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It's also a sure way to boost piracy. Service providers don't seem to learn that by restricting access to content they only incentivize people to pirate it ins
by imiric 3y ago
It's also a sure way to boost piracy.
Service providers don't seem to learn that by restricting access to content they only incentivize people to pirate it instead. The more accessible content is, the less likely it is to be pirated.
The music and gaming industries have mostly caught on, but for some reason TV and film are still clinging to their old ways.
- vanderZwan 3y agoNot that I'm agreeing or disagreeing, but it's kind of funny you mention that in the context of World of Goo, a game that famously was a gigantic hit, extremely affordable, made with love by two indy devs… and had a 90% piracy rate https://www.destructoid.com/wankers-world-of-goo-has-a-90-piracy-rate/ https://www.destructoid.com/wankers-world-of-goo-has-a-90-pi...
- COGlory 3y agoThere's no data for that 90% claim.
- boomboomsubban 3y agoThere presumably was behind the dead link, see https://www.rockpapershotgun.com/world-of-goo-piracy-rate-82 https://www.rockpapershotgun.com/world-of-goo-piracy-rate-82 The original claim was based on the number of IPs that submitted to the leaderboard compared to the number of games sold.
- iSnow 3y agoBut if it's IP-based, it's completely unreliable. My home DSL gets a new IP# every 24h and I know that is not uncommon in Europe at least. I bought it both for Mac and iOS, and I would be responsible for hundreds of false-positive "pirated installs" as I played it a long time.
- boomboomsubban 3y agoThe link addresses that by saying 76% of player IDs only connected from 1 IP. So the 90% is high, but not by a massive amount.
- vanderZwan 3y agoAs the other comment pointed out, there is. The lack of DRM meant that anyone could submit to the leaderboard. Which, to me at least, sounds like it should be one of the more reliable estimates out there all things considered.
- rebolek 3y agoI had a pirated version on PC but it was such a great game I bought it for Wii as it was much more fun to play it there. So piracy != lost sales.
- vanderZwan 3y agoSorry, my bad: the devs weren't actually mad about this, the journalist writing about it was. In another article[0] the devs state: > "by the way, just in case it’s not 100% clear, we’re not angry about piracy, we still think that DRM is a waste of time and money, we don’t think that we’re losing sales due to piracy, and we have no intention of trying to fight it." [0] https://www.rockpapershotgun.com/world-of-goo-piracy-rate-82 https://www.rockpapershotgun.com/world-of-goo-piracy-rate-82
- hadlock 3y agoThe guys running netflix now (35-45) were the kids and college students (14-25) running limewire and gnutella and later bittorrent and/or DC++. They might have even chanted "Dee Cee Plus Plus!" over and over at QuakeCon. They were the OG movie and TV pirating generation. They absolutely learned what was up and how cause and effect work in this industry.
- imiric 3y agoAnd yet they're still ruled by the industry they have license agreements with. Which is partly why they started their own production studio. All streaming services are not much more than a coat of paint over the same old industry practices. Why do you think every media conglomerate has their own streaming service?