[HN Gopher] Piracy is not theft, Lost sales don't exist, says Mi...
       ___________________________________________________________________
        
       Piracy is not theft, Lost sales don't exist, says Minecraft creator
       (2011)
        
       Author : ROARosen
       Score  : 254 points
       Date   : 2021-03-03 14:58 UTC (8 hours ago)
        
 (HTM) web link (torrentfreak.com)
 (TXT) w3m dump (torrentfreak.com)
        
       | jjjeii3 wrote:
       | It's much easier to watch a pirated movie copy than pay for a
       | movie service. Just open a website and select video. Done.
       | Registration is not needed, no payments, no subscriptions etc.
       | 
       | and if you use an app for a movie service, then they will usually
       | install dozens of trackers. Here is the list of trackers used by
       | a tiny app LastPass:
       | 
       | AppsFlyer, Google Analytics, Google CrashLytics, Google Firebase
       | Analytics, Google Tag Manager, MixPixel, Segment
       | 
       | When I use a website, most of trackers are blocked by uBlock
       | Origin, so I don't care that much.
        
         | paxys wrote:
         | Are you saying it is easier for the average person to download
         | a Torrent than sign up for Netflix? Because that is absolutely
         | not the case.
        
           | PeterisP wrote:
           | It's easier for the average person to download a Torrent than
           | sign up for Netflix, find out that the thing they wanted
           | isn't there, try to look where it would be available, find
           | services that say it has it, sign up for that, find out that
           | it is available there only for other countries, and when you
           | finally find it somewhere it's not with the language
           | dubbing/subtitiles that you want - meanwhile, the same option
           | you couldn't get legally is easily available on torrents
           | where it Just Works.
           | 
           | The illegal services are strong when they win on selection
           | and availability; in markets where it _is_ easier to just
           | sign up for Netflix (I assume they exist, perhaps you live in
           | one of them) undoubtedly privacy gets less popular. And
           | Netflix is a good example, I know people who view on Netflix
           | stuff that 's there and pirate the stuff that's not.
        
           | kuschku wrote:
           | How do you sign up for netflix without a credit card?
           | 
           | How do you sign up for netflix if your total monthly budget
           | us $40?
           | 
           | There's a lot of groups for whom torrents are easier than
           | netflix.
           | 
           | (Even in forst world Germany, an affordable CC is hard to
           | come by)
        
           | jjjeii3 wrote:
           | No, I mean websites like putlocker etc.
        
             | rhino369 wrote:
             | It's still not easier than netlfix or any major video
             | store.
        
             | paxys wrote:
             | Those sites have 50x the amount of tracking, popups, spam
             | and straight up malware than even the most intrusive
             | commercial product out there.
        
       | mindcandy wrote:
       | As a game developer, there are two conflicting stories I have
       | heard about game piracy for multiple decades.
       | 
       | From the consumers: Piracy doesn't matter. Pirates were never
       | going to buy anyway.
       | 
       | From the AAA producers: >50% of lifetime revenue for a game is
       | made in the first 3-6 months after release. During that time,
       | they sit and wait in dread for "Crack Day". The exact day the DRM
       | crack is released, revenue permanently drops hard.
       | 
       | I've read similar stories from small non-game desktop ISVs here
       | on Hacker News. That they can clearly see on their revenue graphs
       | the release dates of updates that contain DRM changes. Of course,
       | most people on HN work on web-based software. Web based software
       | has pretty much completely overtaken desktop software because of
       | it's many advantages --such as being impossible to pirate.
       | 
       | I wonder how many people here have actually worked on a pirate-
       | able product? Phone apps are technically pirate-able. But, like
       | console games, pirating is such an inconvenience (compared to
       | desktop piracy) that it is relatively rarely done. But, even on
       | phones, most of the revenue is to unlock server-based features. I
       | can say from experience that app hacking for client-side features
       | in phone apps happens quite a lot despite the inconvenience.
       | 
       | Meanwhile, Minecraft was a story of someone in exactly the
       | opposite situation from a AAA developer. Having zero reputation
       | and zero marketing budget, it made complete sense for Notch to
       | give away his game for free at first and slowly increase the
       | price as consumer awareness and confidence grew. At all points
       | Minecraft was the Indie Dream Story of starting as a nobody and
       | gradually growing an audience who hands you money out of respect
       | for your product rather than as a requirement of transacting with
       | you to attain it.
        
         | XorNot wrote:
         | The thing about revenue is I wonder how much of that breaks
         | down demographically. While I'm sure there are some anti-
         | culture adults in the mix, the biggest motivation to pirate
         | anything is when you're not an adult who has independent,
         | disposable income (and in years gone by, the whole "debit Visa"
         | thing didn't exist and meant online purchasing was basically
         | locked off to the young) is that it's a completely viable and
         | easier option to just bypass the people in your life who
         | control that access (parents).
         | 
         | Even if your parents are willing to sometimes buy you games or
         | software or whatever, there's got to be an element that a much
         | easier path is just downloading it once a crack is available
         | since you're more worried about burning that extremely finite
         | supply of political capital then someone else's profit.
        
         | npteljes wrote:
         | Notch got really lucky. These views about piracy not mattering
         | are practically survivor bias. There are the rare vendors who I
         | think profited from the pirates in the end, Microsoft and
         | Adobe. Them making their software easy to pirate, coupled with
         | the existing laws at the time basically made and maintained
         | their flagship products the de-facto standards which can be
         | felt to this day. But these again are the rare examples where
         | piracy was useful - for most, it just sucks money out their
         | pocket.
        
           | bcrosby95 wrote:
           | > These views about piracy not mattering are practically
           | survivor bias.
           | 
           | It's not about survivorship bias. It's about where he was
           | starting from and the risks involved given that. An indie
           | game dev's largest risk is remaining in obscurity and never
           | making anything. In comparison, piracy is basically a non-
           | factor. Of course large, well known studios care about
           | piracy. Because they're already large and well known - they
           | don't have to worry about making literally $0 in revenue on a
           | title.
        
         | stevenwoo wrote:
         | I worked at Blizzard a generation ago and there was no copy
         | protection and then copy protection was added to products while
         | I was there. IIRC what a producer told me was they had sales
         | numbers for Starcraft in Germany without copy protection. Based
         | on projections (prior Warcraft expansions) they expected the
         | expansion to sell 1/3 the copies of the original game. But they
         | added a simple CD copy protection scheme to the expansion and
         | sales of the expansion in Germany were 3x the original game, so
         | about an order of magnitude greater sales, which one can sort
         | of infer that piracy accounted for 80-90% of Starcraft player
         | base in Germany. This is just my one anecdote, YMMV.
        
         | yarcob wrote:
         | I make client side Mac app with trivial copy protection and
         | unlimited free trial, and people still pay for licenses.
         | 
         | My app is practically almost free except for a nag dialog, and
         | I still make a living from it.
         | 
         | Piracy may matter to big companies that have lots of employees
         | who try to extract every possible cent from their audience.
         | 
         | If you just want to make a living from your software, you
         | should not waste time worrying about piracy.
        
           | centimeter wrote:
           | > If you just want to make a living from your software
           | 
           | This mindset is not compatible with creating multi-billion
           | dollar software like Windows or GTA 5. The only way to do
           | that involves financial structures that are more complicated
           | than just making a living.
           | 
           | That's not to say I think such software is necessarily a
           | _good_ thing, just that it wouldn 't exist without aggressive
           | profit optimization.
        
           | finiteseries wrote:
           | macOS software automatically excludes >95% of the human
           | population from its user base, and the remaining bit is
           | incredibly wealthy and used to the macOS tradition of high
           | quality botique software for a price.
           | 
           | The PC and Android gaming markets are slightly different
           | beasts.
        
           | mywittyname wrote:
           | > Piracy may matter to big companies that have lots of
           | employees who try to extract every possible cent from their
           | audience.
           | 
           | I don't necessarily think AAA game studios are trying to
           | extract every cent. But they do exist in a pretty unique
           | situation in software. Since they invest a ton of money up-
           | front to produce a game, and something like 85% of their
           | sales occur in the first month or so. And those profits are
           | invested back into the creation of the next game.
           | 
           | Piracy is very much an issue in this situation. Delaying a
           | crack by one week is probably the difference between solvency
           | for studios.
           | 
           | It is absolutely the case that some game studios might not be
           | effected by piracy. Either because they don't make their
           | money from the game, but instead from selling in-game items,
           | their product needs online support for maximum fun, or some
           | other reason. But the industry is definitely big enough for
           | piracy to be both a problem, and not a problem for different
           | players.
        
             | TrevorJ wrote:
             | > I don't necessarily think AAA game studios are trying to
             | extract every cent.
             | 
             | While this is true, the ones who don't tend to get eaten by
             | the ones that do, eventually. Fantastic game studios are
             | one flop away from closing their doors most of the time, so
             | attrition is high, and the allure of recurring revenue via
             | predatory microtransactions is hard to ignore.
        
           | TheOtherHobbes wrote:
           | Conversely I know a number of music software (VST) developers
           | who simply _gave up_ because piracy nuked their income.
           | 
           | There are specific niches and specific relationship models
           | where piracy won't do this. But there are far more where it
           | will.
           | 
           | Ultimately it comes down to the ridiculous notion that
           | because cost-of-copying is effectively zero then so is
           | product value.
           | 
           | This handily ignores the hours/days/weeks/years of
           | development effort that can go into a product, and the use
           | value - which may translate into income - that it offers
           | users.
           | 
           | As a creator you certainly have the option to decide on the
           | relationship model you want with your customers. _Piracy
           | removes that right._
        
             | nsilvestri wrote:
             | VST developers also exist in a space where their $100+ USD
             | products are one of dozens that a person wants use, in a
             | relatively small market, where many people are hobbyists
             | who don't make money off their music. DAW entry costs are
             | already high, with two of the most popular being Ableton
             | Live Standard at $450 and FL Studio Producer at $199. They
             | don't expect amateur Joe to license thousands of dollars
             | worth of software just so he can post to his 15 followers
             | on Soundcloud.
        
