Great editorial, Brett! I agree with all points you've made.
Something not directly touched on is the gamers that attempt to take the high road by claiming they would never have bought the game, but they do hurt the actual publisher. Sure, digital downloads mean no physical copy was ever stolen from the publisher's shelves, and if a torrent site was used then they didn't even incur bandwidth costs from the publisher.
But what they fail to realize is it costs serious money to host online games servers, or online environments and worlds that the pirates then use. And it costs money to host bandwidth for all those game patches and extra game content, that the pirates then download and use themselves, and each time there is another patch or update.
Events like this kill publishers.
http://arstechnica.com/gaming/news/2009/04/demigod-hit-by-massive-piracy-review-scores-take-beating.ars There was no DRM at all in that game, yet pirates not only hurt the publisher by creating a bad game experience for legitimate buyers, but the issues created led many review sites to publish reviews claiming the online service was poor and had serious problems. Which in turn only further hurt Demigod's sales and the game's reputation. And it was the fault of the pirates alone to blame, when the game itself had zero DRM protection whatsoever.
If a game developer saw that, what would they deduce? That they need to incorporate DRM just to protect themselves and the legitimate customers. Demigod had to spend thousands to rent emergency servers and bandwidth to try and negate the server loads on launch day, and then spend the next few days figuring out what to do about it. But the early online reviews critiquing the online game experience remain, and the damage is still done.
Demigod is just the easy example. For years there have been many game launches where pirates far outnumber legitimate users on these online matchmaking services or onlne worlds that require anywhere from a few servers, to entire server farms to host. The arguement that stealing an electronic "copy" of a game doesn't hurt the publisher is a fallacy, unless the pirate NEVER plays it online, never downloads patches for it, and never links it to their friends to also download it instead of buying it.
Brett said:
Not because it's largely uncrackable, as Valve often proposes - but because it provided features that make cracking it less valuable.
So very true! I hear this
all the time from friends on my list or people I'm in game with. Even those people that do pirate most games seem to actually buy them because of Steam's huge sales discounts. For $5-15 for a game is it really worth the hassle, risk, and time spent finding a working cracked copy versus just buying the game? For them the answer is often no, they wait for a sale and then buy it cheaply. Everyone is then happy.
Brett said:
As a side note, I honestly wonder exactly how many gamers really do sell old PC games. I've not discovered very many at all personally, though I could not hazard a guess at any real numbers.
It's a valid question, but I am one of them. Every time I buy a game that disappointed me or frankly sucks I would sell it to recoup the money I had wasted. When games cost $40-60 a pop is an expensive thing to buy and then not use, or not like and never play again, leaving it on the shelf to collect dust.
I started to buy Supreme Commander 2 on disc for exactly this reason, but after a shipping delay I took the risk and bought it on Steam for a slight discount. The game is indeed not really worthwhile and simply repackaged the SC name on a very basic imitation of the original. Every friend I played SC Forged Alliance with bought it, and now no longer plays it, some would gladly sell it if they could. I'd rather have that money back to put into a different game.