What if you can't afford the game.

Graal

New member
What if you can't afford a game?

What if a game that is being aggressively marketed to you and your friends is something that you can't actually afford to buy? What if you're a student with a s****y job? Or what if that thirty or forty quid has to feed your family for a fortnight? What then? Do you just do without? Do you sit outside in the cold while everyone shares in the latest "cultural event"?
What do you do?

Whatever it is you do, it doesn't make you a pirate.

I would imagine that most British gamers my age would be considered "software pirates". We might not do it now, but we almost certainly will have done it in the past. When I had a Commodore 64, most of my games were compilations on c-60 tapes, and we swapped those things in playgrounds. At birthdays and Christmas, sure, we'd get some actual games bought for us. And we'd save up our pocket money for Mastertronic stuff. But every other day? When we were skinto? We taped and copied and shared those games. We shared them and loved them. Software companies closed down and many of them blamed us.

The Amiga was the same. We all had our own X-Copy disks, right? Watching those little 0s fill up, praying for no errors, as some brilliant game slid illegally onto our blank disk. Trips down to the local market to choose games from a big file folder, which would then be copied for us on the spot. Not a penny to the magicians who made those games. It was just what we did. We wanted games. We wanted all the games, and only Elton John could possibly afford to buy all the games, so we did what we had to do. We did what came naturally to us as human beings. And software companies closed down, with many of them blaming us.

Then the internet happened, and capitalism shuddered. If you wanted something for free you could have it. All the market stall copy-boys were finished in an instant. You could just pull stuff directly into your home, endlessly, privately, forever. It was as easy as breathing. In. Out. In. Out. Games in. No money out. Software companies kept closing down, and they kept blaming us. They kept blaming piracy.

"Piracy" is a stupid term. It has to go. That's the first thing.

"Piracy suggests villainy of some kind, when in truth all that punters are doing when taking something for free is 'taking something for free'."

Piracy suggests villainy of some kind, when in truth all that punters are doing when taking something for free is "taking something for free". It's like lifting a leaflet, or taking one of those samples of cheese from Tesco's deli counter. It's what people do. There's no malice in it.

1. HERE IS A THING I LIKE
2. DO I WANT IT? (YES)
3. DO I HAVE TO PAY FOR IT? (NO)
4. DO I WANT TO PAY FOR IT? (YES/NO)
5. YES: PAY FOR IT
6. NO: JUST TAKE IT FOR FREE
END

That's it in a nutshell. And here's the fundamental problem with the whole piracy issue. Publishers are focusing on dismantling Stage 6 of that process when they should be analysing decisions made at Stage 4.

Progress leaves us all breathless. Stuff moves so fast, and we all pretend we're keeping the pace when in truth we can't even find our trainers. As we try to catch up, we wrestle with outdated structures and try to wrap them around situations that are completely new. We take the wrong of the old and try to make the right of the new slide inside it.

The first thing we have to do, right now, is accept that we are all pirates. At some point we've all done it, and many of us are doing it now, so the term has no real meaning. We're talking about people here, and people only pay for stuff if they love it, love the people who made it, or it's so cheap that they don't even question it. A corporate acceptance of normal human behaviour would mean the end of these ridiculous DRM situations, where people who have legitimately paid for things get hassle they wouldn't have to deal with if they'd just taken the stuff for free. (And by the way, we can't stop fighting DRM because we're a bit fatigued by the subject. The fight must go to the final bell.) Let's just accept that whatever a thing is, only some people will pay for it, and only if they care enough to do so. This mythical creature we call the "Pirate" does not exist, except in a form I'll talk about later.

"The next stage, and the most important stage, is to accept that the system as we've known it is a farce."
The next stage, and the most important stage, is to accept that the system as we've known it is a farce. The prices we've been forced to pay over the short lifespan of the games industry have been a bad joke. They have been a trick. In the PS2 era, with sales booming, the standard price for a game was 40 quid. No matter how good the game was, or how large the development team was, 40 pounds was the price of a PS2 game. This was the arbitrary value the industry price-fixers plucked out of the air for those products. We sucked it up, despite knowing we were being cheated, because we love games. (We fell in love with games by playing copied tapes in the 80s.) What about our valuations of stuff? Doesn't that matter?


DEMON'S SOULS - £100 (Groundbreaking, deep, beautiful, progressive)

SKYRIM - £4 (Buggy, unfinished, unnecessary retread of past superior works)

The publishers who make these bloated AAA BLOCKBUSTER games that get booted down our throats at every fake awards show argue that they need to charge a premium price to keep delivering a premium product. But who says we need a "premium product", whatever that is? Did we even ask for that? Is that what we want from games? Massive marketing spend and homogenisation?
"But these giant companies would have to close down. People will lose their jobs!" And yes, that's horrible. No one ever wants to see people lose their jobs. But if these companies can only stay in existence by charging their customers extortionate prices for bland, safe product, should they even be there in the first place? Are they not living on a lie? And the creative people at these companies, people who currently spend every day texturing guns and other guns and extra downloadable guns, might they not do greater work on their own? In small groups? Forming daring little companies? Working to progress gaming and earning goodwill from people who will pay and pay again to see their work?