               | yaml-ops-guy wrote:
               | I think you're understating the size of the studio
               | production world who are as much extensive consumers of
               | comparatively inexpensive VST plugins as they are
               | consumers of multi-hundred dollar workstations.
        
           | Blikkentrekker wrote:
           | "a living" is a matter of degrees.
           | 
           | The argument is that your living could be more substantial,
           | if you did worry about it.
        
         | ben_w wrote:
         | Every piece of Mac shareware I made was hacked instantly,
         | judging by the "free license codes and patches for games" lists
         | they appeared on. The patch must have been an automated attack,
         | too, given I'd made the deliberate business decision to have a
         | license code check of:                  licenseText.length > 0
        
         | jimz wrote:
         | * From the consumers: Piracy doesn't matter. Pirates were never
         | going to buy anyway.*
         | 
         | Really? Maybe times have really changed but I know a lot of
         | people, myself included, who pirated software - starting in the
         | mid 90s for me - because we couldn't buy software since we were
         | too young to make money and lived in constant fear that the one
         | time our parents do buy some game or piece of software it turns
         | out to be total crap. At this point, even though my education
         | have led me to a more nuanced and philosophical objection to
         | the enforcement of intellectual property in the manner at least
         | the United States does, and equates physical property either on
         | par with it or even underneath it, the only times I pirate
         | software now is if there's no trial version, and if it's
         | something I really want to use long term I'd purchase it
         | anyway. Effectively the only long term sort of piracy I conduct
         | at this point is to circumvent blackout rules on sports
         | streaming because for whatever reason a whole fifth of MLB is
         | blacked out on mlb.tv where I am but the biggest streaming
         | package only shows 2 of those teams. Access, ultimately,
         | determine whether someone pirates. That includes cases when
         | access is outlandishly expensive or simply barred, and even
         | knowing my share of anarchists and career criminals as defined
         | by state I really don't see people who are ideologically
         | committed to piracy in an absolutist sense. It's like, if I can
         | pay $25 a month for unlimited access to JSTOR it would entirely
         | be for my intellectual curiosity but I'd do it, but that's not
         | an option so sci-hub when the article isn't available is kind
         | of the only reasonable option. The alternative is simply to
         | give up and find something else to be curious about.
         | 
         | Some aspects of reverse-engineering/cracking in the scene was
         | gamified to such an extent where it became a prestige sort of
         | thing, a competition for its own sake. That tends to stop
         | where-ever your rivals stop, and as a result it's never a sure
         | thing that patches would be cracked, for example.
        
           | magnetowasright wrote:
           | > Access, ultimately, determine whether someone pirates.
           | 
           | Totally agree. Netflix's streaming service is a great example
           | of this. Initially, Netflix provided easy access, so most
           | people I know stopped pirating films and shows. Mostly with
           | the exception of new episodes of shows that aired in
           | Australia weeks (or more) behind the US air date. Nobody
           | wants to be weeks behind on GoT, not when the internet
           | explodes as the episode airs.
           | 
           | Then Netflix's Australian library was gradually gutted. VPNs
           | were a pretty good way around the lacklustre Australian
           | offerings. Then that became a tenuous workaround at best,
           | especially as major studios split and made their own
           | platforms, each at least $10 a month, with no guarantee that
           | the things worth watching were available to Australians. So
           | what do a bunch of people with VPNs do with nothing to watch?
           | They pirate.
           | 
           | Sci-hub is unfortunately so necessary. The whole situation
           | feels a bit like Spotify where the creators of the content
           | that these journals/companies charge for don't really get any
           | of the money. What an 'innovation' that is.
        
         | csallen wrote:
         | The "lost sales" point seems like a red herring to me.
         | 
         | Theft is about taking rivalrous goods. If I steal your apple,
         | you no longer have your apple, which is injurious to you.
         | That's why theft is illegal. Piracy and copyright are about,
         | literally, copying. If I copy your MP3, you still have your MP3
         | and haven't been deprived of anything. The world is actually
         | just a better more abundant place now.
         | 
         | Copyright is about granting limited monopolies as an incentive.
         | We make it illegal for people to copy based entirely on the
         | idea that more people will create stuff if they know they can
         | monopolize the profits for a time. Which is sensible in some
         | cases, but I personally believe people would still create all
         | kinds of stuff, if not more.
         | 
         | Regardless, I do think lost sales exist. I made a paid iOS app
         | that was cracked and saw my sales drop. But I also think it's
         | important to recognize that this is still not theft. It's a
         | copyright violation. These words mean different things.
        
           | mindcandy wrote:
           | The semantic details are a distraction.
           | 
           | Revenue go up? You pay your bills. You make more stuff people
           | want. Everyone is better off. Good outcome.
           | 
           | Revenue go down? You can't pay your bills. You make less
           | stuff even though people want what you are making. Everyone
           | is worse off. Bad outcome.
           | 
           | In the end, we want more good outcomes and less bad. There is
           | a lot of conversation around piracy's relationship to the bad
           | outcome. But, a lot of it is armchair-CFO arguments and based
           | on looking for excuses. People directly affected by piracy
           | report that the relationship is either quite clear or that
           | they have given up and don't bother fighting or even
           | measuring it.
           | 
           | Should piracy be legal? Maybe? Doesn't really matter at the
           | consumer level. There is it de-facto unenforced 99.9% of the
           | time anyway. What matters for producers and consumers in
           | practice is the practice of DRM. In practice, the vast
           | majority of software work these days is on server-side
           | products and a huge component of that is the implicit DRM
           | aspect.
           | 
           | Desktop software has relatively been in a terrible lull since
           | the consumerization of the internet. A lot of it is due to
           | the awesome features of the interwebs. But, a whole lot of it
           | is that it's a lot harder to actually get paid for desktop
           | software vs server-based. It's a damn shame. But, no one
           | knows what to do about it.
        
           | TheOtherHobbes wrote:
           | You're not stealing an object, you're stealing the _use value
           | of a product._
           | 
           | As a rule, you don't buy software, you buy a license to use
           | it. So effectively you're stealing that license and the
           | income it would generate for the creator.
           | 
           | Music and other media are the same. You don't pay for the
           | bits, you pay for a license to access and enjoy those bits.
           | 
           | Which is why it doesn't matter if the delivery system is
           | paper tape, carrier pigeon, optical media, or instant
           | download from a server.
        
           | simonh wrote:
           | People can give away stuff for free right now if they want,
           | so I don't see what you mean by the "if not more" comment. I
           | don't mean that in a snarky way, I joust wonder what you
           | mean.
           | 
           | A lot of content, and software, takes a huge capital
           | investment to create. Blockbuster movies can cost hundreds of
           | millions of dollars to produce, AAA games can certainly cost
           | tens of millions. This is also why open source and and Libre
           | software never took over the world the way many of its
           | proponents assumed it would back in the 90s. Many
           | applications take more than just coding chops to create, it
           | takes QA engineers, artists, designers, project managers,
           | market research and domain experts dependent on the market
           | segment (medical experts, radio engineers, etc). It can take
           | a huge capital investment to put all that together and that
           | money needs to be made back somehow.
           | 
           | Even music takes recording studios, sound engineers, session
           | and backing musicians, artists for the album covers and
           | posters, music video production teams, etc, etc. It's a
           | serious business. A committed artist in their bedroom can
           | work wonders, but not all music and associated material can
           | be produced in a bedroom.
        
           | vimy wrote:
           | Theft is taking something without paying for it. In the case
           | of games, music, etc, you don't pay for the file itself but
           | for the work the artist put into it.
        
             | c1ccccc1 wrote:
             | > Theft is taking something without paying for it.
             | 
             | According to this definition, dumpster diving would be
             | theft. The harms caused by theft and copyright infringement
             | are different. Calling them both theft is just a marketing
             | ploy. Stealing something deprives the owner of its use.
             | Copyright is a monopoly granted by the government to an
             | artist on a piece of intellectual property. This is
             | socially beneficial because it means more people can make a
             | living by creating art. Copyright infringement means
             | evading this monopoly, and is harmful for the same reason
             | that granting the monopoly is beneficial.
             | 
             | For example, dumpster diving is neither theft nor copyright
             | infringement. It's not theft because taking food that has
             | been thrown away isn't depriving anyone of its use. It's
             | not copyright infringement, because we as a society do not
             | deem it socially beneficial to grant anybody a monopoly on
             | food production. This is true even though the dumpster
             | diver is taking food without paying the farmers who
             | produced it.
        
             | dcow wrote:
             | In a society where copyright exists, sure. I think the
             | point is that meatspace copyright laws don't translate well
             | into cyberspace because they were designed to apply to a
             | world where the act of creating copies itself takes work.
             | 
             | You aren't paying for the work the artist put in, if you
             | were that would be called a commission. You are paying for
             | the right to experience a copy of the artist's work.
             | Usually you're not even paying the artist, either. The
             | studios and publishing companies reap the profits. It's not
             | different for studio developed games.
             | 
             | Do I pirate things these days? No, I am capable of paying
             | and we've figured out streaming. Will I buy a proprietary
             | product without trying it first? Probably not. Would I pay
             | if I didn't have the means? Absolutely not.
             | 
             | I firmly believe that once a work of art has been created,
             | it is oppressive to try and dictate who can experience it.
             | I'm copyleft, not a rampant pirate.
        
