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	<title>Game Industry News, Interviews and Videos &#124; Game Theory &#187; Bruce Everiss</title>
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	<description>A Smarter Way to Play: Game Industry News, Interviews, Videos and More</description>
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		<title>The History of Software Piracy</title>
		<link>http://gametheoryonline.com/2010/08/17/history-video-game-piracy-pc-ps3-wii-xbox-free-download/</link>
		<comments>http://gametheoryonline.com/2010/08/17/history-video-game-piracy-pc-ps3-wii-xbox-free-download/#comments</comments>
		<pubDate>Tue, 17 Aug 2010 10:00:06 +0000</pubDate>
		<dc:creator>Bruce Everiss</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Culture]]></category>
		<category><![CDATA[File Sharing]]></category>
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		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://techsavvyglobal.com/gametheory/?p=1613</guid>
		<description><![CDATA[Bruce Everiss offers a look at the history of software piracy on PC and console systems throughout the ages and its impact on the gaming business.]]></description>
			<content:encoded><![CDATA[<p>Video games are a form of intellectual property, like books and film, that,  once they have been created, can be copied. Copying a game is a lot  cheaper than buying it because the copier is making no contribution to  the cost of making the game in the first place. But, obviously, if  everybody copied there would be no revenue for games makers and there  would be no games.</p>
<p>There are two main forms of game piracy and circumventing DRM (copy protection). There is piracy by the  individual game player, these days usually over the Internet, but in the  past often by copying using physical media, which is what this article is  about. And there is commercial counterfeiting where a professional  criminal mass manufactures the game, which is a different matter.</p>
<p>The profile of pirating for different platforms is always different  because of the technology, the demographics of the users, the state of  the market at a given time, relative costs and a number of other  factors. What is for sure is that when piracy takes hold on a platform  many hundreds of thousands (sometimes millions) of copies of a game are  made. The huge scale of this theft deprives the publisher of vast  amounts of legitimate income and quite obviously harms the game  development industry. To think otherwise is to be in self denial.</p>
<p>Of course, it is very obvious that not every pirated game is a lost  sale. This is because simple price elasticity of demand tells you that  far more units will be consumed at a lower price than at a higher price.  Yet apologists of piracy use this as an excuse for their behavior.  They try and make out that piracy is a victimless crime. But obviously  they are wrong because potential sales are being lost. And the lesson of  history is that when piracy on a given platform gets out of hand, then  it causes huge damage to the game market for that platform. This is  common sense really.</p>
<p><a href="http://gametheoryonline.com/files/2010/07/sinclair-spectrum.jpg"><img class="aligncenter size-medium wp-image-1618" title="sinclair-spectrum" src="http://gametheoryonline.com/files/2010/07/sinclair-spectrum-300x210.jpg" alt="" width="300" height="210" /></a></p>
<p><strong>Software Piracy in The Old Days</strong></p>
<p>The first mass market game machine in the UK was the Sinclair  Spectrum. Software was loaded via a tape interface so games were sold on  audio compact cassettes. These were very, very easy to copy from a  technical point of view, especially when dual cassette players  proliferated and became cheaper. Schoolyard and club copying  proliferated on a massive scale and badly hurt the game publishers. <a href="http://www.worldofspectrum.org/games/index.html" target="_blank">Look  at a list of games </a>and you can see the many publishers that went  out of business or were forced into mergers. A whole range of technical  anti-piracy solutions were introduced including, for instance, <a href="http://en.wikipedia.org/wiki/Lenslok" target="_blank">Lenslok</a>.  The publishers would not have gone to the huge trouble of these  technical solutions if copying had not been a great threat to their  businesses. Another solution was <a href="http://www.bruceongames.com/2007/08/14/increasing-market-share-by-putting-prices-up/" target="_blank">budget  games, initially at £1.99, then at £2.99,</a> prices at which they were  not worth copying. That these budget games proliferated and came to  dominate the market is yet another measure of just how bad the piracy  was.</p>
