If you want my support, why don't you give me the code?

A new development company recently announced its attempts to crowdfund its upcoming game. I explain why it makes sense to Open Source it as well.

I just heard about the upcoming Diablo-contender game Grim Dawn which is still in its early development and has now dipped its feet into the concept of crowdfunding. That is a step in the right direction but I feel not enough to convince. You see, I’m a fan of Action RPG games (or more aptly called Diablo Clones) and I’ve even been playing Titan Quest the last few days as well but I see no reason to put my money on a game coming out 1 year from now just to “show my support.” Where is the mutual aid? Why are people asked to fund a company’s ventures but then expected to not receive any of the benefits any publisher or venture capitalist would get? Ownership.

When a publisher funds a game, they end up owning all the “IP” behind it. The copyrights, the trademarks, everything. The developer doesn’t get to keep anything, which is incidentally when developing companies go under, the actual team behind them cannot keep working on the settings they created. We end up with stuff like games truly deserving of a sequel simply disappearing. As such, it’s very worthwhile to try and get away from such a restrictive contract if possible.

However to jump from that to a concept of crowdfunding where you get to keep all the benefits and take none of the risks just strikes me as very unfair for those actually putting their money on the line. Not only do I give my money one year in advance, without knowing the quality of what I get or even if I get anything at all, but all I get is a license to play the game I funded? Does this seem  like a good deal to any you? Personally, I feel like a sucker.

If you want to crowdsource or crowdfund your ventures, then you’d better be willing to give something back to those who help you. And no, simply a license to play the game is not enough. You’d better give us the code in the form of free software. In short, if you do a public venture, it’s only fair that you create a public content. Not only will you then show that you are willing to meet those helping you half-way, not only will you ensure to those taking the risks (i.e. putting their money on the line) that they will get to keep whatever you started even if you get hit by a bus, but you also create a feeling of goodwill which will go a long way in making people willing to support you.

And not only that, but you will also get free support and development from the community you’ve become a part of.

The downside? If your game becomes insanely successful, you won’t end up swimming in money but with games like Diablo 3 coming out in the same year and you being a small-time developer, do you think that’s a possibility? You will still be able to sell your game just fine but you’ll simply have to find a way to give people a reason to buy. WIll that be dedicated online servers and scarce material goods? More likely. Will you end up losing the revenue from trying to sell a bunch of bytes? Sure, but then again, you got your money beforehand and those who want to support you will do so anyway, as they do with any free software project (of which many survive with substantial donations). Those who wouldn’t pay any money and simply play the gratis version are the sames who would pirate the game anyway.

Think about it. It makes sense to free your code if you go down this path. Think of the goodwill. I know for a fact that if you announced that the game would be licensed under the GPL, I’d already have given you my money and so would many others. Think of the free publicity from all the free software and open source related sites that announced this bold move of yours, from all those free software enthusiasts which now join your ranks of ARPG enthusiasts to spread the word of mouth. Think of freedom and the fact that your game will survive and continue to improve no matter the money.

UPDATE: I posted a link to this post on the official fora and an initial response seems to indicate that opening the source is impossible since the game is built over the proprietary Titan Quest engine. If this is indeed the case, it is very unfortunate as it takes the free software licensing just out of the table altogether. This again points out the problems with building a game on a proprietary engine or base. If the engine of the game was open sourced, it would have been improved and updated by the community and new ARPG built on it relatively cheap, creating a wealth of such games to play. See the Quake3 engine for example.

Also, it’s worth noting that GNU/Linux support is not planned.

EDIT2: Thread was closed, so even if you do want to argue a point, you now can’t. This personally does not fill me with any confidence.

Why do people pirate games?

Do people pirate simply because they’re cheapskates or is there more to their motives?

In the conclusion section of the article examining piracy of TweakGuides, the author puts forth his basic explanation on why Piracy happens and it basically boils down to “People are immoral cheapskates” which as far as the rest of his analysis goes is a strikingly shallow and one-sided explanation that simply reeks of his personal bias against piracy. This is based on his frankly shallow correlation that because piracy still exists, even though things like Steam, demos, DRM and whatnot have tried to fight it, people pirate simply because they can.

If you are currently scratching your head on how on earth this follows from the premises, it doesn’t. The author doesn’t even make the effort to explain why the persistence of piracy means that it’s done because of people being cheapskates and not because the available options do not satisfy the demand as the piracy option does.

To this end, I’m going to present a few reasons why piracy still persists and seemingly increases. Starting with the mean reason of course which as you’d expect is…

People Pirate because they can’t afford the games.

It’s really not difficult to grasp the concept that there’s poor people in the world. It’s also not difficult to grasp that because PCs are becoming increasingly necessary or useful during one’s daily tasks, that one will be available for many middle and lower-middle class families. Take places like India or China which have a very very large lower-class populace and yet their PC and internet use is increasing. There’s a lot of people with capacity to play games who can’t really afford them. When one takes into account the price gouging that also happens between countries in the gaming market ((Basically it goes like this: If the country’s currency is worth more than dollars, the game is priced in the local currency the same amount as in dollars, no matter the exchange rates. This is what commonly happens in Europe where 1 dollar = 1 euro for buying games. Now if the country’s currency is worth less than the dollar, more likely than not, the game is still sold in dollar price-range, making it far out of reach of most people. Sometimes you get the even worst results as is the case of Australia)) it’s not difficult to understand how legal gaming is outside the budget of those capable of it.

So all those people, who can’t afford the games will still want to play them due to the extensive marketing campaigns around them. And piracy provides this option. Where piracy not an option, these would not become customers. They would turn to something else. This is like the most obvious realization one should be able to make about people who do not have a lot of disposable income really. It is a fallacy of a monumental scale to claim that just because someone got the game for free, they would be willing to buy it if they couldn’t.The reason is simple, people try to find the games that are of the highest quality and within their capacity to buy them. Let me repeat this:

People try to find games that are of the highest quality and within their capacity to buy them.

This means something very specific. If one’s highest quality game is prohibited due to price, they are simply going to go for the next best option. If it ends up that the highest quality game they can afford is an indie game, they’ll play that. if it turns out that it’s a free browser game, they’ll play that instead. At no point will their inability to pirate a game increase their capacity to buy them. This means that even if piracy where to disappear overnight, the sales of PC games is unlikely to increase to any significant degree. The end result (companies not making as much profit as they think they deserve) will really not change.

Are these people cheapskates if they get to enjoy something they wouldn’t be able to afford anyway? Are they cheapskates because they didn’t prioritize games over food, rent or necessary socializing (eg going out for a beer with their friends)? Only by the very tortured reasoning of very privileged people.

It’s the kind of reasoning which assumes that everyone’s situation is similar to one’s own. That everyone has similar opportunities as a middle-class US American. That everyone certainly has enough money to buy their games but are just too cheap to do it. It’s simply ridiculous when you then see this reasoning used with a straight face to make an statement like this:

The purely self-serving nature of the arguments people use to justify piracy has become quite galling, and frankly is an insult to the collective intelligence of all internet users. Whether you pirate games or not is ultimately none of my business, but at least have the decency to be honest with yourself and everyone else about the real reasons why you’re doing it.

It almost sounds like a Theist who’s confidently declaring that the only reason some people are Atheists is because they’re angry at God. And is as convincing.

People pirate because it’s more convenient

If we move to those people who can afford to purchase some their games, it’s quite common to discover that many still pirate because Piracy is still the better option. Whereas a normal buy would require the whole issue of trekking to the shop, buying the game, wrangling with restrictive DRMs and whatnot. Pirating can be done from the comfort of one’s own house, usually within hours for the most popular games. And if it’s not obvious already, people value their comfort as well, especially when it’s about a hobby.