             | musicale wrote:
             | > Theft is taking something without paying for it
             | 
             | But taking something without paying for it is not always
             | theft; and one could imagine thieves paying a token amount
             | for something in order to claim it is not theft.
             | 
             | Most importantly, copyright infringement, unlicensed use,
             | and piracy usually fall into the category of "IP theft,"
             | which differs from real theft of physical property in
             | important ways such as the harm caused to the owner (e.g.
             | potential lost sales or licensing revenue vs. losing a
             | physical item) as well as associated penalties and
             | remedies.
             | 
             | > In the case of games, music, etc, you don't pay for the
             | file itself but for the work the artist put into it.
             | 
             | You're paying for the file and the rights to use it.
        
         | juskrey wrote:
         | I can confirm that publishers were begging to install the copy
         | protection which at least lasts for several days, not even
         | weeks or months. The math for that was pretty simple - on
         | average, most impatient gamers, who buy the product in the
         | first days, really do not care about the price but will prefer
         | free option.
         | 
         | To repeat, this is on average and works given 90% of games die
         | after first weeks of sales in any case. Economies of megahits
         | are way different.
        
       | Cypher wrote:
       | can confirm, I buy games I enjoy playing after I pirate. if I
       | can't pirate it I don't play it. if u got ads or
       | microtransactions then I don't play. sure the world has moved on
       | to live services and mobile games but I won't play those.
        
       | api wrote:
       | ... says billionaire.
       | 
       | Piracy is relatively harmless to those who are selling tons of
       | something. In fact it may help them due to increased virality. It
       | could be thought of as deferred revenue or "unintentional
       | marketing spend" if you've got something viral that piracy is
       | helping spread.
       | 
       | It can be extremely harmful to small creators and smaller/startup
       | companies who are attempting to make a living or get a business
       | off the ground.
       | 
       | It sort of boils down to the diminishing marginal value of money.
       | A small creator losing 20% of barely enough sales to make a
       | living could find themselves in real financial hardship, while a
       | large creator or corporation losing 20% of sales of something
       | high-margin like software or media may not even notice.
       | 
       | Edit: Then there's perverse incentives...
       | 
       | Piracy is a driver for so much software becoming a "service" with
       | components (or even the whole app) that live only in the cloud.
       | The cloud is the ultimate DRM; you can't pirate it if you don't
       | have it at all. This is creating a generation of software that
       | can't be downloaded or run independently at all. I can run old
       | DOS apps in a VM, but when this stuff goes obsolete or fails it
       | will vanish forever and often take your data with it. It's also a
       | privacy nightmare.
       | 
       | Piracy can also create a dumbing down effect if it requires
       | skill. It results in older and/or more educated people pirating
       | and therefore reducing the revenue outcome for the more
       | sophisticated and higher-brow content they consume. I've wondered
       | if this might not be a hidden reason behind the horrid state of
       | pop music. Cheap catchy low-brow pop aims at a younger and less
       | educated audience that doesn't know how to pirate.
        
         | CraneWorm wrote:
         | > Piracy is a driver for so much software becoming a "service"
         | with components (or even the whole app) that live only in the
         | cloud.
         | 
         | There are many reasons for moving into saas space:
         | 
         | You move into cloud and now your client doesn't have to
         | maintain additional servers, they probably get support too.
         | This becomes a trap because if they decide they don't like your
         | service... now you hold their data too and since it's in your
         | service you control how locked-in with you they've become and
         | how difficult it's to replace you.
         | 
         | Now you charge in subscription, you get monies all the time! If
         | your clients are individuals you can now have all manner of
         | stoppers and dark patterns to keep them subscribed!
         | 
         | To me... greed, and then more greed are two main drivers for
         | saas.
         | 
         | > Cheap catchy low-brow pop aims at a younger and less educated
         | audience that doesn't know how to pirate.
         | 
         | Be careful on that high horse up there, if you fall you'll
         | break your neck.
        
       | ArkanExplorer wrote:
       | This might be true if you have a hit product with multiplayer
       | functionality, but for regular Indie games piracy absolutely
       | leads to lost sales.
       | 
       | I implemented anti-piracy techniques into my Indie PC title and
       | saw about a 20% improvement in sales as a result.
        
         | npteljes wrote:
         | I agree with you. I don't get why people are denying the
         | experience of others: DRM and anti-privacy measures improve
         | sales, period. If it's free, people just take it and don't
         | think twice about the creators. Best observed in open source
         | software, where even maintainers of critical components can go
         | without much of a payment, never mind a living wage.
        
         | giantrobot wrote:
         | It's not a "lost sale". There's no such thing as a "lost sale".
         | Sales of software isn't quantum physics, there's no
         | superposition of "sale" and "lost sale".
         | 
         | Your example isn't even meaningful. You had a game for sale and
         | during some period say a 20% improvement in sales. You
         | attribute this to your anti-piracy technique like you added
         | that in isolation of everything else. You have no way of
         | knowing what generated your increase of sales.
         | 
         | What's far more likely than the anti-piracy techniques having
         | anything to do with sales is the upload date updated on your
         | distribution platforms and people not only saw it in the "new"
         | section but it had more (or more positive) ratings than the
         | last time you pushed an update.
         | 
         | There's only customers and non-customers. There's no difference
         | to you between someone playing a competitor's game, just not
         | buying your game, or pirating your game. They're all just not
         | your customers. There's seven (eight?) billion non-customers on
         | the planet.
        
         | DaveSapien wrote:
         | Could you elaborate? I am nearing the release of my game on PC
         | and would appreciate some tips, thanks.
        
       | CptFribble wrote:
       | I think this is a big part of why games have moved to the
       | continuous development/games-as-a-service model. It's not just
       | for longer-term recurring revenue; continuously adding new
       | content is the ultimate DRM, as pirate versions keep falling out
       | of date (for single player games) or the content isn't even
       | accessible without a legit version (for multiplayer games).
       | 
       | The confluence of DRM, recurring revenue, and the social nature
       | of humans are why the biggest and most successful games these
       | days are centered around multiplayer elements. I believe it's
       | also why so many companies are trying to produce e-sports titles
       | or shoehorn competitive spectacle into their games.
       | 
       | Honestly, the only piracy that's really a problem is larger
       | studios ripping off indie games and either beating them to market
       | (off an early release), or out-marketing them. I'm not a mobile
       | dev, but I've heard tons of stories of independent devs with a
       | decent release getting their games rapidly cloned by the likes of
       | King, who have bigger marketing channels, more money to spend,
       | more devs, and preferred access to spotlight spots on app stores
       | and industry publications. This isn't the kind of piracy the
       | article is talking about, but I think it's the more relevant
       | discussion around software and IP theft.
        
       | viro wrote:
       | says the guy that got paid $2.5 billion.
        
         | inetknght wrote:
         | Minecraft has been heavily pirated. Despite that, he still
         | ended up getting a massive payout _after_ his claims about
         | piracy.
        
         | carlhjerpe wrote:
         | I don't see how that's relevant, he said piracy won't matter
         | for the games success and he was able to cash out 2.5BN even
         | though this was the stance of Mojang.
         | 
         | If anything, it proves his point.
        
         | [deleted]
        
         | cortesoft wrote:
         | Doesn't that support his point? Game was pirated, still made
         | bank?
        
         | wassenaar10 wrote:
         | He said this in 2011, 3 years before he got paid $2.5 billion
        
       | nickjj wrote:
       | I think Minecraft is a pretty unique case based on it being
       | incredibly successful and it being a game.
       | 
       | The article was written in 2011 but even back then he had over a
       | million individual sales. I forgot how much it cost back then but
       | at $20 you're looking at $20 million in its first year. As a solo
       | developer I can't imagine a world where I would be upset about
       | piracy if I had multi-generational wealth after incrementally
       | developing a game for 2 years.
       | 
       | His story is really inspiring tho, it definitely has a ship fast
       | mantra about it if you follow the timeline of its first public
       | release to 1.0'ing.
       | 
       | But it being a game is also interesting when talking about
       | piracy. There's a lot of ancillary value in having more exposure.
       | If someone pirates your game but streams it or creates videos
       | around it and those videos get millions of views there's millions
       | of chances someone will buy the game. It becomes organic
       | advertising. Also, the value isn't something you can copy (like a
       | book or video course) and reap the rewards from. The value is the
       | experience of playing the game.
        
         | franciscop wrote:
         | IIRC it was $5 on the alpha, $10 on the beta and $20 on the
         | final version. I recall getting sad that I waited too long
         | until buying it and it was already out of the alpha.
        
           | wsinks wrote:
           | I remember playing it on alpha and I realize that it was one
           | of the coolest software phenomenons ever. I bought it early
           | and was well rewarded. What a fascinating story, especially
           | to all the minecraft clones
        
           | zorked wrote:
           | I bought it for $5 on alpha, mostly because I thought Notch
           | was being a bit of a fool trying to sell a hugely pixelated
           | game that ran on the JVM but I thought that he might need a
           | little moral support and that I could be one of the very few
           | people who would ever pay to play it.
           | 
           | If only I knew.
        
         | jmiskovic wrote:
         | Notch's quote from this article is very relevant: "If you just
         | make your game and keep adding to it, the people who copyright
         | infringed would buy it the next week".
         | 
         | This was huge factor for early Minecraft to become such
         | success. Pirated sources were always few versions behind and
         | fear of missing out was strong.
         | 
         | I find it strange that it didn't inspire more studios to follow
         | similar open style of development.
        
           | ssully wrote:
           | I am not sure if I would say Minecraft is the impetus, but a
           | large (if not a majority) of games that come out these days
           | are follow an "early access" style development that Minecraft
           | did. Even large AAA games, while not "early access", have
           | content release plans and are constantly adding new features.
        
