Wednesday, February 13, 2008
The Real Cost of Piracy?
Russell Carroll, of GameTunnel.com and marketing director for Reflexive, posted a fascinating article on Gamasutra yesterday that a lot of people in the biz won't be happy about. It's about piracy. And - while still far from an adequate measure of the effects of piracy, bore surprising results.
Casual Games and Piracy: The Truth
Some fascinating numbers that I'm having some trouble getting my head around and reconciling, as they are surprising and don't follow my expectations whatsoever.
Did Anybody Actually PAY For This Game?
First of all, they discovered that - of the people playing their game, Ricochet Infinity, 92% were pirated copies of the full game.
NINETY-TWO PERCENT!
That means the pirated, illegal versions outnumbered the legal versions nearly 12 to 1. That doesn't include offline play - which might be similar numbers unless pirates are actually feeling less brazen as a whole. That is staggering and sobering. I've heard numbers like this before (in fact, I've heard numbers around 15:1), but I'm sure it's even more sobering when it's your own game - recognizing how many people out there have ripped you off.
While the entire article is fascinating, there are two more key percentages to pay attention to.
Better DRM = MUCH MUCH Better Sales. Unfortunately.
First of all - their best attempt at fighting piracy - fixing the DRM to close some pretty major loopholes (and developers who have sold games through Reflexive have been griping about those loopholes for years) - increased sales by as much as 70%.
This is pretty ginormous. Just think --- if there was one thing you could do at your job that would increase your salary by 70%, would it be worth it to you? Yeah, I probably would, too. If putting the correct TPS cover sheet on my reports would mean an instant 70% raise, I'd do it with a gusto.
This bugs me a lot, because - on the whole - I hate most forms of DRM / copy protection. And it's a shame that it works. This means it's gonna be harder to get away from either that, or from required online registration. I don't like that answer, either, because I'm one of those people who likes playing old games. Games that survived the company that originally created them. If those games required some kind of online registration with a server in order to play, I'd be S.O.L.
And that's just improving an existing DRM system, not a comparison of non-DRM versus DRM. You can make all kind of theoretical arguments you want here. 70% is a lot of lost sales due to piracy. I expect that when this article makes the rounds and discussions, this factor will get forgotten in light of the fact that this had a negligible impact on piracy.
So maybe DRM isn't the clear answer it seems to be.
Most Pirates Are Incorrigible
There are several ways of looking at that number, however, and none of them really follow anti-piracy FUD that equates every pirated copy as a lost sale, either. One way of looking at it is this: The pirates outnumbered the legitimate players in the above sampling at a ratio of 11.5:1. So if the DRM actually worked and every pirated game was a lost sale, then their sales SHOULD have increased over ten-fold!
Not even close. With a 70% increase in sales, that means that 0.7 out of 11.5 went legit with stronger DRM. That's less than 1 in 16 - or 6% - of pirates going legit when forced to.
Or, as Russell points out, you can also look at it as a conversion factor, which might be more telling. According to him, the ratio of decreased downloads to increased sales was 1000:1. There is a TON you can read into that one, too. Maybe the pirates all went to torrent the full game instead of brazenly using up Reflexive's bandwidth for a game they intended to crack. Who knows? But here's the kicker: the classic "goal" for downloadable games is a 1% conversion rate. Meaning 1 sale per 100 downloads. The DRM improvement kicked up that conversion rate by only 0.1%.
So in terms of conversion ratios, there are probably a lot better things you could do with your time and energy to improve conversion.
Conclusions... Still Murky
Now, there are a ton of "what if" scenarios that Software Industry scaremongers and pirates trying to justify their rip-off habits will use to throw these numbers into doubt and invoke apples-to-oranges comparisons. These are more casual games, for one thing, where piracy is a lot less mature. Who knows what the pirates were doing after the DRM was enhanced? Why didn't the other attempts to strengthen anti-piracy measures - like making existing keygens and cracks obsolete - have nearly as dramatic an effect? Would even better DRM have had a greater effect (Boy, you can get into a losing battle here...)? Did the pirates just move on to other games that were easier targets?
What are the long-term effects of piracy? Does the realization that I'm the only one who legitimately paid for something devalue what I paid for, or does it make me feel like a sucker or chump and resentful of the experience? Will we eventually run out of people willing to pay for games?
There's nothing conclusive here, but Russell has graciously provided the entire industry with some numbers that are really, really worth chewing on.
This says a number of things to me:
#1 - Piracy is amazingly widespread.
