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The case against piracy

Cobrakainomercyfrontpatch
Wednesday, November 30, 2011
EDITOR'S NOTEfrom Jason Lomberg

Charles presents a compelling case against the sense of entitlement that characterizes pirates. I’ve written extensively about publishers’ anti-consumer behaviors, but the attitude of certain gamers is no less contemptible.

Ezio Shrugged

Ubisoft is increasingly finding the rewards of PC development not worth the risk of piracy.

IncGamers asked Stanislas Mettra (Creative Director at Ubisoft) why there would be no PC version of I Am Alive. Mettra said the following:

"It’s hard because there’s so much piracy and so few people are paying for PC games. We have to precisely weigh it up against the cost of making it. Perhaps it will only take 12 guys three months to port the game to PC; it’s not a massive cost but it’s still a cost. If only 50,000 people buy the game then it’s not worth it."

On the same day, PC Gamer reported the following statement from Sébastien Arnoult (producer of Ghost Recon Online):

"When we started Ghost Recon Online, we were thinking about Ghost Recon: Future Solider...having something ported in the classical way without any deep development because we know that 95% of our consumers will pirate the game. So we said 'okay'...we have to change our mind. We have to adapt; we have to embrace this instead of pushing it away. That’s the main reflection behind Ghost Recon Online and the choice we’ve made to go in this direction."

Faced with the financially-suicidal proposition of investing in a quality port of a game that will be stolen, Ubisoft decided not to release its game to the PC market at all. Instead, they chose to release a free-to-play alternative.

 

We ought to blame the thieves and the torrent sites that support them. Kotaku feels differently:
 
I Am Alive 

Ghost Recon 

In both of the aforementioned posts, the author reserves his venom for game developers...vilifying them for having the audacity to defend themselves.

Those deserving absolute condemnation righteously attack anyone who won't recognize their "right" to the property of others. This monstrous injustice should be rectified as quickly as possible, and everyone who has the ability ought to speak out with indignant moral conviction against pirates and in support of game developers. 

Anyone who earns his living honestly ought to be nauseous at the sight of brutes (Ayn Rand would call them "looters") trampling self-sufficient individuals. And in a gross inversion of justice, society condemns these same individuals for raising a hand against their tormentors. 

Lest anyone think I am demagoguing this issue, I want to provide a concrete basis for the total and utter rejection of piracy and its perpetrators. 

Here's a quote from writer Luke Plunkett's Ghost Recon post on Kotaku:

"I'd point out the fact [that] Ubisoft may have trouble attracting paying customers because their PC games are ported late and crippled with annoying DRM and that they, like most other publishers, seems [sic] to turn a blind eye to piracy on the Xbox 360...but you know, it's getting perilously close to 'broken record' territory about now."

Digital Rights Management (DRM) and delayed ports are, in most cases, almost certainly the result of piracy...not its cause. Ubisoft pays less attention to piracy on the Xbox 360 because the rates of illegal downloads for PC games are "five or ten times higher than the console versions.

I humbly submit the case of World of Goo.

World of Goo has a piracy:sale ratio of approximately 9:1. In other words, 90% of the game's players are illegitimate. How can they justify this gross violation of property rights? Let's go down the list:

1. "I only pirate from big corporations because they're evil, but I support small, independent developers!" 

[X] World of Goo's "big" developer is 2D Boy. 2D Boy has two employees. 

2. "I only pirate games because it's more convenient than buying a physical copy!" 

[X] 2D Boy distributed World of Goo digitally. 

3. "I only pirate because game prices are so high!" 

[X] World of Goo sold for less than $20. 

4. "I only pirate games because DRM is so intrusive!" 

[X] World of Goo had no DRM. 

5. "I only pirate games that aren't worth buying!" 

[X] World of Goo has a Metacritic score of 90. 

6. "I only pirate games because I want to, and I don't feel like considering the consequences of my actions!" 

[√]

 

(Republished from The GameSaver)

 
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Comments (25)
Default_picture
November 26, 2011

I am sympathetic to the developers in this regard. Any artist who makes his living through his creative output -- be he writer, musician, or game developer -- should be aghast at the blatant thievery enabled by P2P networks and the greater world wide web. None of us can know for certain whether pirates would pay for the content they bogard, and those who sympathize with piracy rely on this ambiguity.

