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Kepa posted:No argument on the advertising value. Didn't McPixel do something similar with piracy-based marketing? One of the two was, I think, the one that did the "roach" edition / made fun of piracy.
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# ? Apr 30, 2013 03:06 |
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# ? May 29, 2024 12:27 |
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I remember shortly after a multi-platform game I tested went to PC, there was a very frustrating sort of attitude about piracy in the studio. The game was definitely a shoddy PC port in pretty much every way, which was called out by reviewers and players alike, but people I talked to within the company would try to justify it in this weird way by saying "well the piracy rate on the game was 90%, who cares about them anyway". The problems did eventually get fixed, but it really showed how incapable the greater game industry is in rationally dealing with the piracy issue in a reasonable way.
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# ? Apr 30, 2013 05:58 |
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Every time this discussion comes up, I renew my thanks for working in MMOs. Even with the emu scene out there, our servers are still why people want to play in the first place. Even though I think the SimCity decision was possibly the worst decision possible, I completely understand why someone who didn't fully understand the SimCity playerbase would make it.
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# ? Apr 30, 2013 06:16 |
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miscellaneous14 posted:I remember shortly after a multi-platform game I tested went to PC, there was a very frustrating sort of attitude about piracy in the studio. The game was definitely a shoddy PC port in pretty much every way, which was called out by reviewers and players alike, but people I talked to within the company would try to justify it in this weird way by saying "well the piracy rate on the game was 90%, who cares about them anyway". It's an industry full of manchildern. Cut us some slack! But no seriously yes piracy is one of those issues that really makes things go sour. It basically becomes a us versus them mentality and boy that is one road you don't like to go in at all. There is a reason for the NDAs. Basically to prevent stupid poo poo like that to happen. God knows if there wasn't developers would love to loving poo poo on fans if they had the power to do so. I guess it's more a frustration that there isn't really any real answer to how much piracy affects sales and its what drives people nuts.
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# ? Apr 30, 2013 06:25 |
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Shindragon posted:God knows if there wasn't developers would love to loving poo poo on fans if they had the power to do so. Which is a shame, because as cathartic as it may be, it's not helpful when dealing with a systemic problem. In other news, this is a thing. Andrew Orloski from The Register posted:Have you ever uploaded a photo to Facebook, Instagram or Flickr? While Andrew can get highstrung about these sort of things, the orphan works issue is actually a big deal, especially since it's so outwardly opaque. It's also a major area of doctrinal difference between the US and European copyright schemes (the other main area is moral rights). -e- The broader point I'm trying to make is that issues of piracy and copyright are systemic issues. Sure, a company can design a game around avoiding piracy via DRM, or design decisions, or they can simply ignore it and do the best they can. But the major sustaining factor in piracy is an intellectual property rights regime that is broken in so many ways, and favors big money over content consumers. Until the system is fixed, you can't really win by battling the symptom. Leif. fucked around with this message at 08:01 on Apr 30, 2013 |
# ? Apr 30, 2013 07:57 |
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When I saw this on Kotaku yesterday I thought it was cool, but when I saw the screenshots it looked like they ripped off Game Dev Story to begin with. http://en.wikipedia.org/wiki/Game_Dev_Story
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# ? Apr 30, 2013 08:14 |
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Juc66 posted:the fortunes of the company are ultimately on the shoulders of the people running it. Except that when companies do adapt, (by making freemium games) people cry about that too. There's no pleasing people
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# ? Apr 30, 2013 14:36 |
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The Oid posted:Except that when companies do adapt, (by making freemium games) people cry about that too. There's no pleasing people The only reason there aren't "we need IAP DRM and online verification!" memes yet is because few bother with the (costly) metrics it would take to track IAP piracy. Well, that, and because most F2P is still mobile, and the big publishers all imagine Android as a pirate's den already. Give it a few years, and suits will be making GBS threads a brick over that too. The whole debate is a red herring. "If we can convert even 5% of those pirates!" makes a bunch of assumptions as to the nature of piracy that have never been backed up with hard data. Most experience seems to indicate that that 90% is largely hoarding behavior, not play behavior, and that the remaining percent is Russia/China. Converting Russia/China can't be done with DRM or anything like it, you have to address the income inequality and slanted nature of their markets, localize for those countries despite known piracy, and so on - but that's hard and risky, so few bother, instead continuing to bang on the "convert pirates!" angle. EDIT: VV that's my approach. It sucks, but eh, all those pirated copies of Jones On Fire at least add to my "kitties saved" metric Shalinor fucked around with this message at 15:16 on Apr 30, 2013 |
# ? Apr 30, 2013 14:57 |
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I think the hoarding angle is the major reason the rates are so high. Think of how many games you've bought from Steam during a sale that you've never actually gotten around to playing? Now imagine every game was on sale all the time for 100% off. That's piracy in a nutshell, and it's why you can't just assume "one pirated game = one lost sale". Personally, I think it promotes a better relationship to just focus on the people who do buy your games. You don't have to be happy about piracy, but as others have said, getting too aggressive about it just ends up harming the paying customers and creating an atmosphere of hostility.
