So why does piracy and used games NOT hurt devs?

To my knowledge the argument has never been does it hurt them(it does) but only how big of an effect it has. (are we talking 10's of lost sales or hundreds of thousands)

Either way piracy is still stealing but that's something else entirely.

The distinction between piracy and theft is subtle, but it is an important one. It's not theft, but it is not justifiable either. It is its own thing, just as slander and libel are different.
 
Television shows are a great example, since they have gotten renewed due to DVD sales (Family Guy) even though they were originally given away for free.

Those industries all cried about various things (movies and renting VHS, music and music sharing sites, also think they were upset at radio at one point) but instead of crying and alienating their install base, they tried to add value to the consumer.

Movies have tried 3D (makes it harder to get cams of the movies), giving away Digital Downloads when you buy the DVD, adding special features to DVDs, lowering the price (VHS tapes used to cost $80-$100 minimum when video rental was all the rage).

Music embraced digital download. You could buy just the song you want off of an album, they agreed to removing DRM later, Amazon is doing Auto-Rip now. These all give me a reason to purchase, not pirate.

Yep. You can't force purchases, you have to incentivise them. Otherwise you're just going to end up with [more] piracy, people buying used or people not buying at all. Create a product people want, set it at a price people are willing to pay, and don't spend more on making your product than you can reasonably expect for selling it.

You can't defy all this and then scratch your head and blame consumers. That's being entitled.
 
If I buy a new game for $20 or whatever deep discount a few months after the fact am I still funding the developers or is that a "problem" as well?
 
The music industry went through the transition gaming is going through now and is still having issues with piracy. I think that is why so many artists tour, that's where the money is made.

As an aside; so many artists tour because that is where the money is for an artist.

Unless you are literally at the very top, you are probably getting totally screwed on cd royalites.
 
What motivates pirates? lack of money or simply not wanting to spend their money on a game they could otherwise get for free, in most cases it's the latter, if piracy wasn't an option, sure a lot of the people that pirate games wouldn't buy them, but sales of a title would overall increase quite a bit.

also the argument of 'piracy is not thieft, piracy makes a copy and doesnt take a copy away from sale' hasnt really worked since digital distribution began.

Lets say you make a living selling posters, posters featuring artwork you have drawn, someone walks in with a huge scanner and starts scanning all of your posters so they can go home and print their own, and in some cases print some for friends too. is this okay? really?
 
But more people go see movies and buy movies than games don't they? Didn't Iron Man 3 reach 1 billion dollars and an average ticket was $10-$15? Aren't those AAA games the ones that sell hardware?

I'm not sure on the exact numbers, but as a whole, the game industry is bigger(just less appreciated). As for AAA selling hardware? Well, we have 2 examples of AAA not being the main selling point of the hardware, but the size of the library, and that was the PSX and the PS2. So I'm not sure what exactly spurs console sales, but I don't think the industry really knows either. The movie business wouldn't survive if everyone did Avatar like numbers, and if you are going by historic numbers, Movie budgets are more under control then game budgets by a long shot.

We are seeing, I think, with the huge growth of the PC and indy markets that "system sellers" are more ambiguous, then the big publishers think and dont think it is directly tied to AAA.
 
The basic logic of piracy hurting sales to any significant degree is flawed. The industry is growing by the billions every. single. year, by a massive amount. It's set to become the highest grossing entertainment industry in the history. Publishers complaining about piracy is the equivalent of finding a thousand dollar bill that has a 5 dollar bill lying ontop of it in the middle of the road, then freaking out about losing the 5 dollar bill when you take the 1000 dollar bill, then spending 2$ and slowing down traffic to find it.
 
No, I didn't get my answer. I did not want to know why some believe pirates pirate more games than they would actually buy. That was already obvious. I want to know why people think that the vast majority of pirates wouldn't buy games even if there was no piracy. You seem to think I'm asking why people think that the vast majority of pirated games wouldn't be purchased by pirates. There is a difference

No, you did get your answer. Pirates would buy some games if they had no other option, but not nearly as many as publishers would apparently like to believe - certainly not one sale for every pirated copy downloaded, since there's good reason to believe that pirates download a lot more than they could ever afford to buy. Publishers could potentially squeeze a little more profit out of the market with sophisticated enough anti-piracy measures, but that's a temporary fix at best, since I think their practices on the development side are unsustainable in the long run. Meanwhile, it's the legitimate customer that suffers as a result of their ever more vigorous efforts to squeeze blood from a stone.
 
