Now we have a pro-DRM industry lackey posting in here? Preaching the dangers of supporting piracy for us, the consumer? Oh lawd.
I like how all those numbers sound so great, yet conveniently leave out all the intangibles that cause the drop in sales and pirating in the first place. If you need any help, look no further than the big dogs who've been on this piracy fail-crusade for decades.
On another note: Yes, everybody who values a purchase of $500 must be too poor to own something like that in the first place. You have solved poverty via stereotyping; all poor people are terrible at managing funds.
I'm not saying I agree with the approach, I'm telling you what goes through their heads, and that they have a reasonable reason to think that their sales are hurting because of it (even though the percentage of games actually being pirated is probably not that large anyways.)
They make some money when people buy online passes for used games, but clearly not as much as they want.
Gamestop also sells new games and its used game trade ins that fund those purchases for a lot of gamers, so cutting off or restricting that cirulation of cash in any way will cause some marginal loss of new game sales. Nobody's come up with numbers for that but I doubt it's significant, just throwing it in there.
I probably missed this, but Amazon has most of the titles shown up for pre-order now.
http://www.amazon.com/b?ie=UTF8&node...6226A14147B678
The problem I noticed was that they're assuming that out of 100 million people interested in the game, that if only 10 million bought it, the piracy rate is (90%). Just because the people were interested, doesn't mean they were going to buy it and doesn't mean they are going to pirate it. And just because someone pirates it, doesn't meant they were going to buy it regardless.
Unless in the example, that it was going to be a confirmed 100 million people buying the game, and that if they only sold 10 million copies that the other 90 million had to have pirated it.
the first question is an important one. Just because they pirated, didn't mean they would have bought it otherwise.The question is open: would the pirates have bought the game otherwise? Did the lack of DRM lead to more sales? The amount a game is pirated isn't important—lost sales are—but these things are nearly impossible to quantify.
SE live stream is up
I like the fact that we are ignoring when DRM hurts the company/brand reputation because it requires unnecessary bullshit for the legitimate consumer, they get fed up and stop buying it, and the company blames the lost sales on piracy and embraces the very thing that often screws them in the first place. It's like the abusive husband wondering why she left him, and then assuming it was because he wasn't controlling enough.
C'mon son, pulling an article about World of Goo? He's saying in direct reference to the 360/PS3. Pirating on the PC has been around forever. I can understand and even get on board with DRM for PC. Because it's so rampant. However, it is not prevalent on any of the console systems. And it is no way in hell even in the same ballpark as 90%. If you're going to use piracy on PC as your main point of defense as to why DRM belongs on console systems I don't know what to tell you other than you're wrong.