Sometimes It's OK To Steal My Games
jeff-vogel.blogspot.com
jeff-vogel.blogspot.com
Back in the days when I played new games (maybe late-80's to mid-90's), I pirated most of the games. Of course. I didn't have the money to buy them and everyone was doing it so piracy was the distribution channel. I don't feel guilty about it because if couldn't have bought all those games anyway. Instead, I feel even cherished because it was piracy that let me get much enjoyment out of the various titles which in turn made my nerdful youth much richer and tolerable. The game programmers had their starving families but I was in no position whatsoever to really make any real difference there.
But the thing is that I always bought some games.
Sometimes I bought one game per year, or maybe it was three per year some other year, depending on how much money I happened to get for my birthday. Further, it wasn't so much because I wanted to altruistically feed the programmer's family but that I saw value in owning an original copy of a really good game, with the box and the manuals, and I recognized the value of the programmers' work: the entertainment that came with a really good game.
If I had been the rich kid down the block I could have bought 10 or 30 games a year. But I wasn't and I was conscientiously happy to pay for what I could and pirate the rest.
This brings me to the software market as I want to see it.
The market is a pool of games and software, unfortunately priced so that only some people can buy them. And some people who might buy some, can't legally copy and try it out before deciding to buy or not. Therefore, I see value in considering games and software, in the end, more like common goods to which everyone has some rights. Not perhaps as important rights as to roads and water, but as something that costs zero to copy software begs for common copyrights.
And if it is so, the only way to pay for such thing is the pay-what-you-can model. You can't force people to buy your stuff anyway. I believe that the market, together with piracy, already exhibits this property quite strongly.
The "I don't want to ask for a handout" factor alone will probably keep people in line. If you're worried, you can give their requests individualized attention and weigh the pros and cons of their sob story, but that is almost certainly not an effective use of your time.
The unfortunate effect of rewarding a request for a freebie online is that it attracts dirtbags who will drown out the voices of the people you actually want to help.
If you think the stigma against begging will keep people in line, let me congratulate you on your good fortune to date. You clearly have never seen a good thing ruined by dirtbags or met such a dirtbag and heard them crow about how they lied/scammed/cheated their way into a share of someone else's generosity with nary a thought to those crowded out.
Isn't that practically equivalent to saying "donate $50 to your favorite game company each year"? It's money they weren't planning to give out, and they'll receive the same product either way—so it's a donation.
It destroys the time it took the developer to make the game.
Why/how is theft more evil than piracy?
I would say that piracy is, in general, less evil than theft. Imagine that you are a master forger, and can make a perfect copy of a work of art. Clearly it is both a worse, and a different sort of harm for you to steal a painting than it would be to make a copy of that painting.
This is why the law distinguishes infringement from stealing, and I would argue that conflating the two is poisoning the well. Just because it is impractical in most cases to steal digital works doesn't mean that infringement upon them is stealing.
I strongly disagree that it is worse to steal something than it is to make a copy of it (EDIT: when doing so is a violation of someone else's right to sell it), especially when the "something" in question is digital data. Unlike a painting, a copy of digital data is functionally equivalent to the master - neither of them can be called a forgery, nor does one have more or less value than the other. Additionally, the ability to produce copies of data is not a talent or a skill. It is available to everyone.
This brings us to the center of the "information is free" argument: digital data is essentially worthless, because it can be copied infinitely for essentially no cost. The only way to associate value with it is to make it artifically scarce, i.e. control copying.
Information may want to be free, but the people who produce it want to be paid. The people who take the time and expend the effort to arrange or gather data often do so with the intention of selling copies for money, or with the intention of keeping one or a very limited number of copies for themselves (such as the source code for your new startup. If piracy's OK, I hope you don't mind me grabbing a copy and starting my own business.)
TL;DR: Piracy is theft of the author's ability to sell and protect their work. Some may argue that works that can be replicated for free should not be able to be sold, but I disagree. I like commercial software in addition to free software, and I like being paid to be a software developer.
How does he deny the entire community of free A quality games? Dwarf Fortress, Cave Story, N, Crawl...? I've got your flash game and your Farmville here, but I know it's not what he was thinking.
There are plenty of other games in quite a few categories that are and always have been free. There are worlds of innovation in every Ludum Dare, and for more particular gamers, there are several amazing games coming out every year from the different shmup and roguelike competitions. VVVVVV notwithstanding, the masocore genre has been almost completely contained in the domain of free indie games.
Note, also, the development of piracy resistant game platforms: League of Legends, for example, provides their Dota-like and dedicated servers free of charge, and get money from users from a store that sells cosmetic skins for in-game characters. There are ways to extract value from players who don't pay, won't pay, and are going to play. Most pirate copies of games give incentives to recommend all your friends pirate, not buy, the game.
Do you think anyone who was making games for love and not money would release Big Rig Racing?
I'm just trying to figure out where I fell afoul, because I'm drawing blanks.
Most people on HN seem happy to let newspapers die because old business models don't deserve to be propped up and live forever. However, some newspapers actually provide some otherwise difficult to obtain services like entrenched journalism. The absence of AAA studios in this hypothetical piracy death situation is not going to lead to any similar dearth of original games.
Or did you really like Big Rig Racing?
Sigh.
Every so often, I get an e-mail in broken English from some kid in Russia or southeast Asia or India
Is Russia really classed as third-world?
* First world: countries aligned with the USA during the cold war;
* Second world: countries aligned with former Soviet Union;
* Third world: nonaligned nations.
I like complex games. Complex games currently require copyright to be funded. Therefore copyright is a necessity and breaking it is a crime akin to spoiling the environment.
I'm not saying I disagree that copyright is a way society can provide an incentive for complex information based goods.
But this issue is vastly more complex than he's making out.
How long does copyright need to exit for to provide the best balance between incentive to the producers and the public good of old out of copyright media.
Does society really benefit from things like starcraft II or would we all be just as happy with less complex information based products.
What would we get for entertainment if we didn't have copyright? Given the complexity of some free Mods out there I'm going to go ahead and guess it's abit different to the shadowy wasteland of flash games he suggests.
Perhaps you should restrict yourself to commenting on articles you did read? How useful would it be if my reply to your post was firstly, and admission to not having bothered to read it, but then few lines pointing out how complex patent law and the economic effects are, and how neither the article, nor your comment, bother addressing the larger issue?