They say file sharers destroy the entertainment industry. In the end, it is impossible to compete with free. If piracy is not stopped by legal means (meaning by force) we are being told, there is no way content creators and distributors can earn money. There are many reasons and counterexamples that show this is simply not true but since any claim made by your humble anonymous author can be easily dismissed as coming from someone lacking expertise and experience in the field, let’s see what some of the people working right on the front line of the industry have to say.
In an interview with PC Gamer, Marcin Iwinski and Guillaume Rambourg from Good Old Games, a successful digital distribution service for classic video games, explain their way of thinking about business and survival in a digital world of plenty.
On consumer choice:
Marcin Iwinski: If I consider buying things, I always think about the value it will bring, and the same is pretty much about games. So if you buy a game and it’s reasonably priced and it offers you a lot of value, and then maybe there is a great community on GOG, it’s compatible with your new operating system, it’s patched and it runs really well, and you just pay, I don’t know £5.99, £9.99 for it, that’s an extremely good deal. Then you have a soundtrack, then you have wallpapers and other things, and this makes it super value for money. At the same time, if you are in a store getting for 49 dollars or Euros a game which has 16 pages manual and one DVD, you know, unless the game really knocks you down, that is not that big of a value. So we are trying to build a value for the consumer, and the amount we are talking about, it’s in many cases an impulse purchase. If you have a good offer you just go for it and buy it, and that’s what we are after.
On adding value and cooperating with passionate pirates:
Guillaume Rambourg: We believe that GOG.com is on a different segment, right? Our number one competitor since the very beginning is abandonware, all those websites giving away games for free. The thing is to take people from abandonware to let’s say a more legal road. As Marcin explained, we had to put quite some heart and values into the products, and funnily enough, this is something that makes me smile all the time, but we turned many abandonware websites into affiliates. This shows that if you put the right values and the right message into all games, and you stress the convenience for the users, you make a special focus on the ease of use, everybody’s following. And they have a ready to go package where you have all of the flavour of the past in a simple package, basically.
On piracy and DRM:
Marcin Iwinski: We come from a country where we know something about piracy. When I started CD Projekt with my high school friends, there were no legal channels for game distribution. The market was 99.9% piracy and our competitors were always pirates and not other companies. Whenever we were releasing a game it was available on the street, you know, CDs priced at one fifth of what we were asking for, so it was all about value. This is in our opinion the only way to go.
Of course, we don’t agree with piracy, we don’t like piracy, but if you put a really strong protection DRM people will always find a way around it. Unless DRM is not part of the game. I’m really annoyed when I see examples of companies who release single player games and they ask you to be online. I think it’s just bollocks, pretty much. Frankly speaking, I have my notebook and I’m going, I don’t have internet access. Though people wouldn’t like to think so, there’s no internet access in many places in the world where you go, or it costs a lot of money, so I’m not able to play the game.
In general: improve your product instead of breaking it with horrendous DRM restrictions, create a community of loyal users, show that you care about the content you are selling and offer something pirates cannot. Constantly add value and be persistent.
Sounds intuitive and sensible, right? I urge you to read whole article.
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