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Jonathan Blow on live service games and piracy 

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Jonathan Blow thinks that live-service games became a thing because of piracy. Live service, also known as games-as-a-service or GAAS, means that the game relies on external servers to function. Later in the video the topic moves to streaming and its effects to games' revenue.

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18 апр 2024

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Комментарии : 121   
@BlowFan
@BlowFan 2 месяца назад
Some live service games are widely loved like Helldivers 2. My biggest problem with them is the fact that no one can ever play them again (in any form) once the servers go down. Ross Scott defined games-as-a-service as follows: "The business practice of players not having control of whether they can play a game due to a company withholding that function." Here's that video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-tUAX0gnZ3Nw.html
@ZeroZ30o
@ZeroZ30o 2 месяца назад
He's also campaigning against it right now ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-w70Xc9CStoE.html
@MenkoDany
@MenkoDany 2 месяца назад
There's a famous chinese study where they measured that software is most successful when *a little piracy* exists.
@MenkoDany
@MenkoDany 2 месяца назад
Since this getting upvoted, just to clarify. A "little piracy" means 1-10%. The "local optimum" value of piracy is lower in richer countries and much higher in developing countries. If 1-5% of your users pirated *at any point* (this is important, as anywhere between 5-50% of pirates end up buying it later) in the USA and about 50% in Brazil/Russia (study is quite old, I believe 2010s), then you're probably in the optimum. A good rule of thumb is that about 30% of users that pirate would buy the software if it wasn't available to pirate But this is all general and most of all, you can't automatically extrapolate to games
@Ouren
@Ouren 2 месяца назад
PC piracy has definitely changed since a decade ago. Would love new numbers and sources. That doesn't mean that that "90%" figure he references hasn't stuck in the biz minds of most major corporations/publishers
@jupiterapollo4985
@jupiterapollo4985 2 месяца назад
It's even easier to pirate games now tbh. Security of video games has gotten better, but in contrast the people who are cracking these games have also gotten way better and their system for sharing is way easier to understand. There's so many websites with a huge cataloge of cracked games that just came out 2 to 3 months after release. it's utterly ridiculous.
@plsnodoxing
@plsnodoxing 2 месяца назад
​@@jupiterapollo4985 I completely agree with what you're saying. But almost everyone making an argument is thinking about the problem from a place that is over simplifying what would increase or decrease piracy of games. Economics for example is an entirely different field that will influence the markets decision to pirate the game. We can then also point out that the quality of the average A+++ being released today has consistently declined. The markets perceived risk of purchasing a game that's not enjoyable or worse broken and buggy. In the PS1 & PS2 era users were more able to try a game before they bought it and not feel at risk as demos were extremely prevalent. These are only a few more variables that my limitations allow me to come up with, yet there's an unlimited amount more.
@mr.mister311
@mr.mister311 2 месяца назад
I think that the anti-piracy methods implemented in AAA nowadays is one of the biggest contributing factors that increases the prevalence of piracy across the board. The pirated version of a game shouldn't be better, but it often is. Denuvo anti-piracy for example is so invasive and poorly implemented that the pirated version of games that has it removed often run way, way, way, better. At that point even as somebody who purchased the game, you feel inclined to pirate it. So obviously those who didn't purchase it will that even more.
@whataboutit1430
@whataboutit1430 2 месяца назад
dude all I know is I'm the only one, from my group of friends, who buys games, and I'm always called a weirdo for it, their argument being that we live in a poor country and the games are too expensive for how much we make, and guess what, THAT'S NOT TRUE GAMES ARE NOT THAT EXPENSIVE, I buy games that I enjoy because I want more of them to exist and I can afford them just fine, even if my pay isn't that big, makes my blood boil smh lol
@jupiterapollo4985
@jupiterapollo4985 2 месяца назад
@@whataboutit1430 I mean their argument is somewhat valid. If you live in a poorer country while trying to buy triple A games on release, you're going to have a hard time. Cracked games were very common in the past in poorer countries as well. I remember their was like a million bootleg Street fighter 2 copies at one point.
