1 at start of gen our grey shops only had PS4 because to sell both PS4 and X1 made X1 very little profit (100USD more expensive and very close to the price in USA on official stores when accounted the cost to import for grey market)



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

BraLoD said:
HomokHarcos said:

I watched a documentary about gaming in Brazil before, and the people interviewed said that if there were no emulators people would have just stopped playing video games rather than going out and buying them.

That's actually wrong.

Emulators were a thing indeed, specially NES emulators, the most famous one being a psone shapped called PolyStation (as it tricked silly parents into buying a PlayStation, lol), but even during third gen, TEC TOY support was enough proof people supported what they could.

The Sega Master System sold better here than in any other place in the world because we had a company that locally understood the reality here and fully supported it. But later with the PS1 and PS2, the consoles were also EXTREMELY popular here, because people could pay cheap for the games as they were massively pirated.

As a matter of fact, PS2 hardware sales here were very significant while games sales were basically null. People could pay for the tool but not for the products, I remember the first time I went to a store to buy a original PS2 game and it was 20x what I used to pay for 2, as yes, people mostly didn't pirate themselves, they bought it, and when the economy got better (a bubble that exploded now, but it was better to consume back then) and the PS1 kids got older, like me, a big shif happened, PS3 got more popular than the easily piratable and then successful 360 and the PS3 got more popular as it got cheaper and people could now afford a feel games, the PS3 used games market is still likely the country biggest market.

So, emulators weren't a big factor, arcade machines culture was a bigger thing than emulators here until piracy reigned supreme when the PS1 came.

Those sneaker buggers! The PolyStation sounds cool. Parents probably didn't like it though.

https://www.redbull.com/ca-en/the-history-of-video-games-in-brazil
it was the second video (Home Consoles and National Games) that goes into it. I guess I remembered incorrectly because they seem to be talking about retro games. It's an interesting video.



setsunatenshi said:
Aeolus451 said:

Look, I'm all for you saying your opinion but lay off going after me as a person otherwise leave me the fuck alone. I don't have any reason to converse with anyone who can't debate without resorting to insults. Can you converse like an adult? I guess we'll see in your next reply.

I'll use your example. if you pirated 100 games and bought 20 of those after the fact, you still pirated 80 games. Sure some of those you'd might not have bought if you didn't have the option to pirate them but it doesn't change that you pirated those games. Also, a good portion of those 80 games, you'd probably would have bought if you had no option to pirate. So yes, they're losing money/purchases to pirates. 

@bold

it's irrelevant for the argument that x games were pirated. the argument is: does piracy increase or not the legitimate game sales, so please, argue this point.

 

again, you push assertions with nothing to back them up: "a good portion of those 80 games, you'd probably would have bought if you had no option to pirate."

So yeah, i need to ask again, from where are you pulling that exactly? when a person is afluent enough to be able to afford this hobby, their time is not spend in mental gymnastics on how to circumvent the rules. they will take the easy path to get their pleasure. it's just how humans work.

 

My conclusion here is this, you're arguing from a moral standpoint. It means you are not even ready to concede that a net positive is possible from an action you deemed immoral from the start.

I am arguing from a practical standpoint. I can see how this action can have a positive effect to the industry. I can see that the long term "investment" on new gamers does pay off by fostering 1 more person that will take gaming as their main hobby even if at some point of their life they couldn't afford it. 

 

So look back at what your main point, look at my point, and then determine which one exactly is addressing the main question of the OP.


It's not irrelevant because that's how many games were pirated and some of those games would have been bought if the person didn't have the option to pirate them in the first place.  How many games would have been bought, rented, resold then bought as used by someone else and dlc purchased any time the game switched hands compared to what is gained with pirates deciding that they like a game enough (out of the hundreds they steal) that they choose to purchase it? if That's just you trying to invalidate the biggest weakness in your argument. 

My argument is not really a moral one but rather a mathematical one. Video game companies lose money when potential consumers pirate their games in bulk. Pirates have no sound arguement to justify the thievery of hundreds of games each one likely does. I'm fine with someone sneaking a few games that they really wanted when their country prohibits the games themselves due to censorship or high taxes or politics but not alot of games because it's detrimental to the video game industry.

