
Originally Posted by
Zoop
@.exe, yeah, there is a large portion of pirates who pirate because FREE STUFF, but the thing is, game developers and publishers should stop focusing on those guys. They're a lost battle. The article isn't trying to justify piracy, it's just trying to explain why it's there and why the industry's current mindset isn't working.
They should instead focus on fixing their business model to ensure those customers they already have stay, something which companies like Ubisoft certainly don't quite understand.
Look at it this way; we've currently got an industry where a 6-10 hour generic, non-innovative FPS like, say Syndicate, is priced the exact same as a genuine masterpiece such as Dark Souls. Maybe if Syndicate was priced more according to its value, say $30, sales wouldn't have tanked? It's kinda like selling both a newly released Mills&Boon romantic novel and a newly released book in the A Song of Ice and Fire series for R350, and expecting the romantic novel to sell.
As for the development budget of videogames, that something I've been hotly debating for a while now. My opinion is that AAA developers spend way too much money on developing videogames and especially marketing. If a game that retails for $60 needs to move 3 million copies just to break even, then something along the chain of development is seriously wrong.
That's why the indie industry is rising so fast. You've got groups of dedicated, passionate developers developing games on pretty low budgets, often with a lot more polish than AAA games get. This opposed to corporate entities with hundreds of developers who don't know each other and come to work because it's an 8-5 job for them, not because they're passionate about developing videogames.