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So if you’re making a shooter, it better have good multiplayer otherwise people will just warez it for the single-player game. The games that typically sell in big numbers are those that appeal outside of the core gamer market or to an older demographic (The Sims, RollerCoaster Tycoon, maybe Railroad Tycoon), or those that require some sort of online validation because of strong multiplayer. People feel no compulsion to buy single-player games, particularly in certain genres.
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You don’t think unique logins and serial numbers gets people to the store to buy Battlefield 1942, Unreal Tournament, and Quake III? At least it does it people want to actually play them online.įrom the other side, is it at all surprising that the relatively poor-selling NOLF series has at-best mediocre multiplayer? Might those two things be related, since it also requires a unique number in multiplayer?
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How would they not? Do you really think that for every person who buys a game, seven would have problems with Safedisc or who download cracks and ISOs? Looks like you guys had WAY too much fun developing it :)Īs impressive as a 7/1 piracy rate is, I can’t help but wonder if the “solutions” offered will increase revenue. I agree with your prediction of where things are headed as well, nobody wants to be the next music industry. I can only imagine its got much higher since 1997 given the expansion of broadband.Īfter Subspace I knew I was going to be in the online subscription/payment games business sooner or later. It was 7-1 back then (thats right for every copy we sold seven people stole it).
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With Subspace (an online only game sold at retail) we could track unique users and we also knew exactly how many retail units we had sold and so had an unusual insight into real piracy rates in the US. Well said sir, alas your piracy figures are low for the US :( That’s fraught with it’s own issues right now, and I’m not sure I like the solution myself, but I sense that’s where things will move. I suspect that within 12 to 24 months, most major PC game makers will go to on-line unlocking systems like Microsoft uses for XP and Office. I’d guess EA and Activision would be the same, but I don’t know about the smaller publishers. The people who have issues make the most noise on-line (I would do the same), but is that 1% of all buyers? 3%? More? I know T2 tends to be pro-active on this and IIRC, if a user legitimately can’t run the game, they’ll send another disc, a different game, a refund, or whatever. Unfortunately, it’s really guesswork as to how much of an impact CP has on piracy, how many legitimate users have issues, and so on. Meanwhile, on console, where chip-level anti-piracy means only the hardcore pirates games, console game sales have been booming. And after years of 10-15% growth, PC game sales flatlined 2 or 3 years ago and fell 5% over the last year, more or less in synch with the music industry. Just look at the music industry - something like a 30% decline in 3 years time since the advent of Napster.
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I insisted that the CP on RT3 be the lightest possible variety (which also tends to be the least likely to cause issues) - I know it’ll be cracked within days, if it hasn’t already, but if it deters casual piracy with minimal false negatives for legitimate users, then it’s worth it. It’s a tough situation, and I think people on the publisher side are VERY aware of potential CP issues and trying very hard not to inconvenience paying customers, but on the flip side, when roughly 25-50% of your audience contemplates stealing your product (less in U.S., middle in Western Europe, much higher piracy rates on fringes of Europe and in Asia), it’s sort of a no-win game.