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	<title>Comments on: Q&amp;A: &#8220;How to Prevent People From Stealing My Work&#8221;</title>
	<atom:link href="http://www.gameproducer.net/2009/05/14/qa-how-to-prevent-people-from-stealing-my-work/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2009/05/14/qa-how-to-prevent-people-from-stealing-my-work/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: Juuso</title>
		<link>http://www.gameproducer.net/2009/05/14/qa-how-to-prevent-people-from-stealing-my-work/comment-page-1/#comment-134796</link>
		<dc:creator>Juuso</dc:creator>
		<pubDate>Fri, 22 May 2009 12:38:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=3010#comment-134796</guid>
		<description>from what I&#039;ve heard, there&#039;s already pirated iphone apps.. and torrent files/servers hosting these...
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		<content:encoded><![CDATA[<p>from what I&#8217;ve heard, there&#8217;s already pirated iphone apps.. and torrent files/servers hosting these&#8230;</p>
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		<title>By: Dushy</title>
		<link>http://www.gameproducer.net/2009/05/14/qa-how-to-prevent-people-from-stealing-my-work/comment-page-1/#comment-134794</link>
		<dc:creator>Dushy</dc:creator>
		<pubDate>Fri, 22 May 2009 11:21:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=3010#comment-134794</guid>
		<description>I beg to differ. Its not easy to copy / pirate games on iPhone and BREW platform. If you develop for these platforms you are secure with your assets. I highly recommend noobs to get into this space as there is a LOT more potential. </description>
		<content:encoded><![CDATA[<p>I beg to differ. Its not easy to copy / pirate games on iPhone and BREW platform. If you develop for these platforms you are secure with your assets. I highly recommend noobs to get into this space as there is a LOT more potential.</p>
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		<title>By: Eli</title>
		<link>http://www.gameproducer.net/2009/05/14/qa-how-to-prevent-people-from-stealing-my-work/comment-page-1/#comment-134691</link>
		<dc:creator>Eli</dc:creator>
		<pubDate>Fri, 15 May 2009 04:20:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=3010#comment-134691</guid>
		<description>@Steven: This is very true, an unknown developer can get loads of solid word of mouth PR by &#039;letting&#039; pirates have and distribute a product.</description>
		<content:encoded><![CDATA[<p>@Steven: This is very true, an unknown developer can get loads of solid word of mouth PR by &#8216;letting&#8217; pirates have and distribute a product.</p>
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		<title>By: Steven Egan</title>
		<link>http://www.gameproducer.net/2009/05/14/qa-how-to-prevent-people-from-stealing-my-work/comment-page-1/#comment-134684</link>
		<dc:creator>Steven Egan</dc:creator>
		<pubDate>Thu, 14 May 2009 18:14:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=3010#comment-134684</guid>
		<description>There is also the option of designing it so the &quot;pirates&quot; are helping you distribute the product. I know that isn&#039;t always an option, but it&#039; something to keep in mind.</description>
		<content:encoded><![CDATA[<p>There is also the option of designing it so the &#8220;pirates&#8221; are helping you distribute the product. I know that isn&#8217;t always an option, but it&#8217; something to keep in mind.</p>
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		<title>By: Eli</title>
		<link>http://www.gameproducer.net/2009/05/14/qa-how-to-prevent-people-from-stealing-my-work/comment-page-1/#comment-134676</link>
		<dc:creator>Eli</dc:creator>
		<pubDate>Thu, 14 May 2009 09:04:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=3010#comment-134676</guid>
		<description>In my experience Plimus has be a solid choice, and a logical one for smaller projects.  I think it&#039;s wise to point out that once a game (or any medium; really) leaves your hard drive, it&#039;s basically open warfare on it.  You really can&#039;t expect it to not be rendered free for the masses - so, in reality - it&#039;s better to generate a GOOD product, which will encourage people to purchase it based solely on its quality.

Another way to staunch the flow of theft is to release a demo.  It seems statistically that many people steal (games, at least) simply to try them out.  If your product stands on it&#039;s own, and is fun, you can be sure they will buy it after play testing a solid demo.

Anyway, just some thoughts::</description>
		<content:encoded><![CDATA[<p>In my experience Plimus has be a solid choice, and a logical one for smaller projects.  I think it&#8217;s wise to point out that once a game (or any medium; really) leaves your hard drive, it&#8217;s basically open warfare on it.  You really can&#8217;t expect it to not be rendered free for the masses &#8211; so, in reality &#8211; it&#8217;s better to generate a GOOD product, which will encourage people to purchase it based solely on its quality.</p>
<p>Another way to staunch the flow of theft is to release a demo.  It seems statistically that many people steal (games, at least) simply to try them out.  If your product stands on it&#8217;s own, and is fun, you can be sure they will buy it after play testing a solid demo.</p>
<p>Anyway, just some thoughts::</p>
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