<p>I was a director of the game publisher <a href="http://en.wikipedia.org/wiki/Imagine_Software" target="_blank">Imagine software</a>,  which went bankrupt in 1984, largely because sales came to an abrupt  halt when piracy took off. (Imagine had other problems that made it  especially vulnerable to a large and sudden drop in revenue.) Another  publisher that was badly affected was <a href="http://en.wikipedia.org/wiki/Ultimate_Play_The_Game" target="_blank">Ultimate Play  The Game (which later morphed into Rare), </a>one of the most highly  regarded publishers of games for the 8-bit home computers. Their initial  response to the huge rise in piracy and drop-off in sales was to raise  prices from £5.50 a game to £9.95. The idea being that if customers paid  more for a game they would be less inclined to give away copies.  However, this didn’t work and they labored on for just one more year  after the demise of Imagine before switching their attention to the  Nintendo Entertainment System, which did not suffer from piracy.  The Spectrum and other 8-bit computer owners lost out heavily as publishers  put less and less resources into developing for their machine or quit  entirely, as Ultimate did.</p>
<p>Then came the Commodore Amiga and Atari ST. Once again, copying was  technically easy so it was rife. Once again, it was up to the publishers  to come up with technical solutions. So a technology war broke out  between the software publishers and the pirates. Measures would include  copying in random pieces of text from the manual. The led to a huge  amount of photocopying by the pirates until the publishers started using  photocopy-proof manuals. Obviously, all this piracy made revenue  generation difficult, so the game publishing industry did not blossom in  the way we see now. In fact, piracy has often been cited as part of the  reason for the downfall of these machines.</p>
<p><a href="http://gametheoryonline.com/files/2010/07/nintendo-entertainment-system.jpg"><img class="aligncenter size-medium wp-image-1621" title="nintendo-entertainment-system" src="http://gametheoryonline.com/files/2010/07/nintendo-entertainment-system-300x217.jpg" alt="" width="300" height="217" /></a></p>
<p><strong>Video Game Consoles Arrive</strong></p>
<p>Then came the arrival of game consoles from Nintendo and Sega. These machines had  their games held on chips inside cartridges so they were technically  difficult and expensive to copy. So piracy didn’t happen at anywhere near  the massive extent that it had on the Spectrum, Amiga and ST, and the  games industry blossomed into what we know today. This was the time when  many of the great key franchises of our industry were established.</p>
<p>Cartridges were expensive to make, so eventually the hardware  manufacturers returned to recordable media. This way they could make  vastly larger games with far lower production costs. The first to do  this was the Sony PlayStation (PSX, later PS1) in 1995 in Europe and  America, which used a CD-ROM to load games. Sony had a whole pile of  technical anti piracy measures which protected it from piracy for  several years. However, with the introduction of modchips and the  development of PC CD-ROM burners that could burn data in the same modes  that the PSX used, it was game over. Chipping was nearly universal and  game sales collapsed. Pirates were selling their copied games door to  door in housing estates, at places of work, in car boot sales and  anywhere else they could find a customer. This caused huge problems for  game publishers. I was working at Codemasters at the time and we were  forced to lay off about 60 people. This was terrible as there were no  other industry jobs for them to go to, as everyone was having the  same trouble. <a href="http://en.wikipedia.org/wiki/Chronology_of_PlayStation_games" target="_blank">The  number of games published shrank dramatically.</a> In 1999 there were  100, in 2000 there were 78 and in 2001 there were just 33. Yet the PSX  remained in production till 2006, so software publishing for it  collapsed just halfway through its sales life.</p>
<p>The Dreamcast from Sega came out in 1998 and used a special unique  disc format called GD-ROM. Once this was circumvented with things like  the Utopia bootdisk it was game over. Piracy became rampant and the  Dreamcast died after just a couple of years with over 10 million sold.  This piracy is sometimes credited with not only seeing off the Dreamcast,  but also removing Sega from the console hardware market completely (as  ever there were other factors that muddy the waters somewhat, what is  for sure is that losing so much revenue did not help). It was a huge  loss to the industry.</p>
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		<title>Is the Game Business Doomed?</title>
		<link>http://gametheoryonline.com/2010/07/17/video-game-business-sales-down-doom-dead/</link>
		<comments>http://gametheoryonline.com/2010/07/17/video-game-business-sales-down-doom-dead/#comments</comments>
		<pubDate>Sat, 17 Jul 2010 16:06:41 +0000</pubDate>
		<dc:creator>Bruce Everiss</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Licensing]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Publishing]]></category>
