Developer Takes Game Down Due To Piracy, But With A Twist
from the not-what-you-think dept
Perhaps like some of you, I follow Notch, the creator of Minecraft, on Twitter, and he frequently plugs other games he thinks are worthwhile (or not; see his Duke Nukem "review"). So it was with great interest that I read a tweet of his showing solidarity with the developers of a game called ProjectZomboid and their recent struggle with piracy. Naturally, I had to look into this, both because Notch's recommendations are usually very worthwhile, and because, as a Techdirt reader, I wanted to see what all the piracy fuss was about. Given Notch's previous statements about his lack of concern over "piracy," it certainly caught my attention. As it turns out, and as the title of this post implies, the developers of ProjectZomboid had recently taken down the paid version of their game due to piracy.Now, if you're a regular reader and fellow Kool-Aid drinker I know what you're going to say. I had a facepalm moment myself, since we often see misguided creators try to combat piracy by removing the only legal avenue to purchase their work online, thus ensuring that the pirated version is the only version their fans can get their hands on. But when I read more about their decision making, I found that their reasons had nothing to do with the typical, fallacious "every pirated copy is a lost sale" mentality, and instead were centered on a technical flaw in their distribution system that actually cost them money from pirated copies. Their news item about the take down made it quite clear that while they would, of course, prefer that people paid, they don't see piracy as some kind of demon that sucks away their revenues:
Pirates have made a version of the game that auto-downloads Project Zomboid from our server whenever the player clicks an 'update' button.Those are the words of a developer who has gotten past the standard knee-jerk reaction to piracy and are starting to think about how it can be a benefit, which is something I always like to see. And after they took down the paid version of the game, they wisely put up a free tech demo in its stead to tide the public over until they can get a new distribution model set up.
We've always turned a blind eye to pirate copies, even on occasion recommending people who had problems with the legit version try a pirate version until the issues are resolved. We realise the potential viral benefits of pirate copies, and while obviously we’d prefer people to purchase our issue is not with those.
However, these 'auto updating' versions of the game could screw us completely. We have a cloud based distribution model, where the files are copied all over the world and are served to players on request, which means we are charged money for people downloading the game. Whether piracy actually amounts to lost sales we're not going to get into. The possibility that it raises awareness and promotes the game cannot be ignored, but the difference is offline versions on torrents, which we've been largely unconcerned about, do not cost us real money, only potential money, and even then we can't really guess at what the net effect is.
All in all, their attitude toward the whole situation and their quality demo certainly worked on me, an IP "abolitionist". I ended up forking over my ~$8 quite eagerly, and if you enjoy a good zombie apocalypse, maybe you will too.
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Filed Under: piracy, video games
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Sounds like some people.
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OT/Meta Comment
[chanting: More Chris! More Chris!]
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Project Zomboid
http://bulletproofpixel.com/2011/06/22/ep-139-project-zomboid-infection/
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Not exactly DRM, not exactly demo, but it entices many pirates from bothering with pirated versions if you can play say ~20% of a game for free.
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It also needs severely less Tims. I mean, those two are complete jackasses. They never write about anything serious, like TSA patdowns, people getting arrested for dancing, or stupid DRM attempts by the people who make Resident Evil.
I don't understand why the Tims don't just go away. They're probably the same person, anyway....
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Also interesting is that these business models are based largely on trust. At this point, I'd say I've definitely gotten my $15 worth out of Minecraft, even if Notch never updates again, but at some point that payment was made trusting that he wouldn't default on his promise to finish the game, and a big part of that trust is the attitude of the developers towards their fans. When developers come out and connect with fans like Notch does, and like the Zomboid devs do, trust is increased. If instead they come out threatening to spend their money not on making the game better, but on hiring a team of lawyers to sue the pants off everyone who pirated the game, trust is decreased.
So while I think the business model is solid, I hope that more indie developers see and understand what truly makes games like these a success (connect with fans). Throwing up an early proof-of-concept demo and asking for donations won't work if the community hates you.
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They'd be at least as funny, what with their witty quips regarding oil leaking from various orfices...
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Give us some of that internet money! Come on buddy!
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My Point is, 5 years is a long wait for a return on investment for a consumer to wait for a game. Far longer than I think most consumers are willing to wait. I think this business plan could get a lot of developers in trouble with people waiting for a game that may never get finished. What if only a few people buy in.. and its not enough to finish the game, do those people get a refund? This "Pay to finish" method should be carefully implemented near the very end of development when the end is truly in sight.
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It seems to be doing pretty well for a subscription service. I won't use it personally since it's more a rental than buying games like on Steam, but it definitely has its advantages.
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In this particular case, piracy had an actual, provable harm to it. Which means that there would be legal grounds to sue. Having nbot done so, these devs ahve gone up in my estimation.
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I can't agree on that.
Let's remember that Valve has time working with it for games. Team Fortress 2 took 9 years to complete. Half-Life 3 is basically vaporware and Episode 3 is nowhere to be found right now.
The best suggestion I could give is to start small with the games on sites such as Newgrounds or Armor Games, have the money come in, and build from there.
As someone gets larger into the gaming world, building more experience, they can get into the more complex games.
Tom Fulp had a lot of success with Castle Crashers and Newgrounds.
Epic did start as an indie project.
There's plenty of avenues to connect with fans and it doesn't have to be just pay to finish near the end. More or less, I would advocate a lot more openness than most developers tend to give for larger games. Perhaps, they could include people in a game near the middle depending on what it is.
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But we're losing site of the original post, which is too bad because Chris did a fine job, as you stated before. It was just odd that you chose to sideswipe us Tims on top of it....
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You should not give money if there is nothing playable currently on the table and in the same respect developers shouldn't ask for money if something playable isn't available to avoid the kind of situation you describe. Unless of course you have complete faith in the developer, I would happily give Valve 50$ bucks if they just said, "we have a game coming out sometime in the next 12 months, no other info is available. Will that be credit or debit?" But with most devs if they ask me for 10$ now for a demo and then a cheap/free version of the final game, there has to be something they have on the table for me to even consider it. It doesn't have to be complete or bug free just something to let me know the game is this far along and the dev is committed and capable.
I think the a major reasons why this method is important that no one has touched on yet is it opens a channel between the dev. and fans. Part of what you are paying for is the privilege to be a dedicated beta tester. That means you can help shape the game, give insight and watch it grow. Most finished games I play have a few little small things I think I could improve, an idea here, a menu there, better option there and with offers like these I get to say, "hey really loving the game but there is that section where X happens and Y pops up, I see you are trying to accomplish something like Z but have you ever thought about trying.........." The dev benefits (if he can keep up with the emails) and the fans get to feel like a part of the process and develop a closer connection to the game and are then more likely to recommend the game to friends/strangers.
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I am not affiliated, just a fan.
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If you have your "cloud based distribution model" serving your content to anyone who thinks to ask with no verification, you're asking for trouble, plain and simple.
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Because not requiring a login is even simpler than requiring one. =P
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