- Jun 21, 2005
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Anybody older than say 21 remembers how mainstream Napster was a decade ago at every income level. The success of the RIAA since then has been to raise the cost of music piracy by shutting down services, adding a threat of lawsuits, and moving the music piracy scene to sketchier venues that are perceived to be riskier from a security point of view. It is a result of this increased cost of piracy that people who can afford it now often opt just to use iTunes or a subscription service.Article said:Anecdotally and from studies by companies like the BSA, it's clear that pirates for the most part have very little income. They are unemployed students, or live in countries with very low per-capita GDP, where the price of a $60 game is more like $1000 (in terms of purchasing power parity and income percentage).
Revenue does usually go up for a product during a steam sale and that has been used by people to argue that the average price of PC games is inefficiently high, which I tend to agree with.Didn't Valve demonstrate that Steam sales greatly increased not only the number of copies sold, but the amount of revenue?
Don't see anything new here. He does some number crunching to demonstrate that a small number of people are pirating a large number of games, but that's only based on the assumption that a smallish percentage of PC gamers pirate their games. That's probably right but there are still a lot of assumptions. Then he draws a lot more conclusions based on old arguments like saying pirates wouldn't buy games anyway so they're not really lost sales, and caps it off with the popular assertion that people don't buy PC games because they're too "consolized" or are just low quality in general.
I don't entirely disagree with him but his points certainly don't seem revolutionary or interesting to me either. And there are a lot more factors involved. First off, the decline of PC gaming is at least as much due to a sharp rise in console gaming, making PC gaming look unpopular by comparison. Consoles are the go-to gaming device for anyone who has children or who doesn't have an awesome PC. PCs usually ship with such bad graphics chipsets they can't even start many games, much less run them well.
EDIT: Didn't Valve demonstrate that Steam sales greatly increased not only the number of copies sold, but the amount of revenue? I admit I used to download games... not a ton of them, but some of them here and there. Steam has turned me legit, and I always look forward to the next awesome deal because I like getting a game (or five!) for less than $20. Whereas a $50 or $60 game I'd hesitate to buy even if I knew I would love it.
Same old tired rhetoric. If they're not adding anything to the debate we haven't heard a million times before, why post it?
Periodic sales are classic differential pricing. Some people like me have no problem waiting for the game they want to be on sale, some pay the higher price. I don't doubt that there is a lot of impulse purchasing going on, but the pricing itself doesn't prove anything to that effect.Revenue does usually go up for a product during a steam sale and that has been used by people to argue that the average price of PC games is inefficiently high, which I tend to agree with.
The main problem with this argument is that after Valve ends a sale they raise the price right back to what it was before the sale. Valve presumably has superior information so this would indicate that the longterm price is not too high but rather the increase in revenue was due to impulse purchases (and increased advertising during the sale).
You'd have to define "need" properly to argue that. What's obvious about the "need" of DRM against pirates, however:If it wasnt for piracy, they would not need DRM.
There is no such part in the article that I can see.I also dont agree with the part that sort if implies that piracy is OK for those that cannot afford to buy games. Sorry, but if you cant afford the game, just dont buy it. Dont pirate it either. Just dont play it. Playing a game is not life or death, if you dont get a game it is not the end of the world.
Yeah the problem with Anandtech is we've heard this shit so many times we are no longer concerned with the old, generic arguments.
Thats what sucks about being a nerd. By the time a product or discussion becomes mainstream we've already become worn out.
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I could easily pay the price for pc games - but I refuse to in part to DRM scheme / lack of a demo. Just because a game gets high reviews doesn't necessarily mean *I* will like it. And with PC games lately being biolinked to a unique account [prevents resell] - I'm out $50-$60 if I don't like the game.
I love how people try to make this some big debate when it is simple, a thief is a thief....
There's another angle. I no longer play PC games online. I don't see the point. Assuming I can even find a server that isn't either empty or overcrowded, it's usually laggy, full of cheaters, full of mic spammers, or has a zillion stupid mods. And even if it doesn't have any of those things, I'll still get beaten really badly every single time because everyone else who plays is so much better than me and has 8 hours a day to dedicate solely to playing the game.
Playing online isn't fun anymore. Single player games are fun for me, but they're usually pretty short and are rarely worth more than $20. I buy used ones, or old ones, or ones that are on sale. The game industry is not getting much money from me. So why bother catering to what I like? They make way more money doing MMORPGs, which I have absolutely no interest in.
I wonder if that's an untapped section of the gaming industry? Implement a filtering system that restricts what servers you can play on depending upon your level - ie: level 1-10, 11-20, 21-30, 31-40, etc. Someone who is a level 100 [let's say that's the max level] addict that can play 23 hours a day would be restricted to playing on the level 91-100 server. Similar to how Battlegrounds work in WoW - lvl 50-59, 60-69, 70-79, 80...