@Muskar2
@Muskar2 2 месяца назад
Have no idea about the stats, but I've pirated things before and I only ever had three reasons: 1. being young, poor and careless 2. the paid service was so much worse than the piracy experience 3. I was very skeptical of value of the product, and no official demo/trial or easy refund policy. I don't know how what can be done about the first one without collateral damage, but the second and third one is clearly something developers can do something about. Steam is good enough for me, but it could be better.
@mr.mister311
@mr.mister311 2 месяца назад
I believe AAA companies failing to understand number 2 is what makes piracy worse, if anything. When you try combat this by adding garbage like Denuvo to your game and the pirated version that has it removed actually runs better, you'd most likely be better of not doing anything at all.
@TurntableTV
@TurntableTV 2 месяца назад
Once Steam was a thing, I stopped pirating games. Yes I used to do it, but not indies. Just EA stuff and Blizzard. So, it is also a matter of availability. It was the same with music, now we have streaming services and music piracy has gone down quite a lot.
@xX_dash_Xx
@xX_dash_Xx 2 месяца назад
so just EA and Blizzard single-player games? Is it even feasible to pirate multiplayer games now?
@Muskar2
@Muskar2 2 месяца назад
@@xX_dash_Xx I played World of Warcraft pirated when I was much younger. There's private servers. EDIT: Perhaps I should clarify that I did own a copy - but you couldn't play on private servers with that.
@fakeafricanprince
@fakeafricanprince 2 месяца назад
thank you for helping produce the conditions that lead to live service games. (sarcasm)
@wisnoskij
@wisnoskij 2 месяца назад
I was the guy at 2:30 where Blow summarized by post as "what if Piracy increases sales" I dont understand how we dont have better data on this still over a decade since Internet piracy became a big thing, and many decades since it started with trading floppies. Clearly, thousands of games have come out, had their sales data tracked to the miliisecond, and then had a pirate copy get released at some specific date; hours, days, weeks, or months latter. All the data should be out their to know exactly what piracy does to a game. And yet, we dont seem to have any idea. I had read a few post mortum on early humble sales where the devs said that the sale (which at that point involved basically giving the game away, .01 was a valid pay what you want amount) increased full price sales in the following weeks. And I feel long term, if I did not pirate games when I was twelve I never would of started buying them. So it is not out of the realm of possibility that piracy increases sale. On the other hand, it is entirely possible that the resulting perception that piracy creates is that games are worthless. It is possible that if 1000 people pirate a game, that costs the game 1200 sales from people some of whom who neither pirated the game nor paid for it but were turned off by the idea of the games having no intrinsic worth. So, that is by only argument here. You cannot just say "what if it is 10% loss" Because it could be anywhere form 100000% to a -90% loss. We seem to have have no clue at all what piracy does even shortterm, so people who want to justify their thievery will say what makes them feel good and loss adverse humans with a hand in the game like Blow will or course be worried about how if only 1% of pirates bought their game this counpan y would be in a much better place financially. Which is partly what makes me a little suspicious. Their are devs who have tracked some piracy amounts. They have an incentive to want to find big numbers to say, piracy cost us 10 million or whatever. And yet no one has ever trianglated sales data to piracy release dates to track actual losses? Maybe some tried and found it did not correlate to anything exciting enough to be worth writing articles about?
@AlastairGames
@AlastairGames 2 месяца назад
it's probably because they're not willing to share data, corporations tend to be selfish
@yunggolem4687
@yunggolem4687 2 месяца назад
Piracy prevented does not convert to sales made in any predictable or clean way. It changes based on several other variables like release timing, type of game, type of player, regional popularity, price point, etc. There's no reason to believe it was ever 90% when the people claiming that number failed to share their data collection methodology and data set so it could be examined independently. It certainly isn't 90% now bc the cracking/war3z scene has been steadily shrinking for over a decade. For most games you'd never convert 10% of pirates to paying customers either. Most pirates are dabblers. They're basically combing through what's available and demoing it, looking for something good the same way people with 1000 games in their steam back catalog sometimes do. And since most games are junk, if they'd bought on somewhere like steam they would've just refunded it in less than 2hrs anyway.
