Either way, here is the end of Captain Solarus...and here is the beginning.
Showing posts with label Steam. Show all posts
Showing posts with label Steam. Show all posts
Thursday, July 16, 2015
Sunless Sea Stories: Solarus's Journey 20 & Epilogue
Today, we conclude the Sunless Sea Stories and my journey as Solarus comes to an end. I'll finish up History of Final Fantasy next, but following that...I'm leaning towards retiring or at least taking a break from videos for a while...and maybe this blog. Who knows...part of me misses playing games rather than talking about or making videos about them, you know?
Either way, here is the end of Captain Solarus...and here is the beginning.
Either way, here is the end of Captain Solarus...and here is the beginning.
Sunday, July 12, 2015
Sunless Sea Stories: Solarus's Journey 18 & 19
Ugh...life has not been kind to me, in between dealing with the banking nightmare here in China and videos, and school, and writing, and preparing to return home in 2 months, so forgive me for my lapse in video posting. This week is HELL, so I'm not sure when the last two parts of Solarus's Journey will be up, but there are only 2 parts left...so look forward to them. For now, see my Captain's downfall as he gives into the whims of the Apes and comes close to a fateful choice.
Wednesday, July 1, 2015
Sunless Sea Stories: Solarus's Journey 16 & 17
Stress and my workload are increasing, plus I've got a lot on my plate day to day, so I'm probably going to start just releasing two videos on one of my weekend days rather than spacing them out through the weeks. Still working on History of Final Fantasy, but it's slow going, so I'm finishing up these videos before we dive back into that.
Anyway, enjoy Solarus's Journey, we're closing in on an ending.
Anyway, enjoy Solarus's Journey, we're closing in on an ending.
Wednesday, June 24, 2015
Sunless Sea Stories: Solarus's Journey 14 & 15
Hey all. So, I've been sick, scraped a large portion of skin off my hands, and been swamped with work, so I missed my last chance to upload some more Sunless Sea. So, here we're going to upload two at once to get people up to speed. I've got six more chapters left before the story ends, so we're getting close.
Anyway, work on History of Final Fantasy is continuing, but I'm still sidetracked by real world responsibilities, so it'll only resume once I finish Sunless Sea Stories. Just a few more weeks. Now, enjoy Captain Solarus's journeys.
Anyway, work on History of Final Fantasy is continuing, but I'm still sidetracked by real world responsibilities, so it'll only resume once I finish Sunless Sea Stories. Just a few more weeks. Now, enjoy Captain Solarus's journeys.
Wednesday, June 17, 2015
Friday, June 12, 2015
Sunday, June 7, 2015
Tuesday, June 2, 2015
Saturday, May 30, 2015
Wednesday, May 27, 2015
Saturday, May 23, 2015
Saturday, May 16, 2015
Sunday, May 10, 2015
Friday, May 1, 2015
Tuesday, April 28, 2015
Sunless Sea Stories: Solarus's Journey 1
So, I've been through about 4 playthroughs of Sunless Sea, truly a fantastic little adventure. For my 5th, I wanted to do something different, so I'm going to narrate, in audio book form, the adventures of my captain as told by his log book.
Please, join me for some Sunless Sea stories. Let us follow the adventures of Captain Solarus as he tries to survive this bleak abyss beneath the earth.
Please, join me for some Sunless Sea stories. Let us follow the adventures of Captain Solarus as he tries to survive this bleak abyss beneath the earth.
Wednesday, February 25, 2015
Hand of Fate Video Review
Sunday, August 24, 2014
Twelve Tips for Indie Game Developers: The Outsiders Perspective
Alright. Let's be honest, I am not a game developer, I
am not a PR guy, I am not an analyst.
What I am is a gamer. And as a
gamer, I wanted to just give a few ideas to the community as a whole, the indie
gaming community, that, from a gamer's perspective, will actually help
you. Because, corporations may need
advice, but they won't take it. Indie
devs tend to just be a group of a few people and they can and sometimes will
use advice, so...here it is.
| Considering the shit AAA devs are doing...yeah, I love Indie |
I've been
seeing a lot of...shall we say, shady behavior on the indie scene, lately. For every War Z or Guise of the Wolf, we get
tons of decent games like Shovel Knight or Cubesis, certainly, but the fact
that people think they can screw with their customers, on the indie level no
less, is kinda disconcerting. This
doesn't just go for people trying to mess with critiques or lie to others, this
goes for blow ups like with Phil Fish or even levels of mediocrity, like the
dozens of RPG maker games that are starting to appear on steam. So, let's start with some easy tips.
1) A New Developer Starts with nothing.
