You're not stealing the original copy - you're stealing the money you owe them for playing it.
I don't owe them anything. If you test-drive a car and don't like it, you're not obliged to buy it, any more than I'm obliged to buy a game I didn't like.
If you go in to work, do your job, and at the end of the week your boss says 'You know how I'm supposed to pay you for this? Well, I'm not gonna. See you next week, ciao! ^_^'
That is pretty shabby treatment, right? Well ..... that's piracy!
You left out the part where you do a crappy job and don't perform up to expectations, and your boss says "you're fired". Piracy is merely a safeguard against getting screwed by dishonest marketing and hype (BioWare employees rating Dragon Age 2 perfect tens on metacritic... tsk tsk). Also, it was your choice to do business under those circumstances. Developers know their work will be pirated, that's a known fact and isn't going away. So the risk is theirs to make a terrible game nobody wants to buy. Don't blame me for not buying it. Again, nothing is lost by me playing it anyway (except perhaps my time, but that's my own fault).
In fact, I'm surprised of your argument because
that's exactly how I intend to do business. I'm going to develop games, release them for free, and accept donations to support the development of more games. That's exactly as you described, and it sounds like a better model than those of old where you sell a "product" that costs nothing to copy. Trying to introduce artificial scarcity to an infinite digital good... well now, that's just bad economics, and I don't feel sorry for developers who can't adapt to technology.
There are no
lost sales, only
potential customers. People who pirate your game but don't buy wouldn't have bought it anyway even if they didn't pirate.
I'm not sure if I remember the numbers right at all, but IIRC it was something like 20k legit users and 80k pirates, which effectively DDOS'd the servers and more directly created a negative impact by piracy rather than simply "potential lost sales".
Another failure to adapt to technology. Distributing large content via centralized server is expensive and unnecessary. BitTorrent is a distributed protocol where no central server - and thus, bandwidth - is required. Developers could use it to distribute content essentially free of cost. They simply choose not to, or maybe they're too dumb to even realize it. Again, I don't feel sorry for them. Universe 101, adapt or die.
You are exchanging something they want (money) for something you want (the game (or, more captiously, the right to play the game)).
Yet again, I can't
know if I want their game or not without actually playing it. The work-has-already-been-done argument justifies playing the game without paying for it, because nothing is lost in doing so. In an exchange of physical goods, the original product is lost from the seller. That's not the case with copyable digital goods. You have to pay for the car before using it (beyond test-driving) because the dealership loses the car when it's in your garage. A developer loses nothing by me playing a copy of a game - quite the opposite, in fact; They
gain my potential support. My potential support
doesn't exist unless I play the game. That's a fact. I'm not buying something without trying it first.
When you demo a car, they usually don't let you drive it on the highway. But given what you do get to do, you can get an idea of what it might be like on the highway.
They don't? I wasn't aware of such restrictions. But why would I buy something based on the
idea of what it might be like? That's exactly the kind of stupid blind consumerism that I'm avoiding by pirating the game first, paying for it second, if it deserves my support, and exactly why demos are not representative of the final product. They give you an idea of what it might be like. I don't want an idea, I want to
know if I want to buy the thing or not. If I only have a vague idea then it's not an informed decision.
You make a valid point about the whole demo issue, but at the same time I disagree about demos not being representative of the final product. Have you had a specific bad experience with a demo you would like to share? Because usually, when I download a demo of a game, it's pretty representative: you watch the intro, which sets the backstory of the game, which may or may not be interesting to you, then you play a couple of levels that show you what the general gameplay of the game is like, and what you can expect to be doing for the next 20-100 hours, depending on the game. If you disagree, I'd be happy to be enlightened as to where your experience differs.
AmnEn and myself already covered Dragon Age 2 as an example, you can also
read my review here.
I would like to reference other disappointments but it's been a long time since I played demos, because I prefer to test the final product instead. I only played the DA2 demo because it was released earlier than the full game. Most games don't even have demos, just marketing hype which has led to spontaneous shopping, only to be disappointed by the game. I've sworn not to buy games without testing them first... well, except Valve. They seem to have a pretty good idea what they're doing, though I have lost some faith in them after what they did with Left 4 Dead 2 and Team Fortress 2.
Would you prefer it if, say, you download a demo of the game, and after you finished playing through it said "Pay $5 to play the next section of the game", and you play through that, and you keep paying to keep playing the game in $5 dollar increments until you finish the game? By your logic, that would seem to be more 'fair', since you can stop playing and paying whenever you get tired of the game.
That's very close to what I'm doing, though you word it incorrectly; It's not "Pay $5 to play the next section of the game", it's "Pay $5 if you enjoyed the
previous section of the game you just played". I'm concerned it would break immersion though and be generally inconvenient. It's preferable to play the whole thing from start to finish, then decide how much it was worth, $5, $10, $15... or $500, if you really want more.
Until then, though, developers need to eat, and a lot of them have put a lot of time and money into getting where they are. Please give these people money so they can keep making games, instead of having to switch over to some other career path, like banking software.
I'm not disputing that. Developers of good games deserve to get paid. The argument here is if they should get paid
before I even play the game, and my answer is 'no'. I feel no pity for developers who can't make good games, such is life.
I don't pirate because I want everything for free. I pirate because I want to know what I'm buying before I buy it.
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Hm, this is actually off-topic, isn't it? Doesn't exactly relate to ROMs the way the topic intended.
ROMs are OK because device-locking is evil. Emulators allow me to play games on the PC that are not available on it. It's the developers fault for not porting their product such that it's available to me. I'm right here, waving my metaphorical wallet at Nintendo, ready to throw my money at them. It's actually rather puzzling why they don't allow me to pay them, really.