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# ? Apr 30, 2013 15:14 |
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The Cheshire Cat posted:I think the hoarding angle is the major reason the rates are so high. Think of how many games you've bought from Steam during a sale that you've never actually gotten around to playing? Now imagine every game was on sale all the time for 100% off. That's piracy in a nutshell, and it's why you can't just assume "one pirated game = one lost sale". I agree that a pirated game does not equal a lost sale but I don't think hoarding is the reason. People have limited budgets and there are only so many games they can buy. This is why steam sales and humble bundles are so great, because they get people to play (and pay for) games that they might not have purchased otherwise. Of course, some people do hoard games.
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# ? Apr 30, 2013 17:03 |
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The company I work for got their start localizing for a country that had no history of paying for software. I don't know how they did it, but somehow they figured out how to get a eastern bloc country to pay premium prices for premium games.
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# ? Apr 30, 2013 17:06 |
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Assuming 0% of piracy represents lost sales is equally ridiculous as assuming 100% does. The number is clearly in between 0 and 100. Denying the fact that eliminating piracy would increase revenue by a measurable amount is just nonsense.
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# ? Apr 30, 2013 17:08 |
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It seems that without more real data there are not a lot of good arguments you can make in the piracy debate. I do think the best way to do it is to focus on serving your customers though, because as a creator and a consumer, nothing is more stupid to me than screwing over your paying customers in an attempt to stem some unknown impact of non-paying users.
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# ? Apr 30, 2013 17:17 |
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One very smart thing about what this company did is that it's a great way to actually GATHER that data. A lot of piracy rates are just based on estimates. If you create and distribute the "cracked" game yourself, you can actually see exactly how many legitimate vs. pirated copies exist (although as they mentioned it will be a bit off since anyone running it offline won't be counted). It's kind of a crazy way to gather data, but it makes for much more reliable data than just comparing your actual sales to expected sales and writing off the difference as "piracy". I should add that this method could also be used maliciously, which I'm glad the company didn't do. It's one thing to have your game render itself unplayable if it's pirated (lots of games do it; some of the methods are pretty amusing too). It's entirely another to deliberately attack someone's system. The Cheshire Cat fucked around with this message at 17:24 on Apr 30, 2013 |
# ? Apr 30, 2013 17:22 |
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DancingMachine posted:Assuming 0% of piracy represents lost sales is equally ridiculous as assuming 100% does. The number is clearly in between 0 and 100. Denying the fact that eliminating piracy would increase revenue by a measurable amount is just nonsense. It's a bunch of vague hand-waving designed to justify invasive DRM, "because even if it's only somewhat effective and we can just cut piracy by 5%...", with no numerical backing to justify the action. It's feel-good logic that ignores the substantial negative impact of DRM, because hey, if we're making up numbers for how many sales this will save us, why not make up numbers for the negative side too? In short: Harumph. I'll believe the 5% malarky when I see actual, solid data demonstrating pirates that represented 5% of your pirated copies being verifiably converted to paying customers by virtue of DRM. Until I see that data, the only solid data on the table is the negative impact invasive DRM has on paying consumers, and the substantial damage that the ensuing media poo poo storm causes. So for me, that takes precedence / I'm only willing to consider trivial DRM that does nothing but keep honest people honest. EDIT: I'm not even convinced by the "no piracy for the first few weeks" argument. I don't buy that you're converting a useful fraction of pirates, so much as those pirates are just waiting 2 weeks to play your game. EDIT2: I can't take anything I post seriously with that drat derpy crab over there. EDIT3: VV You can't. I realize this is an impossible problem to analyze. That's why dramatic measures are so frustrating to see - you're destroying the experience of a substantial fraction of your paying users on sheer gut instinct that it'll improve your sales. There is zero basis in fact for those measures, and plenty of basis in fact for measures to the contrary. Shalinor fucked around with this message at 18:26 on Apr 30, 2013 |