       | [deleted]
        
       | renewiltord wrote:
       | Interesting to me how communities form ideas around this. While
       | "piracy is not theft", you'll see people talk about how some
       | repost "stole my content" with lots of support for the supposed
       | victim.
       | 
       | Simultaneously, some people will say that they are contributing
       | by using a product and telling their friends while others will
       | post on /r/choosingbeggars to mock the exposure argument.
       | 
       | This implies we are somewhat short of universal agreement on this
       | subject: perhaps far enough that we cannot determine that just
       | because "piracy is not theft", it does not mean it is acceptable.
        
         | [deleted]
        
         | liuliu wrote:
         | If you can wrap SQLite as close-source and sell it for a price,
         | great, go ahead and do that. Because it is public domain, there
         | is no restrictions, and it could be a good thing even it
         | doesn't contribute back to the original author.
         | 
         | The other controversy around Fat Fritz 2 and Stockfish is a
         | clear cut though. You wrap around Stockfish and sell it, which
         | in itself is fine. The argument on why that practice is not OK
         | is not about the harm to the original author (Stockfish) but to
         | the users.
         | 
         | Fat Fritz 2's practice (of hiding itself as a Stockfish
         | variant) stripped the user's right to know there are free-
         | alternative.s By depriving that knowledge, their users will not
         | make the best choice they can make, and that is a net loss (you
         | can make the argument that the price user pay is what the
         | market exploits the information asymmetry, therefore, it helps
         | to create "efficient" market, but ...).
         | 
         | OTOH, if you can display both the free alternative and the paid
         | version, successfully at selling the paid version. Even without
         | any of that come back to the original author, it is a net gain
         | in exposure. The society at large can also benefit (potentially
         | encourage more derived work, and more knowledge sharing besides
         | the original authors etc.).
        
         | jcranmer wrote:
         | To me, there is a moral distinction between two kinds of
         | infringement, and I think most of the community will broadly
         | feel the same way.
         | 
         | On the one hand, you have filesharing-esque infringement. This
         | is typically indicative either of social norms that are
         | prohibited by DRM (e.g., loaning things you own to other
         | people), or of demand in a market segment that the copyright
         | owner is uninterested in providing (e.g., digital downloads,
         | demo software). In either case, it is pretty strictly a matter
         | of personal consumption and it often doesn't reflect a lost
         | sale (and in many cases, it can create more sales later on).
         | 
         | The other kind is reflected in bootleg copies, or even outright
         | plagiarism. In this case, the people making these copies are
         | seeking to directly profit off of it (note that this isn't
         | restricted to monetary profit), and they are doing so without
         | any recompense or sometimes even acknowledgement to the
         | original owner. It's fundamentally dishonest.
         | 
         | I see no issue with not calling the first kind of piracy theft
         | but referring to the second kind as such.
        
           | vinger wrote:
           | A bootleg of a music show done in your city gets created. It
           | get's passed on to friends who love it. Someone sells a copy
           | to a friend of a friend.
           | 
           | There is profitting off from the bootleg. There is a benefit
           | to the orginal band (new fans to buy official releases). The
           | world is better off (think of how many bootleg Dylan
           | recordings wouldn't exist, lost to time)
           | 
           | Things can start off as #1 and move into #2 but it doesn't
           | have to be negative.
        
           | jimz wrote:
           | The problem is that both forms are treated identically by
           | law, at least in the United States. You can be charged
           | additionally for profiting from piracy but not profiting or
           | not taking credit and mere distribution does not absolve you
           | of the crime. The stakes are always higher when there's a
           | literal loss of liberty hanging as a sword of Damocles and
           | because the terms of protection tends to be arbitrary and
           | punitive in nature, philosophical nuance gives way to
           | legalistic absolutism in applying absolute consequences to
           | potentially speculative harm. As long as the law exists and
           | can be enforced in a way that makes no distinction between
           | the two, anyone who may be affected by its reach must at
           | least put that interpretation first in doing the cost/benefit
           | analysis before more subjective aspects can even be
           | discussed.
        
         | maedla wrote:
         | Isn't this just plagiarism? No one is downloading Photoshop and
         | saying they created it (probably lol).
        
         | aeturnum wrote:
         | I think it's important to talk about the difference between
         | interpersonal violations ("rudeness") and legal protections
         | ("crime").
         | 
         | The former _really is_ whatever people feel it is - notch can
         | feel any way he wants about how people get minecraft! He could
         | feel it was rude if people didn 't send him extra money. We all
         | get to decide for ourselves how we feel about his feelings and
         | we can impose whatever social penalties we want on people for
         | how they are acting. The legal system doesn't need to come into
         | it.
         | 
         | The latter should (imo) be based on a theory of an information
         | ecosystem. What rights do creators need in order to be able to
         | make fair agreements with others? How do we draw the line
         | between new works that are "derivative" v.s. "inspired by"?
         | Obviously people will have feelings about these things too! But
         | at the end of the day how people feel about the law doesn't
         | impact the proper administration of the law as-it-is-currently-
         | written, though feelings will probably influence how laws are
         | changed in the future (after all, we're talking about how we
         | feel about laws right now!).
        
         | snowwrestler wrote:
         | When I'm buying a service I want it to cost as little as
         | possible. When I'm working for pay, I want to get paid as much
         | as I think I'm worth.
         | 
         | How someone feels about the impact of piracy on Taylor Swift,
         | and how they feel about getting credit and payment for their
         | own intellectual work, might vary similarly. It's not
         | inconsistent from their perspective.
        
         | skummetmaelk wrote:
         | There's a difference between copying for personal use and
         | distributing to others against payment of any type.
         | Redistributing against payment implies that the purchaser is
         | willing to pay in the first place and of course that payment
         | should be made to the original creator / rights holder.
         | 
         | Piracy not being theft only applies if you would have _never_
         | bought the product in the first place, had it not been free to
         | copy.
         | 
         | If you redistribute some content on youtube you are "stealing"
         | eyeballs and ad money from the original creator.
        
           | aequitas wrote:
           | > Redistributing against payment implies that the purchaser
           | is willing to pay in the first place and of course that
           | payment should be made to the original creator / rights
           | holder.
           | 
           | This argument can get muddy because of parties that are
           | involved between the creator and the consumer, like record
           | companies. Where sometimes the original creator does not see
           | any money (or an unfair low amount) and all the intermediates
           | reap the most profit for basically sitting on an acquired IP
           | or copyright.
           | 
           | I'd love to give money to a original creator for their effort
           | in creating their art to support them to create more, but I
           | hate to fuel an industry that is actively fighting creation
           | and innovation by lobbying for extended copyright and
           | artificially fragmenting supply and hindering paying users
           | with DRM (digital _restrictions_ management).
        
           | Fargren wrote:
           | By that argument, libraries and resellers are "stealing".
           | 
           | It's only stealing if the person who's being stolen from no
           | longer has something they used to have. Potential things
           | can't be stolen.
        
       | tzs wrote:
       | The lost sales argument generally only works in isolation.
       | 
       | Imagine if Adobe, say, had come up with a way to do perfect DRM
       | so that it was impossible to pirate Photoshop back in the days
       | when it cost several hundred dollars.
       | 
       | It's probably true that a huge number of the people who pirated
       | it back then would not have bit the bullet and coughed up the
       | hundreds of dollars for a license, and so them pirating it did
       | not represent a lost sale to Adobe.
       | 
       | But...I doubt most of them would have thrown up their hands and
       | said "I can't pirate Photoshop...so I'm just going to give up on
       | graphics editing!" or decided to just do their graphics editing
       | all in MS Paint.
       | 
       | A lot of them almost certainly would have bought some other
       | commercial graphics editor that is much less expensive than
       | Photoshop, such as Pixelmator Pro for around $40.
       | 
       | That's where the lost sales from piracy turn up--in the sales of
       | the less expensive alternatives that people would have turned to
       | had they not been able to pirate what they pirated.
        
         | babypuncher wrote:
         | This is purely anecdotal, but my own experience backs this up.
         | 
         | I have known at least a dozen people who pirate software and
         | entertainment purely because it's cheaper than paying for it.
         | These are other software engineers, they all make plenty of
         | money to afford this kind of stuff. I doubt they would stop
         | watching TV or playing video games if piracy suddenly stopped
         | being an option.
        
           | iso1210 wrote:
           | I torrented lower decks when it came out because they refused
           | to take my money. It was out in Sep/Oct in the states, but
           | not until January in the UK. Exactly the same reason I DCCed
           | voyager episodes in the 90s
           | 
           | I've seen american TV, it's unwatchable. If there's no option
           | to actually buy the content without pop up adverts for other
           | shows, breaks in the narative, squishing of the screen, etc,
           | I'll go to a supplier who can do that.
        
           | mam2 wrote:
           | Why would you buy it anyway ? It's not like the music /
           | cinema industry is in trouble.
           | 
           | If it's only to be the "good guy" then well congrats.. here's
           | your medal.
        
             | leetcrew wrote:
             | I'm somewhat apathetic regarding the health of the
             | music/tv/movie/game industries as a whole. I do care about
             | specific shows, artists, and games though, and revenue is
             | an important signal that businesses use to decide what to
             | make more or less of in the future. if you don't pay for
             | anything, you're essentially throwing away your vote. as a
             | group, pirates are accepting that they only get to select
             | from things that other people are willing to pay for.
        
           | thebigspacefuck wrote:
           | Mainly my reason for not pirating is legal, but I think it's
           | actually cheaper to pay $2-$4 to rent something than spend
           | the money on hard drive space and a faster internet
           | connection.
        
             | leetcrew wrote:
             | probably not. you can just delete the file when you're done
             | if you don't want to watch it again. 50 GB is more than
             | enough to maintain a queue of a few movies/shows. if you
             | have enough bandwidth to stream legally without buffering,
             | you have (roughly) enough to do the same with torrents.
             | most tv show torrents are just rips from legitimate
             | streaming sites anyway.
        