Nobody said it doesn't "effect" sales, just nobody knows how, because no industry puts the money into researching it enough, where they could get legitimate numbers to share with the public. I personally think piracy is theft, but just because I think it is morally wrong, I'm not going to start thinking it is effectual enough to spend time trying to kill it(which is never what DRM is really about anyways).

I was non-quotingly responding to someone who did indeed think that it didn't affect sales.
 
Perhaps you should provide examples then of people claiming piracy is fine. Until then, I call bollocks on your claim.

The overwhelming tone of this argument is whether used game sales are harmful, and whether they are comparable to piracy.
front page:
To answer the question: most people who pirate a game wouldn't have bought the game in the first place.

Usually.

Who's to say those pirates and people who buy used games, would have ever bought the game at full price, or at all anyway?

Yeah this.

Someone pirating doesn't mean they were going to purchase the game in the first place.

-edit-

Beaten.


Piracy is marginal and a lot of people who pirate things still pay what they can for things they like.

The assumption that a game being pirated or a game being bought used is a lost sale of a full priced retail title. That assumption is false.

Why would someone pirate something? Because he/she wants it for free not for money.

Neither piracy nor used games hurts devs. They help if anything.

Pirates most likely wouldn't buy the game anyway. So really they're just providing free advertising for the game.

Piracy doesn't hurt, until the game use some external resources like servers, used games just hurt if they don't plan adequately the long run services.

No, if piracy weren't an option the pirates wouldn't purchase the game anyway.

Someone pirating a game is probably a cheap fuck who wouldn't ever buy the game anyway.

If it wasn't for piracy (when I was a kid), I would probably not be a gamer spending money on games today.

A lot of people discover a game series by borrowing from a friend which is not any different from pirating or buying a used copy

That's not to say that used games/ piracy are good things, but they do bring plenty of good to the table (that scale of good tends to be higher for more niche games and smaller for bigger games like COD though, as extra word of mouth for COD won't help sales much, meanwhile extra word of mouth for an unknown game could spark a ton of extra sales.)

If piracy didn't exist, would those people buy games?

Piracy.

Most people only steal when they feel that it's not worth or in their best interests to own legally. If they're unsure if they want to buy or own the game then they're likely to pirate it, this ultimately doesn't effect the bottom line for developers when these people would never buy the games to begin with.

Piracy hurts them but if you think about it in a weird way it could help also. If someone plays the game (probably wasn't even planning on buying it if there pirating it anyways) and likes it, they may want to go buy the sequel because they really like it.

Basically sounds like "a little piracy doesnt hurt" and some even saying it helps. hmm
 
Why do gamers cherry pick things like this to get actively upset at developers in order to justify why they deserve not making a penny on the "art" they made while GameStop, who contributed nothing, is making $55 on new AAA games?

Because they aren't supposed to make money on used copies. They have no right to that money. It's not theirs, it's never been theirs, it's not supposed to be theirs.

And Gamestop "contributes" the same thing during used game sales as they do during new game sales: connecting sellers to buyers.
 
Both hurt devs in some way, if it didn't why go through so much effort to prevent used/pirated games.

Content control and misinforming your stock holders by having a scapegoat, so you can go chasing after windmills all the while increasing stock holder confidence because you are fighting against what really is the cause for the contraction. These large publicly traded companies would sacrifice the game industry if it meant higher stock prices and dividends, even if it is on the short term. If you can essentially create an oligopoly or monopoly by contracting the market enough, you bet your ass MS, Sony, and the major AAA publishers(The guys at the top of the company anyways) would jump at the chance.
 
If I buy a new game for $20 or whatever deep discount a few months after the fact am I still funding the developers or is that a "problem" as well?