@SimGunther
@SimGunther Месяц назад
​@@AlastairGamesAnd if they are giving that sales data, they're selling it for at least $15k+
@animea10
@animea10 Месяц назад
@@AlastairGames Also, its extremely hard to track and so the data is very dubious. Its just used to justify whatever decision people want to make.
@tenbitcomb
@tenbitcomb 2 месяца назад
The truth is probably much closer to the middle. Today, there's nothing to stop people from pirating other media besides games, yet most don't. Way fewer people I know today, including many normies, pirate content because the story around accessing media legally is way better than it was back when piracy was actually more convenient. During the heyday of piracy, everyone from my friends at school to my own parents were pirating stuff; now I can't think of anyone I know personally who does it. Live service probably has less to do with actual piracy today than it does with having total control over the gameplay experience.
@SuperGGnoRE
@SuperGGnoRE Месяц назад
The thought did come to mind that the barrier to legitimate digital purchases is much, much lower than it used to be. Sheer convenience is up and awareness of piracy and its potential damage is much more widespread. Also, the gaming audience was much younger with less spending power. Live service today also is likely a result of a race to the bottom in terms of cost of entry and an obsession with building platforms.
@cableshaft
@cableshaft 2 месяца назад
Wish the cutoff was just slightly later, because I was very curious to hear a bit more of why he thinks the shrine puzzles in Zelda are fake puzzles. I can kind of see it for Breath of the Wild, but Tears of the Kingdom seemed to allow for more creative problem solving in its shrines, in general. But maybe he doesn't like open ended puzzles as much? Not sure.
@Nors2Ka
@Nors2Ka 2 месяца назад
TOTK's shrines are more like engineering problems for kids - you have an obvious obstacle to overcome with a select assortment of tools. You're more concerned with how to make the thing you're constructing do the thing you want it to do than figuring out *what* to do.
@pedrochiswell3629
@pedrochiswell3629 Месяц назад
games also price out most of its consumer base. i live in argentina, with helldivers 2 i had to buy a key with cypto from a shady site just to pay an accessible price (40.000 ars or 40 us). without all that the price of the game was almost double through taxes and the steam full price, and i doubt the devs saw the money i spent on a key
@quaker5712
@quaker5712 2 месяца назад
For preservation piracy is practically essential. Especially Nintendo's library. If you allow people to buy ROMs legally then piracy wouldn't be a much of a problem for older titles. We could then play those games in the best way possible using good emulators instead of the half baked bones they throw us every now and again.
@kiuxex4875
@kiuxex4875 2 месяца назад
He's completely ignoring the fact that studios would make live service games even if not a single person pirated, just because it's more profitable.
@litjellyfish
@litjellyfish 2 месяца назад
Yes and No. Depending on studio. Bigger studios yes. Small or oneman indies no. Why? Because very few of those are really in it for the money but just want to make great games.
@mattd8725
@mattd8725 Месяц назад
@@litjellyfishI don't agree. A lot of people working on successful live service games want to make great games and there are now a lot of "indies" who don't care about great games, they just want to analyse spreadsheets of steam tags and bang out a quick game that might get some sales.
@litjellyfish
@litjellyfish Месяц назад
@@mattd8725 fair point. I was more looking from studio point of view. Now the ones working there. I mean often top management in a big live game studio usually don’t have such artistic vision. Not the average mid level artist / coder in those companies. Those for sure often want to do other things Then as you say some smaller studios want to make money. And usually they fail
@CircleOfTheSeptagram
@CircleOfTheSeptagram 2 месяца назад
Sudios offering demos or prologue chapters MUST have helped since the past decade. I would like to see the numbers as well.
@TheJackal917
@TheJackal917 2 месяца назад
Nocturne from 1999.
@ThatManFromGermany
@ThatManFromGermany 2 месяца назад
Gotta love the stepped everything XT caps
@TheDavrock
@TheDavrock 2 месяца назад
how the open source community is able to deliver good software without prohibiting making and sharing copies ?