As a new
developer, you start with zero. Zero
faith, zero goodwill, but also zero bad will and zero vitriol. You can build your image from the ground
up. So, play to the audience you want
and respect that audience. You can make
a name that is meant to show your ambitions or what have you, like Wayforward
or you can just have it sound cool, like Super Giant Games. But, you start on an even keel, so use that
to your advantage. Use it as a jumping off
point to show your audience, you respect them and you care. They WILL start to judge you from the first
screen shot you post, but when all you have is a name and a title, you start
with nothing, so use that to your advantage.
| All developers are born with neither good will nor bad will. Use that to your advantage. |
2) The Value of Goodwill.
Indie
developers can live and die on goodwill.
See, many indie developers work their jobs part time while doing other
jobs or can survive on other means while waiting to hit it big. However, if they do hit it big, this means
they can work full time. Indie devs are
no different from big companies in this regard, as if their name has weight it
can mean the difference between a boycott and massive sales. Even if it just means you get a few hundred
extra sales, since you try and deliver games cheaply and without much overhead,
like a publisher or retailers cut, it can still help.
| If you give to gamers, gamers will give to you, devs. |
3) Be courteous, but don't be phony.
Your
customers need to trust you and be willing to return your own goodwill,
spreading word of mouth, doing reviews, talking to friends, what have you. So, how can you build goodwill? Well, a good way to start is to think about
how you as a customer want to be treated.
Everyone hates that sir or ma'am crap we get when talking to corporate
pawns like the cable company or healthcare and we hate automated systems even
more. We want to be spoken with as
equals, by real people. We want to be
spoken to as people who are helping with the gaming experience, not lavished
with false praise and titles. If we make
a suggestion, be glad for it. Even if
you can't use it, remember that someone cared enough that they wanted the game
to be better so they could play it more.
| We all hate automated machines telling us our time is valuable to them. Treat us courteously, but not like robots. |
4) Be a nice person.
In spite of
all vitriol, nothing builds goodwill like a developer who will act in a mature
way when being insulted or demeaned.
This. Is. HARD.
Phil Fish may not be a guy I like, but he was insulted on a daily basis
and demeaned the point he quit the game industry after many, MANY choice
words. It's probably good he did because
after those words...he lost a LOT of good will
from fans. Thing is, Zeboyd put it
best. It's just good for all of us if we
try and be nice guys. Not fake nice, but
if someone disagrees with you, let them, don't explode. If they're being an asshole to you, ignore
them. If they're being an asshole to
your community, feel free to ban them, since you have your community to think
of. But in general, just be a nice guy
that people feel they can talk to.
| Gamers can be a vitriolic bunch but indie devs rely on them so...you kinda have to be the bigger man here. Act maturely, even if we don't. |
5) Man up to your mistakes.
All
developers have made mistakes, wasted money, or generally had delays that
prevent them from keeping promises in a timely manner. Lying or making excuses to your fans and
customers is not the way out. Be upfront
with them and share the experience. If
you're having problems, let them know but assure them of your commitment. If you can't deliver, all there is to do is
apologize, take the heat, and try to make it right how you can. While you might lose some goodwill for doing
the right thing, people remember those who are honest with them and respectful. They respect those who don't cut and run and
will try and do the right thing. That,
in turn, will get you more good will.
| People might never let you forget a mistake, but if you own up to them, don't make excuses, and say you'll do better, they're more likely to forgive and respect you. |
6) Share with and go the extra mile for your community.
Everyone
loves seeing games progress, either in development or in updates and bug
fixes. Share with them how things are
going, maybe if you added something new, secrets maybe, but keep them involved,
because that shows you care.
These are basic tips relating to good will. In general, just think how you as a gamer or
a customer want to be treated by others and...do that.
| Community is a powerful tool in the game industry. Treat them right. |
7) Do not lie to your customers
This is to
cover all bases. We talked about manning
up to mistakes or problems, but don't sugar coat things. If your game is a piece of ass, at least let
them know going in that it's a piece of ass and that you are trying to learn to
either fix it or do better the next time.
Don't bill it as a Call of Duty killer and then it turns out to be a
generic shooter with copy paste graphics from the Unreal Engine with no trace
of originality. Don't use misleading
clips or CGI or in general try and deceive them, because you will be found out
and your attempts to hide it WILL be catalogued. In the age of screen capture and mass media,
nothing can just be covered up anymore.
You cannot cover up a lie in the games industry, so it's better to simply
not lie. Your rep and your goodwill will
thank you.
| If you lie, your customers will find out...and they will be PISSED. |
8) Do not censor
I know it
may hurt to see something you worked hard on or which isn't finished take a
verbal pounding from players who are basically ripping it apart for fun, but
like I said before, if you try and cover that up and lie, it WILL be found
out. Garry's incident and Guise of the
Wolf are the most notorious cases of censorship gone bad when Total Biscuit had
his first impression videos taken down by people abusing the Youtube Copyright
system. He tore them apart in a mature
manner, showing their wrongs in detail, catalogued, and eventually they had to
relent. Jim Sterling also covered those
who took down steam reviews that were unflattering. All incidents left a trail and the stories
were picked up by Kotaku and other news outlets and the developers were treated
as the scummy, money grubbing asses they were.
