When Jas Purewal, a fine lawyer who advises us on occasion, wrote his open letter to "people who defend game pirates", my agreement predisposition switch was firmly snapped to the on position.
Mobile Pie is a small, young mobile developer. We have suffered piracy. In fact some of our early titles have more pirate players than paid ones.
This hurt. If every one of those pirates had bought our first title, a critically acclaimed and beloved rhythm action title, B-Boy Beats, we could have turned it in to a franchise. I felt a great deal of anger and frustration.
Yet Jas' letter should have really been addressed to "people that attack developers that attack pirates". Its core is a defence of CD Projekt's legal actions against alleged pirates of The Witcher games. That is a very different proposition.
Jas makes several points in his letter, which boil down to ease and accuracy of proof piracy has occurred, prosecution as bullying (the "old lady" reason), the commercial impact of piracy (or The Lost Sales Fallacy) and the alternatives to piracy-ravaged business models.
As a developer, I'd mainly like to talk about the last two.
The Lost Sales Fallacy is piracy debate staple: piracy costs developers money because their products are taken without paying. This is wrong. Piracy means developers potentially gain less.
Unlike material theft, game piracy doesn't incur the developer a loss of an asset but instead a loss of potential gain, because the cost of the reproduction is almost free (plus it tends to be covered by the pirate anyway). This might seem like a subtle, nit-picking point, but the distinction has big implications which I'll come back to when I discuss the alternatives.
I like to think of pirates not as pirates, but as people who pirate. Each and everyone has a threshold at which the value proposition (a combination of price, time and ease of access) becomes low enough that they will cross from pirate to paying customer. This is different for each individual, depending on their ethical predisposition and valuation of their time. It's lucky that these factors exist, because you can't battle piracy on cost alone.
Many claim the solution is to provide a better service to players than they would find as a pirate and reduce price. But seeking damages from individuals does the inverse, making the pirating experience less enjoyable and potentially more expensive by adding to it the fear of prosecution.
I see the true intention of these letters as an attempted adjustment of the piracy value proposition. After all, the legal overhead versus the likely return makes the whole process a huge money sink for any company pursuing damages from the individual. Other than some back-of-napkin maths, I have no proof that is the case, and I stand to be corrected. However, neither the music or film industries, despite their victories with Napster or KaZaA, have managed to meaningfully stem piracy. And they have spent considerable amounts of money trying.
I do not dispute any developer or publisher's legal right to pursue damages from individuals, but I do question the tangible worth of the practice. It is wasted money and effort, driving further loss and failing to alter behaviour. Plus, no matter how sensitively they're handled, legal letters are a tactic that runs the continual risk of spurring David and Goliath PR shitstorms. A developer cannot come off well from it. It's too loaded and there are too many variables for it to be clear cut.
There are better options.
After B-Boy Beats got hit, we set it free on the App Store and in four days we did more downloads than it had generated in the previous months since launch. It soon became clear that we had our value proposition wrong. Some wanted to play the game, but didn't want to pay. Those that loved it could only ever pay £2. We found a solution for our next title, My Star.
Since digital has made producing copies free, we've made it free, lest the pirate do instead. Players can play for free forever and those willing to remunerate us can do so with no limit.
Free-to-play addresses some root causes of piracy, but it is not a panacea, and I understand, if not agree with, a lot of the ill feeling towards it. There is, ostensibly, a link between the business model and the game design and experience, but it will slowly evolve and take new shapes over time.
However, many traditional players still want the self-contained paid experience and developers still want to make them. Even without wholesale adopting a free-to-play model, studios can benefit from how non-paying players generate benefit, encouraging them to spread word of the game through Facebook, Twitter, selling them DLC, have them create mods or content and buy merchandise.
I firmly believe the best responses are those that put time and money in to helping grow a loyal fan base, that are fair and allow true fans to spend money on the games that they love. The solutions we attempt should also acknowledge that as an industry our customers, through their actions, tell us a story. We are involved in a negotiation with them at all times. If we withdraw from that, then so do they.
Ignoring, battling or criminalising them only serves to distance you from your players, driving them deeper into becoming not people who pirate, but simply pirates.



Comments
6Good points in the first half of the article.
"Make it free"
I invest £10m in developing a console game and pay for a manufacturing run, some tens of thousands of units. They are now sitting in a warehouse (which is costing me money). How do I break even?
In that case, you don't.
Free to play is not not the answer to everything, and in all honesty, often isn't a very good answer for a game that wasn't designed with this model in mind.
Good question. That's the problem of physical distribution in a digital world: If you don't make it free someone else will.
The question is: Can I get enough conversion (people purchasing legit copies or otherwise giving me money) to break even?
It's the same model for F2P and paid. Except in paid you have less control over making conversion work. There's the half way house of paymium: See Infinity Blade, which does it very well (upfront payment and IAP).
I don't think pursuing individual helps that conversion. So spend your time and effort elsewhere.
My whole problem with free to play is there are rarely any games that are valuable in that area.
Team Fortress 2 is probably the best one but I'd even say that's become a bit lame since it's gone f2p. Perhaps it's because I paid for it but the idea of paying £7.00 or more for a hat as well is insulting. It's just conning people into paying more for the game, imo, because you don't have to buy that many things to have paid what the game originally cost and you can easily pay more.
I'd like to think games are an art. f2p helps make games a throw-away item that people don't really care about. It's the McDonalds of gaming and I don't like the idea of gaming moving that.
The only way these sort of models work is by making something so bland it appeals to everyone. It's like pop music, it's all generally mediocre safe crap that will do well but I find it hard to take it seriously and call it art.
Piracy will always be around. It's always been here but catering to people who wouldn't pay anyway helps give people the idea that games have no value.
While it does cost nothing to create another copy of a game it does cost something to create the game and I just don't think we're going to see big epic games in a model that is questionable at best and the idea that it's not a lost sale only applies to a few people. Everyone else is just jumping on that gravy train and saying 'I wouldn't have bought it anyway' because they think it's the ultimate come back.
Even if it were true, it's inline with sleeping with someone and saying tough luck, you didn't like them anyway. It doesn't make it right.
Not all games have to be, or even aspire to be art.
I disagree that F2P in and of itself makes games throwaway. If anything, the App Store is most guilty of that. Poor design is what makes it throwaway. A game that people want to invest their time in regardless of whether it was paid for or not could not be described a throwaway.
The view that users of an artifact can only experience value from it if they pay money for it is outdated and untrue.
How much value do you get from Twitter, Facebook, YouTube and Google Maps? How much money do you pay for them?
F2P games are of course art (by any post modern definition at least). The question is actually: Are they good art?
I would suggest for the vast majority the answer is no. This correlation does not mean that there is a causation between the game's quality and the bussiness model (F2P).
Some F2P titles really push the medium forward and I strongly believe that we'll see incredible leaps forward in creativity as the most talented of us in the industry finally finish working out how they function and start looking at how we make them better.
It's all a negotiation and you've not been satisfied with what's been offered yet. That will, I'm sure, change.