Recently there has been a lot of talk about how piracy affects PC gaming. And if you listen to game developers, it apparently is a foregone conclusion - if a high quality PC game doesn't sell as many copies as it should, it must be because of piracy.
Now, I don't like piracy at all. It really bugs me when I see my game up on some torrent site just on the principle of the matter. And piracy certainly does cost sales. But arguing that piracy is the primary factor in lower sales of well made games? I don't think so. People who never buy software aren't lost sales.
Most people who know of Stardock in the gaming world think of it as a tiny indie shop. And we certainly are tiny in terms of game development. But in the desktop enhancement market, Stardock owns that market and it's a market with many millions of users. According to CNET, 6 of the top 10 most popular desktop enhancements are developed by Stardock. Our most popular desktop enhancement, WindowBlinds, has almost 14 million downloads just on Download.com. We have over a million registered users.
If you want to talk about piracy, talk about desktop enhancements. The piracy on that is huge. But the question isn't about piracy. It's about sales.
So here is the deal: When you develop for a market, you don't go by the user base. You go by the potential customer base. That's what most software companies do. They base what they want to create on the size of the market they're developing for. But not PC game developers.
PC game developers seem to focus more on the "cool" factor. What game can they make that will get them glory with the game magazines and gaming websites and hard core gamers? These days, it seems like game developers want to be like rock stars more than businessmen. I've never considered myself a real game developer. I'm a gamer who happens to know how to code and also happens to be reasonably good at business.
So when I make a game, I focus on making games that I think will be the most profitable. As a gamer, I like most games. I love Bioshock. I think the Orange Box is one of the best gaming deals ever. I love Company of Heroes and Oblivion was captivating. My two favorite games of all time are Civilization (I, II, III, and IV) and Total Annihilation. And I won't even get into the hours lost in WoW. Heck, I even like The Sims.
So when it comes time to make a game, I don't have a hard time thinking of a game I'd like to play. The hard part is coming up with a game that we can actually make that will be profitable. And that means looking at the market as a business not about trying to be "cool".
So even though Galactic Civilizations II sold 300,000 copies making 8 digits in revenue on a budget of less than $1 million, it's still largely off the radar. I practically have to agree to mow editors lawns to get coverage. And you should see Jeff Green's (Games for Windows) yard. I still can't find my hedge trimmers.
Another game that has been off the radar until recently was Sins of a Solar Empire. With a small budget, it has already sold about 200,000 copies in the first month of release. It's the highest rated PC game of 2008 and probably the best selling 2008 PC title. Neither of these titles have CD copy protection.
And yet we don't get nearly the attention of other PC games. Lack of marketing on our part? We bang on the doors for coverage as next as the next shop. Lack of advertising? Open up your favorite PC game publication for the past few months and take note of all the 2 page spreads for Sins of a Solar Empire. So we certainly try.
But we still don't get the editorial buzz that some of the big name titles do because our genre isn't considered as "cool" as other genres. Imagine what our sales would be if our games had gotten game magazine covers and just massive editorial coverage like some of the big name games get. I don't want to suggest we get treated poorly by game magazine and web sites (not just because I fear them -- which I do), we got good preview coverage on Sins, just not the same level as one of the "mega" titles would get. Hard core gamers have different tastes in games than the mainstream PC gaming market of game buyers. Remember Roller Coaster Tycoon? Heck, how much buzz does The Sims get in terms of editorial when compared to its popularity. Those things just aren't that cool to the hard core gaming crowd that everything seems geared toward despite the fact that they're not the ones buying most of the games.
I won't even mention some of the big name PC titles that GalCiv and Sins have outsold. There's plenty of PC games that have gotten dedicated covers that haven't sold as well. So why is that?
Our games sell well for three reasons. First, they're good games which is a pre-requisite. But there's lots of great games that don't sell well.
The other two reasons are:
When you make a game for a target market, you have to look at how many people will actually buy your game combined with how much it will cost to make a game for that target market. What good is a large number of users if they're not going to buy your game? And what good is a market where the minimal commitment to make a game for it is $10 million if the target audience isn't likely to pay for the game?
If the target demographic for your game is full of pirates who won't buy your game, then why support them? That's one of the things I have a hard time understanding. It's irrelevant how many people will play your game (if you're in the business of selling games that is). It's only relevant how many people are likely to buy your game.
Stardock doesn't make games targeting the Chinese market. If we spent $10 million on a PC game explicitly for the Chinese market and we lost our shirts, would you really feel that much sympathy for us? Or would you think "Duh."