This whole thing can easily be seen in many different ways. Take Steam first of all. In regards to the wealthier pirates, it is the primary reason for them becoming legitimate customers by giving them actual reasons to buy and making their service far more useful than a torrent download. Automatic updates, free re-downloads (at fast speeds), community/social networking services  etc. All of these make buying from Steam a higher convenience than simply getting it for free, and basically smashes the pathetic people-are-cheapskates argument of the author. If people are willing to shell money for Steam even though there’s a free alternative just around the corner, doesn’t that make you rethink that argument? Or are those in Steam only the noble ones?

Don’t like the Steam example? Take good ol’ CD Piracy which is still extremely popular in the poorer nations. Why does this still exist when so people now have the capacity to either download the files directly or find someone who can? Even in the most of the poor areas of the world, you usually find internet stations with high-speed connections which can easily be used for people to download what they like. How can CD/DVD Piracy still be a million, if not billion-dollar industry? The answer again is convenience. Amongst those who do not have a lot of money to spend on gaming, paying something like 4$ is low enough of a price for avoiding tedious download periods, shady cracks and possibly non-working copies. CD/DVD pirates know this and thus provide copies that are generally working out of the box pretty well, which is especially important in a word-of-mouth kind of job they work in.

Piracy is working so well against normal purchases because it provides some very good advantages other than price. It allows people without credit cards to get their games online. It provides quicker service (not have to wait for weeks or even months to get the game in your own country). It avoids having to mess with physical items or DRMs. Services that wish to compete with Piracy for the people that can afford to purchase legally need to also hit on these points as well or alternatively provide other advantages to give people a reason to buy instead. Services like Steam and Impulse understand this and the fact that they also drop their prices temporarily to grab all those without a big gaming budget as well does not harm either.

People pirate to avoid unnecessary restrictions or delays

Compared to the previous two reasons, this is a relatively minor cause and most often than not, it does not change the number of people who buy (i.e. those who pirate for such a reason are likely to have already bought the game as well). Still it does increase the number of perceived downloaded copies which is used by people like the Author to boost their anti-piracy arguments.

These are the people who download a game in order to be able to play it in an uncensored version (with blood. With sex etc). If you consider how many countries, even rich ones like Germany, have ridiculously restrictive policies on this, it’s not hard to understand how it matters. I’ve done it quite a few times on games I have legally bought, just because I hate having to play a lobotomized game because some politician listened to the puritan lobby.

Then there’s those who can’t wait until companies get off their restrictive butts and release worldwide when the capacity exists. Some can’t wait until the game is translated or censored first and just want to play with their friends ASAP. Some know that the game is never going to be brought to their country because of ridiculous laws (coughAustraliacough) Most often than not, they end up buying the game when possible in order to get all the legal features as well.

People pirate on principle

While the author is quick to dismiss and belittle this attitude, it is not only true but getting stronger the more annoying the anti-piracy measures and lobby becomes. People pirate to teach companies a lesson.

You see, price does not give a complete signal to the companies, when the number of copies sold for a particular game are low, the company has no idea what the reason was. Perhaps the game was too bad. Perhaps people didn’t have money in that period. Perhaps it is because everyone’s a cheapskate pirate. And because companies don’t know why the game didn’t sell as much as they expected (or as much as they wished) they cannot fix the issues with it. However, when their customers explicitly and in very clear terms point out before-hand that they will refuse to buy the game if their favourite features are taken away (dedicated servers, lan play etc) or restrictive measures enforced (eg heavy-handed DRM) and the companies still go ahead and do it, how can they act surprised that their piracy rates skyrocket?

If you notice the top pirated games of the last years, you notice the same trends. Spore at the top of 2008 with its heavy DRM. CoD:MW2 at 2009 with its lack of dedicated server support. It’s not difficult to imagine that many of those pirated copies were done as a punishment for the companies from people who refused to buy. The more companies insist on going against their customer’s wishes, the more those customers will refuse to deal with them and will go to the next best alternative. And this is good.

Consumers have very small bargaining power compared to the megapublishers of games. Thus by refusing to play the games at all, they punish themselves just as much. Piracy provides the alternative which makes only the companies feel the pain of their bad management and provides a miniscule advantage (in the grand scale of things) back to the consumer. And even that is usually not enough as hardcore gamers are enough of an addict to shell their money even when they swore they wouldn’t. Thus the amazing success of MW2, even with a severely lacking multiplayer and a hostile PC community.

Piracy, much like union funds or other social nets, provide a needed counterbalance to corporate power.

In Conclusion

Speaking from myself, as someone who wholeheartedly supports the existence of piracy while currently doing very little of it myself, I can easily fit in all of the reasons I provided above. I was a heavy pirate when I was younger, poorer and without a job and this helped me actually develop a far better personality than I would have without it. Once I started having some more money, I used cut down on piracy heavily, unless it was more convenient to do so and with the advent of Steam, even that was basically reduced to zero and any times I do it now, it’s because I’m trying to get around restrictive bullshit laws of the country I’m in, for games I generally buy anyway.

I could probably list or expand on the reasons for piracy if I wanted to, but my main point was to show how amazingly short-sighted and downright insulting is the author’s analysis for the motives of pirates. It’s an extremely black&white view of the issue of piracy which is a handy way to ignore the real reasons why it happens. It’s far easier to decide there’s a good side and an evil side and those you do not like belong in the evil side. It’s like tribalism 101.

101 Blogs on Anarchism (and some guides)

I’ve populated the postrank topic on Anarchism and here I explain how it may be of use to you.

PostRank Inc.
Image via Wikipedia

Inspired by the latest postrank rankings of the Anarchosphere, I decided to improve upon the initial number of Anarchist blogs that I’d added in the past to the topic of Anarchism. To this end, I’ve basically scoured the internetubes and added around 60 new blogs to the topic bringing the grand (current) total to 101 tracked sites.

Now you may be wondering what’s the point of all this. We already have an aggregator after all. Well the thing is that postrank goes a bit futher than simple aggregation as it offers some extra features and capabilities that I’m certain some of you might find useful.

The Benefits of a postrank topic on Anarchism

  • It allows you to not only subscribe to the RSS of the topic, but also to balance between the quality and the quantity of the content you’ll end up seeing so that you don’t get swamped with posts from more than a hundred blogs. For example this feed will only display the posts from each site which have a very high engagement for that particular blog. This does not mean that you’ll be seeing only the most popular sites as the rating of a post is judged to the relative engagement of all other posts within the same site. More info here.
    It also provides you with more ways to subscribe. While you can do it the usual way of simply subscribing to the RSS of the topic, you can also simply export an OPML file with all the blogs and add them as individual feeds to your own Reader granting you even more control.
  • It avoids a centralized management as is the case of a normal Aggregator like Anarchoblogs. While there’s not reason to expect that the an admin like RadGeek would decide to start arbitrarily banning and removing sites he does not like, it still puts some limitations such as is the case in every benevolent hierarchy. Practically, there’s probably going to be little difference but with postrank you ensure that the control is more distributed and moderation thus happens faster.
    This means that you can go right ahead and add your own blog to the topic if you think you deserve to be there. While I tried to include as many as I felt should be there, doubtlessly I will have forgotten or not discovered them all. If you find you’re not included, just go ahead and add your anarchism-related blog as well. I will post a short guide on how to do this later on.
  • It provides some interesting statistics to see how popular you are, which are your most engaging posts and how active you are on the social web compared to other sites in your topic. Eventually, at the end of the year, you will also see how well you did and how your popularity rose or dropped and you can even get a nice badge for your site 😉

So if any of this is of interest to you, just go ahead and play around with the system and see how you like it.And no, before you ask, I’m not affiliated with Postrank in any way. I just like the way it works and the functionality it provides.

