Presciption drugs are very expensive to develop, with a high failure rate, but a very low cost to manufacture once a stable product is developed. Patents were established to protect the R&D and help recoup costs, even for lifesaving drugs.
This is a very interesting example.
Pharmaceutical companies provably do develop new drugs, and provably do make plenty of money on them. There's no debating this. But the protection on new drugs is patent law, not copyright law. Patents, IIRC, survive for a term of 20 years. After that time, the thing patented, by law, becomes public domain.
Copyrights, on the other hand, last for life of the author plus 70 years for individual authorship, and a flat 95 years for corporate authorship*. This would seem to indicate that copyright is protected more than is necessary - particularly in the case of software, which has a much shorter desirability half-life than medication does (we still use and buy plenty of Tylenol...how many people these days buy Pong?).
On the software side, why invest the money to create a truly spectacular game (for US dollars in CIV 4's case), when there is a likelihood that much profit will be eaten by pirating? Why spend money marketing and distributing products in areas with a low value for the sanctity of property? I am not in the gaming industry, but I am sure that money lost to pirating is factored into every budget decision. I am sure that when market research indicates that piracy is so high in a given area that you couldn't compete with your own pirated copies, that the decision to pull distribution is made. Why waste your company's money? Why risk so much capital on a venture with higher and higher risks (PC Gaming)?
This is an excellent point, and highlights exactly what we should be discussing. Copyright in the United States exists specifically "[t]o promote the progress of science and useful arts, by securing for limited times to authors and inventors the exclusive right to their respective writings and discoveries" (US Constitution, Article I, section 8, paragraph 8).
This is the sole justification for the artificial imposition of scarcity on an otherwise unlimited resource. Which means the discussion about copyright should always focus on to what extent it promotes the sciences and useful arts, not on the ethics of thievery.
At first blush, it seems obvious that more copyright will equal more artistic production (I'm including software in artistic production). Greater profit incentive should lead to greater creation. But it's more complex than that, as software publishers know. Derivative works are also arts (Counterstrike comes to mind, as well as all the mods that already exist for CIv), and should therefore also be encouraged by law. While more and more software companies are recognizing this and encouraging derivative works, copyright law
itself is currently designed to discourage them for almost a century after creation (consider Bnetd and the Sklyarov case).
This is an imbalance that, IMHO, should be addressed.
For example, does anyone know what the EULA for CIV says about modification of the software? Being at work, I can't check, but I strongly suspect that it claims modification is a violation of license. Even if not, it would be entirely within Firaxis'/Take2's rights under copyright law to release a patch that permanently broke all existing mods, and made further mods difficult and illegal.
What does all this have to do with piracy? One of the reasons for piracy (socially, not on an individual basis) is as a response to this imbalance. Sort of like prohibition, if enough people perceive the law to be wrong, it won't be obeyed. Similarly, much copy protection is an effort to enforce this imbalance.
I realize that some companies continue to make money and haven't been squeezed to death yet. But pirating isn't at the 100% level either. It is the same flawed thinking that says it is okay to break a window, because so many people get money for its replacement--glazier, contractor, etc. What is lost is the opportunity cost. What else could that money have been used for instead of just replacing a window?
Which raises the question,
why isn't piracy at the 100% level? We all seem to agree that casual (that is, personal) piracy is both easy and safe. Why have so many people on this board purchased so many video games, then? The option to acquire CIV, for example, at no charge via piracy certainly exists, yet many copies have been sold. Personally, I believe it's because people are, by and large, willing to pay for things that they perceive as being worth the money. If this is the case, then perhaps piracy isn't the boogieman many make it out to be.
That "some companies haven't been squeezed to death yet" is certainly one way of looking at the history of software, but it's certainly not the only one. Compelling cases can be made that piracy
helped Microsoft and iD get to where they are today, that piracy
helped Metallica get to where it is. Nor is this just the lone ravings of one guy on an internet forum, which is why I mentioned Internet Explorer and the Baen Free Library. Microsoft and Baen both realize that, to some extent, no-charge distribution of their intellectual property is a net benefit to their businesses.
Incidentally, I don't accept the broken window analogy. I'm not arguing that the harms to software publishers of software piracy are mitigated because
someone gets money because of it, I'm arguing that the harms of software piracy to software publishers are mitigated because the
software publisher gets money because of it. Or at least, I'm arguing that it's not completely one-sided. To shoehorn the argument into the broken-window analogy, I'm arguing that the act of breaking the window might have a result anywhere from transforming the window into a valuable stained-glass piece to ruining the whole window frame.
*And, given Congress' penchant for
retroactive extensions to copyright, the case can be made that copyright is effectively permanent. But that's a different rant altogether.