		<category><![CDATA[Retail]]></category>

		<guid isPermaLink="false">http://techsavvyglobal.com/gametheory/?p=1628</guid>
		<description><![CDATA[Some say that blockbuster games for the PC, PS3, Wii and Xbox 360 are a dying business in the face of growing competition from social, mobile and online titles.]]></description>
			<content:encoded><![CDATA[<p>The gold standard in the games industry is currently the <a href="http://gametheoryonline.com/2010/06/24/2010-and-2011s-hottest-games/">AAA  blockbuster console title</a>. An investment of perhaps $10-20 million or  even more from a big publisher on a big team over a couple of years are required to make these offerings. And  the global marketing costs run into the millions as well. The result are  games like <em>Call of Duty: Modern Warfare 2</em>, <em>Grand Theft Auto</em> <em>IV</em>, <em>Halo 3</em> and <em>Assassin’s Creed 2</em>: Well-crafted  global best sellers. And they can make a lot of money. But often they  don’t.</p>
<p>It could be argued that these games are actually a big part of <a href="http://gametheoryonline.com/2010/07/28/video-games-industry-gaming-business/">what  is wrong with the games industry</a>:</p>
<ul>
<li>They use up a disproportionate amount of the available development  talent and finance.</li>
<li>They hold the focus of the media when, in fact, there is a lot more  going on that doesn’t get the press attention that it deserves.</li>
<li>They usually only appeal to a narrow demographic, thwarting the  wider acceptance of gaming.</li>
<li>They are usually difficult, inaccessible, for a non gamer to get  into.</li>
<li>Their genres and subject material are usually limited and  intellectually and emotionally stunted. (Let’s make another alien  shooting game.)</li>
<li>They are far, far too expensive for customers to buy. This is a factor of  their high development costs, their limited appeal, their high risk and  the large slice the platform holders take out of each one. Most games  would still be too expensive at half the price.</li>
<li>They use the limited distribution model of cardboard and plastic.</li>
<li>Usually they have no room for user generated and/or episodic  content.</li>
</ul>
<p>But now the <a href="http://gametheoryonline.com/2010/06/24/video-game-industry-state-of-the-busines/">winds of change are blowing through the industry</a>, courtesy of  Nintendo, casual gaming, free MMOs, handhelds, social networking. All of  these and more are changing the way the public looks at games. And the  industry, eventually, will have to follow the customer.</p>
<p>Quite simply, a publisher will find that they can get a better return  with less risk by not doing traditional AAA blockbusters. They will see  that they can use their finance and development resources in ways that  are better for their business.</p>
<p>The film industry learned this a long, long time ago. If you are  going to invest a lot of money in a film make sure it appeals to a very  wide audience. Don’t spend the big money on art house movies. We will  follow suit and the current generation of AAA titles will be looked back  at as an anomalous growing pain of the video gaming industry.</p>
<p>And less aliens will be shot.</p>
<p style="text-align: center;"><em>Editor’s Note: To read more articles by <a href="http://gametheoryonline.com/author/bruceeveriss/">Bruce   Everiss</a>, click here. He can also be found at <a href="http://www.artforums.co.uk/forums/">ArtForums.co.uk</a>.</em></p>
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		<item>
		<title>$304,149,300 Stolen From Activision</title>
		<link>http://gametheoryonline.com/2010/07/16/modern-warfare-2-most-pirated-game/</link>
		<comments>http://gametheoryonline.com/2010/07/16/modern-warfare-2-most-pirated-game/#comments</comments>
		<pubDate>Fri, 16 Jul 2010 21:32:15 +0000</pubDate>
		<dc:creator>Bruce Everiss</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Digital Distribution]]></category>
		<category><![CDATA[File Sharing]]></category>

		<guid isPermaLink="false">http://techsavvyglobal.com/gametheory/?p=1553</guid>
		<description><![CDATA[Call of Duty: Modern Warfare 2 may be 2009's most-pirated game, but it's indicative of a much larger threat to the business, says industry veteran Bruce Everiss.]]></description>
			<content:encoded><![CDATA[<p>Over $300 million dollars was stolen off of just one game,  <em>Call of Duty: Modern Warfare 2</em>, in 2009. Obviously, Activision had much more stolen  from it with other titles, but <em>MW2</em> is by far the worst affected.  According to <a href="http://torrentfreak.com/the-most-pirated-games-of-2009-091227/" target="_blank">TorrentFreak,</a> a staggering 4,100,000 copies of the PC version of  <em>MW2</em> were stolen and 970,000 copies of the Microsoft Xbox 360 version.</p>