And now, some instructions.

How to add your own site to the Anarchism topic of Postrank

  1. Navigate to the anarchism topic
  2. If you haven’t used Postrank before, you’ll need to create an account. You can use your google or yahoo accounts to login as well AFAIK or simply an OpenID if you have one.
  3. Once you’re logged in click to manage the topic.
  4. Where it says “Add Feed” put the url of your blog. If “nothing found” is returned, it means that your site is not yet in the Postrank index. Don’t worry, it’s a few seconds’ work to add it.
    • Put your site’s url in the search textbox on the top right and press enter.
    • A new page should open from postrank, telling you that they do not know this site but will add it ASAP.
    • Go back to the management page for the topic and add your url to the “Add feed” box. The name of your site should now appear below. If it doesn’t, try removing the http:// in front of your url and leave only the domain name. The site should appear then. If that still doesn’t work, try to remove any trailing backslashes from the url and try again.
  5. Press the little green “plus” sign on the right of your blog’s title. The whole title should now become green.
  6. Click “Save Changes”. Once the page reloads, you site has been added to the topic. If you were just added in postrank you really won’t have any rank or info. Wait a few hours/days and check again. Your blog should appear at some position in the topic feeds. Visit its postrank page to get more details.

Congratulations. You’re now part of Postrank’s anarchism topic 😉

How to get only higher quality posts from the anarchism topic (or any topic for that matter)

  1. Go to the posts area of the topic.
  2. On the top, use the drop-down menu to select the quality you wish. It goes like this in regards of quality: All < Good < Great < Best. The higher the rank, the less posts you’ll get to see but all of them should have relatively high engagement for their blog’s standards.
  3. Once you have the quality you wish, click on the “RSS Feed” link on the right. You will notice that the URL has a number on appended on the end. That is the engagement rank or higher that a post needs to have before you’ll see it. You can change that number to 10.0 to see only the best of the best (note: this will be an extremely low quantity feed. Alternatively if you’re using google reader or bloglines, click on their relevant links instead.
  4. Use your browser’s controls to add the feed to your reader or do it normally via cut & paste
  5. There is a chance the feed will timeout if Postrank’s servers are overloaded. In that case you’ll have to copy the feed’s URL and add it to your reader manually. Once the servers recover, you’ll start seeing new posts.

Be aware that getting your feeds via postrank’s aggregation is going to be slower than going to the source due to the fact that a post needs to be first grabbed, then analyzed and once it has a high enough rank, presented in the feed. Therefore expect hours or even days of delays for each quality-filtered post. This shouldn’t be such an issue in general for non-news related sites as blogs are in general.

If you want new posts to appear ASAP on your reader on the other hand, your best option is to export to an OPML file and add all the feeds as individual sources to your reader. However, with this way you won’t have any filtering based on quality. If you use an online reader, you can use the special tools to achieve the same result instead.

So that’s about it. I hope you find it as useful as I do and feel free to contact me about any issues you find with it or to just let me know what you think about it.

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The demographics of piracy, PCs and consoles

Game Companies think that by focusing their energies on consoles instead of PCs they’ll be making more secure profits from piracy. If only they understood their audience…

Rally in Stockholm, Sweden, in support of file...
Image via Wikipedia

As TweakGuide’s examination of piracy continues, he takes a look at some of the numbers around file-sharing for each platform and find correlations from there. I will not attempt to dispute the numbers themselves, even though one can make some very valid criticisms about his methodologies which many went ahead and did here ((Simple Example: His number for downloads from Mininova is way, way off. This is the times a .torrent file has been downloaded, not the number of times the full, working game has been downloaded. Very often a particular torrent will not include a working copy, or its swarm will not be fast enough, or simply another torrent will look to be of higher quality. Add to that the file scrapping that Torrent search sites do with each other all the time, and you figure out that his numbers might easily be 1/10th of what he thinks they are. The Torrentfreak numbers are a far better indicator but of course, he interpreted them absolutely wrong.)). The reason there is no point is disputing the numbers is firstly because it’s the impression that game companies have of the numbers (and that would be similar to the author’s) and also because I’ll attempt to show that even when the numbers stand, it’s his analysis of what they mean that is flawed.

The reason for this is that TweakGuide does not seems to realize that the dynamics of the crowd of PC gaming are not the same as of consoles or how those dynamics change when these two overlap. Before one can analyze the situation, they need to recognise the difference in demographics between those two markets and how it affects puchasing behaviour and the rate of perceived piracy.

Here’s what we need to consider

PCs are proliferated all over the world

The fact of the matter is that not all the world has such a big middle and upper-middle class as the USA has, and this means a few things.

First there quite a lot of PCs that are capable of gaming but not purchased explicitly for this purpose. It’s quite often that a family will have a PC purchased for the use of everyone (business, online shopping, social networking, studies etc) which can then easily be turned into a gaming-capable machine by the simply addition of a decent graphic card. Since the need for such a PC can very often be necessary (say for business or school) it’s something prioritized over an explicitly gaming console, plus it’s not out of the budget of most families, even in developing nations ((This information shows that even in the poorer nations, 1 PC per 10 people is not uncommon. Thus Their middle class is very likely to own a gaming-capable PC)). This means that quite a few people who want to game have primarily access to a PC rather than a console.

However most of those people are not wealthy enough to purchase games to go with it. Especially teenagers which are on a limited budget but have an insatiable appetite for new games, not to mention for playing whatever their friends are, are left with the only option to pirate. Usually this is done locally and not via Downloads, although with the proliferation of high-bandwidth lines even in poorer nations, this is changing. Think of it like this, if you have a PC at home only and enough money to buy the latest-greatest game per month, would you give up all the other games? Even when salivating adverts about them are all around you?

That is exacerbated even more when we consider that nations outside the 1st world have far smaller incomes while the prices of games do not tend to drop accordingly. This forces gamers to turn even more starkly towards piracy as a means of getting their gaming fix. This is only to be expected as price is indeed the main reason most turning to file-sharing and not the infantile argument anti-piracy lobbyists use of “they are just immoral free riders”. This is the reason why piracy is largest in the more cash-strapped nations in general.

What I mean to show by all this is that the reasons PCs by far lead the numbers in piracy is because there’s far more PCs available in the poorer countries than consoles and because they are poorer and cannot afford the exorbitant prices of PC Games, they turn to piracy. Thus the numbers of downloads we see  are representative of the fact that people download all around the world and not just from the developed nations and primarily for the PC.

Consoles are primarily owned by those with spare income

While a PC is becoming more and more of a necessity in everyday life due to the increasing importance of online communication and services, consoles are instead becoming more and more of a luxury. It has always been the case that the console itself was cheap because it was making the money up via the license for the games sold but the recent consoles have not only steadily increased in price by themselves (to the point where you can get an OK gaming PC for a comparable price) but in order to take full advantage of their capabilities, you currently also need an HD TV, which relatively few can afford.