@developerdeveloper67
@developerdeveloper67 2 месяца назад
They are not, 95% of open source software is bad. You are talking about the exception. How they do it? By accepting they will be poor for the rest of their lives and depend on donations and consulting work for companies that create proprietary software.
@SuperGGnoRE
@SuperGGnoRE Месяц назад
@@developerdeveloper67As an example Godot engine is open source but it's funded by some big companies.
@FemboyCatGaming
@FemboyCatGaming 2 месяца назад
People are willing to buy games. There are plently of SP indie games which were large financial successes only on PC. Like in recent memory there was Pizza Tower and Buckshot Roulette. Single player indie games only on PC. Plus its AAA studios who can afford stuff like DRM which are pushing GAAS the real reason I think is that dev costs are ballooning so hard and suits are so profit driven they need a bussiness model which infinite generates revenue which a 60 or 70$ on time purchase cant satisfy. Suits look at how much money fortnite makes and want a piece of that pie forgetting that A). making a live service game basically turns a studio into nothing but a GAAS support studio and B). since these games are meant to be played forever you are computing zero sum for players times. To me the whole thing just seems to be finance brained bad business where you focus exclusively on raw short term numbers to maximize investor revenue which is not a stable way to run a business.
@calvinsomething5348
@calvinsomething5348 2 месяца назад
People who pirate games are less willing to buy games, because they are comparing the cost of a game to what they can get for free (which may be that game, or other games as well). People have to justify to themselves what they spend money on, and if they have experience getting games for free, they're going to be a tough sell as long as they have that option.
@SuperGGnoRE
@SuperGGnoRE Месяц назад
Establishing a large platform and consistent active userbase is way more stable than pouring all of your funds into a new release than may or may not sell. But launching a new live service game is definitely very risky since it's competing against every other live service and locks up developer resources into maintaining it and results in completely lost value for players when the game folds. Whereas if you launch a traditional offline game you can support it for a shorter time and then when devs move on players still retain access to the full value of the game. So you could argue live service frontloads a lot of risk in the hopes of securing a large enough userbase to repeatedly monetize. Which is probably why most live service games are not exactly works of art.
@FemboyCatGaming
@FemboyCatGaming Месяц назад
@@SuperGGnoRE and why most end up killing the studios which make them pretty fast
@AshnSilvercorp
@AshnSilvercorp 2 месяца назад
90%? I'd really like to know where that came from... That and a ton of PC games in the 90s were shareware... That and I still don't believe this justifies live service existing...
@SmeggmaMale
@SmeggmaMale 2 месяца назад
Yeah I would love to see some real data on this. Like a list of popular games and how many people bought them vs pirated them. 90% seems way too high.
@nochiel
@nochiel 2 месяца назад
In 2022, - 12 percent of those surveyed access games online through only or mainly illegal sources. - 21 percent of those surveyed stated that they use a mixture of both legal and illegal sources to access games online. ("Share of young internet users who have accessed video games illegally in Europe in 2022", Statista)
@Ignas_
@Ignas_ 2 месяца назад
@@Tuck1569 World of Goo had a 90% piracy rate in 2008. Steam had only been around for 3 years and the majority of the people who buy games today were kids with no access to digital money transfers at the time. There was also a recession in early 2000s. I don't think today's situation is at all comparable.
@xunjin8897
@xunjin8897 2 месяца назад
It's a small example being extrapolated to making an argument based on “facts”. Day by Day Blow keep this kind of strategy to argument in favour of his PoV. It's sad that someone so smart continues in this path in his takeaways.
@nochiel
@nochiel 2 месяца назад
​@@xunjin8897 > It's a small example being extrapolated to making an argument Blow is an indie game developer. He has data about his own games and the games of his contemporaries. It's a small dataset but it's the one that's relevant to his niche business. Even so, your conclusion isn't reasonable. Try to steelman his argument instead of accusing him of arbitrary failures: We don't actually need data to know that video game piracy is a material problem for all studios: we only need to look at what they've been incentivized to try and work backwards, that is, they try DRM schemes and GaaS (and free-to-play). Market participants take rational actions to maximize profit and these specific measures are clearly attempting to make piracy impossible or unnecessary. These schemes do not add value to the game for buyers/players, after all, and yet they are done.