# ? Apr 30, 2013 17:42 |
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Shalinor posted:In short: Harumph. I'll believe the 5% malarky when I see actual, solid data demonstrating pirates that represented 5% of your pirated copies being verifiably converted to paying customers by virtue of DRM. Until I see that data, the only solid data on the table is the negative impact invasive DRM has on paying consumers, and the substantial damage that the ensuing media poo poo storm causes. So for me, that takes precedence / I'm only willing to consider trivial DRM that does nothing but keep honest people honest. How exactly would you gather "actual, solid data demonstrating" the magnitude of economic impact of piracy? Survey pirates and ask how many would pay if they couldn't pirate the game? The only perfect experiment would be to release a game with perfect unbreakable DRM and, in a parallel universe, release the same game at the same time with no DRM, and measure the difference in revenue. Sometimes perfect data is impossible to achieve, and you have to do estimates and make the best business decisions you can anyway. It seems to me that if you're building a single-player (or peer-to-peer) experience, some moderate level of speed-bump DRM (like Steam's) is a good business decision. The degree to which this is true is somewhat scaled by how "big" your game and company is. An even better business decision is to build a game for which piracy is irrelevant (MMOs, farmville, Clash of Clans, etc). It all makes me very sad because the kinds of games I like (big budget PC sandbox and strategy games) are the ones most vulnerable to piracy, and the ones with the least investment dollars flowing towards them.
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# ? Apr 30, 2013 18:20 |
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DancingMachine posted:Assuming 0% of piracy represents lost sales is equally ridiculous as assuming 100% does. The number is clearly in between 0 and 100. Denying the fact that eliminating piracy would increase revenue by a measurable amount is just nonsense. You're exactly right that a number between 0% and 100% is a wrong assumption because the percentage is negative. The Swiss Government commissioned a study showing the obvious: 1) More then a third of Swiss citizens over 15 download music, movies and games without paying for them. 2) The percentage of disposable income spent on consumption in this area remains constant. However, shifts are observed within that budget. 3) This frees up a portion of their budgets, and the released portion is invested in concerts, theatre visits and merchandising. Here's a quick blurb in english: http://boingboing.net/2011/12/03/swiss-govt-study-downloadin.html The original Swiss Government Media Release (chrome will translate this for you): http://www.ejpd.admin.ch/content/ejpd/de/home/dokumentation/mi/2011/2011-11-30.html And the link to the study from the Swiss Federal Government site (if you can read German): http://www.ejpd.admin.ch/content/dam/data/pressemitteilung/2011/2011-11-30/ber-br-d.pdf Or French: http://www.ejpd.admin.ch/content/dam/data/pressemitteilung/2011/2011-11-30/ber-br-f.pdf
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# ? Apr 30, 2013 18:26 |
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Speaking of producers not treating consumers well... origin. I just decided that I was going to give SimCity a shot now that it's apparently stable, but my IP address is polish, so for some reason I can only buy the game in polish or russian. Even Amazon won't sell me the digital version because I'm not in the US. I'm not advocating pirating SimCity nor do I plan to do it myself, but when a company makes a product unavailable for someone who *wants* to pay for it, I think piracy may be justified.
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# ? Apr 30, 2013 18:37 |
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That doesn’t even pass the sniff test. The conclusions they draw from the data do not follow (trivial correlation/causation fallacy), the idea that all people have a completely fixed entertainment budget is nonsense, and none of it applies to games anyway. This is one of those issues that people get emotionally invested in justifying. A cold analytical approach tells you that game publishers are behaving rationally, even if that’s not to the benefit of game consumers (especially core game consumers). If all existing major publishers were behaving irrationally, some other publisher would be dominating the industry by now. Guys like Paradox and CDProjekt have carved out a nice niche and are doing fine (still making most of their money on Steam though, btw), but they’re not exactly a threat to any of the big kids.