Originally things were different of course, when the first and second generation of consoles was coming out, PC were still quite expensive and not a lot of people had one at all. Thus to get a complete PC for gaming, including a monitor and peripherals could rise up to the thousands. A console OTOH required a few hundred in investment and you could plug it in your TV. It was a cheaper solution, especially in a time when piracy was not as easy or widespread. Roles now seem to have reversed somewhat, or at worst equalized. A Console along with peripherals and a few new games can easily take you to half a grand (and that’s by being generous and using current console prices), and if you include an HDTV in the mix, you quickly fly over a grand.

As weird as it may seem to those of you still living in a comfortable middle-class bubble, not many can afford this. An expenditure like this, can easily take up the whole recreation budget some have for the whole year. As a result, those who do get such setups, are also the ones who can afford to buy games legally just as well. And this shows in the rates of piracy of course.

Where Demographics collide

Of course, there’s a very big section of people who own both a gaming-capable PC and one or more consoles at the same time and here, the things get even more interesting.

Certainly someone who can afford two or more gaming stations has spare income to be buying games legally in the first place. Someone who gets a console is more than likely to get it as his “legal” and hassle-free gaming station since they also have the benefit that games just work out of the box and they don’t ever have to wonder about virii, serials and DRM, or their OS breaking. Of course the PC could still be used to be able to play those types of games that just don’t work that well on a console. If that person also happens to be a hardcore gamer who enjoys playing a lot of different games, it’s quite possible that he’ll reach time, if not money constraints at some point.

Now if that person is to pirate (To be able to play the game as a demo or simply to save money,) where do you think he would do it? Would he take his console to be chipped and risk getting discovered and losing access to many of the features of his console? (eg. multiplayer, warranty etc), or would he download the PC version which requires very little effort and risk to get working? I think we all know the answer to that. Thus, even though it’s the same person doing the pirating, and even though this piracy may eventually lead to a console sale (if he likes it enough to play it legally, or on a nice HD TV), the PC piracy gets inflated once more and talks about “economic loss” are once again brought up.

PC Gamers are more demanding

Finally one thing that deserves notice in order to understand why the PC Game piracy is higher is the increased  demands of the users of this platform. You see PC gaming had always different and more open standards than console gaming and this grew out of the nature of each platform. Consoles, from the begging have been extremely locked-down and locked-in, even to the point of special custom cartidges incompatible with anything else, modifications to the games adding extra value where practically impossible to make or distribute and in general user freedom was curtailed. This was counterbalanced with hassle-free gaming, low learning curves and initial low costs (i.e. if one does not take into account the increased costs of games.) As such, they tended to attract the kind of user who would be quite willing to sacrifice freedom for convenience. “I know my machine could do so much more, but I don’t personally care for them so I won’t demand it.”

On the other hand, The hackable nature of the PC allowed customization and expansion of games and empowered users to add extra value, far beyond the original. Furthermore, because PC multiplayer was inherently tied to the rise of the internet (as opposed to the living room split-screen in the case of consoles) it also inherited many of the aspects of the distributed, decentralized and free nature of the net. Thus individual servers for FPS, planets, modding communities, balance patches, and of course the more novel, demanding and complex games. All of this meant that the PC gamer had and still generally has quite high standards on what he should be able to do with stuff he is using. The rise in popularity of Free Software and of the more customer-focused companies has only served to increase their expectations.

So when a company attempts to introduce console mentality into the PC market, it is only natural that it faces a backlash which becomes only more intense if and when the company does an action which the PC gaming community opposes vocally. This can easily be seen by the classic by now example of Spore which instated draconian DRM and delivered a sub-par game, based on the notion that marketing alone was enough to carry them through. The most recent example was of course CoDMW2 which removed the ability for custom servers, something which they were warned would create a strong backlash. And so it did as the game soon became the most pirated game of 2009 within a few months. Not simply because it was good or popular, but also because PC gamers, quite explicitly, did it as a punishing act.

Look at the rest of the top pirated games of 2008 or 2009 and you’ll notice the same trend. The top games are those which are released for both PC and console and if anything include many options that PC gamers are not fans of. Restrictive DRMs, Missing basic features, Console-based control systems or setup, DLC-focused etc. This should point out the principled basis for this kind of piracy. It’s not based on simply wanting to get a game for free, but rather on the wish of PC gamers to make companies understand that their actions are unpopular. Unfortunately companies choose to interpret this a different way.

Bringing it all together

How does this all affect the arguments of TweakGuide? He’s basically saying that because of the disparity in the ratio of piracy to legal PC games and piracy to legal Console games, PC game developers are starting to switch their efforts to consoles and even making them their primary development platform. Accordingly we’re either going to stop seeing as many big-budget games for the PC, or they’re going to be developed with consoles in mind and therefore lose in quality, performance or taking advantage of the PC capabilities.

This is of course a bad move for their part as they are only going to worsen their sales and piracy, not increase them, and this of course will further exacerbate the issue, leading to them publishing even worse PC games, leading to more piracy and less sales etc etc.

You see, those who make the majority of pirates, the ones who simply cannot afford the huge prices for games, will not suddenly discover the money to buy a console. They will simply keep looking for the highest quality game they can get for free or for a price they can afford. If the big budget titles move exclusively to consoles, then they’ll simply won’t get them and settle for the indie and open source alternatives. If the big budget titles remove features and worsen the customization, the free or low cost alternatives are simply going to look as a better thing to play. The poor are simply incapable of getting more money for games. Naturally this means that those gaming companies have shot themselves in the foot since even the poor will shell out some money if you give them a reason to buy and the correct price. If you are not willing to do it for fear of losing control, then someone else will. Whatever happens, you’re not going to be making money out of them but rather facilitating others to doing so.

On the other hand, by focusing all their energy on consoles instead, they will start to over-saturate an already full market. Console gamers may have more disposable income but they are relatively few and have only so much time they can spend on gaming. Start churning out more games for the consoles and you’ll quickly find out that it’s the sales per individual game which start to suffer while you’ve now lost all income from the PC market. Sure, some PC gamers will switch to consoles so that they may play the big budget and exclusives but only the ones who can afford to in the first place. I doubt it will be a significant amount.

For those who have already both a gaming rig and a console, not much will change. At best they’ll switch to playing free games, or those who are given at an appropriate price for their value, or they’ll simply chip their console or buy a secondary chipped one so that they may keep pirating for demos or gratis. If anything, console piracy will increase.

And finally, those who are simply demanding of the stuff their games provide, of the modding capacity and the free support and quality service, if anything this will drive them even further away from console-type games and they will turn instead of those companies who know to give them what they expect. Companies such as Valve and Stardock and Runic and Blizzard. And if those alternatives are not enough, perhaps they’ll finally discover the possibilities of Free Software.

The large companies may think they’re protecting their interests and punishing a disloyal crowd, but their inability to understand their demographics is only going to hurt them in the long run. Naturally they won’t realize this as it’s nice to be able to say that the percentage of piracy is low, even while your total profits are lower. After all, they are misguided enough to whine about piracy hurting them…while recording record sales year after year.

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What are the economics of piracy?

How does piracy affect the economics of PC gaming. Positive or negative. I explore some arguments against it.

In this part of the series, we’re going to look at the arguments TweakGuide has presented to point out how the economics of piracy adversely affect the PC Gaming ecosystem. This is basically the first “offensive” so to speak, which sets the stage as it is used to interpret the data which the author has gathered in the later sections.

In the spirit of criticism, I will use the same headers as the author to point out the weaknesses of each of his arguments.

Economic Loss

The author rightly notes that the oft cited argument of “One download = One lost sale” is totally bogus and that any economic loss is impossible to calculate but then spends the rest of the section arguing that economic loss exists. He does this by completely ignoring all the possible positive aspects of file-sharing an by taking the old business models as basically good and immutable.

