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.
I do not usually post comments on random blogs, but this time I just have to. I'm here via Slashdot, and I am a Hardcore PC gamer and a computer scientist. I spend a lot of money on my hardware, (Q6600@3.4Ghz, 2x 8800GTX, Dell WFP3007 30" TFT). I also pend a lot of money on games. I own GalCiv II and SoaSE, for example. I equally own Crysis and CoD4.
I just wanted to say this: You are completely correct. No amount of money you spend on copy protection mechanisms will ever work. People will crack them. They will only make it more difficult for you real users to use the software properly. (I refuse to buy any game using Starforce, for example, due to the security risks posed.) I had an episode with Star Wars: Empire at War where I could not use it untill they patched problems with the copy protection.
The people who pirate the games will not buy them anyway. Any money you spend on excluding them is wasted money. I have been saying this for years. Just ignore them. Some might even buy your game at some point, but really, they don't matter. Copy protection on the PC is a myth, and you could spend the licencing fees on another coder / artist / whatever.
Kudos to you, finally someone in the industry gets it!
Reading this, it feels like you are on the right track. Many of those, who download games would never buy them. I would for example never buy the game "The Club" - it's very different from my taste. But I can decide to try it. The DEMOs are thing of the past. Now, if you want to try something out, why not to try the whole thing? I tried out Oblivion before it came out, because it came out on torrents more than a month before it came out in this country. Did I buy the game afterwards? Yes. For several reasons, but mainly because I wanted to support the developers (as a big fan of Fallout I originally spent a lot of time trying to support their development of Fallout3 - I was disappointed in the end, but that's another story). Similar thing happened with other games - it's all about support. I bought Fallout, my idea of an almost perfect game, so many times I lost count. I have like 4 different copies of both Fallout 1 and Fallout 2. I downloaded them from a torrent several times too, though
But there are games which I just don't feel like supporting. I can still play them, but even if I had A LOT of money (which as a student I really don't), I don't think I would buy - I want to support things I feel are worth supporting. Just as I bought NIN's Year Zero album, but I never listened to it. Why? I had mp3 of all those songs in similar quality already for some time...
The main thing you are forgeting about is popularity. Information must spread - that's partly why promotions are here. A person who never buys the game, but downloads it and likes it is going to spready the word about the game just as well as a person who bought it. Now some people that hear about this must be "customers" who would buy it - it's statistically probable. And very often this spread of ideas can even outweigh the damages. Just consider this: a person who downloads a lot of games, even if just to try, is likely to have a reputation of a person who knows what is good and what isn't. That's how ideas spread in the first place. You go to someone who you think understands the thing and you ask: "What book do you think I should read?" or in this case: "What game should I try/buy?"
Open source movement is here based on similar principles. It bets on the fact that a free (not only free of charge, but truly FREE) product is likely to spread much faster than any non-free produc, no matter what the price is. Often they benefit from this fan base through services (look at Oracle!)...
I definitely agree that the war on piracy went too far and more money will be saved if no high-tech security measure is integrated, but then again, think about this - won't some small (obviously easy to crack) protection already discourage the masses which are not really skilled with using cracks to download it? Wouldn't it already encourage them to just buy and forget about it? It's the equilibrium that must be found, but as written here, the equlibirium is very close to ignoring the issue over all.
A though for the end. Was piracy ultimately responsible for the failure of titles like Crysis and Unreal Tournament 3? Or was like lack of innovation and over-the-top focus on the graphics rather than gameplay and resulting hardware requirements?
This is the most intelligent article on gaming piracy I've read in a long time. I'm glad you've been so successful and will be demo-ing out your games this week!
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