         | njharman wrote:
         | Part of the point is perfect DEn costs. Even shotty DRM costs a
         | lot. To develop, to maintain and upgrade as it is defeated. On
         | top of that is costs to customer frustration and loss of
         | utility.
         | 
         | It is better to spend on making your product better, your
         | customers happier. Then chase tiny amount hostile users.
        
         | bluedino wrote:
         | >> "I can't pirate Photoshop...so I'm just going to give up on
         | graphics editing!"
         | 
         | Jasc's Paint Shop Pro was ~ $99, Corel was about half the price
         | of PhotoShop...
        
         | dehrmann wrote:
         | I wonder if Adobe putting more effort into anti-piracy would
         | have made the GIMP better. For a while, I saw their stance on
         | piracy as look the other way unless it's a business. Photoshop
         | definitely has a learning curve (probably better than the
         | GIMP's), and I could see amateur designers having experience
         | with Photoshop as an asset.
         | 
         | That said, Photoshop and Minecraft are completely different
         | products and markets.
        
         | hyperpallium2 wrote:
         | Apparently, Adobe deliberately allowed pirating of photoshop,
         | to maintain its status as a standard. Deny oxygen to
         | competitors.
         | 
         | Adobe has always struck me as a company that understood
         | software economics really well and really early on. They'd make
         | money from proprietary stuff, then give it away before it made
         | an opportunity for a competitor.
         | 
         | Actually, it's probably less the understanding, than the actual
         | _acting_ on it.
        
           | banana_giraffe wrote:
           | > Apparently, Adobe deliberately allowed pirating of
           | photoshop, to maintain its status as a standard. Deny oxygen
           | to competitors.
           | 
           | I've often wondered about this claim. I've heard it as well,
           | from many different sources. I could never find a source,
           | every time I've looked, it's a web of "I've heard".
           | 
           | Obviously Adobe wouldn't issue a press release to this
           | effect, but does anyone know where this wisdom originated?
        
             | GoblinSlayer wrote:
             | https://www.latimes.com/archives/la-xpm-2006-apr-09-fi-
             | micro...
             | 
             | If you do business, you will study the market, those are
             | results of the study.
        
             | boringg wrote:
             | That's a good point could be just rumors but it does have a
             | strong foundation of truth to it. One of those things that
             | seems like we will never know for sure.
        
             | vinger wrote:
             | I've seen an interview with the EA guys who say they would
             | rather you pirate their product over someone's elses.
        
           | MaxBarraclough wrote:
           | > Apparently, Adobe deliberately allowed pirating of
           | photoshop, to maintain its status as a standard. Deny oxygen
           | to competitors.
           | 
           | I can't confirm whether it's true, but I once read that
           | Microsoft takes a similar approach to the unlicensed use of
           | Windows in less wealthy nations. Even disregarding that it
           | would likely be a losing battle, they'd rather it remain the
           | norm than push people to the alternatives.
        
             | boringg wrote:
             | Seems very plausible.
        
             | HeyLaughingBoy wrote:
             | It's not just Adobe & Microsoft either. Lots of large
             | companies with "product lines" do the same thing. e.g., an
             | office equipment manufacturer might prefer that your entire
             | office runs on their machines, even if it means that some
             | of their machines have to sell at cost, or as a loss
             | leader. If everything from paper printers, to bulk scanners
             | to ID card printers are all sold by Acme into the same
             | corporation's offices, it makes it much harder for
             | AcmeCompetitor to get a foothold.
             | 
             | I used to work for a company that had a couple of "me too"
             | products that they barely made any money on, but it was
             | worth it to them to block a sale to the competition.
        
           | Kluny wrote:
           | So true, and now that it's subscription-only, I only use
           | Adobe when I don't have an employer willing to pay for my
           | subscription. When I'm in a job that's less graphics-oriented
           | or just messing around with personal projects, I use
           | Affinity, even though I prefer Photoshop.
        
             | idrios wrote:
             | Similar situation. Learned Photoshop in high school for an
             | art class, got really good with it in college because my
             | school gave it to us for extremely cheap. But now I don't
             | have it, it's too expensive to pay for, I'm unwilling to
             | pirate, so I've been getting pretty good with Gimp.
        
         | orwin wrote:
         | Or more contributors to GIMP.
         | 
         | Let take an art student PoV, one doing MANA in France right now
         | (16-17 yo not eligible for free version) or at any study level
         | before Adobe did this "free for student" stuff. If he can't
         | pirate it, he will use GIMP, probably. Considering my CS school
         | had 5% ex-art student (with or without a complete art degree),
         | if those had used GIMP instead, i'd dare say GIMP would have
         | been close to PS in GUI and ahead in functionalities.
         | 
         | So piracy take contributor away from GNU projects!
        
         | majormajor wrote:
         | Former pirate here, I definitely would've shifted some spending
         | around to get a few more games if I'd had to.
         | 
         | I probably would've bought fewer DVDs. My money went to movies
         | - harder to pirate at DVD quality back in the late 90s! -
         | because they were better protected than a lot of the games in
         | the late 90s. Or maybe fewer console games, same story there.
         | But those we could rent, too...
         | 
         | This wasn't "ecosystem" stuff like Photoshop either, this was
         | games we played for a few months and then moved on.
        
         | vmception wrote:
         | Doubt.
         | 
         | Obligatory photoshop piracy for an entire generation was the
         | single biggest advertisement Adobe could have ever had.
         | 
         | This is the happy meal of the 21st century.
        
         | michaelbrave wrote:
         | I was actually of the opinion that Adobe for a long timer
         | turned a bit of a blind eye toward piracy because many of the
         | people who learned on it once they became professionals became
         | paying customers. Almost like an unofficial free trial that
         | felt more valuable in a way. They would stamp it out once in a
         | while, but often it felt like until they became dominant that
         | they were barely trying to do much about it.
        
           | [deleted]
        
           | markdown wrote:
           | This was also Microsoft's model with pirate versions of their
           | software paving the way for MS to take over the developing
           | world.
        
             | GoblinSlayer wrote:
             | Now they offer github, vscode, typescript, .net core,
             | azure(?) and have a big foothold in webdev ecosystem. And
             | Microsoft knows how to monetize it and is well equipped to
             | pull it off. We see history repeating before our eyes.
        
             | comprev wrote:
             | I learned all my early MS sysadmin skills on a homelab made
             | up of eBay HP servers/Cisco switches and pirated
             | w2k/sbs2003. It allowed it to gain MCSA and get onto the
             | operations career ladder where my employer had legit
             | licenses.
             | 
             | I would bet good money the same applies to graphics people
             | and Photoshop.
        
           | alasdair_ wrote:
           | Microsoft _definitely_ had this strategy with early versions
           | of Windows and quite a lot of specialist tools that cost
           | thousands of dollars per license seem to have something
           | similar going.
           | 
           | I can attest that when I was living on a few hundred dollars
           | a month as a CS student, I pirated a very early version of
           | the IntelliJ IDE. I don't feel bad about this, especially as
           | I've been responsible for tens of thousands dollars worth of
           | license sales for the same product over the years - if only a
           | full-price version of IntelliJ was available, I'd have stuck
           | with Netbeans/ Eclipse instead.
        
             | XorNot wrote:
             | I mean Jetbrains free offerings are substantial anyway and
             | I think just as effective these days. As soon as I found I
             | needed remote debugging to just work, the money for an
             | Ultimate license for myself was just sensible - I wanted to
             | make sure I had the exact tools I needed at work everytime.
        
           | daveidol wrote:
           | Interesting theory, although didn't they still make the DRM
           | more advanced and harder to crack with each release?
        
             | junon wrote:
             | They changed it so as to invalidate old cracks. Whether or
             | not it was harder is up for debate.
             | 
             | There were certainly better ways to do DRM at the time
             | (even now) that Adobe was well within their monetary limits
             | and interests pursuing. But of course, it was still
             | cracked.
             | 
             | Also, for a hundred buck fee and some TPB/Demonoid credit,
             | it's almost always worth it to a cracker to go after a
             | flagship product.
             | 
             | There's also the running theory that Adobe was the one to
             | release some of the cracks, namely because new releases of
             | the Creative Suite back when it was new would be cracked
             | nearly "instantly".
             | 
             | It's speculation, but the above theory would make a lot of
             | sense - and, in my opinion, that's _exactly_ what ended up
             | happening, and what made Photoshop the industry leader over
             | a pretty decent selection of alternatives at the time
             | (though admittedly PS had already mostly established itself
             | at the time anyway, but it could have probably been
             | swayed).
        
               | mayniac wrote:
               | I believe all this as well. If they wanted to, Adobe
               | could invest heavily in DRM that would take at least a
               | few months to crack. But it's far cheaper to stick a
               | login wall in front of download pages and support forums,
               | monitor for corporate email addresses, and spend the
               | money on going after companies that pirate their
               | software. e.g. https://www.theverge.com/2015/1/29/7948241
               | /forever-21-pirati...
        
         | GuB-42 wrote:
         | My idea is that people pirating Photoshop were mostly hurting
         | PaintShop Pro.
         | 
         | PaintShop Pro has always been Photoshop's little brother. It is
         | quite capable though not as much as Photoshop. It is also much
         | cheaper. If piracy didn't exist, I would expect a lot more
         | people to buy it, but since for a pirate, they are both free,
         | there is not much reason not to go with Photoshop. And pros
         | will also go with Photoshop because even with the high price,
         | it is worth it, especially if they learned on the cracked
         | version...
        
         | Skhalar wrote:
         | Before I pirated PS I used GIMP.
         | 
         | After years of pirating PS, I ended up paying Adobe for 6+
         | years for Adobe CC because PS and Illustrator didn't even
         | compare to GIMP/other softwares.
         | 
         | If they had perfected the DRM, and wasn't able to pirate. I
         | don't think I would have ever paid for it.
        
