Game Dev Tycoon developers tried to hold up a mirror to the gamers that pirated their game, but a deeper level of promotion was actually on their mind.
Join Amras89 and Hardlydan for game talk and fun! This time, The Gamesmen talk about a terrible game, The Division 2, Devil May Cry 5 lens flare, and an Octopath Traveler prequel. Games discussed are Far Cry: New Dawn, Rocket League, Game Dev Tycoon, 7 Days to Die, and Far Cry 5.
ผมกล้ารับประกัน หากทำได้ครบทุกข้อ ก็สามารถเอาชนะเกมคาสิโนได้อย่า งแน่นอน ใครที่กำลังอยากลองเล่นเกมเดิมพ ันต่างๆ ในคาสิโนออนไลน์ ท่านสามารถสมัครได้ 24 ชั่วโมง ดต่อสอบถามฝ่ายบริการได้ทันที เว็บเรายินดีให้บริการเสมอ http://gtzmn.com/gclub-roya...
Video games development simulator Game Dev Tycoon now has an ultra difficult "Pirate Mode" where your software gets pirated.
Emulating the real world problem of piracy, this advanced option will see reduced sales on all of your games. "Bankruptcy is likely", you are told.
Where you put DRM into your games, don't stop piracy at all, piss off the paying customers, and then get hit with credit card charbacks from keys bought with stolen credit cards and sold on the grey market and what's what actualy damages your income?
Because that' what happens irl. The pirate who doens't buy the game was never going to buy the game, and the pirate who does isn't a lost sale.
except in the real world piracy doesn't have the effect that everyone keep preaching.
xD lmao that they thing think that piracy = lost sales too retarded, if i don't have the money or don't find it worth it i won't buy it. piracy makes it just possible to have it without paying.
In celebration of Game Dev Tycoon's iOS release, developer Greenheart Games released update v1.6 filled with brand new content. The last major update to the game, until now, was in 2014.
I'm going to wager a guess that the same thing happens to Game Developers that happens to musicians.
Singer "A" Records Record "B". Record "B" Sells less then expected. Record lable takes their full expected share from the sales of Record "B". Then gives a small bit to singer "A" citing that Piracy has swalled all of the "Profits". Singer "A" then goes on a rant about how Piracy is ruining the business, while the Record Company throws more wood into the fire.
I'll wager the same happens between game developers and their publishers.
"While this experiment may have shown a high “piracy” rate for one day, it does not give the Greenheart devs A RIGHT to act AS THOUGH they are OWED for their WORK."
WHAT!?
A few problems with this article.
"I saw no plans by the devs to post the game on Gamestop Impulse, Indie City, The Humble Store, Beamdog, GamersGate, or any other service that deals with indie titles. This game was not being advertised well, despite all the venues out there for distribution."
That's a pretty big assumption right there. For all you know, they could have approached every single one of those sites and simply been turned down. There are thousands upon thousands of new indie games out there. These sites don't just simply launch every single new game that comes out. I've personally pitched one of my company's finished indie game to 4 or those sites you mentioned for distribution and only ever heard back from one, Desura. The answer was no.
It's irrelevant that they leaked the "cracked" version of their game. If they hadn't, someone else would have and the end result would have been the same, with the exception that the pirates would be playing the full version and not the "cracked" version they put out.
You're just splitting hairs here. What does it matter that the idea has been done before? You think this is the first game that has borrowed from another? And they simply blogged about their experience on their web site. 99% of indie blogs out there are completely ignored. There was no way they could have known that this experiment would catch the media's attention. I blogged about the 95% piracy rate my studio's last game was experiencing on Android, and it didn't attract any attention. They just went about it cleverly, but there was no guarantee that experiment would pay off for them.
What does it matter how they advertised, how they distributed distributed the game, or similarities to some other game? At the end of the day, two developers made a game that thousands were enjoying and only a handful had paid for. That's the cold, hard fact of the matter, and a fact that every single indie developer out there has to struggle with on a daily basis. You seem to have completely and utterly missed the point of this whole exercise. You're like the guy who says the rape victim was asking for it because she dressed provocatively.
If you don't think developers deserve compensation for their hard work when people enjoy their product, you have no business writing about video games.
It was pretty obviously a publicity thing. The article turned up on their own site days after release. Nobody in their right mind considered this a win against piracy. They uploaded the cracked version themselves to get their work mentioned on as many gaming sites as possible with only a little effort.
There's nothing wrong with that. It was a funny move. But I imagine there was a "proper" crack within hours.