Another article from the nimble fingers
of me.
Piracy is quite a controversial topic in the gaming community. People tend to have strong feelings about it - to the point of incomprehension on the opposite side. There are some developers who take "piracy is the devil" stance, while others simply shrug their shoulders. Added to the discussion is the issue of anti-piracy measures, like DRM. Having underdeveloped self-preservation instincts, I'm going to splash some oil into the fire.
95%
That's what surveys by several indie game developers have shown the piracy rate to be. I don't know about you, but this is shocking to me. Only 1 in 20 people cares enough to support the person who works to entertain them. Do you know what the 2nd and 3rd top search strings for "world of goo" are? It's "world of goo torrent" and "world of goo download". This is a game which is made by 2 people, has no DRM and costs as much as a dinner out - the standard excuses that pirates spew just don't apply here.
Frankly, the people who pirate games make me sick. It's not that they copy the games and shaft the game creator - I can deal with that. What really gets me are the sickly explanations that people bring up when called out on it.
My Nautical VoyagesLet's get a couple of things straight, first. I come from a country where copyright law doesn't exist, in practice. Western Europe and America have several centuries of entrenched intellectual property tradition. The former Soviet sphere, by contrast, doesn't. Because the government controlled all media for the last 100 years, copyright as you know it didn't form in the Soviet Union. Sharing bootleg music and books was a way to get around the communist system. Instead of screwing over the creator, you were doing them and your friends a favour by sharing their stuff.
It's not a surprise then that I grew up blissfully unaware of all this copyright stuff. Nobody got rich being an author in the Soviet Union anyway. Since my dad was a programmer, we always had tons of pirated software around the house. It never occurred to me to ask why somebody would spend all that time and energy making this stuff. It was just there - poorly translated into Russian by enterprising pirate groups.
When I moved to Canada, it dawned on me that people were actually selling software for a living - what a novel concept! As I got a job and started to earn money, I stopped copying programs and started buying them. There were two reasons for this. Firstly, I wanted to support people who create awesome games, books and music. If we don't pay these artists money, they'll have to go get a job, and the flow of goodies will stop. The second reason is that most of everything is crap. I can't even be bothered to pirate it. I just don't have the time nowdays to play most games or read most books. I can afford the 1% that's relevant, so why not buy it, just for convenience's sake?
Excuses and JustificationsAs you can see, I'm not some sort of frothing-at-the-mouth RIAA crusader. Heck, I don't even sell any games! I've pirated stuff in the past, so this is not a case of "holier than thou".
No, what really drives me up the wall are the cowardly justifications that are offered by pirates on the Internet. If you're too cheap to pay $20 or you think the game sucks or you don't give a damn about supporting creators, just say so! But no; instead we get a chorus of whines blaming everything else in the world. Here's a sampler:
- "The game is too expensive." People pirate $0.99 games on the iPhone; how much lower do you want to go? False excuse.
- "Evil publisher...blah...blah...DRM...blah." DRM sucks, but games without DRM by small indies get hit just as hard. False excuse.
- "I just want to try the game." Games with demos get hit as badly as games with no demos. False excuse.
- "Game's not very good." If the game's not very good, why are you playing it - is it some sort of masochism? False excuse.
- "Easier to pirate the game than going to the store." Most games are available online now and they still get pirated to death. False excuse.
All of these excuses are just people trying to justify their behaviour to themselves and their peers. It's not social activism, politics or anything else. Here's the real reason:
"I can get the the thing that I want for free without getting caught."
If people would admit this, maybe I wouldn't get the urge to punch them through the Internet every time I read a thread on piracy.
What Then?Now that we've established the real reason for piracy, let's talk about it from a small developer's perspective. Before we plunge into that, however, let's recognise something.
If you're a small software developer, you have no right to complain about piracy.
Ho! What's this? Haven't I been doing this for the last 10 paragraphs? Well, no; read it again.
It helps to view piracy as a natural phenomenon. If your garden gets eaten by a swarm of locusts, it doesn't help very much to get angry at the bugs. The locusts aren't out to get you (it could be your neighbours cursing you though; might want to gather a mob). In this case, piracy is a side effect of the Internet destroying social norms.
Humans aren't adapted to living in societies of millions, communicating across the globe. Our intuitive morality can deal with tribesman Thunk breaking your best spear, but not patent law. Pirates are being jerks, but it's only because they don't realise it. In a way, they are comparable to sociopaths. Sociopaths lack the ability is assess the moral dimension of their actions in normal situations. Pirates can't assess the moral dimension of their actions because they are placed in an abnormal situation.
Hug a Pirate DayYou should be happy about piracy. Why? As I've mentioned, piracy is a side-effect of the Internet. It's just one of the consequences of opening the information tap. What other effects are there?
Well, one is me being able to type this from my bedroom and you reading it. If I make a game and sell it, I can only do so because of the 'net. If you're an indie developer, chances are that you would not be able to exist without the Internet (or its grand-daddy, the BBS). The truth is that the creative destruction wrought by electronic communication has benefited the small guys the most.
Of course, if you're working for a large publisher right now, you have my permission to stay mad. Sucks to be you. This is why the large publishers are thrashing left and right in the PC. Well, that and used sales.
How to Defeat PiracyDrumroll! You don't. Piracy is a feature of the landscape. It's the new reality of the world that we live in. The sooner that you can accept it, the faster you'll be able to work around it. See it as a river that floods once a year and washes away your crops.
I know that it sucks to see your stuff be copied, but it's not something worth worrying about. Even if you could force every single pirate to buy a copy of your game, you'd barely feel it. Conversion rates for pirates are miserable. These people are not your customers - they're background noise. Focus on the guys and gals who are paying you the big (or small) bucks.
The most important thing for a small developer is to recognise that the normal rules don't apply in their case. Piracy doesn't kill you - obscurity kills you. That's why your first concern should be to promote your game and to build your audience.
This is why we see these strange effects in the indie space. Asking people to choose their own price drives up sales. Games that become free for a week sell more than they did the months before. Tarn Adams makes $1500 per month from donations while working on a game that most people can't play. The normal rules don't apply. If you want, you can even make some $$$ off of the pirates. Just sell them premium stuff that's a pain to find for free.
SummaryWhat can you offer with your product that makes it more valuable than FREE? Is it a great community? Faster support? Bonus items? Fuzzy feelings? What would you do if someone cloned your game and made it open-source? Stop thinking of this as a moral issue and start seeing it as a business reality. The sooner your recognise this, the faster you can get to solving the real problems.
P.S. You should also write an article on piracy to promote your game. Hey, it worked for World of Goo and Cliff Harris!