Efexeye
Silly Donkey
I definitely think it affects the bottom line.
Company develops game. It costs the company 100 dollars to do so. Company sells game for 1 dollar.
100 people have a choice- buy the game, or steal it (infringe on its publisher's copyright, whatever, the line on THAT one is paper thin) by downloading, burning, whatever.
100 people buy it. Company makes 100 dollars back. Company is satisfied, world goes on, games keep getting made.
50 people buy it, 50 people pirate it. Company makes 50 dollars back.
What are the company's choices? I do balk a little at "they charge more to combat people who steal it" argument because video games have pretty much hovered around the 50 dollar mark for as long as I can remember, at least back to the late 90's. But you can't reasonably say it costs them NOTHING. It's like a grocery store. Some of every dollar you buy groceries with goes to pay the salaries of the security people that combat the people who steal groceries. Even if it's a 10th of a cent on the dollar, over time, it's going to add up. They have to recover some of that cost, so they boost the price of the game to $1.10.
Now, the company develops another game, and this time they have a little less of a budget, because last time, due to piracy, sales of the game were down. Now they are in the hole twice- less money for development, and a higher price point. Game quality arguably goes down, less people buy because of the price hike, more disillusion (sp?), more dissatisfaction with the finished product, more piracy.
And round and round we go.
(I know, it's simplified, but I just am trying to make a point that piracy is not solely an excuse for crappy software. Piracy simply MUST, and DOES affect the bottom line.)
Company develops game. It costs the company 100 dollars to do so. Company sells game for 1 dollar.
100 people have a choice- buy the game, or steal it (infringe on its publisher's copyright, whatever, the line on THAT one is paper thin) by downloading, burning, whatever.
100 people buy it. Company makes 100 dollars back. Company is satisfied, world goes on, games keep getting made.
50 people buy it, 50 people pirate it. Company makes 50 dollars back.
What are the company's choices? I do balk a little at "they charge more to combat people who steal it" argument because video games have pretty much hovered around the 50 dollar mark for as long as I can remember, at least back to the late 90's. But you can't reasonably say it costs them NOTHING. It's like a grocery store. Some of every dollar you buy groceries with goes to pay the salaries of the security people that combat the people who steal groceries. Even if it's a 10th of a cent on the dollar, over time, it's going to add up. They have to recover some of that cost, so they boost the price of the game to $1.10.
Now, the company develops another game, and this time they have a little less of a budget, because last time, due to piracy, sales of the game were down. Now they are in the hole twice- less money for development, and a higher price point. Game quality arguably goes down, less people buy because of the price hike, more disillusion (sp?), more dissatisfaction with the finished product, more piracy.
And round and round we go.
(I know, it's simplified, but I just am trying to make a point that piracy is not solely an excuse for crappy software. Piracy simply MUST, and DOES affect the bottom line.)