3 ms·
while the 10% number of lost sales might be correct, there's one more thing you should factor into the calculation: The cost you need to pay for these 90% illeg
by pilif 17y ago
while the 10% number of lost sales might be correct, there's one more thing you should factor into the calculation: The cost you need to pay for these 90% illegitimate users.
There's support cost (some pirates are for sure dumb enough to call/email support even though they didn't pay), then there's the cost of infrastructure. Depending on the type of your game this can just be hosting a high score list or much more on the server side.
So depending on your game, a pirate isn't just lost revenue but it will actually cost you some amount of money - in some cases a significant one.
In reverse, that means that honest players are in a way paying for the pirates as the developer of the game has to ask honest players for enough money to run the infrastructure for everyone - including the pirates.
- heyitsnick 17y agoSo depending on your game, a pirate isn't just lost revenue but it will actually cost you some amount of money - in some cases a significant one. But in most cases an insignificant one. I expect a very small number of pirates are dumb enough to contact or email support. And I expect most pirating is distributed over bit torrent, and are hacked so that they are pirated so that they don't ever report back home (that's half the job, right) It would be interesting if wolfire too a look at this aspect but i doubt the result is significant.