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This might be true if you have a hit product with multiplayer functionality, but for regular Indie games piracy absolutely leads to lost sales. I implemented a
by ArkanExplorer 6y ago
This might be true if you have a hit product with multiplayer functionality, but for regular Indie games piracy absolutely leads to lost sales.
I implemented anti-piracy techniques into my Indie PC title and saw about a 20% improvement in sales as a result.
- DaveSapien 6y agoCould you elaborate? I am nearing the release of my game on PC and would appreciate some tips, thanks.
- giantrobot 6y agoIt's not a "lost sale". There's no such thing as a "lost sale". Sales of software isn't quantum physics, there's no superposition of "sale" and "lost sale". Your example isn't even meaningful. You had a game for sale and during some period say a 20% improvement in sales. You attribute this to your anti-piracy technique like you added that in isolation of everything else. You have no way of knowing what generated your increase of sales. What's far more likely than the anti-piracy techniques having anything to do with sales is the upload date updated on your distribution platforms and people not only saw it in the "new" section but it had more (or more positive) ratings than the last time you pushed an update. There's only customers and non-customers. There's no difference to you between someone playing a competitor's game, just not buying your game, or pirating your game. They're all just not your customers. There's seven (eight?) billion non-customers on the planet.
- npteljes 6y agoI agree with you. I don't get why people are denying the experience of others: DRM and anti-privacy measures improve sales, period. If it's free, people just take it and don't think twice about the creators. Best observed in open source software, where even maintainers of critical components can go without much of a payment, never mind a living wage.