3 ms·
His last chapter really has the point. Back in the days when I played new games (maybe late-80's to mid-90's), I pirated most of the games. Of course. I didn't
by yason 16y ago
His last chapter really has the point.
Back in the days when I played new games (maybe late-80's to mid-90's), I pirated most of the games. Of course. I didn't have the money to buy them and everyone was doing it so piracy was the distribution channel. I don't feel guilty about it because if couldn't have bought all those games anyway. Instead, I feel even cherished because it was piracy that let me get much enjoyment out of the various titles which in turn made my nerdful youth much richer and tolerable. The game programmers had their starving families but I was in no position whatsoever to really make any real difference there.
But the thing is that I always bought some games.
Sometimes I bought one game per year, or maybe it was three per year some other year, depending on how much money I happened to get for my birthday. Further, it wasn't so much because I wanted to altruistically feed the programmer's family but that I saw value in owning an original copy of a really good game, with the box and the manuals, and I recognized the value of the programmers' work: the entertainment that came with a really good game.
If I had been the rich kid down the block I could have bought 10 or 30 games a year. But I wasn't and I was conscientiously happy to pay for what I could and pirate the rest.
This brings me to the software market as I want to see it.
The market is a pool of games and software, unfortunately priced so that only some people can buy them. And some people who might buy some, can't legally copy and try it out before deciding to buy or not. Therefore, I see value in considering games and software, in the end, more like common goods to which everyone has some rights. Not perhaps as important rights as to roads and water, but as something that costs zero to copy software begs for common copyrights.
And if it is so, the only way to pay for such thing is the pay-what-you-can model. You can't force people to buy your stuff anyway. I believe that the market, together with piracy, already exhibits this property quite strongly.
- acgourley 16y agoThe biggest issue is making sure resources are allocated to the best developers. If some games are easy to steal and others are not, it may end up just rewarding those that make the games hard to steal. I don't know what the solution is.
- sonofjanoh 16y agoI couldn't have put it better. You described my childhood. Although I have paid the pirates to get the tapes and later disks I don't feel guilty as they did some collateral good too by driving me towards IT. You have to get to know the environment before judging someone. Back in the early 90s there was absolutely NO software market and you got no access to any information whatsoever as from a 100$/month/household there is not much money to be made for a publisher. Now I buy games even if I don't play some but the developer strikes a chord in me and I just end up liking his/her attitude and the support I can I will give him. I buy the special games and that extends to music as well. Thanks to piracy I learned English and opened my eyes and mind and now I am happy to give back and I'm pretty sure if it wouldn't be for my savings spent on pirates I couldn't write this and couldn't have gone to see my favourite bands playing live and I feel I can give back. Just note that paying for a single pirated Z80 game I paid high prices...but it was worth it.