case: (Default)
Case ([personal profile] case) wrote in [community profile] fandomsecrets2014-05-11 03:46 pm

[ SECRET POST #2686 ]


⌈ Secret Post #2686 ⌋

Warning: Some secrets are NOT worksafe and may contain SPOILERS.

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Notes:

Secrets Left to Post: 03 pages, 059 secrets from Secret Submission Post #384.
Secrets Not Posted: [ 0 - broken links ], [ 0 - not!secrets ], [ 0 - not!fandom ], [ 0 - too big ], [ 0 - repeat ], [ 1 - posted twice ].
Current Secret Submissions Post: here.
Suggestions, comments, and concerns should go here.
insanenoodlyguy: (Default)

You are full of shit on this one

[personal profile] insanenoodlyguy 2014-05-12 01:04 am (UTC)(link)
Classist? It's classist to want to be paid for the shit you worked on?

I mean I'm no Ayn Rand but holy shit. If you want to charge for something you put work into, why the fuck would you want somebody to steal it instead?

This is the kind of asshole-think that makes people start telling commissioned authors they should do it for free.
Edited 2014-05-12 01:04 (UTC)
feotakahari: (Default)

Re: You are full of shit on this one

[personal profile] feotakahari 2014-05-12 01:47 am (UTC)(link)
"If you want to charge for something you put work into, why the fuck would you want somebody to steal it instead?"

Well, the artsy answer is so your message will spread further. The pragmatic answer is so they tell all their more spending-inclined friends that your game is awesome. (This particularly means a lot if your advertising budget is three cents and dryer lint.)
insanenoodlyguy: (Default)

Re: You are full of shit on this one

[personal profile] insanenoodlyguy 2014-05-12 02:14 am (UTC)(link)
Oh yes. Do it for "the exposure!"

You realize that it cost money and time to make that game in the first place? Money those people who'd charge for it are hoping to recoup. And buisnesses are made up of people. People who would like their paychecks, the majority of those people whom are not in the upper class.
feotakahari: (Default)

Re: You are full of shit on this one

[personal profile] feotakahari 2014-05-12 02:29 am (UTC)(link)
There will always be people who buy games, because there will always be people who want to spend money to support the games they like. (Spore was pirated to hell and back, and it still sold two million copies in its first three weeks on the market.) If some of those people hear about your game because it was pirated by a friend of theirs who wouldn't have bought it anyway, that's a net gain. If someone pirates your game, then decides to buy it to support you (which is apparently surprisingly common), that's also a net gain. The only loss is if someone pirates your game with the intent of later buying it, then decides not to buy it because it sucks, in which case you should have made a better game.

Re: You are full of shit on this one

(Anonymous) 2014-05-12 04:36 am (UTC)(link)
It is also a loss if someone who would have bought your game were piracy not an option pirates it instead, and then decides hey, why should I pay for this thing when I have a perfectly servicable copy right here for free?

Which is, incidentally, a hell of a lot more common than people actually pirating something to try it out and then buying it when they decide they like it.

It may be ultimately a negligible loss for large companies, but the same can't really be said of smaller developers or solo artists, who frequently charge a great deal less and still get their work pirated, generally by people who then bleat "but exposure!" when called on their shit.

("Exposure", incidentally, is also a scam used by large companies to rope emerging artists into working for them either gratis or for criminally low wages in return for the promise that someone, somewhere, will see their work and shouldn't that be enough for any artist. So congratulations on having a point of view in line with manipulative, money-grubbing assholes, I guess.)
feotakahari: (Default)

Re: You are full of shit on this one

[personal profile] feotakahari 2014-05-12 04:46 am (UTC)(link)
If it's gonna turn into a numbers argument, I can't do that, because I don't have numbers. I have anecdotes, like the survival of Kudos despite being pirated to hell and back, or the success of Hotline Miami despite the dev openly helping pirates acquire it for free, but I can't factually prove what effect piracy has on the average game's sales.