Unless you pay 59.99 never sell it and buy all the DLC you are part of the problem according to the publishers. That is exactly what they are pushing for by killing used games/rentals/trading.
 
Used games sales aren't conplete losses for publishers and developers as the new owner would need to pay for additional dlc regardless of if the original owner did.
Even if the game is bought new at a discount, the retailer that sold you the game still bought that stock from the supplier at a set price to begin with, discounts set by stores do not negatively effect publishers, if anything the increase of sales provides more potential dlc purchasers.
 
Used games are used as a source of revenue to buy new ones. Taking away that source of monetazation will hurt the most in the long run, especially when the system is piratable.
 
Frankly it doesn't matter if used games "hurt" devs (and they don't).
This is like complaining that developers are hurt by having to pay salaries, they're hurt by having to pay for marketing, they're hurt by having to send their games to Sony/Microsoft/Nintendo for certification etc.
These are all expenses that you're supposed to budget for, and if you can't manage to make a profitable product then you need to find out how you can improve your business model rather than bitching about how unfair it is that you have to follow the rules and regulations set by the industry.
 
None of them said piracy was fine. They argued its impact, but no one defended it as jaffe claims.

jaffe claims gaf said "piracy is ok cuz pirates wud not have bought a copy newai"

which is incredibly close to what they are saying

they are not arguing intelligently about the impact - they are almost categorically saying that pirates wouldn't have bought the game anyway, and thus piracy represents a 0 loss to publishers and following that conclusion, doesn't hurt them.

it is "ok" in the sense that it causes no loss.
 
What motivates pirates? lack of money or simply not wanting to spend their money on a game they could otherwise get for free, in most cases it's the latter, if piracy wasn't an option, sure a lot of the people that pirate games wouldn't buy them, but sales of a title would overall increase quite a bit.

also the argument of 'piracy is not thieft, piracy makes a copy and doesnt take a copy away from sale' hasnt really worked since digital distribution began.

Lets say you make a living selling posters, posters featuring artwork you have drawn, someone walks in with a huge scanner and starts scanning all of your posters so they can go home and print their own, and in some cases print some for friends too. is this okay? really?

It is not theft: the act of stealing; specifically : the felonious taking and removing of personal property with intent to deprive the rightful owner of it.

Notice it says with the intent to deprice the rightful owner of it. That is why people are saying it is not theft. Piracy: the unauthorized reproduction or use of a copyrighted book, recording, television program, patented invention, trademarked product, etc.

There is a difference and that is whay people are trying to get you to see. With theft you have taken something of value from someone that they can not replace. Theft actually removes something of value from someone, causing them to directly lose money. Piracy allows someone to enjoy something without depriving anyone else from it. It is not the same as taking it.

Your example is the equivalent of piracy. Yes, I would be upset, but I would still be able to sell those posters you got scans of. Would I allow you to do that, no. If you did though I wouldn't claim a loss of $X.XX on my taxes due to theft. I would just make sure you don't get a chance to scan them anymore.

As an aside, it looks like cell phone cameras caused Disneyland to not care about their rollercoaster pictures anymore. We went there and the stands to purchase them were empty and the monitors mostly were broken. Why? People would take pictures of the screen with them on it and not even think about buying it. It wasn't theft, but it was wrong and could be seen as piracy.
 
If I buy a new game for $20 or whatever deep discount a few months after the fact am I still funding the developers or is that a "problem" as well?

Retailer already paid $59.99. So if there's a price reduction to clear stock, or if there's a significant amount of product left over, the store will try to get back some money back by working out a deal with either the platform holder or publisher, I think.

So you buying it at $20 is better for the pub than having the copy sit there on the shelf.
 
Posted? Jaffe:

OwOI64d.png
I buy all my games, and I can't stand this attitude. When the industry is more concerned about the people who pirate than the people who pay for their products, we end up with awful DRM-riddled pieces of trash. When you put DRM in your games that inconveniences me, the paying customer, how you treat pirates becomes my business. It's not acceptable to screw me over just because you can't handle the fact that someone is getting something they weren't entitled to.