Don't censor. It never ends well. Take the vitriol on the cheek, turn the other
cheek, and let it be forgotten, making way for fans who WILL appreciate your
game. Everyone hates a villain and if
you act villainously, like trying to abuse the system to censor bad press, you
will be slain by some righteous heroes of the net.
9) Don't belittle and don't fear comparison
Not everything
has to be original, but don't be afraid to have something compared to your game
and don't belittle others who might be compared to it. Many people hated the calling of Terraria a
"2-d Minecraft." Sure, they
are different, but that kind of comparison...is not bad. Minecraft is a big hit and a game like
it? That's not saying a bad thing, you
could be compared to worse. And Terraria
never set off to compete with Minecraft, they didn't claim they were
better. They were just different. They didn't speak ill of them. This is good.
I remember playing The Last Dream for Steam and didn't much care for it
because it took too much of the original Final Fantasy and not enough of the
sequels, with a bland class based system and not enough interesting story or
music. However, think about that
sentence I just said. Took too much from
the original Final Fantasy. Final
Fantasy purists, who enjoyed the original NES games will eat a game like that
up. Don't fear comparison. It's just someone else's way of pitching your
game to a friend in a nutshell. Don't
belittle because whether or not someone who is making a game similar to yours
is better, the fact that you treat them with the same respect you treat your
customers, that is to say a lot, will earn you a fair bit of goodwill and
possibly partners in the future. Who
knows? They may want to work for the
masters for their sequel.
| Comparison isn't necessarily a bad thing. Don't fear it, because it's just part of how people associate your game. |
10) Don't nickel and dime your customers
I see this
happen a fair bit. I'm not of the mind
that all micro transactions are bad.
Some DLC definitely deserves the money, like Dark Souls 2's Sunken Crown
DLC. It clearly took extra time to make
and was not part of the original product.
However, a game like Warlock 2, which looks like it should have been an
expansion pack sold as a full retail release?
It makes customers raise an eyebrow and hurts your brand. We don't like to feel like content is
withheld from us. Held hostage from
us. If you want to offer certain extras
you can't get elsewhere, like behind the scenes footage or art books, maybe,
but if you are withholding characters, music, whole levels even, BEFORE the
game has even launched? You are going to
anger a lot of people. Some DLC, we are
okay with, but when it's been cut out of the finished product to make more
money? Many of us will skip the finished
product entirely, since it's being sold to us piecemeal.
| When your customers realize you hacked out in game items to sell a more expensive edition, they may just say to hell with your game. It shows a lack of disrespect. |
11) Spread the word, but don't bribe
Disclosure
has become a hot topic lately with youtubers.
It's the idea that a game developer is offering special goodies or money
or deals to reviewers for a favorable look at their game. This is a bad idea. Why?
Because if you don't have enough faith in your game for it to stand on
its own, you probably shouldn't be selling it.
Don't bribe reviewers, don't even try to sweeten a deal. Just advertise that you have something cool
to show people. Spread the word through
the medias and the fans, but don't try and buy publicity. Market, but don't try and get "special
attention."
![]() |
| Full disclosure, not non disclosure. Don't bribe, don't lie, don't keep things from your customers. |
12) Don't panic
Even good
games can receive bad reviews. Why? Because the game wasn't what that particular
player wanted to experience, even if the videos and screenshots seemed like it
might be. And that's okay. Sometimes, wires cross. But if you are proud enough of your game that
you would play and enjoy it, then others will too. Don't panic if you get a bad review or if
something happens to derail spreading the word or getting it to your
customers. In the end, most players will
remember how you act and resolve issues as well as how they like the game. I may not like FTL, but I give mad props to
the developers for improving it and offering the updates for free. I might buy another game from them, if it were
released. Whatever happens, just go with
the flow and do your best to deliver your product to your customer. If they like it, they like it, if they don't,
they don't, but someone will like it.
Have faith in that.
| This isn't my kind of game, but it is for someone. Just cause I don't like it doesn't mean others won't. Don't panic. Keep calm and carry on. |
It's a
little sad that the indie scene has been sullied by some developers who try and
lie or abuse the system to their own benefit, but for every Guise of the Wolf
or Garry's Incident, we get a dozen Shovel Knights, Valdis Story, Sang-Froid,
Tiny Barbarian DX, etc. It's easy to
misstep as an indie developer, sure, but from a gamer's standpoint, these
points above are what matter to us of the developers we trust. Something to keep in mind for the aspiring
game developers. And something for games
to keep in mind when picking a title on name value alone.