<p>Thieves using bit torrents are indulging in the biggest orgy of theft  in the history of humanity. When they can steal with no chance of  getting caught then they will. How they justify this appalling lack of  moral fibre to themselves is beyond me. I have heard a whole litany of  empty excuses from the thieves to try and justify their actions, but the  fact remains that they are benefiting from other people’s labor that  they should have paid for but haven’t. So they are thieves.</p>
<p>And they are stupid because they damage that which they love.  Activision are not about to go out of business because of this  particular frenzy of stealing. But in the past <a href="http://www.bruceongames.com/2008/04/23/game-piracy/" target="_blank">plenty of other game companies have gone bust because of  game theft</a>. And many top creative game developers have left the  industry forever. We have lost a huge number of potentially great games  to piracy. The company doesn&#8217;t even need to go bust, they can  just allocate their resources elsewhere. There are nearly as many  Nintendo DS consoles in the world as Wiis, PS3s and Xbox 360s combined.  So where are all the great DS games? That’s right, piracy stops them  even being written.</p>
<p>The fact is that if you want people to work for you creating great  games then you have to pay their wages, as they have to pay for their food  and rent just like everyone else.</p>
<p>There are a number of possible solutions to this massive stealing  problem:</p>
<ul>
<li>Educate the thieves. Explain their low morality to them and the harm  they do to the development of games. I think this has no chance of  succeeding, as they have proven, on a massive scale, that they are  perfectly happy to steal.</li>
<li>Technical protection. This is the best solution. A game console’s  main purpose in life is to serve as an anti-piracy dongle. All three  current generation home consoles succeed at this, the PS3 works best,  followed by the Wii with the Xbox 360 putting up a distinctly average  performance. But open, multi-purpose platforms like the PC and the iPhone <a href="http://www.bruceongames.com/2009/10/15/a-huge-problem-for-apple-and-the-appstore/" target="_blank">lack this technical protection and so piracy  is rife.</a></li>
<li>Alternative business models. Monthly subscriptions and in-game items  are increasingly popular alternatives to up-front game purchases. Many  people are perfectly <a href="http://www.bruceongames.com/2009/10/19/evony-and-bruceongames/" target="_blank">happy to spend thousands of dollars on a simple browser  game</a> instead.</li>
<li>Using the ISPs to stop peer-to-peer distribution of stolen IP. This  is probably the main viable route. Already implemented in France and  proposed for the UK and most other civilized countries. The scale of  thieving is so enormous that the thieves are not directly punished,  instead they get a warning letter. If they continue to steal they get  another warning letter. Then if they ignore both these warnings they are  disconnected from the Internet. A very mild course of action against  thieves, many of whom have stolen thousands of dollars worth of stuff  they should have paid for.</li>
<li>Publisher activism. Game publishers can go after the thieves that are  stealing from them directly. However the thieves don’t like this and  indulge in massive online activism to stop it. So the publishers, even  though they are morally right to protect their property, are loath to  take this sort of action for fear of Streisand effect.</li>
<li>Government action. There are millions of thieves out there that the  government is turning a blind eye to. In fact, government authority is  being totally usurped. If I fancied a new Ferrari and went and stole it  the police would show a great interest. However, if someone steals a game  that I publish, using torrents, they aren’t interested. Yet the Ferrari  and the game are both the result of people’s labor.</li>
</ul>
<p>Eventually something will be done, as stealing on this scale is  unsustainable whatever way you look at it. In the meantime ,game  development suffers and the thieves are too stupid to realize it.</p>
<p style="text-align: center;"><em>Editor’s Note: To read more articles by <a href="http://gametheoryonline.com/author/bruceeveriss/">Bruce  Everiss</a>, click here. He can also be found at <a href="http://www.artforums.co.uk/forums/">ArtForums.co.uk</a>.</em></p>
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		<title>Don’t Make Video Games Out of Movies</title>
		<link>http://gametheoryonline.com/2010/07/16/dont-make-video-games-out-of-movies/</link>
		<comments>http://gametheoryonline.com/2010/07/16/dont-make-video-games-out-of-movies/#comments</comments>
		<pubDate>Fri, 16 Jul 2010 21:18:26 +0000</pubDate>
		<dc:creator>Bruce Everiss</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Convergence]]></category>
		<category><![CDATA[Licensing]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://techsavvyglobal.com/gametheory/?p=1547</guid>