It doesn't matter how many people pirate the game. It matters how many copies you sell. If you want to be like EA or Ubisoft and institute draconian policies just because you hate the thought of people playing your games for free, I'm not buying them. If you expect me to praise you while you do something that moronic, you're going to be surprised.

Publishers like EA and Ubisoft have an unhealthy obsession with piracy. They would cut off their nose to spite their face. And have, on occasion.
 
I buy all my games, and I can't stand this attitude. When the industry is more concerned about the people who pirate than the people who pay for their products, we end up with awful DRM-riddled pieces of trash. When you put DRM in your games that inconveniences me, the paying customer, how you treat pirates becomes my business. It's not acceptable to screw me over just because you can't handle the fact that someone is getting something they weren't entitled to.

It doesn't matter how many people pirate the game. It matters how many copies you sell. If you want to be like EA or Ubisoft and institute draconian policies just because you hate the thought of people playing your games for free, I'm not buying them. If you expect me to praise you while you do something that moronic, you're going to be surprised.

Publishers like EA and Ubisoft have an unhealthy obsession with piracy. They would cut off their nose to spite their face. And have, on occasion.


I wouldn't worry about him too much, there is a reason he is hiding behind 140 characters. He wants to act like Fox News/CNN/MSNBC, with drive by comments that distort the lions share of the topic.
 
jaffe claims gaf said "piracy is ok cuz pirates wud not have bought a copy newai"

which is incredibly close to what they are saying

they are not arguing intelligently about the impact - they are almost categorically saying that pirates wouldn't have bought the game anyway, and thus piracy represents a 0 loss to publishers and following that conclusion, doesn't hurt them.

it is "ok" in the sense that it causes no loss.

You're attributing an entirely different angle on the discussion to jaffe's post, and those front page posts.
 
I buy all my games, and I can't stand this attitude. When the industry is more concerned about the people who pirate than the people who pay for their products, we end up with awful DRM-riddled pieces of trash. When you put DRM in your games that inconveniences me, the paying customer, how you treat pirates becomes my business. It's not acceptable to screw me over just because you can't handle the fact that someone is getting something they weren't entitled to.

It doesn't matter how many people pirate the game. It matters how many copies you sell. If you want to be like EA or Ubisoft and institute draconian policies just because you hate the thought of people playing your games for free, I'm not buying them. If you expect me to praise you while you do something that moronic, you're going to be surprised.

Publishers like EA and Ubisoft have an unhealthy obsession with piracy. They would cut off their nose to spite their face. And have, on occasion.

Jaffe didn't say anything wrong or incorrect in that post. A lot of people here have been supporting piracy through roundabout arguments (many similar to used game arguments). But he makes clear in his Twitter feed that, without a doubt, he isn't talking about used games.
 
I've always maintained that some of the PS2's success was because it was easy to play pirated games on.

It wasnt illegal in Australia to buy pirated games overseas and play in their consoles, it was a weird rule which was brought in as the ACCC didnt think it was unfair for someone to buy a cheap game in Asia and bring it back to play for themself.
 
Used games are used as a source of revenue to buy new ones. Taking away that source of monetazation will hurt the most in the long run, especially when the system is piratable.

A source of revenue to buy both new and old.

Used sales hurts new retail sales during the launch window the most. Get rid of that and I think the problem is mostly solved. Whatever solution there is it's gonna have to hurt Gamestop a bit.
 
You're attributing an entirely different angle on the discussion to jaffe's post, and those front page posts.

care to point out what ive done wrongly then?

because afaik, he is talking about how people were saying that piracy doesnt hurt publishers because pirates arent worth any money

ie, "piracy is ok because it doesnt hurt anybody"


I've always maintained that some of the PS2's success was because it was easy to play pirated games on.