In the end, being a good developer and being a decent human being aren't mutually exclusive. That is the best bit of advice I can offer.
In the end, being a good developer and being a decent human being aren't mutually exclusive. That is the best bit of advice I can offer.
Sunday, April 27, 2014
Diminutive Diatribes: The Power of Goodwill
With net
neutrality being an issue at the moment, I'm reminded of the simple statements
of Nash Bozard who said that, without goodwill, we will abandon a company the
instant we are able. He was referring to
the abysmal business practices of ISPs and how they have frustrated and abused
their customers to the points where the instant they are not needed, their
customers will toss them aside. Well,
it's the same with game companies.
| Shouldn't game companies do the same? |
Goodwill is
kind of an essential thing in this era of gaming, where prices are higher, income
is lower, and the options are much larger.
In the 80s and 90s, you had only a few options for play, namely
Nintendo, Sega, PC, or perhaps a third party console like the Turbo Grafx. But now, we have dozens of digital
distribution websites, 3 major consoles, 3 backlogs of consoles from the
previous generations, and not to mention handhelds. There are literally hundreds if not thousands
of games being released every month, in some way shape or form. So, with that many options, you have to hold
onto your fans with as much vigor as you can muster, not push them away or
squeeze them dry with shady business tactics.
Because a fan whom you have treated well will stick with you through
thick and thin. They'll forgive a few
botched experiments, so long as you let them know you respect and care about
their business.
![]() |
| The options we have here are staggering. |
A good
example of this is Nintendo. Nintendo
has made several unusual choices in gaming in the last decade or so. They released the Gamecube with a distinctly
child-like/toyish design, they made motion control a core part of the Wii and
the Wii U is meant to emulate tablet gaming.
These experimentations might push away core fans if not for the simple
fact that 90% of the time, when you buy a Nintendo game, you know you buy
quality. Nintendo may not french kiss
all their fans and they've made their share of mistakes, but in the age of
buggy launches, early access, and outright scams via Kickstarter or Steam, it's
refreshing to pick up a Mario or Zelda game and know that 1) it will work right
out of the box, no patches necessary, 2) it will be a high quality experience,
regardless of any experimentation, and 3) it will be accessible by almost
anyone. Fans love Nintendo because they
continue to give them quality, even if the games themselves sometimes seem to
repeat. More than that, Nintendo has
also generated a pseudo culture around itself, where it appears friendly,
offering fans rewards via the Nintendo Club and basically making themselves
seem approachable.
| You bought a Nintendo game? Come on up and pick your reward! |
On the
other hand, let's look at Steam, of late.
Steam used to be a great example of a company that understood and
generated goodwill with its customers. They
have frequent sales of their games and until about 2011-2012, the products
released on Steam were of proven quality.
They could have bugs or patches, but they were still strong, enjoyable
games that were well worth the money.
However, recently, Steam has started to become unstable. They have released a glut of shovelware
titles onto their marketplace, which, with this new influx of trash, has become
harder to navigate to find the quality items, their early access releases have
no quality control so a game can be for sale at full price that is effectively
broken or released as a scam to take money, and their attempt at getting new,
innovative products through Greenlight has been a rather depressing failure,
with some games being inspiring, such as Octodad, Bunny Must Die, or La-Mulana,
while other releases have been appalling disasters, such as Guise of the Wolf
which is laughably bad in every way and Kingdom Rush, which was so bugged upon
release that it was unwinnable past level 3.
Worse, when you start abusing your customers like this, policies that
you've implemented that weren't a big deal before start becoming more apparent. The sometimes intrusive, sometimes not DRM
Steam uses to both protect your games, but also monitor you, the no refund
policy under most circumstances, and the abusable comment and review systems
are only a few. When compared to GoG,
which will offer refunds if your game does not work, which frequently gives out
free, classic games, and which still uses a high level of quality control,
coupled with DRM free titles, Steam starts to seem less and less reliable. And if they continue, they may lose many of their
regular customers to GoG, Desura, or Green Man Gaming.
| Oh, Steam...what have you been letting into your inner circle? |
Now, let's
look at one of the worst. EA. EA has frequently screwed over its customers
with DRM through online passes, released buggy games, such as Simcity, which
was unplayable offline at all and unplayable online for the first few weeks,
and forced players to register with their online service Origin if they want
access to EA's games. These kinds of
policies push consumers away and have been lampooned by people far wittier than
me(See Yahtzee Croshaw or Jim Sterling.)
The sad truth is that EA doesn't value its customers. Apologists might argue otherwise, but EA sees
them as a way of making a quick profit and will do anything to get more money,
such as including micro-transactions in a full price game, forcing DRM to try
and shut out pirates, and releasing games too early in order to gain some quick
profits. They may be pretty big, but EA
has also dealt with a lot of controversy.
