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post #71 of 82
Quote:
Originally Posted by CorporalAris View Post
HOLY MACKEREL BATMAN! EPIC FAIL!!!

I am a learning programming, and by jove, I would be pissed if people pirated my stuff.
As I have said, I am a programmer, and you just have to accept that people will Pirate your product. It's something that will happen in the long run (unless it is free to begin with).

But if you make it easier and cheap enough to buy legally, the majority of people will buy it because it's legal, it's easy, and it is not breaking their wallet.

DRM just doesn't help.

The gaming industry (along with the music and movie industries) can try and hold on to their old business model for as long as they like, but the fact is that it just plain doesn't work any more. They need to update their business model.
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post #72 of 82
I think you need to rethink your, "Updated Business Model."

Think about this: Rockstar North sold 3.6 Million copies on opening day, correct? 3.6 times 60 dollars is 216 Million dollars. The game took 100 Million to create, correct? So day 1 profit is down to $116 Million. Then lets think advertising. Anywhere between 1 - 15 Million there. So, possibly, Rockstar North broke even on day one, give or take.

Now, lets lower that price: What do you suggest? Half? Lets try: 3.6 Million * 30 Dollars = 108 Million Dollars. Let's subtract the cost of the game: 108 Million - 100 Million = 8 Million. Well... That sucks. That doesn't even take into consideration advertising.

So, at what price do you think people would stop Pirating and actually stop breaking the law and go BUY THE DANG GAME?! Seriously? People don't pirate because they can't afford it. (Well, not games, or for that matter, music.) They pirate because they CAN.

Think about it, if you pirate, that means you don't care about stealing too much. Plus, with that whole, "Internet Anonymity Phenomenon," people think that they can get away with it, scot-free.

Think about it this way: If there was a way to get a new car for free and you thought that you could do it without anyone knowing, would you do it, or go shell out 30,000 DOLLARS for the thing?
post #73 of 82
Quote:
Originally Posted by CorporalAris View Post
I think you need to rethink your, "Updated Business Model."

Think about this: Rockstar North sold 3.6 Million copies on opening day, correct? 3.6 times 60 dollars is 216 Million dollars. The game took 100 Million to create, correct? So day 1 profit is down to $116 Million. Then lets think advertising. Anywhere between 1 - 15 Million there. So, possibly, Rockstar North broke even on day one, give or take.

Now, lets lower that price: What do you suggest? Half? Lets try: 3.6 Million * 30 Dollars = 108 Million Dollars. Let's subtract the cost of the game: 108 Million - 100 Million = 8 Million. Well... That sucks. That doesn't even take into consideration advertising.

So, at what price do you think people would stop Pirating and actually stop breaking the law and go BUY THE DANG GAME?! Seriously? People don't pirate because they can't afford it. (Well, not games, or for that matter, music.) They pirate because they CAN.

Think about it, if you pirate, that means you don't care about stealing too much. Plus, with that whole, "Internet Anonymity Phenomenon," people think that they can get away with it, scot-free.

Think about it this way: If there was a way to get a new car for free and you thought that you could do it without anyone knowing, would you do it, or go shell out 30,000 DOLLARS for the thing?
Agree 100% with you CorporalAris, thanks for posting. People aren't going to stop pirating games just because the price is low. There's plenty of games out there that are only $10 now, and I guarantee there's still plenty of people pirating them instead of buying them! Changing the price point may change ~5% of pirater's minds, if even that.

People pirate because they can, and because they're greedy and don't care who else they hurt in the process, and unfortunately, that's not going to change. Our world has become increasingly immoral, and a lack of good PC games is one of the prices we are now paying for it.
post #74 of 82
Quote:
Originally Posted by CorporalAris View Post
Was it Half-Life 1: Source? Or just Half-Life 1?
Just Half Life 1.
post #75 of 82
Quote:
Originally Posted by CorporalAris View Post
I think you need to rethink your, "Updated Business Model."

Think about this: Rockstar North sold 3.6 Million copies on opening day, correct? 3.6 times 60 dollars is 216 Million dollars. The game took 100 Million to create, correct? So day 1 profit is down to $116 Million. Then lets think advertising. Anywhere between 1 - 15 Million there. So, possibly, Rockstar North broke even on day one, give or take.

Now, lets lower that price: What do you suggest? Half? Lets try: 3.6 Million * 30 Dollars = 108 Million Dollars. Let's subtract the cost of the game: 108 Million - 100 Million = 8 Million. Well... That sucks. That doesn't even take into consideration advertising.

So, at what price do you think people would stop Pirating and actually stop breaking the law and go BUY THE DANG GAME?! Seriously? People don't pirate because they can't afford it. (Well, not games, or for that matter, music.) They pirate because they CAN.

Think about it, if you pirate, that means you don't care about stealing too much. Plus, with that whole, "Internet Anonymity Phenomenon," people think that they can get away with it, scot-free.

