“The reason why we don’t put copy protection on our games isn’t because we’re nice guys. We do it because the people who actually buy games don’t like to mess with it. Our customers make the rules, not the pirates. Pirates don’t count,” Wardell argues. “When Sins popped up as the #1 best selling game at retail a couple weeks ago, a game that has no copy protect whatsoever, that should tell you that piracy is not the primary issue.”
Indie developer Positech has NO-DRM policy on their games and Cliff is one of the most successful true indie developer in the world.
If there’s pretty well selling games that have no DRM, then why shouldn’t we all learn something from this?
I believe that it’s much about the mindset you take. Which of these segment do you think you should focus, which attitude should you take?
We cannot stop piratism no matter what we do.
So, that leaves us the option to concentrate on something else.
What we can do is to have 100% focus on customers.
When we ignore pirates, and put our focus on customers we also start to attract the right type of audience towards us. When our minds are focused on “how to get more customers” instead of “how to prevent people from stealing from me” we are getting forward.
The final truth is: Arr, ye should just ignore pirate scums!
Sometimes it’s difficult to understand the communication between producers and other people. Luckily, I’ve made a handy guide for people that explains in clear terms what the producers really mean when they are talking to other people.
What producer says
What he really means
I’ll do it right away.
I’ll forget it as soon as you leave the room.
Couldn’t care less.
That’s really interesting.
I have no clue what you are talking about.
Sorry, I’ve been busy.
Your issue is not important.
Sorry, I’ve been really busy
You are not important.
Why it takes so much time to code?
I don’t trust you.
This can’t take so much time to program.
You are an idiot.
This is important.
I’m in charge here.
Should be better if we’d handle that issue in some other time
Stop interrupting me.
We can bring that issue up in the next meeting, now it’s not the time.
We need to get this thing finished asap.
It’s time for the performance review.
I have no clue what you guys have been doing this year.
Very important point, thanks.
Shut up so I can talk.
Sorry, can’t talk now, I have a meeting starting in a minute
Don’t talk to me.
This is what our project needs.
I’m clueless, but in charge.
It’s not a problem, it’s a challenge.
I just read a new book about leadership.
That negativity isn’t helping us.
I’m the only one allowed to whine.
How would you rate my performance as a leader?
Anyone want to get fired?
You guys have done a great job.
You guys have done a great job, expecting to see much more in the future.
Tony was a troublemaker, it’s good for the team that we fired him.
I’d like the Steam to do me same as BFG (bring me money instead of taking it…)
Right now Valve’s Steam is missing an affiliate system.
If Valve would have a great affiliate system, it would be just a matter of very little time that:
Soon it’d become the number one place to download non-casual games
Soon developers would get nice cross-selling opportunities by recommending similar games than their own ones (in Steam)
Soon affiliates (I’d be the first one to join) would be plastering Steam links everywhere and promoting it like crazy.
Soon developers would get more players playing their games in Steam and selling other people’s games and making (1) players happy (for having all games in Steam), (2) bringing money to affiliates and (3) gaining Valve more paying customers.
Everybody would win. (Except of course Valve’s competitors)
Now of course the question is: why aren’t they doing this?
Okay, the site Alexa rank is like 5,000,000+ and for the moment I’m not doing pretty much anything with it… but having “undefined” was bugging me enough to make it work.
Now I have some other tasks on my list to hate…
(What unfinished task could you hate enough to finish them today?)
Just some somebody selling game for “99¢”. To me it looked expensive. Maybe it’s just my Finnish location and unfamiliar symbol, but 99 cents looks more expensive than 0.99 dollars (even though the cost is the same).
Maybe it’s just me.
But in case that odd thing happens and there’s other people like me… then maybe it’s a good idea to sell games for 0.99 dollars instead of 99 cents.
Not sure if I have mentioned this (and definitely not sure if I should), but here we go (again).
I have this weird “I might drop my car keys to sewers” fear. Whenever I go get some gasoline to our car, I look for those sewer things (plug holes?) that might be located near the gas pump. If I see a one, I immediately start to think how my car keys could accidentally drop… way down to the sewers. Where they would never be found again.
What this has to do with anything? Especially about game development?
I’m making a point here that even “rational game developers” like me (and even those genius C++ experts who know loads of 3 letter acronyms) have some weird ideas and thoughts stuffed in their brain.
I know that this fear is (somewhat) irrational. I hold my car keys tight enough or keep them in my pocket, so the chances for the keys to drop are close to me same as the odds for me winning in a lottery (and I don’t even play lottery).
I’m a pretty rational guy. I make all sort of calculations. I liked math, physics (but also arts) in school. I try to make “rational decisions” and think “will buying this shit make my game sell more copies – or help me get it done faster” before I do something. I keep my papers pretty organized, and desktop in ok shape. Overall I keep thinking that I’m sort of a rational guy.
Yet… with all said and done.
I keep fearing that one day I’ll drop my car keys to sewers. (At least it’s not as weird as one famous Finnish astronomy-professor-guy has: he is afraid of dark)