That being said, I am sick to death of the draconian DRM on the part of developers and publishers. Ubisoft supports the most egregious DRM imaginable -- the always-on net requirement. This punishes honest gamers, who otherwise would stand with artists trying to earn a living. I'm willing to entertain the prospect that maybe, DRM might be the result of piracy, rather than vice-versa. And when Ubisoft declared their DRM a success, it's impossible to know whether the DRM contributed to lower sales, whether it deterred pirates who wouldn't have purchased the game anyway, or, most unlikely at all, that the DRM somehow spurred sales. I'm more inclined to believe that it simply punished honest gamers.

I'm not sure what the answer is. DRM inevitably hurts the innocent. And left to their own devices, a certain percentage of gamers will seek something for nothing. I'd urge individuals to do the responsible thing, bury their sense of entitlement, and pay the artists for their effort...be it buying new, used (which benefits the developer indirectly), or any combination thereof.

Default_picture
November 26, 2011

       The same things that make the PC a fun platform are the same things that make it easier to pirate.  To change the PC version to prevent piracy will simply make it a high res version of the console.  If this is what you want, I guess that's cool.  But most PC folks want to mod.  This isn't going to change anytime soon.  I guess when we all have gigabit ethernet that's free; we can have games that are required to be online 24/7 to make sure the version the person is playing is legit.  But I'm thinking by that point we all be playing games on something that more resembles a pair of glasses or impant than a console or a PC.  At least at the incredibly slow rate that internet service providers are going with their services.  Most appear to be around 5-10 years behind what would be reasonable at this point.  There is no infastructure, I guess they should have been doing something other than counting their money for the past 10 years.

Bmob
November 27, 2011

DRM doesn't reduce piracy, nor does it make pirating any more difficult for more than the first few people that give it a bash. It just makes it more difficult for honest gamers to use what they rightfully paid for.

I disagree with piracy, but I disagree with DRM even more, and using pirates as a scapegoat for punishing everyone but the pirates is as draconian as the DRM itself.

Dcswirlonly_bigger
November 30, 2011

Man, I JUST got done typing a post about this very same problem. You can read it here if you want: http://bitmob.com/articles/ubisoft-how-not-to-tackle-pc-piracy

I think the publishers are going about it all wrong. First of all, we don't really know the real numbers or statistics on piracy and how it affects the industry. Many pirates will probably never be traditional customers because they won't or can't afford to buy the games legally. We don't even have a real way of tracking how many sales or dollars are lost. That 9:1 number on World of Goo probably doesn't mean a whole lot.

Despite that, the best way to fight piracy has always been to attach products to services or features that you physically can't pirate. Free2Play is one method but Steam has been the most notable - rewarding legal purchasers with social features, achievements, etc. CD Projekt has gone the same route with extra content for legal purchaes. Most importantly, each of thsoe companies makes the process fo legally buying and playing a PC gaming as easy if not easier than pirating it. Ubisoft's DRM did the opposite which I suspect drove a lot of people to pirate it.

Default_picture
November 30, 2011

The whole "censorship of the Internet" you see recently is because Congress seems to want to take action on piracy sites. The movie industry is the one with the plea; reaching out to the FCC to do something about it. But as of now, it looks that they're going after ISP (Internet Service Providers) -- your cable provider.

I know I side-tracked from PC games and games in general, but who knows; they might take serious action. However, even if they shut down sites, new ones will arise. I'm not too fond of piracy, but with the price range of games elevating, people are going to try to get it for free. Who knows, time will tell. In my eyes, I don't think there's any capability to control the Net.

Purple_night_lightning_storm
November 30, 2011

I'm going to comment on the World of Goo portion because I'm sick of people bringing it up. So many many commenters love to quote the statistics but never the part of the very same post where 2D Boy say they do not believe DRM would have lowered the piracy rate. People with this argument slag off Valve and CD Projek Red who assert that value leads to profits, not restrictions. The only entitlement attitude present is citizens of the first world who believe the rest of the globe is in the exact same situation. The producers have to accept that a black market is present. Shitting on the paying customer is not how you build brand loyalty, repeat business, and positive word of mouth.