Think about it this way: If there was a way to get a new car for free and you thought that you could do it without anyone knowing, would you do it, or go shell out 30,000 DOLLARS for the thing?
Well, while that is true for the most part, here are my thoughts:
If a game releases for a price of $50+, I won't buy it unless it is 100% my type of game. But if that same game would be released for say $25 (or lower) and it seems reasonably fun to play I will probably buy it right away (specially if I can just download and play it -> Steam ftw). Which would make me think that more people will buy that game on day one (or in the first few weeks at least) compared to the high prices; so even tho they make less money per game, wouldn't that make the game possibly just as profitable? And less people might (but that's never sure offcourse) pirate it. And wouldn't that game then become available to people that don't make a lot of money?
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post #76 of 82
Quote:
Originally Posted by CorporalAris View Post
I think you need to rethink your, "Updated Business Model."

Think about this: Rockstar North sold 3.6 Million copies on opening day, correct? 3.6 times 60 dollars is 216 Million dollars. The game took 100 Million to create, correct? So day 1 profit is down to $116 Million. Then lets think advertising. Anywhere between 1 - 15 Million there. So, possibly, Rockstar North broke even on day one, give or take.

Now, lets lower that price: What do you suggest? Half? Lets try: 3.6 Million * 30 Dollars = 108 Million Dollars. Let's subtract the cost of the game: 108 Million - 100 Million = 8 Million. Well... That sucks. That doesn't even take into consideration advertising.

So, at what price do you think people would stop Pirating and actually stop breaking the law and go BUY THE DANG GAME?! Seriously? People don't pirate because they can't afford it. (Well, not games, or for that matter, music.) They pirate because they CAN.

Think about it, if you pirate, that means you don't care about stealing too much. Plus, with that whole, "Internet Anonymity Phenomenon," people think that they can get away with it, scot-free.

Think about it this way: If there was a way to get a new car for free and you thought that you could do it without anyone knowing, would you do it, or go shell out 30,000 DOLLARS for the thing?
Boo-hoo, Rockstar get a little less money. Come on, you honestly believe Rockstar have a *right* to sell their games for that much? It is supply and demand, and the demand is falling because they are selling it for too much and people can get what they want from another source.

Quote:
Originally Posted by SgtSpike View Post
Agree 100% with you CorporalAris, thanks for posting. People aren't going to stop pirating games just because the price is low. There's plenty of games out there that are only $10 now, and I guarantee there's still plenty of people pirating them instead of buying them! Changing the price point may change ~5% of pirater's minds, if even that.

People pirate because they can, and because they're greedy and don't care who else they hurt in the process, and unfortunately, that's not going to change. Our world has become increasingly immoral, and a lack of good PC games is one of the prices we are now paying for it.
The fact is, that a lot of piraters will go to certain lengths to get something, it's about ease. Torrenting is not really the easiest thing to set up (for the average person (idiot)), and if you give someone the choice between hard and expensive, they will usually not bother with hard, but games are expensive enough they are torrenting them instead.

Look, I'm obviously not going to be able to persuade you my way of thinking is right, and visa-versa, so I won't restate stuff again and again.
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post #77 of 82
You totally missed my point. Simplified: If Rockstar North charged half as much, say 30 bucks per game, it would take months, maybe even more than that, to "break even." So they can't really start a game until they make a profit.
post #78 of 82
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Originally Posted by CorporalAris View Post
You totally missed my point. Simplified: If Rockstar North charged half as much, say 30 bucks per game, it would take months, maybe even more than that, to "break even." So they can't really start a game until they make a profit.
According to the numbers you posted, the game cost 100m to make, and earned 200m in the first day, so if they earned 100m in the first day by halving the price they'd break even on the first day anyway.

And, so what if they have to wait longer than day 1 to break even? That would be normal.

Even at that, this is presuming the exact same number of people buy the game at that price. My point is that more copies would be sold at a lower price, as the huge percentage they claim are pirating would not bother to do it, so they'd make more money selling at a lower price. GTA4 is a console game where they are not claiming Piracy is a huge problem, so your example doesn't really apply anyway.
Edited by lattyware - 5/29/08 at 10:14am
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post #79 of 82
What the....

Quote:
May 27, 2008, 2:25 pm - Jason Ruymen - Steam Client Update

A Steam client update is now available. To apply the update, click the File menu inside of Steam and then select "Check for Steam Client Updates...". The specific changes include:

Steam Client

* Enabled ClearType fonts if they are enabled in Windows
* Improved in-game status and play time tracking for games with launcher apps
* Improved in-game overlay input handling in a variety of games that previously did not capture or block keyboard input correctly

* Added D3D10 support to the in-game overlay
* Made voice chat requests ignored if you've blocked communications from the caller
* Fixed the original Half-Life not getting to 100% complete downloading when it should
* Improved server selection logic for Friends and VAC server connections
* Improved Steam network connectivity in the face of dropped UDP packets
* Fixed the overlay not recognizing the Tab key in some games (breaking the default hot-key)
* Improved Friends duplicate name collision detection
http://steampowered.com/v/index.php?...&id=1596&cc=FI
post #80 of 82
Quote:
Originally Posted by FuNkDrSpOt View Post

Either way dood, calm your old a** down. It's my simple opinion on why consoles are better. Both have their own merits. Quit acting like an offended nerd and realize you don't have to get personal just because I don't see things the way you do.
:thumbs: Sorry if you took it personally... was just enjoying a "mildly-heated-differnece-of opinion" Which sometimes can bring out the vitriol in all of us

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