		<description><![CDATA[Industry veteran Bruce Everiss argues that games made from films and movies based on popular game franchises are a match best left unmade.]]></description>
			<content:encoded><![CDATA[<p>Before we start, I do know all about <a href="http://en.wikipedia.org/wiki/GoldenEye_007" target="_blank">GoldenEye 007</a>, the exception that proves the rule. This was made by Rare at  the height of their pomp, yet ironically  by a very inexperienced team  there. It sold over 8 million copies back in 1997 and is considered a  seminal game in the development of video gaming as a media. But one  success in 30 years of trying does not make video games spun off from  films a good idea.</p>
<p>Compare and contrast <em>GoldenEye</em> with <em><a href="http://www.bruceongames.com/2010/01/04/avatar-3d-a-cultural-phenomenon/" target="_blank">Avatar</a></em> from Ubisoft. This has turned out to be a  very damp squib which is very rare from <a href="http://www.bruceongames.com/2008/10/28/ubisoft-first-half-year-report/" target="_blank">Ubisoft, who are perhaps the best performing publisher</a> in this generation of game consoles. Yet it is based on what is already  one of the highest grossing films of all time. And the publisher did everything  right. But still they would have done better commercially if they had  used their resources to produce a game from one of their existing  properties.</p>
<p>So why do games made from films do so badly?</p>
<ul>
<li>Films, like the books they are so often derived from, are sequential  media. One frame follows the next in an unbroken sequence from  beginning to end. This sequence is used to tell a story, usually in <a href="http://www.musik-therapie.at/PederHill/Structure&amp;Plot.htm" target="_blank">the time-proven three act structure</a>. Games, however,  are non-sequential and often don’t tell a story. Instead the best games  allow the player enormous latitude to do what they want, when they want.  The most nonlinear games are called sandbox games, <em>Elite</em> being one of  the all-time classics and <em>Grand Theft Auto</em> being a massively successful  current franchise.</li>
<li>The film industry sees video games purely as just another form of  merchandise for the film and another income stream. Their priority is  getting people into movie theaters and getting them to buy DVDs. They  may pay lip service to video games but the reality is that their concern  is secondary at best. In fact, the film company should be paying the  game publisher to make the game, not vice versa as it is now. The game  is valuable marketing for the film.</li>
<li>Films are not interactive, you sit down and get comfortable and then  the film is imposed on you, you have no influence whatsoever over  events. Video games are the exact opposite, they are very highly  interactive, the player directly influences events on screen. So one is a  passive media, the other is an active media. Also films are totally  lacking of the fundamental mechanism of games where the player is  rewarded for their success.</li>
<li>Perceptions. Because of its history, star structure and ubiquitous  marketing, the film industry is perceived as being bigger and more  important than the video game industry. It isn’t. The biggest grossing  first week of an entertainment property was a game, <em>Modern Warfare 2</em>,  and the second biggest was also a game, <em>Grand Theft Auto IV</em>. The biggest  games now do half a billion dollars in their first week. And <em>Modern  Warfare 2</em> has already gone on to gross over a billion dollars, something  that only five films have ever managed to do. <em>World of Warcraft</em> has  outgrossed every film in history.</li>
<li>Huge differences in development timetables and philosophy. A film  spends a long time in pre- and post-production. Actually shooting the  footage is immensely expensive for every day, so is compressed into as  short a timeframe as possible. Mainstream console games contain vastly  more human labor than films do. A large and highly skilled team will  spend two years or more working long hours to generate the content.  There is (wrongly) very little pre- or post-production. So when a film  and a game work together for a simultaneous release there are massive  problems. Tellingly the <em>GoldenEye</em> game was released two years after the  film.</li>
</ul>
<p>So there we have it, games and films need completely different  creativity and content, they are like oil and water. And it works both  ways. Films made from games are pretty rubbish too.</p>
<p style="text-align: center;"><em>Editor’s Note: To read more articles by <a href="http://gametheoryonline.com/author/bruceeveriss/">Bruce  Everiss</a>,  click here. He can also be found at <a href="http://www.artforums.co.uk/forums/">ArtForums.co.uk</a>.</em></p>
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