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# ? Apr 30, 2013 18:41 |
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Shalinor posted:This, and also, the notion that Freemium prevents piracy is kind of adorable. The pirates just crack your content locks, after you've politely given them a legal copy. I dont think freemium is only or even primarily a mobile thing. In china it has been used very successfully for years, in conjunction with games being always online, to effectively battle piracy / release games with actual revenue in that country. In Russia it's not really income inequality that you fight so much as convenience and little to no protection for copyright holders. If income inequality was the problem then the sales in the USA, which has measurably worse income inequality, would have an even bigger piracy problem than Russia. But hey the approaches in those countries work, and work well enough that AAA studios still release Russian language versions of games there, even with how big of a pain in the rear end it is. The market in Russia is how it is, changing your product to work in that market is a lot easier / possible than changing the market to work for an unchanged product.
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# ? Apr 30, 2013 19:22 |
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Comte de Saint-Germain posted:The company I work for got their start localizing for a country that had no history of paying for software. I don't know how they did it, but somehow they figured out how to get a eastern bloc country to pay premium prices for premium games. Comte de Saint-Germain posted:I'm not advocating pirating SimCity nor do I plan to do it myself, but when a company makes a product unavailable for someone who *wants* to pay for it, I think piracy may be justified. I think these two statements are related. A lot of piracy in these countries can easily be explained as availability issues; company A sees the piracy rates there and says "oh well there's no point localizing and distributing there because they'll just steal it", so then the people that want to play the game HAVE to steal it because they literally cannot obtain it legally. I wouldn't be surprised if a lot of people playing pirated games in the Eastern Bloc and other high piracy areas actually do pay for them, but they buy them from bootleggers since the actual publishers won't sell legitimate copies there. It still gets counted as "piracy", even though the player actually did "buy" the game.
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# ? Apr 30, 2013 19:35 |
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The problem with the piracy debate is that no one knows if it has any real effect on sales at all, so it's all unsubstantiated opinion from all sides. Although legally the content distributors have the high ground since they can argue that regardless of the existence or absence of any impact on sales, acquiring a paid product for free over illegal channels is (obviously) illegal.DancingMachine posted:A cold analytical approach tells you that game publishers are behaving rationally, even if thats not to the benefit of game consumers (especially core game consumers). If all existing major publishers were behaving irrationally, some other publisher would be dominating the industry by now. Guys like Paradox and CDProjekt have carved out a nice niche and are doing fine (still making most of their money on Steam though, btw), but theyre not exactly a threat to any of the big kids. And that's the best part. Everyone is so wrapped up in morally or logically trying to justify or deny piracy that they don't realize that what they think doesn't really matter. The opinions that matter are from the guys in suits, who have the power to demand DRM or evaluate risk and fund or deny games accordingly. And the power to lobby congress.
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# ? Apr 30, 2013 19:39 |
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A few of my industry friends are posting this on Facebook, it's quite good: "51 Things every game student should know" http://k0k0k0.wordpress.com/51-things-every-game-student-should-know/ Some parts I disagree with but some made me laugh out loud and it's solid for the most part. These have probably been posted in this thread before, but I always link people to them: So You Want to Work in the Video Game Industry http://www.youtube.com/watch?v=lGar7KC6Wiw Extra Credits - So You want to be a Game Designer http://www.youtube.com/watch?v=zQvWMdWhFCc
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# ? Apr 30, 2013 20:03 |
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DancingMachine posted:the idea that all people have a completely fixed entertainment budget is nonsense, and none of it applies to games anyway. What? Why? Obviously not all people have a fixed entertainment budgets but I think it is safe to say that the vast majority do, especially those who play non-freemium games.