Lawsuits over Battlefield 4, the outcry and hilarious media disaster
that was Simcity, piracy STILL happening despite their best efforts to force
consumers to prove their loyalty, etc.
If these continue, EA will lose customers...they've already been losing
customers. A franchise players love will
only care a company so far.
| Need I say more about EA? |
My point
with this is to try and emphasize the obvious.
If a company abuses its customers, even if the abuse is something as
minor as releasing a buggy game that lacks polish, then they are risking losing
them. You have to engender goodwill in
your consumers if you want them to be loyal.
Elder Scrolls fans have cried foul of Bethesda on many occasions because of the
bugs, but mostly forgive the series because of how deep, enjoyable, and
moddable it is. Elder Scrolls Online has
pushed that, requiring a sixty dollar commitment, a fifteen dollar further
commitment if they want to play the game at all after buying it, and the option
of using real money to buy things like horses.
They have cast aside a lot of goodwill there. Likewise, Konami and Kojima productions are
risking reprisal when Metal Gear Solid 5 gets released due to their $40 demo
sold under the title, Metal Gear Solid 5 Ground Zeroes. Sales may be strong now, but the internet
remembers...the internet remembers and it does not always forgive.
| 75 dollar entry fee...was Elder Scrolls Online worth it? Goodwill, wasted, needlessly. |
Even
companies like Nintendo need to be aware of how they COULD be engendering more
goodwill. Mother fans would bow down and
welcome their new god, Nintendo, if they announced the release of Mother
3. RPG fans the world over and nostalgia
buffs would flock to the Wii U if cult hits like Rygar, Terranigma, and other
titles would grace the Virtual Console.
And Nintendo isn't above mistakes either...the Retro Remix games they
have released is dangling dangerously close to cash in, with links to the
Virtual Console to buy the full version of the sample game that you can play.
| I've got my eye on you, Nintendo... |
In the age
of dwindling sales, game companies need, more than ever, to be willing to bow
their heads, take a little bit of a pay cut here and there, and say to their
fans, "Thank you for sticking with us." The truth is, we don't have as much money,
but we do have more games and more options for buying and playing them. Hell, it's at the point where we don't even
need to pay games, since something like Hearthstone or Loadout are free to play
with no required buy in.
| 100% free to play. |
So, what
can companies do to let gamers know they care?
Well, first, they can be straight with them. Be honest if you're having problems. Don't hide it and push your buggy game onto
the market. Say you need more time...say
it might not be up to snuff...gamers will respect you more for being honest
than for trying to pretend things are okay when they're clearly not.
![]() |
| A little honesty might have made this less painful, Gearbox... |
Next,
companies can talk to gamers like people.
Communicate not corporation to consumer, but gamer to gamer or developer
to gamer. One thing Kickstarter does well
is it allows the creators of games to directly talk with and engage their fans
in updates and comments. It wouldn't be
that hard to implement for anyone who's bought a game digitally. No cryptic salesman bull crap, but just talk
like a normal person. Hell, even a
regular podcast would do wonders for PR.
Another
good way to engender goodwill is freebies that aren't just being held back or
that aren't just shovelware. Think about
what would happen if Sega gave a Steam gift code to one of their titles on
Steam, like Beyond Oasis, Vectorman, or the Sonic games, with each new purchase
of a current game. Fans might not use
them...but they might. They'd remember
that a good game was given to them, even if it was old. And what does that cost Sega? Nothing.
It's a digital game made years ago.
There's no real overhead. Extras
in game packages that AREN'T collector's editions also work well with
this. Soundtracks, figurines, posters,
anything that makes a gamer feel like they're getting more than their money's
worth is smart and a good way to engender goodwill.
| Still awesome years later, an easy way to earn kudos points with gamers. Give it to them for free. |
Probably
the best way to make gamers love you?
Listen to them and give them what they want. Not in terms of game design I mean, since
then we'd get more and more Call of Duty Clones, but for example, many Konami
fans miss Suikoden or the Metroidvania style Castlevania games. So, give them one. If you can't make a new Suikoden game, for
whatever reason, make the older ones more accessible. Suikoden 2 is STILL awaiting release on the
PSN...if it had been released 4 years ago, when the service was getting going,
Konami would have been heaped with praise.
Now, we're just praying it doesn't get cancelled. And these games? Yeah, you might take a little loss on them at
first, but think about all the people you will hold onto because you said,
"We listen and we care."
| C'mon, Konami, stop dragging your feet... |
The smaller
things a game company can do to generate more goodwill is to not take advantage
of the goodwill they've already got.
See, goodwill is like money in a bank.