#2 - A tiny impact on piracy can yield a major increase in sales, but
#3 - DRM only makes a tiny impact in piracy, and is probably not a long-term solution, and
#4 - "Fighting Piracy" is only a part of the solution. If piracy could be entirely eliminated, software sellers would not be miraculously led to a land of milk and honey. While maybe more than the 1 in 1000 pirated versions mentioned in this report represent "lost sales" if all piracy avenues were eliminated, it's highly doubtful it would be anything close to 1:1. MAYBE it would be 1 in 100.
UPDATE: Russell has clarified that the four methods tried to curb piracy were consecutive, which explains why the second and third updates / changes had no effect on sales. He states, " The first fix with significantly increased sales was definitely worth the time put into doing it. It was a great growth for Reflexive that pushed us up to a new plateau. That moment is really clear in the growth of Reflexive over time, so it was worth it. It's possible that even the 4th fix was worth the time, it was recent enough that we're still looking at the long-term results." (On GameSetWatch )
(Vaguely) related stories of woe and desperation
* A Pirate Story
* A Better Way to Fight Piracy?
* PC Game Publishers: Hurt Me Some More!
What's Your Take? You Can Talk About It On the Forums, Too!
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It strikes me that the article centers on making it harder to pirate games, but leaves alone making it less worthwhile. Nowhere does he question whether he picked the right price for his game. (This is what drives me nuts about the music industry -- they complain about piracy, but aren't experinemt with their prices to increase sales. This doesn't just go for piracy either, but all cases where sales are lower than one hopes) Nowhere does he question whether the payment method is a pain. Nor does he look into changing the distribution method -- I suspect that his is one of these games where you download the whole thing, but parts are locked until you pay.
Unfortunately, this is the sort of thing that happens when your main market is teenagers and college students: people with little money (often without credit cards), lots of time on their hand, and are used to not having to pay for things. I've heard of colleges making deals with the music industry: they pay a flat fee, and their students get free music. It would be interesting to see a game company try to make a similar deal.
Unfortunately, this is the sort of thing that happens when your main market is teenagers and college students: people with little money (often without credit cards), lots of time on their hand, and are used to not having to pay for things. I've heard of colleges making deals with the music industry: they pay a flat fee, and their students get free music. It would be interesting to see a game company try to make a similar deal.
I think you bring up some extremely valid topics, but they were out-of-scope for what Russell was talking about. He's focusing on one part of the equation - clamping down on pirates.
And I think his article points out - without him going into alternatives - the value of that side of things. First of all - it does net great returns initially, as there is a subset of pirates who can both afford the game, enjoy the game, and will pay for it if it becomes inconvenient to freeload. That's a tiny subset of pirates, but it's HUGE compared to the number of legitimate customers who needed less coaxing.
But I think it also demonstrates that you run into the law of diminishing returns going down that avenue.
Price point is a tricky option - I could probably write another article on that. This is a sensitive issue. The thing with being a portal (which Reflexive is) is that you don't have full control over the games you supply (though they did for this game). If you start doing things with the price (which some of the big portals HAVE started doing), you pretty much screw over the game developers. A lot of developers will just roll over and take it, but it's not a happy thing.
One thing Prairie Games has done was to make a version of Minions of Mirth that is entirely ad-supported, and then another one that has a one-time premium charge. How well has that worked out for him? I don't know. They are still in business, though, after a couple of years of running the MMO, and I think they just moved into a "real" office, so I will assume they are getting by okay with that plan.
And I think his article points out - without him going into alternatives - the value of that side of things. First of all - it does net great returns initially, as there is a subset of pirates who can both afford the game, enjoy the game, and will pay for it if it becomes inconvenient to freeload. That's a tiny subset of pirates, but it's HUGE compared to the number of legitimate customers who needed less coaxing.
But I think it also demonstrates that you run into the law of diminishing returns going down that avenue.
Price point is a tricky option - I could probably write another article on that. This is a sensitive issue. The thing with being a portal (which Reflexive is) is that you don't have full control over the games you supply (though they did for this game). If you start doing things with the price (which some of the big portals HAVE started doing), you pretty much screw over the game developers. A lot of developers will just roll over and take it, but it's not a happy thing.
One thing Prairie Games has done was to make a version of Minions of Mirth that is entirely ad-supported, and then another one that has a one-time premium charge. How well has that worked out for him? I don't know. They are still in business, though, after a couple of years of running the MMO, and I think they just moved into a "real" office, so I will assume they are getting by okay with that plan.