If acceptance of reality means that the games industry loses its giant studios, and it all shrinks back to small teams making smaller games and charging less, then so be it. It's said that the recent Kingdoms of Amalur had to sell three million copies to just break even. That's ridiculous. That's a sign of a broken, dated system starting to shut down.

Let me tell you what a pirate actually is. It's just a word. And that word is a weapon. Corporations and governments will use that word to try to destroy our freedom and halt progress. They'll use it to try to turn us against each other. When big business talks about a pirate, it's creating a bogeyman that will be used to justify the continuation of its worst practices. We have to reject it, every time. There are no pirates. There's only me and you.

A story now. In the recent Steam Summer Sale, Galactic Civilizations 2 became one of the flash deals. I think it dropped to about four quid. Despite owning the game on disc, I bought it again just for convenience's sake. Then I bought another copy for my girlfriend. Then I bought another copy for my friend. Why? Because it's a wonderful game that never ever treated its players like criminals. No DRM bull. No restrictions. A reasonable price. I thought it deserved my money, multiple times.
The past hundred years' brutal commodification of stuff, this vile transformation of everything into a protected product of inflated value, has been steamrollered by the advance and democratisation of technology. Progress has led us to a place where the only meaningful currency left is goodwill.

Goodwill.

Creators who want to survive better start earning it.

http://www.eurogamer.net/articles/2012-08-01-lost-humanity-6-killing-pirates

I came. It's what I've been saying for ages. The gaming industry is built on a shitty business model from the 90s. A large part of piracy (not the entire issue), is due to the fact that what publishers expect you to pay is not what a game is worth. They're fighting a losing battle against the effects, when they should be fighting the cause.
 
Some decent points but a lot of the same stupid arguments.

You are not entitled to a game. If you feel a game costs to much then you can wait for it to become cheaper. If a games doesn't deserve a purchase because it's crap or has shitty DRM then you don't buy it. Saying $60 is too much for a game is ridiculous, if you don't want to pay that you have many many other games that sell for cheaper. If you don't want $60 AAA games then go buy $10-$20 indie games, no-one is stopping you and you are certainly not lacking in choice in that regard but people don't want that they want their $60 AAA quality game for $10-$20, which tbh is unlikely to be sustainable.

The bottom line is though all those arguments are about either buying or not buying a game, when you pirate a game you are saying you don't give a fk about any of that and just want the game for free. It's no-one else's 'fault' that you are pirating, it's your decision. It's like blaming MacDonalds for making you fat.
 
I still find the fact that people want to have access to an experience/entertainment for free to be an absolute hilarity.

WANT != NEED

There's no excuse for piracy or copyright infringement. I had no excuse to do it while I was a student and I still have no excuse to do it today.

Once again entitlement comes into play. Just because everyone else is playing something and can afford it doesn't mean you need to. Grow up, study hard, get a good job and work towards financing your hobby.

Anyone trying to justify their actions (piracy specifically) by attempting to use external factors as a scapegoat is just pathetic.

You choose to pirate, no-one forces you to.
 
If you can't afford it, you dont get to have it. The End, no ifs, buts or poor little me's.

I still find the fact that people want to have access to an experience/entertainment for free to be an absolute hilarity.

WANT != NEED

There's no excuse for piracy or copyright infringement. I had no excuse to do it while I was a student and I still have no excuse to do it today.

Once again entitlement comes into play. Just because everyone else is playing something and can afford it doesn't mean you need to. Grow up, study hard, get a good job and work towards financing your hobby.

Anyone trying to justify their actions (piracy specifically) by attempting to use external factors as a scapegoat is just pathetic.

You choose to pirate, no-one forces you to.

Completely agree.
 
I still find the fact that people want to have access to an experience/entertainment for free to be an absolute hilarity.

WANT != NEED

There's no excuse for piracy or copyright infringement. I had no excuse to do it while I was a student and I still have no excuse to do it today.

Once again entitlement comes into play. Just because everyone else is playing something and can afford it doesn't mean you need to. Grow up, study hard, get a good job and work towards financing your hobby.

Anyone trying to justify their actions (piracy specifically) by attempting to use external factors as a scapegoat is just pathetic.

You choose to pirate, no-one forces you to.

Plus, no matter how few restrictions you have on your game, whether it has no DRM, no hassles and is just about the most pitch perfect game ever made, it will have the shit pirated out of it regardless.
 
You guys all do a spectacular job of missing the point of the article.

This isn't about justifying piracy. This is about saying why the industry's current methods of combating piracy is ineffective and why piracy is there in the first place.

You can all have noddy badges for ranting on about 'entitlement' and 'if you can't afford it, you can't have it', but that's not going to stop piracy.
 
I'll sometimes download a pirated version of a game to see how good it is.

I downloaded a BFBC2 pirated version and the story was pretty good and i longed for my first multiplayer game so i bought it.
Also pirated the last 2 Anno games and bought both after noticing how long they kept me busy.