It wasnt illegal in Australia to buy pirated games overseas and play in their consoles, it was a weird rule which was brought in as the ACCC didnt think it was unfair for someone to buy a cheap game in Asia and bring it back to play for themself.

i think you misinterpreted the result of the case here

in australian law, it is illegal to circumvent a copyright protection device. the device in question was the region protection measures in the PS1 - the court concluded that such a protection doesnt actually serve to make it more difficult for people to create a pirate copy and so wasnt protected by anti-circumvention provisions. (so modchips are ok because they circumvented stuff that isnt protected)
 
I love that any dev who literally has decades of experience is immediately written off as if they dont know anything if they have a different opinion
 
Jaffe didn't say anything wrong or incorrect in that post. A lot of people here have been supporting piracy through roundabout arguments (many similar to used game arguments). But he makes clear in his Twitter feed that, without a doubt, he isn't talking about used games.
I didn't say he's wrong. I was trying to show why his statement is irrelevant.
 
A source of revenue to buy both new and old.

Used sales hurts new retail sales during the launch window the most. Get rid of that and I think the problem is mostly solved. Whatever solution there is it's gonna have to hurt Gamestop a bit.

That is technically impossible, unless the relative value of that new game is considered terrible. The only way used can depreciate demand is if the value of the new good is lower then then the available stock of a good, otherwise it would be impossible to supply the used game sales, because the new version wasn't selling enough.
 
Piracy

I remember when games had demos. When I'd play these demos, they get me excited to buy the game, and eventually actually go out and buy them. Unfortunately, many games do not get demos as of late, and so I have nothing to do but go off a biased review or small bits of gameplay... or... off a whim. *gasp!* I stand strongly for the "try-before-you-buy" policy. It's kind of like a car. You find a car you have interest in and potentially want to buy? You do some research and you go out and do a test drive. If you like it, you buy it. If you don't, you don't. Same should go for a game. Why pay for something you're not going to like?

Your argument seems to be more in favor of game demos rather than game piracy. Trying before you buy is one thing. Having a full copy of the game is another. I hate to raise the spectre of the "You wouldn't download a car" argument, but it really is the same principle. When you are test driving a car, you are presented with the car for a limited amount of time. After a test drive, you're done. You can't drive that vehicle to work everyday until you buy it. You can't reasonably expect videogames to present you any different opportunities. If a developer feels a demo is necessary, they'll release one. If they do, it's a limited experience to entice you to buy their game (not unlike how a test drive is to entice you to buy a car). Punishing devs for not releasing a demo by pirating their games outright is just silly.
 
Lol because they are the same thing right? Frankly, I'm concerned about this anti consumer love fest going on in some of these threads. Used games hurt developers as much as used cars hurt manufacturers, so stop with this weird obsessed devotion. Should we ban libraries? Think of all those USED books. How dare we swindle JK Rowling and company.

Indeed.
 
It is not theft: the act of stealing; specifically : the felonious taking and removing of personal property with intent to deprive the rightful owner of it.

Notice it says with the intent to deprice the rightful owner of it. That is why people are saying it is not theft. Piracy: the unauthorized reproduction or use of a copyrighted book, recording, television program, patented invention, trademarked product, etc.

There is a difference and that is whay people are trying to get you to see. With theft you have taken something of value from someone that they can not replace. Theft actually removes something of value from someone, causing them to directly lose money. Piracy allows someone to enjoy something without depriving anyone else from it. It is not the same as taking it.

Your example is the equivalent of piracy. Yes, I would be upset, but I would still be able to sell those posters you got scans of. Would I allow you to do that, no. If you did though I wouldn't claim a loss of $X.XX on my taxes due to theft. I would just make sure you don't get a chance to scan them anymore.

As an aside, it looks like cell phone cameras caused Disneyland to not care about their rollercoaster pictures anymore. We went there and the stands to purchase them were empty and the monitors mostly were broken. Why? People would take pictures of the screen with them on it and not even think about buying it. It wasn't theft, but it was wrong and could be seen as piracy.

while i agree in a way the term for theft was concocted in a time when virtual items, property and so on didnt exist, as such its obly logical it wont directly line up with todays situations.