It accrues interest the longer you have it and don't spend it. If you keep getting goodwill, or even if you
just don't abuse that goodwill, it will deliver in spades. So, don't release buggy games if
possible. Don't force DRM. Don't make on disc DLC. Don't hold back content so you can release it
AS DLC. If you just release a game and
put your all into it, you'll earn goodwill...and even if you don't, you won't
squander it by abusing your consumers.
I just
wanted to write this up to remind people that sometimes, you need to play the
long game. Goodwill is like an
investment. You won't see an immediate
return on it, but if you want to retire...it's a good thing to have. It will keep making money even if you start
to stumble or lose your way because you have respected and stood by your fans
and they will, in turn, stand by you.
Companies need to take note, before it's too late. You might make your money now, but sooner
rather than later, your fans will abandon you when a new company, one that
respects or at least doesn't abuse its players as much, joins the scene. If you don't get people who will stand with
you...then you'll have no one to help you when it all comes crashing down.
| Not even great Galactus can do it alone... |
Woe to him
that is alone when he falleth, for he hath not another to help him up.
- Ecclesiastes 4:10
Thursday, June 20, 2013
Video Game Piracy: A Victimless Crime?
So...piracy. The
games industry loves to blame all their problems on piracy and used video
games. But...is it really as big a deal
as they say? Is piracy the crippling
blow to the industry that publishers decry it as or is it, as many pirates
claim, a victimless crime? Taking money
from the already bloated, over stuffed, often dishonest publishers for products
that are not worth said money to begin with.
I'm not, nor will I ever be, a pirate.
I disagree with it on a moralistic level. However I do understand the ideas behind
piracy in the modern age. So...I'd like
to discuss for a bit about piracy in the video games industry and how it both
hurts, and is actually beneficial, to said industry, despite claims to the
contrary.
| Everyone loves pirates, right? Err...right? |
First,
let's look at the definition of piracy.
Before copyright came to be, it was robbery or illegal violence at
sea. Robbery seems to be what stuck with
people, as these days piracy has been morphed into a catchall term for
unauthorized reproduction or use of a copyrighted material in its original form,
I.E. copyright theft. These restrictions
have been relaxed in recent years to allow these materials to be used so long
as they are altered, such as with commentary from a let's play, or through a
review. However, the idea that piracy
equates robbery has always stuck with any industry that thrives off copyrighted
material. And to some extent, I
sympathize. Artists need to make money
in order to keep producing art. Even if
they love it, if they can't afford to eat off their art, they probably won't
have time to make it because they'll be too busy doing something that puts food
on the table. However, with the rise of
corporations who use and abuse the artists for their personal profit and the
advent of independent releases on the internet as opposed to something that HAD
to have a publisher to ever see the light of day, I think that piracy has
become sort of a buzzword that many people use to frighten others and imply that
they are a victim.
| In this day and age, piracy has become like the word communist or socialist. It's just a buzzword to scare people and justify things that should not be justified. |
First, let me say this. Piracy should only be used as a term if a product
is on the market, being sold for profit, by either the original creator or a
duly appointed seller, I.E. a publisher, and if this said product is being
taken and either being used or redistributed without providing proper remuneration
for those who created it. What does this
mean? Well, essentially, this is my way
of saying I do not believe that video game emulation should be considered
piracy. For the most part, at
least. When emulation was first on the
rise, many video game companies feared they would be out millions as people
could simply download the game code on the internet for free and use their
computers to mimic console hardware so they could essentially play any console
video game they wanted for free. At the
time of emulation's creation, I could understand these concerns. However, they have gotten far stupider as
time has gone on. Emulation, for those
not in the know, is where a video games code is downloaded from the internet in
the form of a ROM, then a player, which emulates a video game console such as
the SNES or the Sega Genesis, reads these ROMs and plays them as if they were
the actual game. Largely, it is excused
if you delete the ROMs in a 24 hour period, as a trial run, or if you already
own a physical copy of the game.
I want to
ask people to take a moment and think about emulation and its potential to hurt
and its potential to preserve. It has
been seen as a tool for piracy by many, but is it really? Well, in some cases, yes. If an emulator for a modern console, like an
Xbox 360 or a Playstation 3 were released along with ROMs for games that you
could still buy in stores it would be piracy without a doubt. The developers and publishers are still
making sales off these products and they are still in production, so there are
costs to consider. However, what so many
people overlook is that emulators are almost ubiquitously used to play older
games on the Atari 2600, the NES, the SNES, the Genesis, etc. These games are no longer sold in most stores
and even if they are, their sale does not profit the publishers or the
developers any longer. Many publishers
or developers of older games have ceased to be, actually, so sales of these
games are strictly between private owners, not a retail outlet which pays for
the games to be stocked. In this case,
emulators are not really a form of piracy.
