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Or ultimately, if that constant arms race tires us, we should branch out to other (sub-)careers. I've seen it applied successfully but I'll admit that it's a hard thing to pull off. But we can make it hard enough for the users of our pirated products so they just give up. There's a ton of extremely sharp reverse engineers out there. As said in another comment also in reply to you: if piracy ushers in inconvenience then they'll buy. That alone was enough for a guy I knew to begrudgingly buy the game (he wasn't poor either). One example: there are games that can detect that you are running a pirated version and they deliberately hide part of the in-game content from you (I think Witcher 3?). At one point we all should accept the world as it is and try to work around its flaws. Sorry if this is too philosophical but I thought I should offer you a point of view that doesn't involve a work life which is comprised of a constant game of tug of war. So maybe we need another approach because rebelling against reality gets us nowhere IMO. I've read enough history to notice that the vested interests are always fighting a losing battle (only long-term and in retrospect anyway). Basically one level below the millionaires. Those people made at least $10,000 a month in a third-world country. I've known lawyers and high-profile accountants begging on forums for a $150 program (paid once for a lifetime license) to be cracked. And I've known people making $30,000+ a month who pirated games.

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I am also a programmer, not quite the gray neckbeard but I've seen my fair share of Windows MFC and Java Swing back in the day (since we're talking about desktop GUI programs as well as games).īut apparently people think software must be free. I am not pirating games (not since 2012 and then back in 2008 anyway). But, a whole lot of it is that it's a lot harder to actually get paid for desktop software vs server-based. A lot of it is due to the awesome features of the interwebs. In practice, the vast majority of software work these days is on server-side products and a huge component of that is the implicit DRM aspect.ĭesktop software has relatively been in a terrible lull since the consumerization of the internet. What matters for producers and consumers in practice is the practice of DRM. There is it de-facto unenforced 99.9% of the time anyway. Should piracy be legal? Maybe? Doesn't really matter at the consumer level. People directly affected by piracy report that the relationship is either quite clear or that they have given up and don't bother fighting or even measuring it. But, a lot of it is armchair-CFO arguments and based on looking for excuses. There is a lot of conversation around piracy's relationship to the bad outcome. In the end, we want more good outcomes and less bad. You make less stuff even though people want what you are making. Revenue go down? You can't pay your bills. At all points Minecraft was the Indie Dream Story of starting as a nobody and gradually growing an audience who hands you money out of respect for your product rather than as a requirement of transacting with you to attain it.

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Having zero reputation and zero marketing budget, it made complete sense for Notch to give away his game for free at first and slowly increase the price as consumer awareness and confidence grew. Meanwhile, Minecraft was a story of someone in exactly the opposite situation from a AAA developer. I can say from experience that app hacking for client-side features in phone apps happens quite a lot despite the inconvenience. But, even on phones, most of the revenue is to unlock server-based features.

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But, like console games, pirating is such an inconvenience (compared to desktop piracy) that it is relatively rarely done. I wonder how many people here have actually worked on a pirate-able product? Phone apps are technically pirate-able. Web based software has pretty much completely overtaken desktop software because of it's many advantages -such as being impossible to pirate. Of course, most people on HN work on web-based software. That they can clearly see on their revenue graphs the release dates of updates that contain DRM changes. I've read similar stories from small non-game desktop ISVs here on Hacker News.

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The exact day the DRM crack is released, revenue permanently drops hard. During that time, they sit and wait in dread for "Crack Day". Pirates were never going to buy anyway.įrom the AAA producers: >50% of lifetime revenue for a game is made in the first 3-6 months after release. As a game developer, there are two conflicting stories I have heard about game piracy for multiple decades.įrom the consumers: Piracy doesn't matter.













R piracy cc maker