Fri 27 Jun 2003
A few times over the past couple of days, I’ve been asked to comment on piracy as it relates to games. In large part, this has been due to the Recording Industry Association of America’s (RIAA) recent press release stating “Recording Industry To Begin Collecting Evidence And Preparing Lawsuits Against File ‘Sharers’ Who Illegally Offer Music Online”. Be sure to check out the full press release and all of the comments from artists (I particularly like the comments from fellow Montrealer Sam Roberts).
Admittedly, the IGDA has not done much to address the issue of piracy.
Beyond the fact that effective anti-piracy work requires massive resources, it seems that piracy is not of huge concern to many developers (in part due to ignorance, in part due to economic reality).
Certainly, most creative types are less concerned about economic realities of piracy and are “rewarded” by knowing that x many more gamers are enjoying their creation, etc. Further, most developers do not necessarily see the negative repercussions of piracy. That is, it is a long standing truism that developers get paid their advance and never see a penny more. So, as long as they get their advance why do they need to be concerned about what happens after that (ie, it is the publisher’s problem). However, it is important to realize that this just means that publishers will generate less revenue and in turn will have limited funds to advance on new projects, etc…
Anyway, not saying that the IGDA or I agree with these views, and certainly I am oversimplifying/generalizing. But, the IGDA is more than happy to let the various publisher orgs (eg, ELSPA, IDSA, etc) continue to do the work they are doing.
From a developer’s point of view, I’d like to see more creative efforts going into thwarting piracy. A past article at Gamasutra is a good example at this: Keeping the Pirates at Bay: Implementing Crack Protection for Spyro: Year of the Dragon
If developers really saw piracy as an important problem and put their minds to task (the same way that they conquer challenges of poly throughput or memory optimization), I’d wager that we could put a real jam in piracy efforts (more so than scads of lawyers).
Further, I think the industry on the whole needs to look at new models of distribution and payment based on mechanisms that would encourage file-sharing and copying (ie, viral distribution). For an MMO-style game (or one that needs to connect to a server, or pay-per-play style games, etc) you want as many copies of the game out there as possible since you are not making your money on the actual game client…
But, again, it all comes down to where developers see things. And, current reality of the game industry is that it makes more sense for developers to worry about their polycount than their anti-cracking scheme.

June 27th, 2003 at 1:33 pm
As someone who works in a technology field, I’ve often seen security cracked immediately after being impemented. There always seems to be someone thinking way outside the box who can get past any security restrictions. So, spending time and money on those aspects of game development might not be beneficial when that time can be devoted to the poly count and other more game-related technologies. It does seem, however, if we can keep console media proportionate to the technological level we’re at (i.e. expensive DVD-R discs and burners) the problem may be self-limiting. If, by the time DVD burners and media get to be as accessible as CDRS are now, we have a new format that will be used in the next round of consoles (HD-DVD for instance) piracy will not be as plausible as it was for the PSX. Keeping on the bleeding edge may be a great way to stay one step ahead.
Piracy will always exist, I doubt there’s all that much anyone can do, and spending too much time on a futile effort would be a waste of money for many developers already struggling with economic slowdown.
I do, however, think there exists some merit in the fact that many people actually want to own games and give the companies and developers money they feel is earned. Perhaps it’s somewhat naively optomistic, but it’s been true for me in the post-college years where I have the disposable income to fund my gaming addiction.
June 27th, 2003 at 3:16 pm
Using the right media is a good idea and it has helped Nintendo (well, for the GC) cut their piracy numbers. While it still exists on the console many pirates decide that copying GC isn’t cost effective.
As for copy protection, I still don’t understand why Macromedia software is used with PC games. I’ve seen many games not even needing to be cracked.
And with PSX becoming such a success on the back of piracy I think we’re fighting a cold war on a fine balance of getting as many people to play our games as possible and not letting “other means of purchase” get out of control like it is in say China.
September 23rd, 2003 at 10:47 am
Mishka rules !
September 23rd, 2003 at 11:50 am
Mishka rules !
February 1st, 2004 at 7:03 pm
I supported piracy until someone started selling illegal copies of my bands CD. It just all depends on where you are, i guess…