Pre-Owned Worse Than Piracy
Posted 26 January 2012 - 04:48 PM
Is pre-owned something to be feared for indies/small studios? Discuss.
Posted 26 January 2012 - 05:00 PM
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Posted 26 January 2012 - 05:44 PM
Posted 27 January 2012 - 05:01 AM
its reasonable to say the cost of the game may not be as high also. if resell was bringing in income. until that happens, creators should consider renting thier games out. and not just selling them
but you can look at it like this. if you came out with an electric car that could drive for a year off a 1 day charge. its bought and someone decides to rent it out to the general public. the person that made the car wont see any portion of that money.
if you want to keep explicit ownership over something you cant sell it. you can rent it out but not sell
Posted 27 January 2012 - 01:41 PM
Also, if the game should be treated like a car, then theft is back on the table for the "piracy is infringement, not theft" camp.
Posted 27 January 2012 - 02:49 PM
Ultimately everyone will have to embrace a digital distribution system which comes with strict ownership rules. The Black Friday videos that surfaced from last year clearly show why it's a bad thing to continue retailing games.
Posted 28 January 2012 - 08:52 AM
and its true no one is making large studios hire 20+ people and spend 2+ years making a game. but its the risk many want to take. it really is only a problem for large studios that relase hard copies. some have said because of the size of games. that may be a reason for hard copies to stick around. for large companies that may be the reality. but smaller companies its not an issue
Posted 28 January 2012 - 09:56 AM
Preventing piracy is impossible. I worked for a company called Freeloader who bought publishing rites for games that were about 1 year old.
I was given a copy of the game (usually from HMV) and had to remove the anti-piracy code, split the game into downloadable modules, insert our own code, then upload it to the website.
It took me between 5 minutes and 5 days to remove the copy protection depending on how seriously the coders took the problem.
Interestingly the companies that went for a commercial anti-piracy system were the easiest to hack. Once you had worked out how the system worked on one game, you could use the same principles on the next.
On the resale issue, I think if developers wrote better games, there wouldn't be an issue with resale. If the game was good enough, you would want to hold onto your disk, not part exchange it on the next game.
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