The Final Answer For What To Do To Prevent Piracy [of Indie Games]
jeff-vogel.blogspot.com
jeff-vogel.blogspot.com
Every minute you waste on the specter of piracy is a minute you're not spending making something useful. Given the choice between spending time on people who are paying you versus the people who never will, the choice seems obvious.
No one is going to crow to their friends about your awesome anti-piracy mechanism. Make their life better? That would be something worth sharing.
Piracy is inevitable, loyal users aren't. Put effort into the fight you can win.
> Whenever you find yourself starting a sentence with, "I don't want people to pirate my game, so I am going to ..." you are very close to making a big mistake.
Which is absolutely 100% correct. Because your goal shouldn't be preventing people from pirating your game. The number of people pirating your game is basically irrelevant. What matters is the number of people buying your game. Reducing piracy is only relevant if you're converting those pirates into paying customers - if you're not, then you haven't actually achieved anything.
Trying to reduce piracy will just give you a void and you still have to fill that void with buying customers. So starting from the latter part in the first place makes more sense.
If you plan on implementing a protection scheme, here's what I would want you to do. Think of the best and worst things it could do to these two classes of people: legitimate customers and pirates.
Pirates. Worst [for you] case: it inconveniences them for an hour. Best case: it inconveniences them up until two weeks after your release [two weeks is the usual goal for a game, Spyro was legendary in a way, and lasted two months http://www.gamasutra.com/view/feature/3030/keeping_the_pirat... ]
Customers. Best case: it inconveniences them for five seconds. Worst case: Depends on your scheme. Make it one where worst case is a one-day support e-mail away. Not where they lose all their files, are left cursing your name and treated like trash because they just wanted to move to a new computer.
http://www.kalzumeus.com/2006/09/05/everything-you-need-to-k...
To misquote a Chris Rock line, there exist at least some people who are as honest as their options.
I love online software over downloadable software for many reasons. One is it makes piracy virtually impossible. Another is that the conversion rates are much higher. Those might be totally unrelated, but hey, accounts in my DB means I don't even have to care. (Gamers are voting for this future with their wallets.)
http://e23.sjgames.com/faq.html#protected
> Q. Are the files in e23 copy protected?
> A. No. That would interfere with your use of them.
Mechanism to prevent piracy are so expensive that it is not worth the money. Plus in the and the game will get cracked anyway and that means all the money you put into it was just useful for a short time.
Another thing about preventing piracy methods is that in most cases the paying customer are losing. I buy a game for 50 bucks from Capcom and can't play it cause they wanted to prevent piracy with a phone-home DRM. This is ridiculous.
Things like that only punish legitimate players, if it's pirated, those safeguards are removed and aren't a problem.
No internet connection required.
It was very convenient.
"Whenever you find yourself starting a sentence with, "I don't want people to pirate my game, so I am going to ..." you are very close to making a big mistake."
There's one way to end that sentence that isn't a mistake:
I don't want people to pirate my game, so I am going to... Make it such a good game that they want to pay for it.
It actually works! Some pirates aren't convertible because they are complete jerks, or don't have money, or any number of other reasons that make conversion impossible. But quite a few are actually decent people who have needs that aren't being met. They -will- pay for a product that has value and meets their needs.
This article is a good example of failing to meet those needs. His piracy prevention tactics actually make it easier to pirate the game than buy it!
True story: I have a friend who bought some software and liked it. Then he reinstalled Windows and it wouldn't install. He contacted tech support and tried for 2 weeks to get them to fix the problem. He gave up, pirated it, and then emailed them telling him that he pirated it instead. Yes, a product he already owned. The next day they sent him a new registration code that fixed the problem. Ridiculous.
Unfortunately, The market is being forced by execs to move to a platform that is "internet connection required" for playing single player games and the tools to do this without piracy being a issue are going to be here soon ( onlive ) - Yes, occasionally a source will leak to the public but for the most part this new system is going to be worse across the board for the consumers.
Sometimes 'progress' sucks.
I thought Jeff Vogel made rpgs anyway, so no dice for him there.
This is where the distinction between copyright infringement and theft becomes important.
I mean yea, theoretically this applies to everything (games, music, movies, etc), but .. I have a hard time believing that big companies will someday realize this.
Brand loyalty is real and companies do count on it.