Anyone who keeps track of how many PCs the "Gamer PC" vendors sell each year could tell you that it's insane to develop a game explicitly for hard core gamers. Insane. I think people would be shocked to find out how few hard core gamers there really are out there. This data is available. The number of high end graphics cards sold each year isn't a trade secret (in some cases you may have to get an NDA but if you're a partner you can find out). So why are companies making games that require them to sell to 15% of a given market to be profitable? In what other market do companies do that? In other software markets, getting 1% of the target market is considered good. If you need to sell 500,000 of your game to break even and your game requires Pixel Shader 3 to not look like crap or play like crap, do you you really think that there are 50 MILLION PC users with Pixel Shader 3 capable machines who a) play games and will actually buy your game if a pirated version is available?
In our case, we make games that target the widest possible audience as long as as we can still deliver the gaming experience we set out to. Anyone who's looked at the graphics in Sins of a Solar Empire would, I think, agree that the graphics are pretty phenomenal (particularly space battles). But could they be even fancier? Sure. But only if we degraded the gaming experience for the largest chunk of people who buy games.
I don't want anyone to walk away from this article thinking I am poo-pooing the effect of piracy. I'm not. I definitely feel for game developers who want to make kick ass PC games who see their efforts diminished by a bunch of greedy pirates. I just don't count pirates in the first place. If you're a pirate, you don't get a vote on what gets made -- or you shouldn't if the company in question is trying to make a profit.
The reason why we don't put CD copy protection on our games isn't because we're nice guys. We do it because the people who actually buy games don't like to mess with it. Our customers make the rules, not the pirates. Pirates don't count. We know our customers could pirate our games if they want but choose to support our efforts. So we return the favor - we make the games they want and deliver them how they want it. This is also known as operating like every other industry outside the PC game industry.
One of the jokes I've seen in the desktop enhancement market is how "ugly" WindowBlinds skins are (though there are plenty of awesome ones too). But the thing is, the people who buy WindowBlinds tend to like a different style of skin than the people who would never buy it in the first place. Natural selection, so to speak, over many years has created a number of styles that seem to be unique to people who actually buy WindowBlinds. That's the problem with piracy. What gets made targets people who buy it, not the people who would never buy it in the first place. When someone complains about "fat borders" on some popular WindowBlinds skin my question is always "Would you buy WindowBlinds even if there was a perfect skin for you?" and the answer is inevitably "Probably not". That's how it works in every market -- the people who buy stuff call the shots. Only in the PC game market are the people who pirate stuff still getting the overwhelming percentage of development resources and editorial support.
When you blame piracy for disappointing sales, you tend to tar the entire market with a broad brush. Piracy isn't evenly distributed in the PC gaming market. And there are far more effective ways of getting people who might buy your product to buy it without inconveniencing them.
Blaming piracy is easy. But it hides other underlying causes. When Sins popped up as the #1 best selling game at retail a couple weeks ago, a game that has no copy protect whatsoever, that should tell you that piracy is not the primary issue.
In the end, the pirates hurt themselves. PC game developers will either slowly migrate to making games that cater to the people who buy PC games or they'll move to platforms where people are more inclined to buy games.
In the meantime, if you want to make profitable PC games, I'd recommend focusing more effort on satisfying the people willing to spend money on your product and less effort on making what others perceive as hot. But then again, I don't romanticize PC game development. I just want to play cool games and make a profit on games that I work on.
before i begin my post i'd like to say im sorry for lack of grammar i can do well on tests but i cant practically use it.
anyways i agree and i will admit i have stolen games but not new games i do use torrent sites but only to get music thats afew years old and you cant find any where and games that are pretty much the same *year 2000 and down* usually between 1992 and 1999 cause well you cant even buy those anymore other wise i buy all my games.
so in summery i only pirate things that you cant buy in the first place anymore and yes i agree the hardware thing hell i would have alot more pc games but i got a 2 year old graphics card and my comps not got the best cpu out there so its not able to play the newest games so i ended up buying xbox 360 games more and more often oblivion being my best purchase and i agree people who will buy the game will buy the game i know alot of people who can hack and could crackcd codes etc. but they dont steal their games because they know if they steal them they wont be supporting the company and thus new ones wont be made they also know that its better and more moral to actually pay for a game in the first place so yes i agree only some one who was gonna buy it will and only some one who's comp can actually use it honestly i dont mind older cruddyer graphics so long as its actually a good game with solid play *dont you miss those older games from about between 2-14 years back all the rts and rpgs had better story lines and more inclusive manuals and more work put into them now its all about graphics over game play and it ruins all the genres* anyways im gonna stop rambleing.
@arentol Actually... they don't make those mags for hardcore gamers like you. They make those mags for wannabe hardcore gamers like me so I can sound all cool without having to bother to do the research myself.
But that's neither here nor there. I used to be what some would call Hardcore. Back in the day when I had time. I can build from scratch, overclock, tweak and otherwise twiddle with my machine with the best of them. But that takes time I just don't have anymore. I used to care about bleeding edge. But when it doesn't work out of the box, it means more of that time I don't have slips away. So, no. I'm not Hardcore. But I get it. I remember.