They do not steal money from a publisher or developer, as the product is
no longer in use. In many ways, it is
like the copyright has become invalid as soon as production and sales of these
games have ceased, making them seem like fair use products. They are not, I assure you, but...I do not
see the harm, either. Emulation has the
potential to hurt consoles currently still on the market, however, it is also a
tool for preserving and re-experiencing video games from a bygone era that you
may not have had a chance to play or buy during your youth. Emulation under these circumstances should
not, I believe, constitute piracy.
However, if these games are ever re-released, I believe that playing
them on an emulator, even if their ROM is from a cartridge no longer being
sold, then it WOULD constitute piracy. The
Wii and Wii U, for example, frequently re-release older games that they have
the rights to. In this case, downloading
Super Metroid for free, online, to play on an emulator, when a legitimate copy
is being sold, for very little might I add, is piracy. Simple as that. Emulation is used by many as a way of
expressing love for video games and as such, I believe that a bit of good faith
is in order. If the games you love are
available in such a way that benefits their creators then buy them. Support the creators. However, if games are not for sale, then feel
free to emulate them. You may even stir
interest for sequels or re-releases by keeping their memories alive.
Now for the prickly subject
that no one wants to talk about.
Emulation is widely regarded as okay, by gamers and even by some
publishers when it meets the circumstances I outlined above. However, there are some forms of piracy that
many try to legitimize, which have no bearing in reality. Yes, if the game is no longer being made for
profit and the sales are no longer going to the creator, there should not be a
concern as to who plays it for free.
Many gamers, however, feel justified in piracy just because they cannot
pay for games. I understand this
dilemma. Games are growing more and more
expensive to buy and with the economy in its present state there is less and
less money to go around. So, you feel justified
in pirating a game since all your money is going to supporting yourself. I get it.
But if you ever want the industry and the world at large to actually
accept this as kosher, then you need to act in good faith. What does that mean? Well, essentially it means supporting the
games even if you do commit acts of piracy.
The host of a radio show I listen to, for example, once openly admitted
to buying a copy of Skyrim on Steam, then getting a cracked copy for free
online. Why? Because he does not like how Steam interferes
with his experience, through its pop in menus and glitches. However, he already paid for his game, so the
developers have already profited. This
is what one might consider an act of good faith. Pirates who buy the game, disagree with some of
its design choices, like the recent always online DRM of Sim City, and decide
to get a pirated version regardless.
This is not a problem, provided you DO act in good faith.
Pirates who
try a game and play it all the way through, then buy it to support the
developers show good faith. I would even
argue that pirates who try a game for a little bit, dislike it, stop playing
it, and don't pay for it act in good faith, as this is akin to buying a game,
trying it, disliking it, then taking it back to the store for a full
refund. However, I have to call out the
pirates who do not act in good faith.
Pirating a game that is available for retail, playing it all the way
through, keeping the pirated copy on your computer, and then never paying for a
retail copy is stealing. This may sound
accusatory, but it is. And I know that in
this day and age publishers are over bloated, toxic to their own customers, far
too controlling, and often downright dishonest with us. I know this.
But you cannot simply pick who to like in the games industry when it
comes to piracy. What do I mean by
that? Well, what I mean is if I said to
hell with the publishers I hate, I would also have to accept that indie
developers bending over backwards to make their games easy to play, download,
pay for, and DRM free shouldn't get any consideration either. Or that people giving away games in bundles
like on Steam or the Humble Bundle also are beneath consideration. If you were to pick and choose like that, it
would be akin to a police officer having the option to pick and choose who to
arrest. Or a bank picking and choosing
who to foreclose on, leaving their favored customers alone while bullying new
customers. These acts are dishonest and
they spit in the face of the idea that we are all equal under the law. The same principle applies with game
piracy. You can hate a company and its
games and not buy them, that's fine, that's capitalism. However, you cannot pirate the games of one
company you don't like, then turn around and say people should buy games from
another studio. That's simply dishonest
and hypocritical.
In a
subject like this, if you won't act in good faith, then you are not allowed to
pick and choose who you decide to screw over.
If you don't buy a game because you don't like it, fine, you've chosen
with your wallet. If you pirate a game,
like it, but never pay for it...you are stealing. You cannot argue otherwise. I sympathize with not having money to pay for
a game at this moment, but that is why good faith is in order. If you pay for it down the line...great. If not...thief. Remember, this is only games being sold for
profit, so emulators or gamers who want to pirate games that are no longer sold
but which are still not freeware? I have
no issue with you and neither should the game industry. But I do have issue with the people who hurt
developers who genuinely need support.
Like all
things, the video games industry is a business.
