2 ms·
Well, whether you can afford something or not doesn't have to be a matter of nationality. This is ultimately the reason I used to pirate software as a young pe
by esotericn 7y ago
Well, whether you can afford something or not doesn't have to be a matter of nationality.
This is ultimately the reason I used to pirate software as a young person.
I grew up in a poorer northern UK town. Chucking 50 quid at a PlayStation game was, let's call it "highly impractical". So me, and most of my friends, would burn CDRs and mod the consoles.
I think the correct answer to this, ultimately, if you care about having the widest audience, is charging for the product, but not putting _too much_ effort into piracy being impossible.
The middle classes will still buy your stuff because it's the polite thing.
- asdff 7y ago>The middle classes will still buy your stuff because it's the polite thing. Not only polite, but easy. If you could afford the game, you buy it, it downloads, you play. Piracy is more work, but if you value that time spent as less than the price of the product, of course you will pirate. I used to pirate a lot of music. I'd have to find the title on some tracker, download the album for a couple hours (shit internet at the time), import it, deal with metadata, deal with album artwork, import into my device. It was a lot of work, but I couldn't afford $1 a song! I definitely can afford $10 a month though, and spend probably 2 seconds finding a track on spotify to play it on any and all devices. Worth it. Easy. Affordable. But if you charge too much, don't be surprised when your users are willing to take the long way and get your stuff for free. Nothing will ever be uncrackable, so why waste expensive engineering salary on the digital equivalent to the war on drugs?