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# ? Apr 30, 2013 20:15 |
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Magic posted:A few of my industry friends are posting this on Facebook, it's quite good: That was great, though super targeted towards artists (understandable, given her previous jobs). I like her writing style - and I also liked this line. quote:You can distract them from any awkward moments with shiny work!* Truth. I brought an iPad in to an interview with a demo of the game prototype I was working on. They were distracted from my crippling awkwardness and social anxiety by the sheen of my tablet. Got the job. (To be fair to myself, I'm actually very personable and weird in a way that's manageable in an office environment.) Frown Town fucked around with this message at 20:17 on Apr 30, 2013 |
# ? Apr 30, 2013 20:15 |
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zolthorg posted:You're exactly right that a number between 0% and 100% is a wrong assumption because the percentage is negative. The Swiss Government commissioned a study showing the obvious:
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# ? Apr 30, 2013 20:27 |
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Magic posted:"51 Things every game student should know" quote:Developers don’t say “mobs”. Yes we do =(
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# ? Apr 30, 2013 20:34 |
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mastermind2004 posted:So people pirating games leads to higher attendance at Video Games Live which helps the people who created the pirated games due to ??? It's great that piracy in the music business helps artists because they have other ways of earning money on their music. That isn't exactly applicable in games, so I don't see how the argument applies. I thought our role as video game professionals was to promote all forms of media entertainment, even at the expense of our own company's well being? I must have gone to the wrong panel at Pax East. Seriously though, the study you're quoting above, and the idea that the data it presents somehow justifies piracy in gaming is super frustrating and one I see often. It is also why I summarily ignore most conversations around why piracy could be a good thing, most of the people supporting this view either have 0 data (but lots of loud opinion and conjecture) or a random, unrelated study, conducted with a goal in mind that isn't "does piracy hurt the industry you're stealing from?". This study was conducted to identify whether or not the government should tighten regulation around piracy. The reason they conducted this study was to figure out if there was more money on the table that they weren't collecting as a result of piracy, which is why they examined the impact on the overall entertainment budget. Basically what this post says is: "Guys, piracy is OK because the Swiss government spent a few million dollars to figure out that if people don't spend money on one thing, THEY ARE GOING TO SPEND IT ON SOMETHING ELSE! Piracy is awesome woohoo!". For me, this lack of understanding around the data you're trying to present completely invalidates any further statement you might make about the merits of piracy. Edit: I'm not a developer, but most of the ones I've worked with (especially those that play MMOs) say Mobs, they also say Creeps, Inc!, Aggro, and Pathing. AmazonTony fucked around with this message at 20:46 on Apr 30, 2013 |
# ? Apr 30, 2013 20:42 |
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It's clear that game developers should be putting on theatre productions to make sure they get those "lost" dollars from the fixed budget. I know I look forward to the day I can go and see Valve presents Hamlet with some of the exactly £132.89 I spend every month on entertainment.
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# ? Apr 30, 2013 20:55 |
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typhus posted:We announced our new project today: http://www.ign.com/videos/2013/04/29/soul-fjord-reveal-trailer Oh you must work with Aaron then. Or maybe you are Aaron...
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# ? Apr 30, 2013 20:56 |
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Monster w21 Faces posted:Oh you must work with Aaron then. Or maybe you are Aaron... Everybody loves Linde.
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# ? Apr 30, 2013 21:01 |
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devilmouse posted:Yes we do =( Yeah, seriously that's a very confusing one. There are a few in there that don't make much sense to me - the Polycount one is sort of spot on, but including lesser versions of your high-poly model to show that you can do LOD seems like one of the ways of going above and beyond. I do wish that there was a bigger emphasis on taking feedback - that's seriously the biggest issue new people have when coming in. gently caress, I'm still not great at it relative to some of my mentors.
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# ? Apr 30, 2013 21:05 |
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devilmouse posted:Yes we do =( Yeah, I don't know what he's talking about. We say "mobs" all the time. I've never heard anyone (outside of the Quake mod scene) refer to mobs or enemies as "AI" or "bots". (And frankly it's such a minor and workplace specific thing that I don't know that it belongs on a list of things every game student should know.)
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# ? Apr 30, 2013 21:09 |
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The Cheshire Cat posted:I think these two statements are related. A lot of piracy in these countries can easily be explained as availability issues; company A sees the piracy rates there and says "oh well there's no point localizing and distributing there because they'll just steal it", so then the people that want to play the game HAVE to steal it because they literally cannot obtain it legally. Related to that, I've to say that localizing for what are essentially niche markets, and paying attention to them pays off in dividends, and makes you feel warm and fuzzy inside. People love being able to buy games in their native language (or with subtitles if it's got VO because localized VO is rear end no matter what language it's from or to), and since most folks don't do that you end up having customers who are happy before they even play your game and little competition in that market as well. blizzard with korea and bioware with poland are two examples I can think off the top of my head. also a bonus with doing stuff in poland is working with CDProjekt is fun, I love their marketing ... most of the time.
