Hotline Miami has sold 130,000 copies, talks on Piracy and more

I think it both makes fun of the (though effective) structure of games of having whatever excuse to let you bash in some virtual heads in (the phone calls all having things completely unrelated to violence) as well as some more mundane commentary on social hysteria, alienation and paranoia, related to violence (the main plot).
In this sense i think it was fairly elegant, up until the end with the real finale, that spells out too much and becomes expository.

I may be painting the rest of the narrative with too broad of a brush because of the real finale but that's entirely the developers fault. I can't pull the experience of that first level out of context from my experience with the end of the game. It's poisoned the narrative well, unfortunately.
 
130.000 units is a lot. I would be very happy if my first commercial game sold that well. It didn't. :D
 
Sad that the PC community will even treat cheap indie games like that through the magic of piracy.

I don't know if "community" is a fair statement, when talking about people using PCs.
Sounds a bit like "the drivers community" when talking about people who use a vehicle.

Maybe i have a wrong idea of what "community" actually means, though.
 
Jonatan Söderström even released a proper patch for pirated versions of the game.

"That's what he's like," Struthers said. "He just felt he didn't want people playing the buggy version of his game however they got it. He wanted them to get the patch. He basically said, 'I'm not going to criticise this, it's a fact of life. It would be nice if guys could find it within themselves to pay for it, but that's the world I'm in, so you know, you just have to take it for what it is.'"

Wowsers that's a nice gesture for stinking pirates.

First person to quote me will get a free copy of Hotline Miami on Steam, please only quote if you don't own it.
 
Wowsers that's a nice gesture for stinking pirates.

First person to quote me will get a free copy of Hotline Miami on Steam, please only quote if you don't own it.

You are a great man. (I already have a copy, just wanted to say that)
 
I've been playing thought it recently and I find it very satisfying when you can just run into a room and kill everyone and stop for a few seconds and breath in that Adrenline rush over how bad ass you just were.
 
I have some interest in the game but it just looks so jank that I've been waiting until it hits a price low enough that should I hate it, I do not care about the amount I spent.
 
It's FIVE FUCKING DOLLARS.

So are tons of other games I know I will like, I already have a backlog from this sale, after spending the entirety of 2012 clearing said backlog OUT! I am not in a hurry to buy more games, especially ones I am unsure of, for prices that are competitive with games I am sure I will enjoy.

I've been unsure of Splinter Cell for 10 years now, this xmas sale I finally bought Chaos Theory for $2.49
 
I think many people bothered with piracy have a serious problem with understanding that the very fact it was pirated DOES NOT EQUAL a lost sale. Most people who pirate would not have bought it anyways -- piracy is a sign of popularity and it's kind of stupid to say it's been pirated to hell and back and think that those were lost sales...

IMO, make sure you get your original content fresh and good for people who pay for it, with whatever possible upsides you can grant them. Piracy extends the long reach of your product and gives you visibility to tons of people who would have never spent money on your first game.. use that opportunity to build up your ability to produce better games and eventually convert piraters into actual purchasers.

Less whining and more winning!
 
I think many people bothered with piracy have a serious problem with understanding that the very fact it was pirated DOES NOT EQUAL a lost sale. Most people who pirate would not have bought it anyways -- piracy is a sign of popularity and it's kind of stupid to say it's been pirated to hell and back and think that those were lost sales...

IMO, make sure you get your original content fresh and good for people who pay for it, with whatever possible upsides you can grant them. Piracy extends the long reach of your product and gives you visibility to tons of people who would have never spent money on your first game.. use that opportunity to build up your ability to produce better games and eventually convert piraters into actual purchasers.

Less whining and more winning!

I don't think it's stupid to see it as an issue.

Even if a small part of the pirates buy the game, it's more money for the creator. The popularity is a moot point, even if it helps in making people aware of the game, why would they select the paid option? It might drive the piracy rate for all we know. You could have a hugely pirated game, but that popularity isn't reflected in sales. World of Goo is a good example of that : link

Piracy is just a very difficult to tackle from a tech point of view. I predict that you'll see more and more games depending on server side content so that you never have a full copy, but just part of the code. That's how Diablo 3 and Simcity will be and that's a direct counter-measure to rampant piracy.
 
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