The State of PC Piracy in 2016 [PC Gamer] “Piracy seems like it should be so simple, right? Stealing games is wrong. The end. But piracy is one of the most charged, complex, and divisive debates in gaming. Follow a piracy discussion long enough and it will spiral through issues as complicated as international economic policy, the concept of 'ownership' for digital property, game preservation, and the principle of the PC as an unrestricted technology platform. Piracy in 2016, the age of digital distribution, indie gaming, and Steam’s dominance, is a different animal from the PC piracy of 1990 or 2000 or 2010. Unlicensed software distribution is just as illegal as it was when Don’t Copy That Floppy was a meaningful anti-piracy strategy, but our own understanding of the crime and its motivations haven’t kept pace with technology.” [more inside]
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Why History Needs Software Piracy: How copy protection and app stores could deny future generations their cultural legacy.
Piracy of PC games is nothing new, and has been discussed previously. Due to the high levels of PC game piracy, some development companies have decreased (or eliminated) PC game development, shifting support to console development. But piracy isn't limited to PCs, as modchips and other hacks have allowed users to play pirated and homebrewed games. In the continuing struggle for control, Microsoft banned as many as 1 million modded systems from Xbox Live, resulting in a surge of people reselling Xbox 360s that have been banned from online play (and modders finding a fix for the ban). Some developers have adopted another tactic - increased development of downloadable content (DLC), which has been seen as both good and bad by gamers. John Riccitiello, the head of Electronic Arts, seems to have embraced DLC as a marketing option, in noting that "[people] can steal the disc, but they can't steal the DLC."
2D BOY made around $100,000 in a week. That’s $50,000 each for writing a blog post about a game they finished a year ago. By letting people pay whatever they wanted. 2D Boy stirred up a lot of discussion (previously) about game piracy when they used online scoreboard data to estimate an 82% piracy rate for their fantastic indie game World of Goo (previously). For World of Goo's first birthday, they decided to try the Radiohead model and let people buy the game for any price they choose. Now they've released extensive data about the results. Short version? "A huge success," even though the most commonly chosen price was only a penny. [more inside]
DRM as a cloud of poison gas. Run an illegally-downloaded prerelease version of the video game Batman: Arkham Asylum and Batman always dies in a vat of poison gas. Run the legit version once it gets released and (apparently) there won’t even be any poison gas. (Game developers: “[Y]ou have encountered... a hook in the copy protection, to catch out people who try and download cracked versions of the game for free. It’s not a bug in the game’s code, it’s a bug in your moral code.”)
You may have heard by now about World of Goo, an independent game which can best be described as a "physics/construction puzzle game" that touches on everything from beauty to consumerism to internet privacy. The developer, 2DBoy who had originally released the game under a "no-DRM, don't screw us" policy now estimates a piracy rate of 82%. [more inside]