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# ? Apr 30, 2013 21:12 |
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emoticon posted:Yeah, I don't know what he's talking about. We say "mobs" all the time. I've never heard anyone (outside of the Quake mod scene) refer to mobs or enemies as "AI" or "bots". (And frankly it's such a minor and workplace specific thing that I don't know that it belongs on a list of things every game student should know.) I've definitely heard "AI" and "Bots" but mostly from the F2P guys when referring to non-paying users as "Free AI". In all of these cases the connotation has been positive, because they are talking about ways to make sure everyone playing is having fun so that your "free AI" keeps playing, thus making the experience more fun for the paying players.
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# ? Apr 30, 2013 21:14 |
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Shalinor posted:The whole debate is a red herring. "If we can convert even 5% of those pirates!" makes a bunch of assumptions as to the nature of piracy that have never been backed up with hard data. Most experience seems to indicate that that 90% is largely hoarding behavior, not play behavior, and that the remaining percent is Russia/China. Oh yeah, I forgot to mention this. For Hook Champ (our first game), we had pretty good metrics around piracy. We found a huge percentage of pirates played for like one minute or so. Some literally just opened the game up, presumably to see if it worked, then never bothered again. People are randomly buying games en masse (hacked gift cards? bored people?), running them through an ez-one-button protection remover, and uploading them to sites where people just kind of blindly and joylessly download 99 cent games for free. I'm sure there are some people actually seeking out a game they want and pirating it, but also sure they're in the minority for iOS piracy. "Hoarding behavior" is a good way to describe this. Once we figured this out, we pretty much stopped caring about piracy at all. I doubt it's quite the same extreme ratio on PC, when you're dealing with $60, really high profile games, but can attest to this on iOS.
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# ? Apr 30, 2013 22:58 |
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Huh. Because I was the nominator for Black Annex in this IndiesCrashE3 thing, and it looks like it'll easily stay in the top 10 at least - I guess I'm going to E3. My sister threatened to kill me when I said the hotel was too expensive / might not use the pass. ... and that's right when my prototype for Next Game is set to be done / right when I was going to announce, so now, I can announce our next game AND use that to set up press meetings about the game/kickstarter at the ensuing E3. So IndiesCrashE3 is effectively sending two indies with games, how cool is that. I just need to advance my plans by a week, to make sure the trailer's done earlier. So! Who else is going to E3? EDIT: (it could still fall out of the top 10, the contest runs until the 15th, but the current vote rate's pretty good) Shalinor fucked around with this message at 00:47 on May 1, 2013 |
# ? May 1, 2013 00:43 |
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Kepa posted:"Hoarding behavior" is a good way to describe this. Once we figured this out, we pretty much stopped caring about piracy at all. I doubt it's quite the same extreme ratio on PC, when you're dealing with $60, really high profile games, but can attest to this on iOS. This is different for freemium iOS games in my experience. In those cases, a surprisingly large number of people will use hacks/cheats to get premium currency. Stopping the easiest hacks - the ones that involve following the instructions in a 30 second youtube video and don't require jailbreaking - can have a noticeable effect on IAP sales.
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# ? May 1, 2013 00:51 |
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Shalinor posted:Huh. Because I was the nominator for Black Annex in this IndiesCrashE3 thing, and it looks like it'll easily stay in the top 10 at least - I guess I'm going to E3. My sister threatened to kill me when I said the hotel was too expensive / might not use the pass. I'll be there, first few rounds are on me.
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# ? May 1, 2013 00:52 |
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# ? May 29, 2024 12:27 |
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Shalinor posted:Huh. Because I was the nominator for Black Annex in this IndiesCrashE3 thing, and it looks like it'll easily stay in the top 10 at least - I guess I'm going to E3. My sister threatened to kill me when I said the hotel was too expensive / might not use the pass. I might be there as this will be the first time out of the 6 or so times I've gone that I'll actually have stuff showing on the floor. It'll come down to when my kid is born and whether or not I want to throw down for travel...
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# ? May 1, 2013 08:03 |