           | boringg wrote:
           | Do you think the guilt (was there even any guilt) of having
           | pirated it for many years also made you guy in? I ask as a
           | function of a business strategy they could have let people
           | ride for free until at a certain point they might feel some
           | kind of obligation. I doubt that was ever part of anyones
           | strategy but in hindsight is kind of interesting to riff on.
        
             | mywittyname wrote:
             | Non-business users will absolutely continue to pirate for
             | as long as possible. Adobe products are basically
             | unpiratable at this point, and the $20/mo subscription
             | service is expensive, but reasonably affordable compared to
             | the $600 or whatever the boxed software ran all those years
             | ago.
        
       | tgbugs wrote:
       | In my memory Gabe Newell was one of the first to articulate this
       | point in the game dev community, however going back to check the
       | dates, it seems that it was in October or November of 2011,
       | suggesting that Notch may actually have kicked off this thread.
        
         | lloeki wrote:
         | 2008 report from 2D Boy: ~90% piracy rate for World of Goo
         | 
         | https://www.rockpapershotgun.com/world-of-goo-vs-piracy
         | 
         | It was one of the first reports with halfway solid data. And
         | the argument dates from way before that.
        
           | kuschku wrote:
           | And the other article it links shows that 1000 pirated copies
           | only convert into 1 single legitimate copy.
           | 
           | So if you have a 90% piracy rate, and eliminate all pirates,
           | your sales increase by roughly 1%.
        
       | IndySun wrote:
       | Does anyone have a working video link to Mr Minecraft saying
       | this? The link quoted in the article is dead.
       | 
       | http://www.next-gen.biz/news/gdc-2011-piracy-is-not-theft-sa...
       | 
       | "Piracy is not theft," he said to those gathered in San
       | Francisco. "If you steal a car, the original is lost. If you copy
       | a game, there are simply more of them in the world."
        
       | paxys wrote:
       | What he says is true for games with a multiplayer component, lots
       | of replayability, very long lifetime, continuous development,
       | frequent updates etc. (so - Minecraft). However, a majority of
       | single player releases don't fall into this category. The reason
       | why DRM like Denuvo is so widespread is that most sales for such
       | games happen in the first few weeks of release, and people forget
       | about them after 10-20 hours of play time. A $60 single player
       | game which can be pirated on day 1 will absolutely lose a large
       | chunk of its real sales to piracy.
        
         | xtracto wrote:
         | Yes, a couple of days ago there was a story of the guy who made
         | the "dark themes" package and how he got to $100k USD. One
         | thing that got my attention in his article was the purchases
         | chart he showed. When he originally released his product he got
         | pretty high sales; he could not reach those levels of sales
         | after that.
        
         | [deleted]
        
         | ulucs wrote:
         | > most sales for such games happen in the first few weeks of
         | release, and people forget about them after 10-20 hours of play
         | time.
         | 
         | Hot take: I support piracy because it hurts the firms I want it
         | to hurt. The market would be much better if AAA games were
         | pirated out of it.
        
       | orthecreedence wrote:
       | This viewpoint is myopic.
       | 
       | I actually agree with pirates about IP, copyright, and ownership.
       | The problem is, they're arguing for public ownership of these
       | things _only for themselves_. They believe the producers of these
       | games should provide them for free...yet the producers have costs
       | to pay. Sure, at some point, the costs have been repaid, and any
       | additional sales are profit, but without that information being
       | public the only people who can make that determination are
       | insiders.
       | 
       | So they wish the producers to make these things but they don't
       | see why they should have to pay for it. In effect, they're
       | arguing for communism without knowing they're doing so, and only
       | arguing for it in a very limited way (while many of them would
       | swear communism off completely).
       | 
       | So what is it: do you want the producers to make things for other
       | because they wish to do so, and in return they have their own
       | needs met regardless of the _exchange-value_ of the things they
       | produce? Or do you want capitalism for everybody except
       | yourselves, and for producers to have to suffer your ill-formed
       | view of economics?
       | 
       | If you're communists, then great, let's extend this logic to
       | _all_ production. If you 're capitalists, then shut the fuck up
       | and pay for the things you buy, as is done in the system you
       | support.
       | 
       | I've seen the same logic used by lefists: food is post scarcity!
       | Well, no, it's not. Food itself might be overproduced such that
       | every person could be fed, but the inputs to food are not post-
       | scarcity. The same applies here: game developers make things that
       | are non-scarce, but in order to do so, they themselves require
       | scarce resources. So no, you don't deserve the fruits of their
       | labor for free unless you wish this for everyone.
        
       | Orochikaku wrote:
       | I've commented this quote from Gabe Newell on HN before, it
       | appears this article predates the quote.
       | 
       | "We think there is a fundamental misconception about piracy.
       | Piracy is almost always a service problem and not a pricing
       | problem"
        
         | filoleg wrote:
         | Not sure how accurate this quote is, and I agree that it is
         | mainly a service problem, but a pricing problem is a giant
         | chunk of it too. Otherwise Steam wouldn't have such a
         | significantly different regional pricing on games.
         | 
         | Pick any AAA game on Steam, and then check its price on SteamDB
         | for each region (SteamDB provides a nice table for it, so you
         | don't need to bother with VPN and checking it on Steam manually
         | yourself). For example, here is one for the recent Yakuza
         | game[0]. $59.99 in the US, $27.61 in Russia. I can pretty much
         | guarantee that without that kind of regional pricing, the sales
         | in Russia for Steam games would be many mani magnitudes lower.
         | 
         | 0. https://steamdb.info/app/1235140/
        
       | Svperstar wrote:
       | I'm 40 years old so I quit pirating games years ago, when I was
       | 14 and got my first computer I was flat broke so I pirated
       | everything.
       | 
       | If somehow it magically became impossible to pirate games when I
       | was 14 they wouldn't have made a dime more off of me then they
       | did, cant get blood from a stone.
        
         | notapenny wrote:
         | It's pretty much the same for me, then again I also didn't have
         | a cent to spend on anything at that age. Even if I would've
         | gotten a small allowance, I wouldn't have been able to buy the
         | volume of stuff I was pirating. And even if money wouldn't have
         | been a problem, availability was.
         | 
         | I don't pirate these days, because paying a few bucks for a
         | movie rental isn't that much to me, but availability is still a
         | problem. For awhile Netflix seemed to be a solution but now
         | there are so many streaming services that "Hey, lets watch
         | movie X" can be cumbersome. Wouldn't be the first time that
         | only some service has it that I can't see in my region.
        
       | dasb wrote:
       | Jonathan Blow (Braid & The Witness) on Piracy:
       | https://youtu.be/2MIEVvv1QP0
        
       | incrudible wrote:
       | > Lost sales don't exist
       | 
       | That's _easily_ disproven. When SWIM was young, he used to pirate
       | lots of games, most of which he wouldn 't have bought, but some
       | of which he would have bought if there had not been a working day
       | zero PDX release. In this manner, SWIM saved some money to invest
       | in weed instead.
        
       | Zak wrote:
       | There are definitely lost sales when it comes to video content.
       | Scenarios like geographic restrictions on streaming certain
       | content, or limiting downloads for offline viewing often drive
       | people who _are_ paying for streaming services to pirate content
       | instead because it 's easier.
        
       | CharlesW wrote:
       | Previous discussion with some interesting thoughts on the topic:
       | https://news.ycombinator.com/item?id=2283785
        
       | bni wrote:
       | Some games surely has lost sales due to piracy.
       | 
       | Recent example: Doom Eternal was shipped with an unencrypted exe
       | in a subfolder by mistake. Surely lots of people that would have
       | impulse bought the hot new game didn't when it could be torrented
       | on launch.
        
         | musingsole wrote:
         | Lack of product awareness among consumers is far more of a
         | suppressing force to profits than converting every last bit of
         | interest in your product to monetary value is a boost to
         | profits.
         | 
         | This is likely less true for certain AAA titles, but on the
         | whole, most people who buy things are busy and not avidly
         | following any one brand in particularly. Fanboys (despite their
         | clamor) are rarer than casual purchasers for most everything.
         | In an absolute sense, there may be "lost sales" due to piracy,
         | but that comparison misses any potential additional sales _due
         | to piracy_ helping to spread awareness of a product.
        
         | the_af wrote:
         | I think people who _impulse buy_ will impulse buy no matter
         | what.
         | 
         | About people downloading illegal copies, in TFA Notch is quoted
         | as saying:
         | 
         | > _"If you just make your game and keep adding to it, the
         | people who copyright infringed would buy it the next week"_
         | 
         | He also argues that the concept of "lost sales" itself is
         | dodgy, or at least used carelessly. Some examples he mentions:
         | 
         | > _"Is a bad review a lost sale? What about a missed ship
         | date?"_
        
       | abdulmuhaimin wrote:
       | I dont understand why its even a debate. If the creator didnt
       | allow you to use his software, its theft.
       | 
       | Sure, there are methods to actually mitigate and make good use of
       | piracy, but then, it effectively become free-to-use-unless-for-
       | business/enterprise model of business. And that should be
       | something that the owner decide, not the user.
        
         | bobbean wrote:
         | If I sneak into a museum (one you would have to pay for) and
         | look at all the art they have on display, but otherwise don't
         | leave a trace, am I stealing?
        
         | barnabee wrote:
         | No. Stealing implies taking something and depriving its
         | oriignal owner of it not copying against the wishes of the
         | creator. Whatever piracy is, it isn't theft.
        