With this, the author shows that he does not really understand the economics of free and how it affects the gaming market. This is the standard way that old-school publishers are treating the internet and free distribution: As if it doesn’t, or shouldn’t exist and thus the old ways of doing things should continue working. Take for example the idea he proposes, in that because someone did pirate the game, it means that they would be willing to pay something for it and thus the publisher is losing some money down the road from discount sales. Of course someone’s judgement of the value of a game is not made before they play it (barring marketing and hype) and it can very well be adjusted downwards once they spend even a few minutes doing so. Anyone who has had the feeling of being ripped of with a nice-looking box and fancy ads and getting a polished turd as a game should know what I mean. As such, it should be perfectly acceptable for someone to decide that the game is worthless after downloading it.

Discount sales on the other hand are precisely the kind of old-school thinking that the industry is unwilling to discard because they were so profitable. In a time of instant zero-cost distribution and overhyped multiplayer gaming, companies should not expect people would wait for months or years on end in order to play a game they can’t afford at its overinflated prices. This is totally missing the dynamics of gaming. People want to play the same stuff their friends are playing now and if they can’t afford it (or think the price is a rip-off) they will select the closest candidate. Barring price-ranges in their budget, the nearest option is free. Instead of recognising this and offering the game at lower prices that everyone could afford, or even doing a pay-what-you-want scheme which would allow people to pay what they can, they keep acting as if people have no other option. In fact, with the current technology, discount is not anymore used as a way to sell excess stock as it was in brick-and-mortar shops or generally physical goods, but rather as a boost to their normal sales, as a perpetual value machine. By sticking to the old methods, that worked for other industries and other business models in different technologies, in short, by trying to fit a square piece in a round hole, the gaming publishers are asking to be out-competed by those who do recognize how things work. And they have. Of course this natural evolution of business models is a form of “economic loss” for those who use the old ones. It’s also their damn fault.

Next the author argues that while economic loss cannot be accurately calculated, by comparing the two markets we can get a better indication of such a loss. I won’t go into the details as this is explored on another section in more detail but I will say that the comparison will be flawed. The customer base of those two is not the same and the purchasing habits are neither. Whatever the analysis shows, it’s going to be pure correlation, not an indication.

Finally the author points out that a potential harm from piracy comes from the support costs they have for supporting unauthorized copies. At this point, I’m surprised he didn’t count the cost of DRM measures as an “economic loss” for the publisher as well. You see all these costs come about because the gaming companies refuse to recognize that the value of their product in a zero-cost distribution environment does not lie in the content but in the service. If they accepted that their product can be received for free and worked with that in mind, then this wouldn’t have been an issue in the first place. If they didn’t try to punish unauthorized file-sharing with buggy DRM and hidden security measures, they wouldn’t have a problem. If they worked the price of support in their price and sold it as a service instead (i.e. require a valid serial before allowing someone to post a support question or something like that) this wouldn’t have been an issue. If they open-sourced their games and allowed the community to find bugs and patch them, this wouldn’t have been a problem. You can see once again that this issue only exists because the companies refuse to recognise the environment they are in and embrace solutions to work with it.

The Free Rider Problem

Here the author argues that there is an ethical dimention to piracy in the form of allowing some to have all the benefits and none of the costs and that even file-sharers recognise that. Ironically he points out that even though file-sharers have to deal with the same problem, they have figured out ways around it. Passwords, subscriptions, bandwidth caps and share ratios are all implemented in order to naturally and without centralized intervention curb any free riding.

You see, these methods did not just spring up randomly one day. It evolved. The methods and tools by which people file-shared kept changing until one was found that was better than anything else. In the current time, it’s the BitTorrent protocol which crowdsources bandwidth and automatically punishes those who do not contribute accordingly. It’s not perfect but it’s better than anything else, which is why it has proliferated so well.

Do you notice however the big difference between the way File Sharers have solved their problem and the way Gaming Comanies still fight with it? The first ones have changed their methods when they reached their limits and couldn’t anymore rely on universal goodwill, while the gaming companies have persisted in what they have always done and insisted that everyone should become a better person or they’ll take their ball and go home.

The fact that people free ride is something to be expected under a Capitalist system where wealth is power. Naturally people have an incentive to save as much money as possible, in every way possible. Capitalism is notorious for making ethical considerations and all human values irrelevant for the sake of Greed. And this is considered as good. Supposedly, everyone being greedy works out for the best and we don’t really need extra ethical values to guide us as rational self-interest will guide us to practically the same results. To claim that some people are bad because they do what the system itself compels them to do is simply misguided. If you want to change this behaviour, you’re far better off dismantling the system which promotes it, rather than try to play the losing game of having people embrace a particular ethic when it goes against their material self-interest. It’s a losing game because those people are simply going to be naturally selected against. Someone who avoids free-riding when he can because of ethical reasons, is simply going to be at an economical disadvantage to someone who does, and will lose out in future opportunities and success. And in Capitalism, everyone want to be successful. Unfortunately, if your problem is free riding, your only solution is to embrace a system which minimizes the incentive to do it. If you want to minimize it while staying within Capitalism, then your only solution is to evolve and make it systematically impossible or unnecessary.

The Economies of Scale

In this section, the author displays a stunning degree of misunderstanding of how economics works. First of all, economies of scale simply means that larger companies can produce the same products at a lower per-unit cost than smaller companies. Now, not only is this primarily related to actual physical production but it has also been shown to be wrong. We actually have diseconomies of scale.

Nevertheless, the funny thing is that even if this were true, it would run counter to the argument of the author, which is that big projects require bigger prices to cover the costs. Under an economy of scale, the big software companies would produce the same quality game as a smaller company at a lower cost, or they would produce a higher quality product at the same cost. And yet what we routinely see is that big companies produce high quality products and yet charge a higher cost (usually more than double the amount of an indie game.) Something does not fit.

Of course things are completely reversed to what the author claims they are. We do in fact have the standard diseconomies of scale in game production as we have everywhere else. You quickly start running into diminishing returns the more you increase the budget for a game and the size of a company which then requires state intervention in order to make it profitable to do so. Let me say it again: The only reason why big budget games even exist, is because the state grants them special privileges in order to do so. Namely, copyrights. Now one may say that if this what it takes to have ultra-high quality games, then it’s good because having ultra-high quality games is also good. To this one can counter that the drawbacks of having state intervention and special rules to promote one type of content are far greater than the benefits of having luxury games for the few who can afford them. In short, this discussion will take us on the road to challenge the validity of copyrights (which of course the author took for granted) which we’ll do in another section.

It is in fact interesting that the author chose to bring up state-subsidized roads and transportation in order to make his point during the free rider section, claiming :

The classic example is for Government services such as roads, hospitals, welfare and defence. Every citizen can access and hence directly or indirectly benefit from these services, but if left solely up to voluntary contributions, most individuals would likely not pay much if anything for them, citing a range of excuses. Therefore the Government enforces involuntary contributions from all applicable citizens in the form of taxes. If it didn’t, many of these essential services could not be adequately provided as the costs of provision would outweigh the voluntary contributions.

One can easily call into question the necessity for any of those services when we consider that first the state subsidized many of them (often at the behest of corporate lobbying) and then the rest of the system morphed around them. For example, the subsidy of roads made car ownership far more viable, resulting in most people now owning a car. Where it not for the state subsidy of roads, most people would not have one and would rather rely on other means of transport (i.e. living closer to work or public transport). That is to say that without government intervention, life would not come to a halt, but would rather work with it. One can easily argue that Govt intervention unnecessarily skewed the evolution of such means towards corporate ownership and power while perpetuating its own (unnecessary) existence. In short, it provided far more drawbacks than benefits. Similarly, the State-provided laws on copyrights made Big Budget games, monopolistic OS companies and consumer-hostile attitudes possible and taking copyrights away does not mean that gaming and computers will stop, but rather that they will take another form.