Dcswirlonly_bigger
November 30, 2011

It's good that you mentioned secondary and tirtiary markets. In a lot of places like South America for instance, the Black Market is the ONLY market for a lot of games, or at least the only remotely affordable one. Valve even talked about this too.

In a recent interview Gabe talked about how people warned them agaisnt bringing Steam to Russia - saying they'd just get pirated. Now Russia is on track to become Steam's biggest market in Europe.

Default_picture
December 01, 2011

"In both of the aforementioned posts, the author reserves his venom for game developers...vilifying them for having the audacity to defend themselves."

Umm, no. The author reserves his venom for The Ubisoft mouth pieces who outright insult PC gamers in the process of their business decisions, saying that PC gamers are "bitching" about not getting a version of I am Alive and saying that the vast majority of PC gamers are pirates in the second.

Look, I'm not a big fan of piracy myself, but when you're that intent on burning bridges with your customer base, you need a massive sales loss to smack some sense into you.

To add, for every World of Goo (which I might add the developer themselves admit that rate is at best wild speculation and that DRM would NOT have changed things) there is several other games like Sins of the Solar Empire who refused to implement restrictive DRM and to this date have some of the lowest piracy rates going, despite an active attempt to ruin their business through piracy.

Robsavillo
December 01, 2011

Ubisoft's problem is that they're focusing their efforts on a group of people who were likely never going to purchase their games in the first place, and in the process, they've pushed away people who were ready and willing to hand over cash for games (before being called pirates and receiving sloppy ports with virtually no tech support that arrived six to 12 months late). In other words, this whole focus on file-sharing is a red herring.

Brad Wardell has a clearer point of view on this subject, and his now-almost-four-year-old opinion (Edit: the link isn't working...so here: http://draginol.joeuser.com/article/303512/Piracy_PC_Gaming) is strikingly relevant to this discussion. I'm paraphrasing, but Wardell would ask: What's the ultimate goal, here? Is the goal to sell more copies? Or is the goal to prevent people who would never have bought said game from playing? (And that's just not a feasible goal.) Which goal, if accomplished, will actually result in making money?

Cobrakainomercyfrontpatch
December 01, 2011

You people have to shake off your pragmatic neutrality. You don't stop bad guys by appeasing them, and you won't stop pirates by offering them greater value, and in fact you shouldn't have to deliver greater value if the market will bear with less. Using piracy as an unspoken threat against developers unless they lower prices or provide more content is just as bad in principle as the act of pirating itself. 

The real question is not whether DRM works, but why companies feel the need to implement it. DRM is like the TSA: a borderline useless and often harmful program deployed out of desperation by people whom the U.S. government has failed to protect by taking out the real enemy. 

Robsavillo
December 01, 2011

The bottom line, Charles, is that you're never going to stop people from sharing their culture and from feeling a need and want to participate in their culture. We can have a moral discussion about that, sure, but that wouldn't be specific to video games. And, ultimately, your article is framed with the perceived harm that piracy has on business.

Developers and publishers almost always use piracy as a scapegoat to explain poor sales performances. It's a nice, seemingly intuitive story, but they have no hard data that supports the hypothesis that piracy reduces sales. (Unfortunately, most of the studies on piracy focus on music, but they don't show any correlation between file-sharing and sales.)

There's a growing realization that developers don't need to implement DRM at all (and doing so may be detrimental to their businesses). Other content industries have already realized this (music now comes largely DRM-free in digital form; DVDs and blu-rays release with a digital copy in the box, thus removing the need for paying customers to download a copy for easier formatting shifting).

The games industry is still woefully behind the curve in many ways...even marching headstrong into the abyss.

Cobrakainomercyfrontpatch
December 01, 2011

A major problem with piracy is that it leaves the publisher no control over who benefits from its product. Games are a value; they make people's lives better and easier. No game developer with any self-respect wants his hard work to give aid and comfort to the people tearing him down.

It is impossible to believe that pirating doesn't damage sales, regardless of a lack of quantification, but even considering that as the only issue is grossly myopic. I'd burn and delete every piece I've ever published before I'd let them be used without my permission to support my detractors. 