And I remember pirating. Yeah, that's right. I said it. I pirated software. And from that point in my life, I would like to share with you, the community, two examples and let you make your own decisions. There was a game, I can't recall the name of it anymore but that's not the point, that got rather rave hype and looked to be the next COOL THING. So when it hit the rags, I went and found the demo the dev had available. It downloaded, installed, and seemed quite fun. So when it hit market, I did something unusual. I bought the sucker. Went down to the store, picked up a copy, took it home and loaded it on my machine. Where it crashed nine ways from sunday. Every time it would try and do a cut scene it hard locked my machine. So I installed it on my other computer. Figured it was a Glide vs. GL issue. Same thing. Hard locked. Only this time it did the cut scenes fine. But DON'T OPEN THE MENU! Or boom. Fatal error. So... I loaded it on my parent's machine. No overclocking. No tweaking. And it wouldn't even load. Took it back, same day to the retailer. No refund. Seal was broken. It was my coaster to do with what I wanted.
My second example is a little less long winded. While I hardly keep up on the latest and the greatest... every year I take my vacation time all at once. I take it in November, so that between the holidays, my normal 3 day weekends (I work 4 10s), and what not I wind up with almost the whole month off. So I usually go grab a cool game and sit down and play it. And I've found that the 'average' title amuses me for about... 4 days. Tops. Some even less. Last November, I went through 11 games. After taxes, strategy guides, collectors editions, etc... I paid more in gaming that month than I would have for a luxury car payment. And of those 11 games, none of them are still installed. Finished them, no replay value, and I'm not into player versus player.
So I leave you with this: piracy, for me, isn't about not paying for games. It's about games being worth paying for.
Dear Brad Wardell,
I totally agree with everything you have just said in your editorial. I have purchased and enjoy Galactic Civilizations II and will 100% definitely purchase Sins of a Solar Empire soon. I do not have the time or inclination to be a software pirate. Your games are excellent.
However, I DO have ONE COMPLAINT. I went to your official Stardock website to try to find out how I could possibly purchase the Dark Avatar expansion for my Galactic Civilizations II Collectors Edition (which I already own and which came with the physical box and CD) without either downloading it (which I do not really trust 100% and which takes a very long time on my slow connection speed) or entirely repurchasing the whole Galactic Civilizations II again in the form of the Galactic Civilizations II Gold Edition (physical box and CDs). Since I already own Galactic Civilizations II Collectors Edition and was very hesitant to purchase again something which I already own, I was very pleased to read at your website that the Galactic Civilizations II Gold Edition available at retailers contained a $10 rebate form which was targeted towards customers like me who already own Galactic Civilizations II. This notice totally removed all my hesitations so I immediately purchased the Gold Edition, opened it and there was no $10 rebate form of any type inside. Since time is valuable, I decided to just forget about this slightly annoying situation but reading your editorial made me decide to use this opportunity to request that you contact me at your convenience and make arrangements to send to me the proper $10 rebate form. If you never read this comment and therefore never have an opportunity to correct this situation, I will, of course, understand and will continue to purchase your excellent games (I just recently also purchased the Altarian Prophecy expansion for Galactic Civilizations II). Anyway, keep up the good work and please continue to take the lead in the PC software game industry in the excellent types of games which your company so far has so far focused on. Thank you.
Sincerely,
Daniel M. Lefler
3290 N. Cedar Springs Lane
Prescott Valley, Arizona 86314
Absolutely fanstastic post and dead on target. I don't support piracy at all--I develop software for a living--but to be honest I'm sometimes forced to download cracks or cracked copies of games I've legally purchased simply because crappy DRM won't let me play them! The fact that Stardock games are fun is only one of the reasons I buy them; I also buy them because I'm voting with my dollars. To wit, I'm tired of game companies treating the paying customer like a criminal when their pathetically bad DRM doesn't do a bloody thing to stop the real criminals. I applaud your position, Mr. Wardell. May other game developers/publishers hear and heed your words.
Well said Brad, and what a nice surprise it was to see your name pop up on my digg feed today. It's a small world after all.
I think the worst offenders here are companies like Starforce who make a living out of ruining the user experience. If I want to play Worms 4 (and I often do), why should I have to hunt around for the game CD when everything's installed on my machine anyway? At most run one check on whether I'm installing from a genuine disk, but don't install system-destroying device drivers on my machine without telling me and slow down every drive on my system in the guise of protecting the rights of the developer... That's not going to make me buy more games.
I'm a working game developer and I totally agree with what Brad said about how to deal with piracy. I sort of cheat by dealing with MMO's, but the basic principle is the same: Who gives a shit how many users you have? Our job as game developers is to make money (and also feel fulfilled artistically, they're not incompatible), so we need to focus on paying customers. Pirates are just a force of nature, and we need to manage them correctly (that thing that Titan Quest did where it crashed for pirates is just plain idiotic) instead of fighting a self-destructive war against them. I ranted a bit more about this on my blog, if people are bored.
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