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  • Probably next rts game you'll have to pay €0.5 per unit built and shooters you pay €0.2 per bullet. Rpg games will have item shops for real money.

  • I think this is a real problem for indie authors lol.

    • Why? People who pirate games are likely in one of two camps: they either pirate games to try them out and then purchase ones they like or want to support, or they're people who don't believe in intellectual property and don't see what they're doing as theft.

      The former would contribute monetarily to games just like any other fan. The latter was never going to purchase the game anyway.

      Frankly, indie developers who try to scapegoat the piracy community as why their games under-performed likely just don't make very good games in the first place. When my projects flop I don't throw a fit about it and start slinging shit at any community that remotely feels right, actually more importantly, no matter how right it feels... no, I just accept that my attempt that go-around was in the wrong place at the wrong time. Maybe it will do better in the future, maybe not. I don't blame the market or the audience for my metrics, tho. I am the one who made the game and I am the one who chose when, how, and where to release it. Nobody else.

      Developers and content creators aren't fucking helpless victims and they should stop acting like it when it comes to IP and copyright. They really got white middle-class people so fucking scared of thieves that they invented this whole entire fictitious, conniving spectre to blame all their worries and fears on in the form of some weird imaginary mega-thief that somehow can magically steal ideas themselves and whimsically influence the market... seemingly in whatever manner is rhetorically convenient for whoever is prostrating themselves upon the CrossTM in a given moment, interestingly enough.

      I think most developers, who aren't pissbabies, usually like the piracy community because it is free advertising for their media that they otherwise wouldn't get and it doesn't affect sales. Plus most real artists, those who dedicate their lives or significant portions thereof to their works, are probably just happy someone enjoys what they made enough to interact with or consume it. I know I am. I'm not on some weird fucking hate-bender over people choosing to copy/use/plagiarize/steal/whatever my work in a way that I deem wrong or incorrect... because it isn't my fucking business what someone does with something after I make it - and this fictitious notion that the value of your work is somehow tied to who's allowed to interact with art and how is fucking infuriating and immediately contrarian to what I believe is the essential nature of art and the human experience.

      Think, do you ever see highly successful games developers and studios bitching endlessly about the "theft" of their works? No. Mojang could give less of a shit if you pirate Minecraft, because they're not huffing copium about the inherent value of their work. And no, Minecraft's token EULA and Mojang's terms of service are not Mojang giving a shit about piracy. Mojang takes a fairly intentionally laissez-faire approach to piracy, and has for the company's entire existence to some sort of degree depending on time and who was in charge. Now, Nintendo gives a shit about piracy: because they're an imminently failing business losing market share one shitty release after another, amongst other cultural differences. We really did a good ol' corporatist number on Japanese society after WWII but I digress.

      Guess who's made the most widely played game of all time? Give you a hint, their name certainly doesn't rhyme with tempo.

48 comments