@nosferadu
@nosferadu 2 месяца назад
I wonder how Jon would feel if his games were published by a third party, who decided to make them "live service games" and took the servers offline when sales went down. What if nobody could play Braid or The Witness ever again? (incidentally, there's a campaign going on at the moment to stop this practice called Stop Killing Games)
@prithviboinpally2138
@prithviboinpally2138 2 месяца назад
Then why are live service games on console?
@robrob8936
@robrob8936 18 дней назад
90-95% according to what source? Surely corporate CEOs wouldn't make up a number to take our freedom away to increase their bottom line.
@Doubles_Advocate
@Doubles_Advocate 2 месяца назад
I'm not sure I understand the blame being put on PC in this case, it's definitely the platform where it's most prominent but piracy on PS3 and 360 were massive. The PS4 and PS5 have some minor piracy but for the most part on console it died out during the 8th generation yet that's when the rise of live services took place.
@utbunny
@utbunny 2 месяца назад
Well if they want to make games that have finite lifespans and try to milk the players for every penny possible, go for it. Just don't be surprised when your game is criticized or unpopular.
@TheJackal917
@TheJackal917 2 месяца назад
I like (/s) when talking about piracy most ''industry'' folk omit preservation. And carefully forget about a time when Nintendo didn't have a copy.of one game in their safe, so they went into a ''pirate'' website that had the rom, they downloaded it, DMCA'd the website and proceeded to sell the game on their e-store. Lol.
@dfcx1
@dfcx1 18 дней назад
Nintendo is the Disney of video games. I regret ever giving them money.
@0ia
@0ia 2 месяца назад
It won't last once the servers shut down, but then passionate artistic developers can make it playable without servers once they've made their money. It can be for making money during life-time, like copyright's intended purpose.
@LuizMoraes-xb7qj
@LuizMoraes-xb7qj Месяц назад
How many indie games are actually game as a service? I don't think games as a service are a response to piracy at all, it might be very slightly related. Games as a service are usually coming from bigger companies. Still, we can't deny the consumer behavior has influenced the rise of games as a service, they wouldn't be so prevalent if they weren't so profitable and other types of games were successful
@artemyavorskyi5865
@artemyavorskyi5865 2 месяца назад
I don't know why you are saying the russia was a big deal for the gaming market. They are so far in the statistics list for the year 2021 that it's hard to find them. But they are one of the reasons why the piracy in gaming is so popular.
@trugate
@trugate 2 месяца назад
I'm not arguing that piracy is a net good by any means, I will say that the commenter asking if piracy could potentially lead to or contribute to sales is a point to acknowledge at least. It would be a difficult stance to prove to say that the benefit or conversion to sales or word-of-mouth impact is literally ZERO. Having said that, I certainly agree that piracy existing leads to different strategies of preventing piracy. Unfortunately, most of those approaches lead to only negatively impacting legitimate customers, and rarely (if ever) stop or prevent piracy. Now, service games approach, is a much larger hurdle for piracy to cross. If you look at something like Diablo III on the PC, where even the single player games required an internet connection, it's akin to the effort in trying to pirate an MMO. You would have to write the server portion, which requires a ton of work in reverse engineering everything on the client side, etc. Unfortunately, now you have bound the preservation of that game to the publisher/company to host, which means it will likely eventually go away.
@TorMatthews
@TorMatthews 19 дней назад
Research showed that piracy increases the sales of games though, by 20%. Real research. Not some random anecdote. Video game piracy on PC benefits the game.
@BloodnutXcom
@BloodnutXcom 2 месяца назад
Live games isn't an art form that you can go back to anymore. It's more akin to a single performance. An experience that you go through.