I'm addressing the whole of it while you're only addressing the uptink in game sales due to pirating. If you simply just look at how many possible sales they lose compared to how many they'll gain in sales, you'll see the faults in your points.

If 100 games have to be pirated in order to get 20 legit sales from one person who pirates, how is that an increase in legit sales or profit? They are losing a lot more than they gain. How does that make any sense to a company from a financal standpoint? It does no good to the industry if a person takes a liking to gaming through pirating games when that person becomes a lifelong pirate of their games. 



BraLoD said:
DonFerrari said:

Those Brazilian would be talking without knowledge.

SW price in Brazil is almost the same than in USA for Sony published (actually lower when dollar is over 3,5). And that is they making the price in dollar a lot less, and making a lot less money because of taxes.

The games that are much more expensive is the ones that are direct import instead of local distribution.

There were times when dollar was close to 4 that the price here was cheaper. And that is with our taxes being like 70% for games... so if taxes were around 15% we could possibly have prices at 20 USD or 30 USD and piracy would be certainly smaller... the problem is with region free that would make people buy here instead of other places.

 

But pretend not, prices are determined based on the purchasing power and demand of the population. The price of gaming in Europe have been higher than in USA since forever.

Then tell me how was charging 400 Reais for Disgaea here cheaper or the same as 60 Dolars in the US? Ask Lipe if he didn't pay it for Disgaea before it got a second printing this year.

Games pricing here has been usually 250 to 280 for anything not Sony or very feel other companies ever since the bubble exploded here, and they were 200 when the Dolar was around 2 to less to 1 here, meaning a release should come for 100 to 120 max. Nintendo Switch games are still over 300 and near 400 sometimes here, and they are officially distributed here and not direct imports anymore.

That's just considering raw pricing and not actually going into buying capabilities, wage, and money distribution making the actual money impact on a brazilian to buy games/consoles be around 4x the impact of someone in the US doing the same.

Yes, gaming is absurdly expensive here.

I had idiotic friends paying over 250 for MGS prologue and after a week it was 150 or less. the fact that some guys pays that price doesn't mean that is the regular price.. for PS3 and PS4 games I haven't paid more than 200 BRL on launch (and the highest I've seen they launch was 250 even for 3rd parties) but sometimes we even see special editions of almost 1k.

In House Game and similar using distributors and importers regular price was 250 all right. Have Nintendo come back with distribution? But Nintendo greedy in Brazil is obscene.

And 100 USD considering all the taxes aren't abnormal, but I was talking that Sony took the heat and decided for a better price on the market and in some cases it meant being less than 60 USD tags.

And yes considering the wealth of brazilian gaming is expensive. Thus I was talking only about the price. There is no doubt that gaming is a luxury here. 100 BRL would be a much better pricing with decent taxes and company still profiting, the problem is that they would need very high export taxes to prevent it from going over seas and impacting other markets.

BraLoD said:
HomokHarcos said:

Those sneaker buggers! The PolyStation sounds cool. Parents probably didn't like it though.

https://www.redbull.com/ca-en/the-history-of-video-games-in-brazil
it was the second video (Home Consoles and National Games) that goes into it. I guess I remembered incorrectly because they seem to be talking about retro games. It's an interesting video.

Emulation was a thing, just not as big as it sounded in your later post, it didn't keep gaming going by itself here, arcades and tec toy did, until piracy mass popularity took in.

They mentioned the Phantom System there, it was the most successful NES clone (another famous one was the Dynavision), the PolyStation got more famous but the Phatom System was the biggest, early, copycat hit. The PolyStation got a PolyStation 2 and 3, tho, lol, seriously, it took copycatting to another level hahaha ( all three were the exact same NES emulator, just shapped under Sony different consoles xD)

Emulation in Brazil I wouldn't say was ever big because computers would be even more expensive than the console they would emulate (several times more).



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."