       | xtracto wrote:
       | The title reminded me of the now old "Copying is not Theft" video
       | : https://www.youtube.com/watch?v=IeTybKL1pM4
        
       | loceng wrote:
       | I have a strong intuition that if you price things fairly, if
       | you're governing well, people will be willing to pay - and that
       | piracy ultimately happens because either 1) society isn't
       | providing enough foundational resources to the largest cog in the
       | wheel of capitalism (consumers), or 2) to my first point: things
       | are overpriced, or say - someone paid for a movie ticket - and
       | then they feel like they've already contributed enough - but want
       | to watch it and download it later, etc.
       | 
       | I also have a growing intuitive that "piracy" being legal is the
       | counterpoint to the capitalistic system unfairly
       | gouging/extracting excess value from society.
       | 
       | Also an unrelated intuition: ads are a virus related to greed and
       | control which bypasses regular, natural trust and growth
       | mechanisms, e.g. word of mouth learning/education of
       | products/services/communities that normally would warrant
       | analysis, curation, by trusted community leaders - and then those
       | community leaders would meet and share, that knowledge then
       | shared with each community; tribes of people who didn't do this
       | well, who didn't have a good sense of trust or this kind of
       | hierarchical structure for sharing/learning, would have arguably
       | been more easily killed off by other tribes, dis-ease, etc.
        
       | kyleblarson wrote:
       | It's easy to have this position once you are already wealthy from
       | your product.
        
       | swiley wrote:
       | It's a bummer he disappeared though I understand why. He had a
       | lot of good stuff to say.
       | 
       | Edit: Oh I guess he's still on twitter.
        
         | Karawebnetwork wrote:
         | Did he? His Twitter is still active and his last message was 34
         | minutes ago.
        
         | Vetre wrote:
         | wasn't he transphobic and racist? I remember seeing a lot of
         | news about how bad he was online.
        
           | chipotle_coyote wrote:
           | https://arstechnica.com/gaming/2019/04/online-conduct-
           | leaves...
           | 
           | Salient paragraph (the article has linked references for
           | those who want them):
           | 
           | "Since becoming a billionaire, Persson has earned something
           | of a bad reputation. He made such family-friendly tweets as
           | 'I'd rather be a fascist cunt than have a feminine dick'
           | (though this was subsequently deleted), and he has tweeted
           | endorsements of both the Pizzagate and QAnon conspiracy
           | theories. He has propagated the false claim that people face
           | fines for 'using the wrong pronouns' to refer to trans
           | people. Persson has also tweeted right-wing slogans such as
           | 'It's OK to be white,' and he's said that anyone who
           | recognizes systemic racial biases and imbalance within
           | Western society is racist. In 2017, he tweeted, 'If you're
           | against the concept of a #HeterosexualPrideDay, you're a
           | complete fucking cunt and deserve to be shot,' though this,
           | too, was subsequently deleted."
           | 
           | While I appreciate seph-reed's eloquent reply about cognitive
           | shortcomings, hoo boy, there are a lot of shortcomings
           | happening there.
        
             | Pfhreak wrote:
             | Unsure why you are getting downvoted. You've provided the
             | factual answer to the parent who was asking, "Didn't he say
             | some bad stuff?"
        
               | chipotle_coyote wrote:
               | That's the way of anything that touches on our current
               | culture wars, I think.
        
           | seph-reed wrote:
           | Honestly, I'd say he was making the same logical fallacies
           | that pretty much every other human on Earth is making. But it
           | is the case that the output of his errors were extremely
           | socially unacceptable.
           | 
           | This is how I feel about most situations where someone tries
           | to claim they are good and the other is bad. To me, it's
           | really just that one is lucky and the other is not. Neither
           | is substantially more aware of their own cognitive
           | shortcomings, and -- even when they are -- that's a form of
           | luck as well.
           | 
           | Of all the privileges in life, I think the last I'd be
           | willing to trade is sanity. And sanity is basically just more
           | or less fallacies per thought.
           | 
           | I'm tired of the words "good" and "bad" being applied amidst
           | people who are all running the same OS.
        
             | LocalH wrote:
             | >people who are all running the same OS
             | 
             | I don't think we can claim that by any stretch.
        
               | seph-reed wrote:
               | Compare it to DogOS or CowOS or even FungiOS.
               | 
               | We are _extremely_ sensitive to our own differences. But
               | humans are by and large very, very similar when put in
               | perspective of all life.
        
               | LocalH wrote:
               | I still disagree on the latter part. Our OS is largely
               | cobbled together by our brains on the fly, and so
               | everyone's is quite unique and based on their life
               | experience.
        
           | onion554 wrote:
           | So you are telling me he was based as fuck?
        
         | vernie wrote:
         | It's a bummer that he didn't disappear.
        
       | easton_s wrote:
       | Customer service is expensive.
        
       | wing-_-nuts wrote:
       | I simply _do not_ understand folks that pirate executable code.
       | You 're practically begging for malware and viruses. All it takes
       | is one piece of malware to keylog your bank details, and it will
       | cost you _far_ more than all the software you pirated over your
       | lifetime.
        
         | willhinsa wrote:
         | And it's rare to get malicious software from official binaries,
         | right? You got _less_ exposure to malware by avoiding Sony
         | Music CD 's and pirating them.
         | 
         | https://en.wikipedia.org/wiki/Sony_BMG_copy_protection_rootk...
        
           | newgre wrote:
           | Yes, it's rare. could you name other incidents where this
           | happens? I feel like this is always brought up in these
           | discussions, but it really only is an outlier. There'S not
           | much to conclude from this.
        
             | snet0 wrote:
             | Feels a bit like an exception proving the rule. If everyone
             | is pointing to the same individual example that a rule
             | doesn't hold, the rule probably holds for _almost_ all
             | cases.
        
           | e2le wrote:
           | Here is another example of malicious software from official
           | binaries.
           | 
           | https://torrentfreak.com/flight-sim-company-embeds-
           | malware-t...
        
         | hypertele-Xii wrote:
         | > You're practically begging for malware and viruses.
         | 
         | The dark net isn't as "wild" as you make it out to be. Release
         | groups (hackers who upload the content) rely on their
         | reputation and fame. Tracker sites where "consumers" discover
         | content also have reputation systems, where "trusted" uploaders
         | have special status visible to all. You _know_ what you 're
         | getting and who it's coming from. If you run effective virus
         | scanning on top of that, the risk of actual infection falls to
         | near zero.
         | 
         | You're more likely to leak your banking details by installing a
         | free browser extension.
         | 
         | > All it takes is one piece of malware to keylog your bank
         | details, and it will cost you far more than all the software
         | you pirated over your lifetime.
         | 
         | A quick web search says the median income worldwide is less
         | than $1,000/month. Assuming retail game prices of about $50, a
         | person would only have to pirate 20 games to break even, even
         | if robbed a single month's income. Over an entire lifetime that
         | person might save $10,000 by pirating.
        
           | zeroxfe wrote:
           | I agree with the first part about release groups and
           | reputations, etc.
           | 
           | But the income comparison is not fair: it's far worse for an
           | individual to lose their real savings (no matter how small),
           | than for them to lose (e.g.) $10,000 of pirated content. This
           | is especially true for people with low income. The former
           | pays the bills, the latter is entertainment.
        
           | iso1210 wrote:
           | How would keylogging my bank details cost me money?
        
         | ad404b8a372f2b9 wrote:
         | There are millions of pirate so you can assume this doesn't
         | happen to most people. If the expected return on piracy was
         | negative people would not pirate. With trusted uploaders you
         | can also reduce the risk further because if they release
         | malware their reputation will be ruined. That's not even taking
         | into account the fact that people already run non-pirate
         | executable code without auditing it from basically anywhere so
         | the risk is about even I'd think.
        
           | wing-_-nuts wrote:
           | The phrase 'if you're not the customer, you're the product'
           | comes to mind. I could easily see malware being installed
           | that flies under the radar, and the type of person that runs
           | random executable code willy nilly is not the sort of person
           | that would be able to trace malware back to one vector.
        
             | ad404b8a372f2b9 wrote:
             | I think pretty much all developers run random code willy
             | nilly. People don't check the stuff they install through
             | their package managers nor the dependencies of those
             | packages, except the most anal ones.
        
             | deadmetheny wrote:
             | >The phrase 'if you're not the customer, you're the
             | product' comes to mind
             | 
             | That doesn't really apply to the warez scene. People aren't
             | releasing cracked software for profit, they're doing it for
             | the challenge and to say they were the first to do it. It's
             | pure ego.
        
               | meepmorp wrote:
               | I'm not sure that precludes that cracked software being
               | redistributed with added malware.
        
               | snet0 wrote:
               | I think that's almost certainly the case for the people
               | actually cracking the software, but because a lot of the
               | time there isn't like a "Steam Store for Cracked
               | Videogames" or similar for software, it can require
               | significant effort to find the canonical source.
               | 
               | If you know of some common Adobe patcher tool, or Windows
               | activator, and just do a Google search for its name, what
               | fraction of those download links will have a matching
               | hash to the original release?
               | 
               | You are right that, in the non-repackaged-with-
               | additional-malware case, it seems a lot of the guys doing
               | the cracking are just puzzle-solvers. Weeks to crack some
               | Ubisoft DRM but probably never even touched the game.
        
           | a1369209993 wrote:
           | > If the expected return on [X] was negative people would not
           | [X].
           | 
           | Not that your _conclusion_ happens to be wrong, but you do
           | know people buy lottery tickets, right?
        
         | jeffreyrogers wrote:
         | Altium is like $8k or something. Unaffordable for most
         | individuals.
        
           | chipotle_coyote wrote:
           | Individuals really aren't Altium's target market, though, are
           | they? "I can't afford this" isn't a license (no pun intended)
           | for copyright violation -- especially when there are cheaper
           | or free alternatives. There's free PCB design software out
           | there, including Altium's own CircuitMaker.
           | 
           | As an aside, I've always found software at this price level
           | to be a bit of a paradox when it comes to piracy -- Altium,
           | Autodesk Maya ($1620/year, currently), and similarly priced
           | vertical market solutions are big fish in tiny ponds. If
           | you're in a business that _needs_ Altium or Maya, you 're
           | almost certainly going to pay for it, and conversely, folks
           | who pirate software like that almost certainly don't need it.
           | If I ran such a software company I don't think I'd bother
           | with DRM; your true copy protection dongle is (or at least
           | better be!) the level of support you're giving licensed
           | customers.
        
