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"Call of Duty 4" developer shocked by level of PC piracy
http://fourzerotwo.blogspot.com/2008/01/week-in-review-servers-servers-servers.html
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What I'm saying is that the debate shouldn't be framed in absolutes.
Like it or not, a huge amount of those 5,000 people would not have bothered to load the game up if it had taken more effort than clicking on the torrent on a torrent site and waiting.
The real question is - how do you turn the majority of those 5,000 never-going-to-be-customers into customers and get some god damned money for your creative efforts? What mechanisms can you create to nudge someone who's in the middle of playing through the game to go "wait, I'm enjoying this, if I just click here and press 'ok' I can give the developers $10 because this aint bad"?
It's something that needs some intelligence, and pragmatism. It's not "there are 5000 pirates, oh noes", it's "there are 5,000 expressions of interest in our product which are opportunities we're not currently exploiting".
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