Most of the games i play are bought games and those i pirated are barely played after a week.
 
You can all have noddy badges for ranting on about 'entitlement' and 'if you can't afford it, you can't have it', but that's not going to stop piracy.

Of course not, because people don't want to spend money on entertainment if they can get it for free. People don't want to wait for the price to drop because they want to have it now. They bitch and moan about paying $60 for a game when they can easily wait 6 months and pick it up for half the price.

Piracy is there because people are selfish.
 
You guys all do a spectacular job of missing the point of the article.

This isn't about justifying piracy. This is about saying why the industry's current methods of combating piracy is ineffective and why piracy is there in the first place.

You can all have noddy badges for ranting on about 'entitlement' and 'if you can't afford it, you can't have it', but that's not going to stop piracy.

And I think your missing one crucial point; Basic Human Nature. Getting something free will always, in the minds of the moorchers & leeches of the world, be "better" than paying for it. Whether you charge £40 or £5 for it.

Since every nerd has a special place for steam sales lets use it as an example. At release you could buy Fallout New Vegas and pay the going rate or you could wait, for whatever reason, and get it for next to nothing.
 
Yes, there will always be hardcore pirates, I agree. Those who will pirate no matter what, going on about 'information should be free' and being cyber-hippies. You won't ever get rid of those. But, there is also a large market in the piracy scene which remains untapped as well.

Gabe Newell frames it nicely, in the sense that it is largely a convenience issue.

"We think there is a fundamental misconception about piracy. Piracy is almost always a service problem and not a pricing problem," he said. "If a pirate offers a product anywhere in the world, 24 x 7, purchasable from the convenience of your personal computer, and the legal provider says the product is region-locked, will come to your country 3 months after the US release, and can only be purchased at a brick and mortar store, then the pirate's service is more valuable."

The proof is in the proverbial pudding. "Prior to entering the Russian market, we were told that Russia was a waste of time because everyone would pirate our products. Russia is now about to become [Steam's] largest market in Europe," Newell said.

Rest of the article for anyone who might be interested.

I don't agree with everything he says, but he does raise some interesting points. People like convenience. Having to drive out to a store to go buy a game in Russia, I would imagine, is not quite as convenient as getting it directly at home. :p

I've always held that Steam is pretty much one of the most important things to happen to the gaming scene in years.

My point stands, though. You can't quite place a 6-10 hour generic FPS, like say, Syndicate next to Dark Souls, which is an absolute masterpiece, and value them both the same.

If Syndicate was priced more according to its value, say releasing at $30, maybe its sales wouldn't have tanked quite as bad as it did.
 
Pay for your goddamn games!!!

If you don't, the creators won't be able to make more and the industry dies. It's simple, really...
 
Graal said:
If Syndicate was priced more according to its value, say releasing at $30, maybe its sales wouldn't have tanked quite as bad as it did.
Sure but that is talking about sales not piracy. Should probably decide which discussion you want to have since it seems to be all over the place, at least in my eyes. :)

No matter how good you make your product or how cheaply you sell it, pirates will always pirate. That's also true the other way round, no matter what kind of security, DRM or other unfriendly practices you put in your game pirates will still either pirate it or move on and you are unlikely to convert many to purchase. You will of course chase off many legitimate customers.
 
Sure but that is talking about sales not piracy. Should probably decide which discussion you want to have since it seems to be all over the place, at least in my eyes. :)

No matter how good you make your product or how cheaply you sell it, pirates will always pirate. That's also true the other way round, no matter what kind of security, DRM or other unfriendly practices you put in your game pirates will still either pirate it or move on and you are unlikely to convert many to purchase. You will of course chase off many legitimate customers.

I always use the example of Witcher 2, brilliant game, well priced and was still massively pirated.
 
Sure but that is talking about sales not piracy. Should probably decide which discussion you want to have since it seems to be all over the place, at least in my eyes. :)

No matter how good you make your product or how cheaply you sell it, pirates will always pirate. That's also true the other way round, no matter what kind of security, DRM or other unfriendly practices you put in your game pirates will still either pirate it or move on and you are unlikely to convert many to purchase. You will of course chase off many legitimate customers.

Yeah, as I said, there will always be hardcore pirates. You won't ever change that, but if better business practices can lead to at least 50k pirates rather buying a game because its more convenient than pirating it, it's a win for the developers.

If you can't afford the game don't buy it.

Okay, seriously now. We're talking solutions, not morals. I agree with your sentiment, if you can't afford it, don't play it yada yada yak yak. However, this simple statement isn't stopping anyone, much like you telling a thief 'hey don't steal, it's not nice' isn't going to stop him stealing.
 
Im just to damn lazy or dumb to attempt pirating. Honestly I feel you have to jump through so many hoops sometimes its ridiculous and in the end not worth it. I have also found that a game is rarely worth its full price tag. Its far better to just be patient, catch up on your backlog and wait for the price to drop.

People mostly get a thrill of feeling like ninja bandits when they get the new game to work for 'free'.
 
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