           | IndrekR wrote:
           | Having bought Altium (then Protel DXP) in 2004, and still
           | paying for the licenses and subscription for several seats
           | (this is one of our main tools, running a team now) I can
           | say:
           | 
           | - I most likely would have not started using Altium if would
           | have not been exposed to a pirated copy two years earlier by
           | another engineer. Would have used more expensive alternatives
           | instead (Cadence/Mentor Graphics/Zuken).
           | 
           | - At <10k and <2k subscription this tool is very well priced.
           | (Compared to salaries and prototyping costs). I have also
           | used more (10x) expensive tools and can say in many aspects
           | those are not better. On the contrary in most cases.
           | 
           | - The hobby needs are quite filled with GPL3 licensed KiCad
           | it was not always so. I would still not use KiCad in a
           | professional setting as a main tool, but that may change as
           | KiCad has made huge progress ever since CERN started using
           | it. However, CERN electronics development guidelines still
           | have Altium as preferred option. Altium is just much better
           | tool for complex electronics.
           | 
           | - Altium has cheaper CircuitStudio now as an option, that was
           | a very reasonable compromise last time I looked. Also they
           | have free CircuitMaker for tinkering and hobby use, which I
           | have not used so can not comment on.
        
         | eznzt wrote:
         | That's what virustotal.com is for!
        
       | jeffreyrogers wrote:
       | Definitely not true. I have a "friend" who will buy an ebook if
       | he can't find it on LibGen.
        
         | rhino369 wrote:
         | Right. Clearly not every pirated copy is a lost sale.
         | 
         | But a lot are. It's easy to say "I'd never pay 60 bucks for
         | that" when you just copy as many games as you want for free.
         | 
         | And I'm sure for some art, piracy adds value by creating
         | demand. But that's the exception, not the rule.
        
         | Enginerrrd wrote:
         | I'm 10x more likely to buy a print copy of a book if I get a
         | hold of a full copy of it in PDF form first.
        
           | Karsteski wrote:
           | I'm very much down to buy a book if they provide a free
           | electronic copy. What I'm not down to do is buy the physical
           | book and then have to pay for the ebook just so that I can
           | read on my kindle... It's absurd to me that this isn't
           | standard already
        
         | jbarrs wrote:
         | I feel like this largely depends on the book. A novel between
         | $10 and $20 that you may get multiple reads out of is better
         | than a $100 university textbook that you only need for one
         | year. The former you can bite the bullet on, the latter becomes
         | harder to justify.
        
           | rightbyte wrote:
           | I think I had to pay 1 USD to print 10 pages or something.
           | "University Physics" at 1600 pages was cheaper to buy then
           | print.
           | 
           | Using a laptop to read it would have been doable, but I found
           | that distracting and cumbersome.
        
           | chipotle_coyote wrote:
           | Pirating novels also, well, should make people feel at least
           | a little bad. I think there's this perception -- and,
           | candidly, I think it's a perception that sites like
           | TorrentFreak (where the linked article is on) push -- that
           | Greedy Big Corporate Publishers take all the money and the
           | creator doesn't get anything to speak of from an individual
           | single sale. I can't speak to all industries, but in fiction
           | publishing, this is absolutely, unequivocally not true.
           | 
           | - First, you really do get per-unit royalties, and it's not
           | "just a few cents"; even with traditional publishers, ebook
           | royalties are 25% or more. (With my publisher, I get 50% if
           | you buy directly from them and 35% if you buy on other ebook
           | stores.)
           | 
           | - Second, the vast, _vast_ majority of fiction books sell in
           | the thousands. Not millions, not even hundreds of thousands,
           | and way more often than you think not in the tens of
           | thousands. For a small press, a title that sells 5000 copies
           | across its lifetime might qualify as a runaway best seller.
           | 
           | - And third, contracts for _future_ books often depend on how
           | well _previous_ books sell. A friend of mine published a book
           | a few years ago that sold decently and was even nominated for
           | a Nebula Award. Its sequel was well-reviewed but didn 't sell
           | as well, and even though it was meant as a trilogy, the
           | publisher doesn't seem interested in the third book.
           | 
           | So don't use the sales of J.K. Rowling or Stephen King or the
           | like as a yardstick for how piracy affects fiction writers. A
           | few thousand "lost sales" of _Harry Potter and the Goblet of
           | Gender Essentialism_ is a rounding error; a few thousand
           | "lost sales" of my novel _Kismet_ would literally double the
           | title 's revenue if they were converted to real sales.
        
             | ball_of_lint wrote:
             | How do you feel about libraries? Should I feel bad about
             | the hundreds of unpopular fiction books that I borrowed
             | when I was younger?
             | 
             | I believe that writers, video game creators and other
             | targets of piracy should be fairly compensated for their
             | work. However, for products that require $0 to be
             | duplicated (by the creator or not) it doesn't make sense to
             | charge per-unit.
        
               | bentcorner wrote:
               | I like to borrow ebooks from the library. I could pirate
               | them but I'd like to think that the borrowing traffic
               | from the library is the least I could do for the author.
        
               | rhino369 wrote:
               | Libraries buy copies (and the creators get paid). And the
               | copies (on average) circulate a lot less often than you'd
               | think.
               | 
               | High volume authors would probably opt out of the library
               | system if they could, but the average author probably
               | gains from libraries (since they buy a bunch of copies
               | that otherwise wouldn't be bought).
        
               | chipotle_coyote wrote:
               | Questions like "how do you feel about libraries" feel
               | like they're saying "this is complicated," and, I mean,
               | yes. It is! Is copying an ebook for free the same as
               | checking it out of the library? There's some
               | similarities, but there's also pretty clear differences,
               | right?
               | 
               | > For products that require $0 to be duplicated (by the
               | creator or not) it doesn't make sense to charge per-unit.
               | 
               | Well, when you buy a physical book, most of the cost is
               | _not_ actually in the production. The cost structure
               | allows us to use that physical book as a proxy, but as
               | the reader, you 're probably not buying that book because
               | you care deeply about the paper stock and typography
               | choices -- you're buying it because of the words. It's
               | the story, the style, the author, the subject matter, the
               | genre. Those are the things that ultimately have value to
               | you, right? Those are really what you're paying for...
               | and they're identical between the physical copy and the
               | zero marginal cost ebook.
               | 
               | And none of that really requires a per-unit charge, I
               | know. But the question shifts to "okay, then what's the
               | alternative?" There are possible answers for that, to be
               | sure -- e.g., Patreon-style models where the most
               | enthusiastic fans are essentially subsidizing the
               | production of the work. Yet for every Patreon success
               | story -- and let's loosely define that as "making more
               | than they would if they were selling their works in a
               | traditional fashion" rather than "making most or all of
               | their income this way" -- there's a hundred creators who
               | are _just_ making enough to buy a dinner at Chili 's once
               | a month. And half of them will have to skip the
               | Presidente Margarita.
               | 
               | Going back to the subtext I was reading into your
               | question: this is complicated. :)
        
             | snet0 wrote:
             | Something I never really thought about until now is that I
             | tend to feel okay with pirating "classics", or books by
             | authors who have since died. At first, I felt like this was
             | probably fine, since it's almost rent-collecting for the
             | publisher at that point, but I suppose for more recent
             | works, the royalties are still paid to the family of the
             | deceased?
             | 
             | Otherwise, I feel like a decent rule is that if the
             | majority of your friends haven't heard of it, you probably
             | shouldn't be pirating it.
        
             | AdmiralAsshat wrote:
             | Questions from a mostly-legitimate-but-occasional-eBook-
             | pirate[0]:
             | 
             | 1) Do you believe piracy has any legitimacy in cases where
             | the publisher simply refuses to release an eBook version in
             | your region? Example: try finding "One Hundred Years of
             | Solitude" for sale anywhere in the US.
             | 
             | 2) Do you believe there is a moral/ethical way to protest
             | perceived price gouging among eBooks from publishers?
             | 
             | Example: A book from a well-known British fantasy author is
             | PS2.99 in its own region, but nearly double that price on
             | the US store:
             | 
             | https://www.kobo.com/gb/en/ebook/the-eternal-champion-1
             | 
             | https://www.kobo.com/us/en/ebook/the-eternal-champion
             | 
             | [0] Submitted in _bona fides_ is my catalog of legally-
             | purchased e-books:
             | http://www.librarything.com/catalog/Aganar
        
       | Bakary wrote:
       | A corollary to this is that the neediest and most unpleasant
       | clients tend to be the least lucrative. It's an open secret that
       | raising prices can get you better business in various
       | professions, from escorting to tailors to art commissions.
       | Wealthier people are not only attracted to exclusivity but also
       | prefer to dump money to save time and hassle.
       | 
       | With video games, raising prices directly will not work well at
       | all. Instead it is the indirect realization that trying to
       | attract pirates is not a good way to spend time since you won't
       | get a lot of money out of those people even in ideal conditions.
       | They are also the type of person more likely to complain about
       | minute details in games.
       | 
       | With micro-transactions, the case gets muddled further. It
       | becomes rational to spend most of your time catering to whales.
       | In fact, I suspect most features of games using that methodology
       | only exist to attract a large enough audience of normal customers
       | that whales can then prey upon with pay to win additions, while
       | they are themselves preyed upon by the devs.
        
       | scj wrote:
       | There's a difference between a stowaway and taking the ship.
       | 
       | One's infringement, the other is piracy (or theft in the more
       | general case).
        
         | contravariant wrote:
         | I can't deny that taking the ship counts as piracy, but I think
         | that's somewhat different from the kind being discussed here.
        
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