@BubblegumCrash332
@BubblegumCrash332 2 месяца назад
Its crazy because some of those Gacha games can make 500 million dollars. Every CEO of every Game company can't say no. How can a capitalist say no to a potential half a billion dollar pay day
@Muskar2
@Muskar2 2 месяца назад
Revenue ≠ profit
@user-rf3ye3op2o
@user-rf3ye3op2o 29 дней назад
You don't even own your games anymore. Piracy is justified
@ARottenMuffin
@ARottenMuffin 2 месяца назад
I don't disagree on the bit about charging a fee to stream games, I'd actually go almost one step further and say live streaming as a whole is undoubtedly copyright infringement as there's really nothing transformative about it, it's the lowest level of content that can exist which the vast majority never tries to improve in any way. I've been around when Nintendo didn't let anyone upload ANY of their gameplay to youtube, or at least none of it got monetized. Think Rockstar was somewhere along there too, and people all complained like they're breaking the copyright law by claiming stuff but they didn't care. If you hand craft a video game experience, it's meant to be played, in the same way a movie is watched, just over a potentially much longer and interactive experience. Single player games undeniably lost sales from Lets Plays when those were a thing, I watched videos of games and never bought them, maybe I'd never heard of them but I sure wasn't going to go out and buy it after I just watched someone else play through the entire story. Multiplayer games are maybe the one exception as they're unpredictable in the same way they can't be rated as with the rest of the game. Maybe someone could argue their gameplay is unique, or them talking while they play is commentary but if you tried any of that shit while having the biggest brand new movie playing in a video, even if you split it into 20minute segments, that is getting striked or removed.
@dfcx1
@dfcx1 18 дней назад
He's definitely right about watching somebody play a game making you more or less willing to go out and buy it yourself depending hugely on the specific game. To me narrative/exploration driven games (my second least favorite kind) suffer, while games that are about the mechanics being fun or about making the player look cool benefit. Or maybe that's just because those are the kinds of games I dislike/enjoy to begin with and watching people play them reveals what those games are actually like? I don't see single player games categorically being hurt by this, but that's because I dislike multiplayer so seeing a game be multiplayer makes me less likely to buy it.
@user-lc1tq1bm5i
@user-lc1tq1bm5i 2 месяца назад
Without piracy investing in a new PC would not be worth it. And since the games are free you might as well try them, off course you will see such high rates between piracy and legitimate buys. Piracy enables me to only buy the games which turn out to be worth it assuming I have the money for them. It has saved me a lot of money. Now I don't think it is a net benefit for game designers. But due to piracy low wagers can enjoy so much more games, music, books and movies then they could otherwise. Besides we have seen how creators behave when they don't have to compete with pirates. Piracy also enabled a shitload of game devs to practice with expensive tools used to create games and hone their skills. Piracy may be a net loss for content creators but if you take consumers in to account it is a net gain.
@AnimeGIFfy
@AnimeGIFfy 2 месяца назад
Uh-oh, the cracks are showing. "Guys, piracy is 90%, i checked a decade ago!" 1. Human memory is fallible. Maybe he is just misremembering details. 2. Poorly done articles and studies exist. Not everything you read on the internet is fact. 3. What the fvck does that even mean? 90% of what piracy specifically? Single game? Pirated at least once in their entire life? 4. Saying both, that piracy increases or decreases sales is the same puddle depth statement, when there is no data or no attempt to provide such data, that would prove such claims.
@samuel.00
@samuel.00 2 месяца назад
1. Applies to any statement made by any person ever, so I'm not sure how you think this is a convincing argument. 2. This isn't an article or study, this is Jon Blow measuring piracy of his own game. 3. The implication is that 90% of owners obtained the game through piracy. 4. He is literally making the claim that piracy negatively impact sales, based on his extensive experience in the industry.
@GillesLouisReneDeleuze
@GillesLouisReneDeleuze 2 месяца назад
I bought Braid and The Witness, and I also played pirated versions. The reason why I play pirated games is because sometimes it's too hard to buy and install an official game. Especially since I don't have a bank account. I hate banks.
@jupiterapollo4985
@jupiterapollo4985 2 месяца назад
"I hate banks", when 99% of the world is controlled by it. It's nearly impossible to get around these days without one.
@NukeCloudstalker
@NukeCloudstalker 2 месяца назад
No matter how much you hate the modern financial system, you don't hate it nearly enough. Parasites, swindlers and subversives of the highest order.
