I'm sure you've all read how PC gaming is hurting these days, with the top issue being piracy. The most recent example, THQ's Michael Fitch on what killed Iron Lore Entertainment.
Last I checked, Everquest's piracy rates weren't near 70%. I never heard of anyone stealing City of Heroes. Everyone with a PC has a retail copy of WoW, even if they only played a month.
Why don't other games follow the success of MMORPG's, and make a substantial portion of the game server-side? Even if it's single player. I don't believe anyone with a video card good enough to run Bioshock, Crysis or Sins of a Solar Empire lacks an internet connection.
Am I missing something here? Obviously it won't stop piracy, but it could knock it down to console-type levels. So why aren't companies doing this?
Two, the numbers on piracy are really astonishing. The research I've seen pegs the piracy rate at between 70-85% on PC in the US, 90%+ in Europe, off the charts in Asia. I didn't believe it at first. It seemed way too high. Then I saw that Bioshock was selling 5 to 1 on console vs. PC. And Call of Duty 4 was selling 10 to 1. These are hardcore games, shooters, classic PC audience stuff. Given the difference in install base, I can't believe that there's that big of a difference in who played these games, but I guess there can be in who actually payed for them.
Let's dig a little deeper there. So, if 90% of your audience is stealing your game, even if you got a little bit more, say 10% of that audience to change their ways and pony up, what's the difference in income? Just about double. That's right, double. That's easily the difference between commercial failure and success. That's definitely the difference between doing okay and founding a lasting franchise. Even if you cut that down to 1% - 1 out of every hundred people who are pirating the game - who would actually buy the game, that's still a 10% increase in revenue. Again, that's big enough to make the difference between breaking even and making a profit.
Titan Quest did okay. We didn't lose money on it. But if even a tiny fraction of the people who pirated the game had actually spent some god-damn money for their 40+ hours of entertainment, things could have been very different today. You can bitch all you want about how piracy is your god-given right, and none of it matters anyway because you can't change how people behave... whatever. Some really good people made a seriously good game, and they might still be in business if piracy weren't so rampant on the PC. That's a fact.
Last I checked, Everquest's piracy rates weren't near 70%. I never heard of anyone stealing City of Heroes. Everyone with a PC has a retail copy of WoW, even if they only played a month.
Why don't other games follow the success of MMORPG's, and make a substantial portion of the game server-side? Even if it's single player. I don't believe anyone with a video card good enough to run Bioshock, Crysis or Sins of a Solar Empire lacks an internet connection.
Am I missing something here? Obviously it won't stop piracy, but it could knock it down to console-type levels. So why aren't companies doing this?