Also, I wasn't aware people needed to steal in order to share their culture. I tell my friends about the music and games I like with nary a theft.

Default_picture
December 01, 2011

Rob, the fundamental issue is that pirates (and those who support and apologize for them) feel that content, once created, immediately joins the public domain/culture/society at large. In this view, content always belongs to society, not to the content creators. So naturally, if an individual can't afford it, claims he can't afford it, or just doesn't feel like paying for it, then he should be entitled to it, anyway. Why else do people deserve to have access to games which they haven't paid for (and aren't part of a company promotion)?

It's not about DRM, which I feel is ineffective and anti-consumer. Like Charles said, it's about why companies feel it’s necessary to implement such draconian measures. Ubisoft’s statements on piracy were less-than-eloquent. But their choice to refrain from releasing a specific PC game is a pragmatic business decision. If they feel that the game won't be profitable enough because too many potential consumers pirate rather than purchase it, then their decision is a monetary one. They're not trying to make a moral or political point.

The bottom line is that, given the opportunity to get something for free or pay for it, many people will disregard moral concerns and take it for free. This is my opinion, but it is no less factual than the supposition that pirates were never going to purchase the games in the first place (instead of choosing the free over the paying option).

Robsavillo
December 01, 2011

Hm. This is exactly why I originally intended to refrain from commenting on this...this article (and your comments) are propping up a strawman argument that aims to paint opponents of locking down and privatizing our culture-at-large into a corner of defending piracy and theft.

Sorry, folks. I've played that game one too many times, and I don't have the patience anymore. I'm out.

Cobrakainomercyfrontpatch
December 01, 2011

I know you're gone, so this is for the benefit of others reading this. 

What alternative could there possibly be to the allegedly false dichotomy presented here? 

Savillo suggests that he doesn't want to "privatize" culture, but ALSO that he doesn't support theft and piracy. This issue is black and white. 

Either people are free to dispose of their contributions to their culture as they wish, or they are not and others may make us of those contributions without the permission of the contributors. It is false and impossible that there should be any middle ground here. 

The choice that confronts you is: protect property rights (including intellectual) or endorse theft and abdicate your claim to be a protector of any kind of rights. 

Dcswirlonly_bigger
December 01, 2011
" I'd burn and delete every piece I've ever published before I'd let them be used without my permission to support my detractors." This is the problem with the approach of Ubisoft and a lot of other companies regarding the PC: they place a higher importance on stopping piracy than selling copies. Is it better to sell a million copies of a game with 5 million pirate downloads, or sell no copies with no pirate downloads? Sometimes not selling a product to a certain market won't even prevent piracy. Every time a big Japanese game get's passed over for English localization, someone puts out a pirate version with a fan translation. There's also the world of emulation and the unique case of Taito Type X2 games: An arcade ROM dump of King of Fighters XIII ended up playable on PC, so SNK had to add value to the eventual console version like new characters and DLC. And it shouldn't be wrong to have to add value to a game to prevent piracy. That's just how the market is now and publishers need to adapt to it. The best way is to add value that physically can't be pirated: services like Steam and XBL, or DLC or a heavy online focus, etc. There's little if any justification for piracy (except maybe if you live in a region where something isn't available), but that's not the issue. The issue is that companies like Ubisoft are fighting it the wrong way. There's no way to completely stop piracy of a static digital product. All DRM will eventually be cracked. If people want to pirate they will pirate, so why not dissuade them from wanting to pirate?
Cobrakainomercyfrontpatch
December 01, 2011

Yes, why not dissaude them from wanting to pirate by cracking down in the courts instead of rewarding them for bad behavior? 

I don't say you shouldn't produce anything that has any chance of being stolen whatever, but when the theft is as pervasive as it is in the video game, movie and music industries, there's a point at which you have to get the message across that you won't accept these losses even if your monetary gains outweigh them, and if people don't change their ways, you won't be providing them anything further to pilfer. 

Dcswirlonly_bigger
December 01, 2011
Adding un-piratable value to a product isn't rewarding bad behavior, it's rewarding those who legally buy the product. Going to courts in ways like SOPA run the risk of, once again, punishing your legal customer base AND probably failing to stop piracy. Have we even gone into how relatively little Steamworks games get pirated compared to other PC games?
Bmob
December 02, 2011

A court crackdown would cost far more than the act of pirating does, and that cost would be factored down - once again - to the paying customer.