@kaiserschmarrn_3687
@kaiserschmarrn_3687 2 месяца назад
Virulently antisemitic comment!
@yunggolem4687
@yunggolem4687 2 месяца назад
@@kaiserschmarrn_3687 😏😏😏
@nixielee
@nixielee 2 месяца назад
First bad take. Live service is not for indie devs looking for real earnings, and piracy 90+? Not even close these days. More like 10-20.
@johnjohn2570
@johnjohn2570 Месяц назад
Yeah sounds like he’s making stuff up off the top of his bald head. Also that’s not why live service games exist
@SaHaRaSquad
@SaHaRaSquad 2 месяца назад
Then why are live service games exclusively run by AAA publishers who can survive piracy much easier than indies?
@developerdeveloper67
@developerdeveloper67 2 месяца назад
That is why I don't put games on GoG, why facilitate piracy?
@Tezla0
@Tezla0 2 месяца назад
You put games on Steam, where it can be pirated by replacing 1 DLL?
@Toleich
@Toleich 2 месяца назад
It's wild how many people are proud of "pirating" games.
@robrob8936
@robrob8936 18 дней назад
it's wild how many people think they own the games they buy on Steam.
@georgemcdaniel4654
@georgemcdaniel4654 2 месяца назад
And hears a question why are they printing the games in the first place tell me that. Theirs always resion. And live services games milk you out of all your money. Kind of like my unicorn that shits out money.
@Salantor
@Salantor 2 месяца назад
Saying that life service exists because of piracy and lost revenue is like saying streaming exists because 90% of movies / TV / music industry products were pirated.
@sagitswag1785
@sagitswag1785 2 месяца назад
Thats not at all the same XD streaming services do not prevent a show or movie from being pirated. Live service does.
@StarContract
@StarContract 2 месяца назад
Personal anecdote that doesn't reflect on the whole but: when I was younger I used to pirate games because I didn't have a credit card to buy an online copy. After Steam I didn't even consider pirating anything, and bought copies of many of the old games I pirated (W3, AoE 2, I of the Dragon, and some others). That being said, live service games and the cosmetics / p2w market / DRM is what PC players Deserve. There's no difference between pirating a game and shoplifting. It's ok to scam thieves.
@TheJackal917
@TheJackal917 2 месяца назад
GabeN: ''Piracy is the issue of service''. Lol.
@dfcx1
@dfcx1 18 дней назад
Looking at my Steam shopping habits he's absolutely fucking right.
@MatjeBalovich
@MatjeBalovich 2 месяца назад
Can't even imagine caring about companies, both big or indie. IF I can pirate instead of buying and the game isn't broken - I 100% will. Funny thing is that in last years pirates had gotten to play games before they were accessible to people who preordered them like elden ring, remnant 2, starfield and some other I don't even remember. Why should I throw my money out the window? To support the devs? I don't care lol.
@Tezla0
@Tezla0 2 месяца назад
based
@martiananomaly
@martiananomaly 2 месяца назад
90% is definitely not correct
@sjbarras
@sjbarras 2 месяца назад
Why?
@martiananomaly
@martiananomaly 2 месяца назад
@@sjbarras Way too high.
@moma8518
@moma8518 2 месяца назад
@@martiananomalyyou’d be surprised
@karlminton3257
@karlminton3257 2 месяца назад
​@@martiananomalythat's the answer of someone pulling it out of their arse
@shroomer3867
@shroomer3867 2 месяца назад
90% was if someone ever pirated in their life. Not most recent nor in the year, just lifetime. Even at the beginning of the article it is mentioned that the "source" was the 2012 CEO of Ubisoft, and knowing how CEOs operate, I wouldn't trust one. The actual article referenced or at least I assume since it has that magic 90% figure (which you can find if you google "piracy rates pc") shows that only 64.2% of the anonymous survey answers said that they currently pirate PC games, with younger people (10 - 25) being the highest probable to pirate (because they don't have an income source or can't afford it either way) The highlights based on countries were Serbia, Romania, Argentina and other countries which are generally known for not having a great economy and Russia being at 50% which is on par with Belgium and Spain, funnily enough. The top reasons in all age groups was either "Can't afford" or "Demo game" which shows that the either couldn't have bought the game or is selective with their money and countries like Brazil and Romania were saying it was too expensive for them and can't afford rather than demo. 47.9% say that they purhcase the game after pirating it more than 50% of the time and only 11.4% as Never with 33.3% Rarely doing so. In other words, the 90% is a bullshit estimate to confuse and scare game dev companies into buying DRM, now, maybe it's not an article the guy was talking about because there wasn't a source given to begin with, but as of current numbers and estimates, if most of the pirates are made up of children or young adults who can't pay yet, or just want to demo the games out, then I would say that's pretty optimistic in the grand scheme of things and would actually tend to create sales which otherwise wouldn't happen because publishers are stubborn and don't make demos anymore.