Finally, I have to challenge the argument of the author that if companies could sell more games, they would lower their prices sooner and therefore piracy keeps the prices high. This claim is absolutely nonsensical. Companies who’s high-cost games keep selling have no incentive to lower their prices as…they keep selling. Whether they cover their costs is irrelevant as their primary focus is profit, not consumer value (unless it affects their primary focus).  To put it simply: High demand will keep a high price. As the demand drops, so will companies drop their prices in order to increase it. As such, if anything, pirating a super-expensive game instead of buying is more likely to help discount the prices sooner and bring them to the point where they are affordable to the pirate. Therefore piracy brings up a positive result in that it helps prices move towards their appropriate equilibrium sooner.

Furthermore, if someone pirates a game because he can’t afford it, this has absolutely no change to the argument he’s making. If one cannot afford it at his current price, we won’t buy it anyway. The end result (in regard to this particular argument) for the company is going to be the same. As such, the solution would in fact be to start at a lower price or to find some way with which people can pay what they can afford compared to their income (because 50$ for the upper-middle class is not the same as 50$ for the lower-middle class). I will counter the argument that low cost games are also pirated in another installment.

Piracy & Marketing

Here the author finally brings up one pro-piracy argument, in that it increases the exposure and then spends considerably effort marginalizing it. While it is true that file-sharing increases word-of-mouth awareness of a game, he puts forth that this will result in increased piracy and not in increased sales although of course the results are inconclusive.

In fact there’s quite a lot of evidence that points to the fact that increased awareness does help, but only if one understand and embraces the economics of free. In short if one recognizes that it’s the scarce goods that increase in value and not the infinite (such as a digital copy of the game.) We again are left with pointing out that it’s the whole business model is flawed in focusing on the infinite content and not the scarce goods around it. What could the scarce goods be? Other than the classic paraphernalia surrounding any title, I can only think of hardware and providing a service (such as multiplayer or professional support). What one needs to remember is that if one does not need to spend money on games, they can spend it on other things and for a gamer, this is likely to be game-related. This is how collector’s editions sell in the first place.

Furthermore, the more people that play and have an interest in a game, the more valuable the community as a whole becomes. Game developers are notoriously bad at understanding this and they keep treating their communities like shit at worst, or as junkies to ignore once they stop giving you money at best. This can be seen by how often big-budget companies take away popular options from their games and stop supporing them once they don’t sell anymore. If companies understood that there’s value in loyal users, then they would be able to monetize it. Hell, stuff like facebook and twitter should have made it painfully obvious that there’s power in sheer numbers, even if those numbers are free –  and the more loyal and excited your customer is, the more willing they are to buy the extras and even provide you with free value.

As a case in point, I don’t even have to try a working example of this other than Valve’s Team Fortress 2, which 2 years later, with lots of free patches adding loads of new content, low costs and short discounts down to $2.5 has created basically a phenomenon. TF2 related art, jokes, videos and other content is everywhere. People talk about it all the time and inviting their friends to play. And Valve has given them a reason to do so. Achievements, guaranteed future support and content, low prices, promotions and events. A totally different  model than the “share and forget” of everyone else. And guess what, it’s super successful.

Finally, word of mouth does work. I will use World of Goo as an example since I am more familiar with it. As the author mentions, it had huge piracy when it was first launched. This generated enormous word-of-mouth advertisement so that when they offered it with a pay-what-you-want model, they made what some estimate at $100.000. It’s not a stretch to imagine that many of those who bought it where pirates who wanted to reward the developers. Take another example, Heroes of Newerth is an upcoming DotA clone still in development. They’ve been giving out their betas for free for a year now and have practically zero copy-protection. They have thus generated enormous buzz and community around them (20k people online for multiplayer often) and can basically guarantee a very successful launch for an indie game. Another similar example is the League of Legends, a similar game which is being given out for free and people can purchase extra perks (i.e more characters and stuff). Also working quite well. Do you know which didn’t work at all? Demigod, which is the exact same type of game, only it was big-budget, had a closed beta which you could get in only via an expensive pre-order and was sold in the usual old-business-model style. Naturally people pirated it rather than pay its huge price, even though they missed its basic functionality: multiplayer. In fact this by itself would point out how much people download games not because they have a lot of value for them, but because it’s low enough cost to not be an issue. Where Demigod to cost 10$ instead, they would have probably turned all those pirates into legitimate customers and ensured its continued success. Rather, they are left with a dying game, horribly outcompeted by 2 indie self-published studios who understand their market.

In conclusion

The basic argument the author is missing when discussing the economics of piracy is that people’s budget is zero-sum. They have only a limited amount of money to spend on luxuries like games and it’s unlikely that they will go over it just because of hype. As is natural again, everyone demands the highest quality for the lowest price they can get. If piracy where to become impossible tomorrow, PC game sales (in number of $$) would not increase. Prices would not drop. People would still spend approximately the same amount of money on PC games. They would either decrease their standard of quality so that they can play more, or stop playing so many so that they can play higher-quality games.

Practically, this would mean that there would be a far smaller community of gamers around each title, far less excitement, far less creativity and game communities would die sooner or be forced to die for the sake of sequels. The gaming culture as a whole would suffer as people would turn their interests in things they can afford, such as IRL sports, television or whatever. This means a diminishing pool of gamers, allowing less and less games to be created.

Piracy has existed since the dawn of personal computing and yet games never stopped being created. The only thing that has stagnated is quality during the time-window of late ’90s – early ’00s where the byte-size and low bandwidth limitations put a natural limit to internet and sneakernet piracy. Creativity and novelty in games actually started peaking again once piracy become trendy once more, as it was in the time of Amiga games. Sure, gaming will evolve but this is nothing to fear as the alternative, that is, to have a lot of high-budget titles also require a decrease in creativity, reduced consumer rights and increasing limitations and lock-ins in order to make it possible. In short, it requires us gamers to become the game industry’s bitches.

Personally, I prefer gaming evolution to consumer slavery.

The reverse fallacy of impartiality

The use of impartiality when one attempts to argue his position is nothing more than an implied ad-hominem.

Today I went through this article which basically attempts to prove that the sole reason for the degradation/change of PC gaming is Piracy and it made some quite compelling arguments for his case, based on the heavy use of facts and the neutrality of the autor. The article was well written and made some strong points against piracy and I found it via a link on Reddit by someone off-handedly pointing to it as the explanation of the Death of PC Gaming, (which, much like Linux conquering the desktop, is perpetually just around the corner it seems) showing how effectual this article can be as an argumentation hammer.

As a supporter of file-sharing the article hit a nerve. While it was sufficiently well written, I did find quite a lot of objectionable claims inside which should be challenged in order to show the cracks of the general argument against file-sharing. To this end I’ve decided to start a small series to analyze the bad aspects of piracy, whether it is indeed destroying the PC game industry and hopefully provide a stronghold in case this 30.000 words monstrosity is thrown at you as a counter-piracy nuke.

And I’m going to start from one of the first things the author attempts to prove. His impartiality.

This is something that I very commonly see used as a way to grant more credence to what one writes but then abused in order to hide the very real biases which lead to uncharitable interpretations and simply negative light on the way one presents the facts. In this case, the author begins by pointing out how disconnected he is from the game industry or from the file-sharing networks.