As far as I'm concerned, if your fight against piracy is punishing your paying customer, you're doing it completely wrong. Who punishes the people that pay their wages for NOT stealing? It makes no sense at all.

Why not just add something of value that is impossible to pirate?

Cobrakainomercyfrontpatch
December 02, 2011

There are only so many ways I can say this: 

1. You don't add value to or lower prices of PC games because that rewards the *threat* of piracy. Maybe you do it if you have to, but the point is you shouldn't have to and it shouldn't be taken as anything other than ill-gotten gains.

2. Retaliation has a cost. Its value is deterrence. This will outweigh the court costs in the long run. 

In reference to number 2, here's where you're going wrong, and I don't completley blame you, because it's what you were taught, at least if you were schooled in America:

You're thinking pragmatically, or narrowly and short-term. You're doing a cost-benefit analysis of *right now*, because who knows what will happen in the future?

I know. If you consistently crack down, you won't have to do it for long. You will save enormously in the long run by acting on principle. Pragmatism is not practical. 

If your policy worked, Hitler would have graciously accepted the Sudetenland and retired to Germany forever. 

Purple_night_lightning_storm
December 02, 2011

Again no. You make it sound as if piracy is an organized group demanding value or else. This is just stupid. Adding value is a company trying to determine when people who want to spend their money will spend their money. You are effectively saying sales are a direct result of shoplifting. If you really believed the simplistic objectivist view point exspoused on your Ayn Randian love-blog then you wouldn’t want government interfering with business in any way. Ubi is following through with this idea by attempting to protect their IP themselves. They don’t seem to realize that their strategies only hurt their customers and ultimately themselves. As for your “retaliation” theory, trying taking it to the Pacific Rim or Eastern Europe see how far it gets.

Bmob
December 03, 2011

1. It's the cheapest, easiest option that rewards sales and doesn't punish the wrong people. To a business, that has to be infinitely better than spending vast sums of money and/or criminalising the people that pay their wages. I don't see how you can disagree.

2. Actually, I studied business and computing in Cambridge, UK. There are tens of thousands of people in this country not paying rent and not being kicked out, because court costs are too high. If they're too high to consider recovering tens of thousands of pounds, then no one in their right mind is going to take millions of people to court over £10.

Purple_night_lightning_storm
December 01, 2011

No. No. No. Whether it is a product or a service. A work of art or a practical tool. No creator, absolutely NO CREATOR deserves total control of what they've produced. If you don't want what you've made to be experienced by everyone then do not produce anything. You do not get to dictate how others take in the world around them. There is a balance between compensation for work and access to said work. If Ubi doesn't feel like releasing on a certain platform then good riddance to them. I'm sure the Imagine X product line will keep them in the black. This is not apologies or defense. This is a condemnation of ideologues and their myopic world view.

Cobrakainomercyfrontpatch
December 01, 2011

"If you don't want what you've made to be experienced by everyone then do not produce anything."

Don't act baffled when nothing is produced. 

Purple_night_lightning_storm
December 01, 2011

Nonsense and hokum. Humans expressed themselves creatively before there was such a thing as Pay-Per-View and they will continue to do so through whatever medium is most appealing to them. How much have you payed to view the Mona Lisa? According to your logic everyone who sees it should pay a fee and the money should go to Da Vinci's estate. Oh wait there is no such thing. Type fan fiction into a search engine. How many of those works were for profit? I'd wager if any of it were behind a pay-gate interest would drop to almost nothing. Free flash games, F2P microtranaction MMOs, Flat out free indie games and useful applications are multitude. These were made for an uncountable number of reasons. Some are hoping to garner good will and eventual customers. Some did it just for the doing. Some were probably obeying the voices in their heads. Ubi can continue to stamp their feet and scream "NO ACCESS! NO ACCESS!" because of some affluent kid in suburbia torrenting and some middle aged guy with a burner in India selling bootlegs, but then you shouldn't be surprised when former customers call them bastards and drop support.

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