in the instance of scanning the posters, it is classed as thieft, both copyright thieft and intellectual property theft, something piracy does both of too. when a game is sold new profits go to the publisher and developer, as do profits from additional dlc and content, when a game is sold and enters the used game market more often than not that regained money is then used to buy a new game, in a sense the revenue stream continues - the owner of the used game can then benefit the publishers and developers by purchasing dlc and extra content - in most cases piracy of titles includes the piracy of additional content, dlc and map packs, in most cases the games cannot be played online so even without availability of the additional content online the pirated copy cannot purchase this content, if developers allowed these pirated copies to access online features the legitimate purchasers would be impactes as server load for online play increases.

but again, the definition of theft has not changed since before the says of virtual content, just because you arent taking a physical object does not mean it isnt theft, if you connected to a steam server and downloaded all of the games without paying, regardless of the fact those games are just digital virtual things its still theft.
 
care to point out what ive done wrongly then?

because afaik, he is talking about how people were saying that piracy doesnt hurt publishers because pirates arent worth any money

ie, "piracy is ok because it doesnt hurt anybody"

That isn't what the inference is. If the relative cost of going after pirates is higher then allowing pirates to exist, then it would be financially dumb for companies to actively go after pirates(which is the argument). That isn't to say that you dont try and go after pirates when they get caught in the act, but beyond that, I'm not seeing the value add from focusing on them vs your legitimate customers.
 
I am surprised that nobody mentioned this so far. Used games may actually lead to more money to the developers. The basic idea is the money multiplier from economics 101. It goes like this: suppose I have a new copy of the game. I trade it on for half its value, so I get 30 dollars back. I spend half of it, 15 bucks on new games. Each time I do this, I spend 25 percent of the value of the game goes back into the industry. Extrapolating this by trading in many times, it is easy to calculate that in the end 1/0.75=1.33 which is more money than the initial value of the single game! 33% more in fact. Let me repeat this, in this scenario, it leads to 33% more money spent on new games.

Therefore the claim that used games hurt the industry is dubious at best.
 
I love that any dev who literally has decades of experience is immediately written off as if they dont know anything if they have a different opinion than the hive mind

I love how you refer to a hive mind in a thread full of contention.
 
I am surprised that nobody mentioned this so far. Used games may actually lead to more money to the developers. The basic idea is the money multiplier from economics 101. It goes like this: suppose I have a new copy of the game. I trade it on for half its value, so I get 30 dollars back. I spend half of it, 15 bucks on new games. Each time I do this, I spend 25 percent of the value of the game goes back into the industry. Extrapolating this by trading in many times, it is easy to calculate that in the end 1/0.75=1.33 which is more money than the initial value of the single game! 33% more in fact. Let me repeat this, in this scenario, it leads to 33% more money spent on new games.

Therefore the claim that used games hurt the industry is dubious at best.


Publishers aren't complaining about not making money from used games, they are complaining about not making money directly from each transaction taking place.

They basically want a cut of the money GameStop makes, like crime lords.
 
Publishers aren't complaining about not making money from used games, they are complaining about not making money directly from each transaction taking place.

They basically want a cut of the money GameStop makes, like crime lords.
This thread is not about that , even though that is true, and I agree with you. I am merely explaining that used games CAN benefit developers in the long run.
 
I love that any dev who literally has decades of experience is immediately written off as if they dont know anything if they have a different opinion than the hive mind

I don't care how much experience someone has in the video game market, that doesn't make them an expert in economics. Most of us over 21, went to college, chances are we all have jobs, some of us good jobs, that doesn't make us experts, even if we work in the financial field. You are not an expert with video game economics simply because you are in game industry; just like I'm not a macro economics expert in the financial industry, simply because I work in it. Good points are good points, and market norms are market norms, after that as long as you have a strong argument, you don't have less of a leg to stand on, then someone who uses a short twitter blurb to disagree.
 
I am surprised that nobody mentioned this so far. Used games may actually lead to more money to the developers. The basic idea is the money multiplier from economics 101. It goes like this: suppose I have a new copy of the game. I trade it on for half its value, so I get 30 dollars back. I spend half of it, 15 bucks on new games. Each time I do this, I spend 25 percent of the value of the game goes back into the industry. Extrapolating this by trading in many times, it is easy to calculate that in the end 1/0.75=1.33 which is more money than the initial value of the single game! 33% more in fact. Let me repeat this, in this scenario, it leads to 33% more money spent on new games.

