World of Goo Co-Creator Claims 90% Piracy Rate
by Blake Ellison, Nov 13, 2008 1:53pm PST2D Boy's World of Goo (PC, Wii) is being pirated at the rate of "about 90%," according to co-creator Ron Carmel.
The statement came from Carmel in the form of a user comment on a RockPaperShotgun story about the game's pending European release. 2D Boy cohort Kyle Gabler explained in another comment that the figure was established by looking at the number of unique Internet addresses connecting to the game's leaderboard server.
In the face of staggering piracy, Carmel is keeping his chin up. "We're getting good sales through WiiWare, Steam, and our website. Not going bankrupt just yet!" wrote the upstart developer to Joystiq.
Carmel wrote that a few players had illegally downloaded the game and then decided to make a purchase, but added that those buyers formed a "very small percentage."
2D Boy won the 2008 Independent Games Festival for World of Goo. The physics-based puzzler has quickly risen to popularity among indie game fans on Nintendo's WiiWare service as well as Valve's Steam.
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Comments
thanks crackers/warezers/pirates, this is why the PC userbase has to face this plight so often
why are people SO fucking entitled as to demand everything be free? what has to change about video games so people will actually buy things like adults?
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rationalization, i know. and i still feel bad about it. but it should underscore how important demos are. most games im not on the fence about; i know for sure whether i do or dont want them. world of goo was one of those that i really wasnt sure of... i had played "tower of goo" and it was an ok toy, but i just couldnt see how they could make a whole game out of it... and i was interested to find out. turns out, they CAN make a whole game out of it, it just isnt my thing.
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I'm certain that this figure would be much much lower if they hadn't done that screw up of releasing it on steam in europe and then removing it again the next day. I bought it on the first day on steam, and another two people I know bought it as well. We were talking in IRC about how good it was, and there were a few other people who wanted to buy it as well. But then they removed it! As we speak, it is not available on EU steam. That's when at least two or three people I know said 'ok then, whatever, i'll just pirate it'. And at a slightly steep $20, I doubt they will get around to ever buying it, which is very sad.
They should have released it on steam only, with a worldwide simultaneous launch, and with online authentication through steam (like valve multiplayer games). Then they wouldn't be having this problem!
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Joystick: "Gamers demand fresh content from indy developers, so let's make a game called World of Goo!"
Gamers: "I would never pay $20 for this shit, good thing I have a free download waiting right here. I am going to stick it to the man!"
*downloads and plays game*
The vast majority of things you can buy in developed countries have a set price and you can choose to buy or not to buy. Yet when it comes to games (and software in general) there is this third option of don't buy but still use the software. It really just blows my mind. If the game isn't good enough for your elite standards to pay retail, wait for the price to come down or don't buy it.
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Also, is it 90'% of all players are using a pirated version, or for every 10 legit players there are 9 pirates? (i.e. ~ 47% of all players are using a pirated version)? Piracy rate is a very vague way of putting it...
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Funny... You never see Blizzard, Valve complain about piracy?
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To all gamers in the world this proof that the pirates don't care from what company they pirating.
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If 100 people purchased the game, then 900 people pirated it?
1000 means 9000 pirated it?
10000 means 90000 pirated it?
I sincerely doubt 100,000 people have heard of this game, let alone played it. The actual amount of purchases must be really low to justify a piracy rate like that.
I encourage the developer to release more numbers than just a percentage. Still highly skeptical.
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*Waits for the hate against fledgling developer.
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No, these numbers strike me the same as most. and you know what they say about 90%. "90% of statistics are made up on the spot".
They can eat goat chease.
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The gaming industry is already too big, there is too many AAA games. Too much money involved equals less creativity because you can't take risks with $20 millions.
I bought World of Goo but I stopped buying the next AAA FPS, RPG unless I truly enjoyed it.
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I'm sure just about all of them never heard of it.
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But at the same time it fucks the platform, because when pc developers go looking for investors they are instantly turned away because of the piracry = low sales issue. I wish developers would just shut it and quietly join together to come up with a practical solution to the problem.
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Here is the thing that I think most people forget - Pirates don't pay for games, period. That's why they are pirates. It doesn't matter if DRM is in place or not, if someone wants to steal your game, music, movie, whatever they are going to do so - it sucks and it's a shame, but that's the way it is.
The other thing people forget is that the reason that the percentage of pirates that then turn around and make a purchase is so low is because THEY ARE PIRATES! By very definition they are not making the purchase to begin with, nor do they have any intention to.
What kills me about statements like this is that developers like to count the pirated copies of their game like all of those people were going to buy the game had they not pirated it. WRONG! They never intended to buy your game and they never were going to ... so to count that against your earnings is quite flawed in my opinion. It's like counting every single demo download as a purchase, it just doesn't make sense. It's the same problem when NBC counts all the YouTube views of SNL against what they could have made from commercial spots during that time if the clips weren't "stolen" and people had be watching it on TV instead (due to the fact that higher ratings is equal to more money per commercial spot). It's idiotic, since those people were likely never going to watch it on TV anyway. I'm generalizing here but you get the point.
The saddest truth of it all is that DRM and Anti-Piracy measures ONLY HURT THE CONSUMER. People seem to conveniently forget that Pirates don't give two craps about DRM, SecureRom or any other anti-piracy measures. They crack it, steal your game anyway, and move on. We - the customer who paid for the game then get to deal with virtual limitations, and sometimes have to jump through hoops to do basic things with a product that we legitimately purchased. How many Pirates had to call EA to get additional activation codes to install Spore? Exactly 0.
Now if these are figures of casual and hardcore players of the game I'd feel ashamed.