Before going further, I must explain some relevant facts about myself. At 37 years of age, I’ve been gaming for over 20 years now on a variety of platforms including the Atari 2600, Amiga 500, Nintendo 64, and of course, the PC. I currently game exclusively on the PC and do not own any consoles. I’ve written over 40 different detailed tweak guides covering a wide range of PC games and various versions of Windows over the past seven years. I am not sponsored by any hardware or software manufacturer of any kind. I am not involved with The Scene, nor do I receive any income from any piracy-related websites. I was not paid or sponsored in any way to write this article. In short, I have little incentive to write a biased article. I feel I’m as qualified as anyone could be to give a balanced view on this topic, free from any commercial interests in either side of the piracy debate.

And all of this is irrelevant. It is a distraction which attempts to give more weight to what he’s going to say later on and diminish the opinions of those who do not meet his standards of “impartiality”. It seems like what I’ll call a “Reverse fallacy”. The explicit notice he’s giving to his impartiality serves no other purpose other than to imply that what those who are related to the gaming industry or the file-sharing networks say is somehow less valid. That would normally be called out as a pure Ad hominem, as the connections one has do not in the least diminish the arguments they make. In fact that actual case may be that the connections one has, are because of the opinions they have on the matter as you wouldn’t really expect a strict anti-piracy pundit to be connecting with The Scene, nor is it likely that a file sharer would be leading an anti-piracy initiative (although of course, there are humorous exceptions)

However the author of the article, by simply pointing out his own impartiality deftly avoids any accusations of ad hominems while still implying just the same kind of fallacious reasoning to dismiss the antilogue. And the unfortunate fact of the matter is that this tactic works very well. In fact, it’s the favorite trick by which lawyers stack the deck against file-sharers which have geen sued by the Content mafia. When such people request a trial by jury, the lawyers methodically filter out any jurors who have any knowledge at all of file-sharing programs and culture, which naturally leaves only the most computer illiterate or those who have consciously avoided file-sharing in the first place. The audience is conveniently stacked towards those who are less likely to understand the complexities of file-sharing (eg. that a link to a link is not the same as distributing copied CDs) or already sufficiently swayed to one side of the argument.

You see, on some matters there is just no perfectly middle ground. While there is of course variation in the intensity one supports one camp or the other, they still support one side. The debates on Piracy are like that. You either support it, or you oppose it. You either consider it wrong, or you don’t. Even the ones who could validly say that they belong in either camp because they actually don’t know enough about it to express an opinion in the first place, end up practically  supporting the side which is in power. In our case, someone who does not know what piracy even is, is simply going to go with whatever the law says, i.e. whatever the corporate lobbyists say.

But the point is that whichever side of the argument one belongs to is irrelevant. My arguments are not going to diminish when I announce what I think from the start. On the contrary, their purpose is to provide the basis for my ideas.

In the case of the article at hand, the author can’t avoid but show his very strong pro-copyright, anti-piracy bias almost from the very start. In fact, as long as I saw the copyright notice on the footer of his site, I immediately knew where his support was going to lie (I mean, a vanilla copyright notice on a website? Seriously?). And his bias was showing quite a lot, no matter his announced impartiality. The way he pointed to torrent sites was in an amazingly negative light designed to create the emotional reaction one has to leeches. His dismissal of the possible motives of file-sharers and his boiling it down to “flexible morals” was halfway insulting. While it was true that he did avoid some of the classic emotional fallacies copyright-purists like to make (eg “Piracy is theft”), he couldn’t avoid marginalizing ((example: When discussing The Pirate bay, he put huge weight in the sources estimating the profits of TPB while providing one sentence showing the TPB’s side. Then he used on whole parahraph to doubt it and triumphantly posted addendums which he thinks support his cause, such as the loss of the first TPB trial and the selling cost of it to the Game Factory. No mention of the scandal of the biased judges or the general fact that any site in the top100 internet sites would sell for similar amounts.)) if not ignoring all the positive elements of piracy and grossly highlighting all the negative ((Take for example how he pointed out how he mentioned the large piracy rate of World of Goo while not mentioning at all the huge increase in sales during their “pay what you like experiment, or when dishing GNU/Linux users how he failed to mention that they were the highest paying during the World of Goo experiment. Hell, just the TPB logo with the dollar sign is a huge subconscious signal.)).

This is not impartiality. This is a classic example of having one opinion and then being selective with the facts so that your opinion has more basis. I have an opinion too, and a biased one at that. I’m pro file-sharing in the sense that I do not consider it does any harm and that in fact it helps. The difference is that I do not hide behind neutrality as this only annoys. Rather I declare it proudly and then I explain why reality is such that my opinion is warranted. I see how things work and then form an opinion about the ethical rules we should have to optimize the good aspects. The author on the other hand seems to have an opinion already ((It seems to be: “PC gaming was better in the last few decades and should remain as it was”)) and this drives a selective bias in his interpretation of the facts and reality.

By pointing out his reverse ad hominem and his lack of impartiality, we thus begin on our journey to deconstruct the lengthy anti-piracy article, or any article for that matter, while keeping in mind that a lot of information has been negatively represented or simply omitted.

The Nethernet is back!(?)

The Nethernet, the original PMOG, is back in a surprising turn of events.

Image representing PMOG as depicted in CrunchBase
Image via CrunchBase

2010 enters with a interesting bang. The previously through dead PMOG (Passively multiplayer online game) Nethernet has returned from the land of 404 apparently, in what seems like a total change of heart from the part of the developers.

By now information is still scarce. Some of the old faces are back, the game’s code has been rolled back to a previous version which had far less tools and did not use the purchasable currency, bacon, which is btw not going to be returning. This is quite perplexing since from the information we were given after the game was originally shut down, it looked as if the old code was just not salvageable (Emphasis mine.)

For the record, I’d like to say I think uselessness is dead on. There is very, very little hope of saving TNN/PMOG, even if it were to go open source. This is for a number of reasons, having seen the code, I may have a slightly better idea than the average player of just how server hungry, and just how hacked together the majority of it is.

Additionally, while I worked at GameLayers, there was no magic wand that could be waved to revert back to a previous version (on the server side). At time we’d revert to a later commit, but to revert to one of the final PMOG builds or a 0.8 version of TNN is more than likely impossible — the data just isn’t there.

It seems then that Gamelayers did exactly what was then seen as a bad move, possibly wiping a lot of data in the process, as seems to be the case.

Still though, this means that they are still using the old, badly-optimized code which was severely overloading their servers. They mention that now they are funded for a good part of 2010 which obviously means they’ve got new venture capital injections but from whom and why we still don’t know. I find it hard to believe that it’s from the old venture capitalist and I’m guessing that someone new has stepped up.

Half-arsed theory I’ve got now is that after Gamelayers tried their luck in Facebook with Mafia Wars clones and the like, they quickly discovered that that area is over-saturated already and not easy to monetize. Furthermore, the passion of the Nethernet refugees and the interest in making another PMOG (and the subsequent creation of Nova Initia to replace the Nethernet) gave them hope that there is still interest in PMOGs. That, combined with the fact that The Nethernet was more than likely their favourite project, drove them to attempt and reignite the game.

So there is a lot of speculation at the moment until the original developers chime in but honestly, I’m not expecting the whole truth from that front either. This comeback is just too weird and they don’t have exactly a great track record on openness (just look at the suddenness and secrecy which surrounded the original shut down and months previous to that). However on the positive side, they seemed to have moved to a donation-based system rather than perk-purchasing system which is a good move imho. If they are smart, they’ll open source it as well and let the community help out with optimizing the code as much as they expect it to be improving the content. They seem to recognise the power of crowdsourcing and hopefully they’ll recognise that providing freedom to their playerbase is also a powerful form of reward on its own.

