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Of course not. Let me know when PC market gets 70+% piracy. Which mind you does happen in some regions and has caused indies some trouble.

Even then, the PC market resorts to DRM for this exact reason, so that cited 40% is still too much for some larger studios. But the difference between almost half your sales potentially going away, and a scale where 19 out of every 20 players never paid for your game is orders of magnitudes.

>How come GOG even exists, according to your theory?

Because GOG doesn't have 90% market share, and because AAA studios do in fact bypass GOG for DRM issues (until very recent times IIRC where GOG has made exceptions. Have to look that up again).

And to bring it all around: think about how Unity would affect this under it's original "plan". They can't track piracy so you will get dinged on 200k sales, even if 190k never purchased your game. At 90% piracy you'd need 2M "sales" and you'd be charged 400k dollars in runtime fees despite say, making 600k on a $3 app.

Google/Apple comes in and takes 180k and you're left 20k on your "successful" premium indie mobile game. Because piracy cost you $300k instead of maybe potentially being "free advertising" like how some people try to frame it.it was already bad but Unity showed how much worse it could be.



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