Therefore the claim that used games hurt the industry is dubious at best.

I've been saying it. Increased Liquidity+disposable income in an industry is a good thing, the only way it wouldn't be is if they were selling air, instead of a finite amount of goods.
 
Slightly off topic but i would be very much in favor of the following solution.

remove DRM and copy protection from games and impliment a universal online pass system for used games where you can buy them at any game store and they work for any game, and developers get a cut based on what games theyre used on, meaning unless the game is new both used game owners and pirates would need to use said passe to play the game online, then simply add additional incentives for buying new such as exclusive content unlocked by retail codes that cannot be unlocked by the universal codes.

i believe that would solve a lot of the industrys problems while satisfying customers, developers and share holders and creating the potential for making money off of pirated game owners too. while you could say 'but then nobody would buy the games' technically right now anyone could pirate just about any game anyway, the only difference is pirates copies are currently almost entirely a lost cause revenue wise.
 
I know this is a little bit late into the thread but I'd like to explain the difference between piracy and used games sales:

When it comes to PIRACY it's all about intellectual property. Intellectual property is an idea, or a work of art that someone has created who then assumes ownership of that idea. To be able to enjoy that intellectual property you have to pay to for it.

For instance, when you listen to the radio you think you're listening to a song for free. What's the difference between this and pirating that song? Well, the fact that someone paid for that specific type of license. A broadcasting license.

Philosophically and quite literally in the terms of the law, you cannot listen to, watch, or enjoy intellectual property that someone created for profit without paying for the right to do so first.

Now when it comes down to USED GAMES we're talking about the literal ownership of that physical good and then privately selling it. Now that is not at all any different than buying a piece of art from an artist and then turning around and selling it to your friend or neighbor.

However, when it comes to digital media there is now a divide of what is lawfully yours and what isn't. For instance: you own a copy of Windows 7. The disc is a physical good but the contents of it is digital media, or an idea, i.e. intellectual property. Without the activation key you cannot enjoy the OS locked on the disk because this is the means to protect that work from being unlawfully copied and enjoyed by many.

See unlike that piece of art that an artist drew or painted up there is only one of them, when it comes to digital media there is an endless amount of it. So to help protect the value of that product there needs to be a limit on who can enjoy it. Under the law, the first person who bought it has rights to the number of activation keys.

Pirating games is illegal because you are sidestepping the law of having to buy a license to enjoy that game. Companies like EA and now probably Microsoft and Sony are hoping to battle against this by making sure that games haven't been illegally copied for mass consumption by those who haven't paid for the license by instituting a verification process to make sure they are legit and the person who is playing it has indeed paid for the license, or the right to the play it.

The above is what I feel Phil Harrison screwed up on. He said that gamers would now have "permission" to play the games they paid for as soon as their game had been verified online. "Permissions" is a technical term used in computing and it is the same wordage that can be applied to "having the right".
 
Not to make this into a Xbone thread but it cheeses me off that legitimate consumers (non-pirates) are always the ones to suffer when it comes to DRM strategies and the pirates are always the ones getting the superior experience.
 
Not to make this into a Xbone thread but it cheeses me off that legitimate consumers (non-pirates) are always the ones to suffer when it comes to DRM strategies and the pirates are always the ones getting the superior experience.

Because it isn't about pirates.
 
I am surprised that nobody mentioned this so far. Used games may actually lead to more money to the developers. The basic idea is the money multiplier from economics 101. It goes like this: suppose I have a new copy of the game. I trade it on for half its value, so I get 30 dollars back. I spend half of it, 15 bucks on new games. Each time I do this, I spend 25 percent of the value of the game goes back into the industry. Extrapolating this by trading in many times, it is easy to calculate that in the end 1/0.75=1.33 which is more money than the initial value of the single game! 33% more in fact. Let me repeat this, in this scenario, it leads to 33% more money spent on new games.

Therefore the claim that used games hurt the industry is dubious at best.

The other part of the equation is the people that don't or rarely buy new games, and only buy the copies you traded in.
 
Top Bottom