Not everyone, however, plays by the rules of the over bloated AAA industry
and smaller indie developers put their heart, souls, savings, and life into
making great games that they enjoy and want to share. I think it's fair that these people get
remuneration for their efforts. When
Derek Yu and Alec Holowka made Aquaria, it was a labor of love by two talented
game designers and for their efforts, their game enchanted tens of
thousands. But how many sales were lost
due to piracy? How many people profess
love for a game, then offer the creators nothing for their efforts? This is not acceptable. In fact, sometimes, it is heartbreaking. Recettear is an indie game about a girl
running an item shop and in the demo, it talks about why she runs it. She's in debt. And the developers threw in a tiny gag at the
end of the demo, where the girl pleads with the audience to not pirate the
game, otherwise she will never get out of debt.
And this isn't just meant as humor.
Indie developers can live or die off a few thousand sales, since they have
very little overhead and sometimes don't have to give publishers a cut. The fact that this game, which does
everything it can to be as open and available as possible, has to plead with
its audience to not steal it is heartbreaking.
You might ask, "What's the worst that could happen?" Well...how about no more games from indie
developers. No more Fez.
No more Aquaria. No more
Dust. No more Minecraft. If everyone pirated these games, the
developers would die. There would be
little to no point in making the games.
No sequels would be made. No new
projects. It would end them. The pirates I take the most issue with are
those that do not act in good faith and willfully steal from these developers
who need all the help they can get. But,
as Jim Sterling pointed out, there is one breed of pirate who is the worst of
all.
Pirates who
steal from charity. My jaw literally dropped over a year ago when I saw Jim Sterling's article on just how many people had pirated the Humble Indie Bundle.
For those unaware, the Humble Indie Bundle is an organization that, with
the creator's permission, periodically releases indie games at far below their
normal price in a large bundle and gives a portion of their profit to the
charity Child's Play. You can pay a fair
amount, like 10-15 dollars and get extra games or content. Or you can pay a single penny and get the
basic bundle. A single penny for
anywhere from 4-6 games. And yet some
people still felt that that was beneath them.
I understand piracy. I understand
wanting to try before you buy. I
understand wanting to recapture the past.
I understand not having money to pay for a game. But this is willful, malicious greed and
should never, ever be excused. I will
agree that game companies do treat their customers too harshly in the battle
against pirates. But those who not only
act in bad faith but who will turn their nose up at honest, noble attempts to
deliver great games at a low cost which benefits charity? I have no pity for them. In the least.
| The Humble Bundle is an effort by game developers to give games out to the fans for very cheap and at the same time, support a worthwhile charity. To pirate this is to be absolutely morally bankrupt. |
So, is
piracy a victimless crime? No. No its not.
Not everything should be considered piracy, I admit. Emulation can prove to be a great way for
those who are broke to experience older games without hurting anyone by getting
a chance to play games that are no longer sold for profit. However, piracy on the whole does take away
money from those who desperately need it.
Piracy in bad faith, that is. I
would actually argue that piracy in good faith does more for the industry than
any amount of advertising could. Piracy
in good faith spreads the word about a game to people who may want to buy it,
without acting as if they are justified in their theft, since the pirates also
want to support the game and will eventually buy it. This kind of press cannot be bought with any
amount of money and will be beneficial to any game that was made with passion
and not created as just another assembly line piece of shovelware. Many indie developers have been gracious in
the face of piracy because it does spark interest. I say, good for you for being so gracious,
but you still deserve to be paid. Piracy
is not a victimless crime. But it does
not always have to hurt people either. I
imagine in the olden days, pirates could not only steal gold and silver from
ships, but also medicine for sick families who could not afford it. Piracy is not evil in and of itself. However, when performed in bad faith, it
deserves no sympathy.
I should
end this discussion with that, however I just want to bring up something Daniel
Floyd and James Portnow have said in the Extra Credits Series. You want to stamp out piracy? Then offer a better service. This is simplicity itself. Why do people pirate? Because of DRM. Because games are too expensive. Because there are no other options. Give them other options, and the pirates will
beat a path to your door and fling their money at you whole heartedly. Most of them will, at least. There will always be those who think it
beneath them to pay, who believe the internet and anonymity entitles them to do
as they please...but for most pirates, offer them what they can only get
through piracy, and then one up that offer, and you will win over hundreds of
thousands if not millions of customers.
Steam uses DRM. However it is not
intrusive, games connect directly to the Steam forums and community through it
for troubleshooting and support, it can be deactivated to play offline, and
Steam offers trading and great sales to bring the cost of games down. GOG does one better, allowing players to,
after paying for them once, re-download their games as much as possible,
potentially allowing limitless sharing.
The games themselves are also completely DRM free with sales that happen
just as frequently as Steam sales. These
are things that piracy cannot always do.
If a torrent disappears, your source to a game is gone. But so long as you have a GOG account, it
will always be there for you to re-download.
So, how do you stop piracy? Make
it seem like more of a hassle than buying the games legitimately.
| Want to stamp out piracy? Offer a better service. |
Subscribe to:
Comments (Atom)


