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Well, if I'm the (non-criminal) customer and you're the game producer, what's wrong with it is that you're making your problem my problem. It isn't, it shouldn'
by dingy 16y ago
Well, if I'm the (non-criminal) customer and you're the game producer, what's wrong with it is that you're making your problem my problem. It isn't, it shouldn't be and I'm not going to let it be (and no, I don't pirate, I just don't buy stuff I dislike).
- mquander 16y agoThat's why I said "without crippling the game." You're right, though; most developers will make their problem your problem, either to a small degree (by making sure that some useful things are only accessible for authenticated online clients) or a large degree (requiring always-on connectivity, nutty DRM schemes.) I don't think there's really anything "wrong" with that, though. It's not very fair, but that's how the world works. Given that people are going to continue to try making money from games, it seems like an optimal outcome.
- dingy 16y agoSo, it's not fair but there's nothing wrong with it? I don't think we have the same definition of the word "wrong".
- mquander 16y agoI guess we don't.
- chc 16y agoI'm not sure it's an optimal outcome. It might help it some cases, but it definitely feeds the problem it's trying to solve. The less people like you, the less guilty they'll feel screwing you over. I don't pirate games, but pirating Activision titles would feel downright good. It also often creates the paradox that pirates get a better experience. Once the pirates work around all your antifeatures, the pirated version is actually a better product than the one you're selling (which makes piracy even more tempting).