@qwelias
@qwelias 2 месяца назад
rare L tske
@LittleWeevil
@LittleWeevil 2 месяца назад
>blow >rare L I love this dudes games and he’s fully capable of being smart and charismatic, but part of me wonders if he’s getting paid by someone to say the stupidest shit he can think of on stream and twitter.
@user-wx9oj2gv9u
@user-wx9oj2gv9u 2 месяца назад
Its just an excuse for their real goal of controlling their game in real time, If someday they want to add an micro-transactions they can do that in live service games and not in offline 1 time pay or pirate-able games. Besides, pirates wont buy games just because they made it “live service” they will just treat it like a different console game that cant be played in PC. So their excuse of doing “live service” doesn’t make sense in the first place.
@johanngambolputty5351
@johanngambolputty5351 2 месяца назад
Devs being poor is a problem, but guess what, some of the players are poor too.
@StarContract
@StarContract 2 месяца назад
> I can afford a PC that runs Cyberpunk 2077 > I can't afford a copy of Cyberpunk 2077 Are all pirates "regarded"?
@johanngambolputty5351
@johanngambolputty5351 2 месяца назад
​@@StarContract Straw man argument, who says this is representative of all who have pirated? Sure, that person you illustrate would be a hypocrite, but how does that negate the fact that players, as well as devs can be poor? (And not necessarily own computers with the specs to run cyberpunk.)
@poni-sz2pm
@poni-sz2pm 16 дней назад
@@StarContract I bought a PC from a friend for $200 that is able to run cyberpunk, however I would not be able to buy even half of the games I played.
@HaMMeR33661
@HaMMeR33661 2 месяца назад
Viral potential. The vague source being his friends in the biz saying it an undisclosed number of years back, mixing up indies going down and copyprotection in big games as if CoD getting pirated to shit is somehow similar to any indie title's numbers... I still don't see why he needs games to extract so much money out of people despite having such a broad market when the employees aren't treated fairly at big studios anyway. Good job, this is pure brainrot.
@samuel.00
@samuel.00 2 месяца назад
Do you think maybe his source being a measurement made 8 years ago has anything to do with the fact that his previous game, The Witness, was released in 2016?
@HaMMeR33661
@HaMMeR33661 2 месяца назад
He has complained about his game in particular many times -- the game had a subtitle bug that pirates haven't fixed where the line-height was too tall. Then he complained about how famous streamers pirated his games, as he could see the bug. Completely reactionary behavior from him on streams, but he said many times that having people reupload his takes rubs him the wrong way. @@samuel.00
@bezoro2008
@bezoro2008 2 месяца назад
"When 90% of people that play your game are pirates, if 10% of those bought the game it would double your revenue." Sure, but they wouldn't anyways. It's a moot point. And yes, piracy increases sales, massively. That has been known for years. Its the best kind of marketing. John is a smart guy but he is painfully ignorant on this topic.
@thedayisyoung6460
@thedayisyoung6460 2 месяца назад
Piracy is wrong. Doesn't matter the context or the justification, it is a form of theft and people need to accept that.
@yunggolem4687
@yunggolem4687 2 месяца назад
Too many edge cases to pretend it's that simple.
@youtubesuresuckscock
@youtubesuresuckscock 2 месяца назад
Yeah actually you can pirate them. It's called server emulation.
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