So lets see what the future holds for the revived Nethernet. Many are pessimistic and expect it to shut down again in a couple of months so obviously the community’s trust has been wounded. Still many more are glad to have it back again. In any case, it’s an interesting case study of internet startup development and progress.

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You now have an urgent mission

OMFG! A Divided by Zero T-Shrit! I must have it!

I just found out about this T -Shirt. Needless to say, I must have it.

Db0 T-Shirt

Unfortunately, I tried to buy it and they only ship to the US at this point so I have no choice. I must ask for the help of my US readers.

Can one of you buy this today (it’s only for available for today apparently) and then ship it to me? I will gladly pay your shipping and purchase costs for it (or you can get it for me as a gift 😉 ). Send me an email and I’ll provide you with my address if you’re open.

Anyone who does this for me can then of course ask for any favour in return 🙂

This T-Shirt was build for me. I neeeeeds it!

EDIT: A friend from Facebook agreed to do this for me so there’s no need to volunteer anymore. That was close though as there was only a 2-hour window left when I posted this.  Cheers all. Pics will be forthcoming 🙂

How I spent my afternoon yesterday.

Reddit convinced me to get Dragon Age legally rather than Pirating it. This is the true story of what followed.

So I get home from work yesterday and get on Reddit…

.

.

Dragon Age FFFUUU

Yes, this really happened to me yesterday exactly as you see it.

Other fun facts

  • I got the VPN yesterday in an attempt to allow myself to buy the goddamn game. Legally. That was a wasted 40 Euros of course but hopefully I’ll be able to use it to watch restricted content. Or you know, maybe not.
  • I didn’t download the whole game at 300Kb/s fortunately. I watched a movie for the first 2 hours which allowed the 1.2 Mb/s to continue. However when the movie finished I tried to surf the net while the last 5% where downloading. Then my speed dropped to 300Kb/s and never got over it, thus making the last 8 minutes into 30.
  • Yes, my PC did really die within 5 minutes of downloading the game. It was the PSU which gave up the ghost. Hopefully nothing else has been affected from it.
  • Of course EA screwed me over by charging the same amount in Euros as they charge in Dollars. Exchange rates be damned.
  • I’ve only managed to see the intro screen of Dragon Age and the first few stages of character creation.

And then people ask why Piracy is the better choice…

The Barefoot Bum strikes back and the ethics of blogging.

The Barefoot Bum finally reacts to my condemnation of his actions. His response unfortunately falls short of the point.

8 12 09 Bearman Cartoon Freedom of Speech
Image by Bearman2007 via Flickr

…Sort of. In response to my internet drama post about banning me from his blog and my thoughts about it and his past actions he’s come out to clarify his position and why nobody deserves to call him an enemy of free speech or whatever. Of course that would actually be a valid defense if I had claimed that he was an enemy of free speech and open debate. Which, you know, I haven’t.

The Barefoot Bum thus, unwittingly, provides us with a perfect example to talk about blogger ethics and go further on why his actions were objectionable. ((Really, It’s not worth wasting any more bytes explaining how he didn’t understand why I was annoyed at him. My post is quite clear on this even though Larry picked the parts which were the easiest to misrepresent and proceeded to do so.))

He claims that he has no obligation to publish comments or be as nice to commentators and thus implies that shouldn’t be criticized for not doing that. He also claims that he doesn’t object to others criticizing them at their own locations…within a blogpost whining about me criticizing him at my own blog. The Irony is delicious once more.

But what he has failed to grasp is that I’m not criticizing him for being a hypocrite or an enemy of free speech. I’m criticizing him for being an arrogant elitist, for being a dick to people who don’t deserve it and for being hypocritical about being a “a honest seeker of truth” when he dismisses arguments which do not fit into his preconceptions.

His comment policy fits nicely into this picture since it’s a policy which works quite different from the examples he mentions about “no comments”, “no replies from the office”, and “open to all but trolls”. Putting aside the fact that any and all those comment policies can and should be discussed and criticized just as well, his own policy of “comments are heavily moderated and discouraged” is very vague on its guidelines and judging from the examples of what he ends up banning can thus be condemned for the thin excuse for intolerance of different opinions it is. Just because it’s his  policy in his own blog does not allow him to escape this, and this is precisely what I did.

One might ask, as he proceeds to do, why didn’t I do this before? Why I didn’t criticize his comment practices (or his Maoist tendencies) before this drama occurred. The answer is quite simply because I used to consider him an online friend at some point in the past and thus was trying to tactfully point out the errors of his positions without putting it bluntly and thus forcing him on the defensive which would have simply ended up with us speaking past each other. This is only common (n)etiquette between friends and acquaintances really as you’re trying to change the other’s position without breaking up all relations in the meantime. My attempts were especially cautious furthermore as I knew firsthand his intolerance and thus slow. But it was there, in the various counter-arguments I made in his comments and in this blog as well.

Of course, what ended up happening is that the more clearly I started opposing his position, the more annoyed he became at me and the more cold and stressed our interactions became. Still I kept hope that he would be willing to listen to opposing opinions  from someone who’s opinion he used to respect and thus I decided not to come out and condemn him openly until he took the first step to force my hand as I expected him to do, and as he proceeded to do. Instead of thinking why someone he used to read and agree with started arguing against his positions, he took the easier solution to consider that I must have somehow become stupid in the meantime and therefore not worth listening to.

In fact, this etiquette is what Larry seems to be severely lacking and something that he also deserves to be condemned for just as well. His reaction to people who express a different opinion is horrendous. He will accuse them of stupidity or “fucktardery” (to use his own words) at the drop of a hat and thus only manages to discourage and avoid dialogue. Is it no wonder why I consider such knee-jerk reactions counter-productive and do not follow them? And this is precisely the reason I now openly take the time and condemn Larry’s intolerant behavior. Because I wish to discourage it.

I don’t have any illusions that Larry will learn from this of course but he does serve as a great example of how not to act if you’re really looking for truth. Shutting down dialogue, especially when the other side is not being deliberately trollish or aggressive, is not in your interests as a freethinker. Larry may be too far gone with far too thin a skin to save but hopefully the rest of you aren’t.

For closing I am going to address Larry’s contention that he’s not a Maoist because he’s not explicitly said so. A claim so ridiculous on its face that I shouldn’t have to address anyway but I’ll do this just in case one can’t see it. Very much like Socialism or most other political theories do not apply via self-description, so does the opposite hold true as well: The lack of a self-described label does not automatically exclude one from the theory. Larry makes the fallacious reasoning that people are not a “Hitlerites” either simply for being vegetarians nonsmokers, missing the point that those factors do not a Nazi make. However someone who was intolerant to non-Aryan races and homosexuals and also an anti-semite would probably strongly point to Nazi-tendencies. Similarly, the Barefoot Bum’s promotion of governmental communism, his support and apologetics for various Maoist policies, his fawning over Bob Avakian and the RPCUSA and finally his intolerance for opposing opinion in a true Marxist-Leninist fashion, do point out that strong Maoist-tendencies certainly exist in his political orientation, even though he has not explicitly endorsed the whole theory.

If it walks like a duck and it looks like a duck but it hasn’t actually quacked yet to confirm it, you are still warranted to have a very strong suspicion that it is, in fact, a duck.

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