The World of GOO example was just a couple of sentences in the 10 page article, and just a minor example in the whole article. And even if the rate was 50%, does that somehow justify the piracy rate? It's still criminal!
A rhetorical question I suppose, because obviously I'm not trying to justify the piracy rate.
I made my point very clear that if you get the same level of sales whether you use DRM or not, then the version without DRM is a greater success.
Yes, some people have stolen your work, but the people who paid for your work enjoy the convenience of no DRM. More success for the customer, and unfortunately more success for the pirate too.
Remember, the first role of a games developer or any business is (apart from profit

) to serve their customer by provision of a good or service or whatever. Preventing theft of their work is important but is not the primary concern. If you make a bad product and no one buys it then it won't matter how well you prevented people pirating it. (Again, I'm not advocating piracy, but noting that making a good product and putting it at an appropriate price should be higher on the priorities list)
This is a key damning point in my view, many folks offer up all sorts of LAME excuses to justify why their "friend" pirates games, but in reality they just like getting stuff for free. Piracy is very easy with almost no risk in getting caught, why pay $50, $20, or even $10 when you can get it for the low price of free.
I question the accuracy of the 90% figure. As I said before, it relies on several assumptions, a few of which are unrealistic/inaccurate IMO, making the figure have high uncertainty. I don't consider any figure that has high uncertainty on it to be "damning". Certainly suggestive though.
This is also a very weak position in my view. Why should anyone be entitled to play the game for free? They looked for torrent, downloaded it, installed it, and played the game. They certainly put some effort into it and the game clearly isn't worthless as they went though this effort, but yet everyone assumes that they ALL wouldn't buy the game at any price (even $10) if piracy didn't exist. That sounds like a lot of smelling salts and rationalization to me. Is the developer (and shareholders) supposed to feel better because "well, at least 500,000 played the game even if they didn't buy it!".
There were some numbers in the goo link. 150,000 actual sales at that time; ~ 1,500,000 different IPs posting results.
Yes, and what if someone pirates it and the server measures 15 unique IPs from them, and then later purchases it because they felt it deserved their money given how much they played it, and then continued to send another 15 unique IP addresses? Would you count this guy as a pirate or a customer? Should you say that for the 30 unique IPs 29 of them were pirates and 1 was a legitimate customer? The complications make it begin to look very messy.
I am interested in seeing real piracy figures and I would expect the rate to be a bit worrying, but I disagree with the methodology used in that example. Honestly, there would be cleverer (or more cunning) and clearer ways to measure the rate than what was done with World of Goo.
The main point the World of Goo example was to illustrate is that the DRM is not the main reason that people pirate games. I thought this would have already been obvious since in most games the DRM is only a minor issue to most people, and games that have incredibly annoying DRM probably don't get played much by pirates anyway.
Perhaps you can tell me the piracy rate for Assassin's Creed 2 (or whichever recent game had Ubisoft's silly online DRM)?
Actually if you think more about the World of Goo case, doesn't it kinda suggest going the opposite direction of annoying DRM? It had no DRM yet still got pirated similar to what is alleged of other games that
do use DRM. In other words, you can't have it both ways - claim that piracy is rampant on DRM-laden games and also rampant on DRM-free games, because it suggests DRM has little effect and hurts your argument. Instead, it's quite a reasonable position for an "anti-DRM" person to take.
See, a no-DRM advocate would rightly point out that World of Good sold very well and if they hadn't bothered attempting to measure the piracy it probably would have widely been regarded as a success. 150,000 sales of a casual game like that indeed is something the developer should be proud about.
If you are skeptical of the scale of Piracy, you should give that 10 page article a read. The author gives a reasonably balanced presentation with some noteworthy numbers to support the analysis.
I think I will, but you'll need to give me time, lol.
This section was particularly damming in my view. The install base for Xbox 360 is 23 million and the PS3 is 17 million, this total is 40 million. The number of installed PC is over a Billion, the number of gaming PCs sold over the past few years was over 200 million. There is no way this title should sell so few PC copies vs. so many console copies. Piracy clearly has a *major* impact on PC sales.
MW2 is the most expensive game to hit the market for a long time. While I don't pretend the piracy is ok, I think it's easy to see why the PC version was pirated so much compared to the console version. Anyone who
did want to pirate the game would obviously get it on PC, under the assumption it's easier to use a pirated version there than it is to pirate a console version.
It's quite possible that many of the people who don't want the DRM on their PC simply buy the console version, but this is not a point I wish to emphasise - it's just a possibility.
Anyway, anyone can throw big figures around. The nubmer of installed PCs is stated but for the most part irrelevant. Why state the number of gaming PCs if you don't also state the number of each console as well?
This was a particularly funny evidence.
Pirates have the audacity to call the publisher for tech support, and many still claim that Piracy dosn't impact the PC game industry? They need to wake up and smell the coffee.
I'll need to check the article, but I would agree that pirates contacting technical support is a funny/worrying (depending on your perspective

) problem.
Because of piracy, it's silly for publishers to spend $20 million developing a game and not protect the game using Steam or some other DRM.
It appears that you assume there is some level of anti-piracy DRM where suddenly most pirates become paying customers. That is a big assumption to make, IMO. It's probably largely inaccurate too.
And one could make the cheeky point, do we really want to be playing a multiplayer game against ex-pirates? If the pirates had to buy the game, then they'd be playing on legal servers.