Thought I'd mention that I've added some additional detail, for those who might be interested, on my blog: http://vgbm.blogspot.com/2008/02/piracy-and-casual-games.html
Ah, muchos thanks, Russ! And thanks for sharing those results with the world. I think that should give everyone even peripherally involved in the biz some food for thought.
I definitely agree that the bulk of piracy comes from the younger demographics... it was that way in the early days too. It was the ONLY way to get new software in some cases, by getting a copy of it from a friend. We didn't think it was wrong.
I think it was owning an orphaned computer system that really opened my eyes to the destruction piracy causes. Seeing small companies fold and disappear, and the amount of software generated drop... It made me realize how important it was to support things you liked.
Later, when I was in college, I was pretty appalled by the casual thievery that most CS students displayed. I did my final computer ethics presentation on Piracy through the Ages, how even the first popular authors like Erasmus had to deal with piracy of their works. It was very nice to see a lot of squirming and uncomfortable looks, and hear dumb questions like "Well, what if you REALLY needed it? Is it okay then?"
I think it was owning an orphaned computer system that really opened my eyes to the destruction piracy causes. Seeing small companies fold and disappear, and the amount of software generated drop... It made me realize how important it was to support things you liked.
Later, when I was in college, I was pretty appalled by the casual thievery that most CS students displayed. I did my final computer ethics presentation on Piracy through the Ages, how even the first popular authors like Erasmus had to deal with piracy of their works. It was very nice to see a lot of squirming and uncomfortable looks, and hear dumb questions like "Well, what if you REALLY needed it? Is it okay then?"
I buy quite a lot of games (probably too many, actually), and all DRM has ever done is made me think "dammit, I wish I had pirated this instead" (when the game suddenly refuses to load because the disc is in a box somewhere, or because it doesn't like the ISO-mounting program which I never use for games anyway, or the Task Manager replacement I use, etc etc) -- not that I do pirate them, but it usually does make me less inclined to buy the games in the first place. I can't see how that benefits anyone (except the people selling the DRM).
I totally agree with this old post.
I totally agree with this old post.
I definitely agree that the bulk of piracy comes from the younger demographics... it was that way in the early days too. It was the ONLY way to get new software in some cases, by getting a copy of it from a friend. We didn't think it was wrong.
Which early days? When I was a wee'un my *parents* (okay, one of them) gave me pirated computer games he'd obtained through his BBS buddies.
I was very young. I didn't feel guilty about a small amount of sharing, but at the same time bought many games and expected to be given bought-games for christmas/birthday, etc. I don't have a problemw tih people who still feel about like I did then - who download some and buy some, and choose to buy from the people whose works they like.
I just can't stand the "lol, thanx, i love this game" posters on piracy forums... ones who don't think any further than getting free stuff. :(
Which early days? When I was a wee'un my *parents* (okay, one of them) gave me pirated computer games he'd obtained through his BBS buddies.
I was very young. I didn't feel guilty about a small amount of sharing, but at the same time bought many games and expected to be given bought-games for christmas/birthday, etc. I don't have a problemw tih people who still feel about like I did then - who download some and buy some, and choose to buy from the people whose works they like.
I just can't stand the "lol, thanx, i love this game" posters on piracy forums... ones who don't think any further than getting free stuff. :(
You know, Popcap's solution (such as it is) seems to make more and more sense to me.
You can play their games for free. You have to deal with advertising, and a version of the game that is a lot weaker than the "full" version this way, but it's still the "complete" game. Popcap still ends up making a couple of pennies everytime one of those cheapskates (like me) plays their game.
Or, if convenience and quality are important to you, you can shell out the bucks for the premium version. You get ownership and everything - but the temptation to pirate and share is highly diminished because anybody can go and play the online "free" version.
Plus, it helps preserve the perceived value of the premium version.
You can play their games for free. You have to deal with advertising, and a version of the game that is a lot weaker than the "full" version this way, but it's still the "complete" game. Popcap still ends up making a couple of pennies everytime one of those cheapskates (like me) plays their game.
Or, if convenience and quality are important to you, you can shell out the bucks for the premium version. You get ownership and everything - but the temptation to pirate and share is highly diminished because anybody can go and play the online "free" version.
Plus, it helps preserve the perceived value of the premium version.
aren't the richochet games available elsewhere though? if so, fixing their DRM still means people can get cracks from other portals, so its a 'leaky' fix.
True. Which means it's only as good as it's weakest distribution. There are a lot of variables in this equation, but I think that doesn't make the results any less useful for painting the picture.
But as a software developer, it's a pretty bleak picture.
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But as a software developer, it's a pretty bleak picture.
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