Catch up on stories from the past week (and beyond) at the Slashdot story archive


Forgot your password?

Slashdot videos: Now with more Slashdot!

  • View

  • Discuss

  • Share

We've improved Slashdot's video section; now you can view our video interviews, product close-ups and site visits with all the usual Slashdot options to comment, share, etc. No more walled garden! It's a work in progress -- we hope you'll check it out (Learn more about the recent updates).


Comment: Re:About time (Score 1) 734

by Scotman (#24595935) Attached to: Game Developer's Response To Pirates

I hope it works for him. I would have replied but I am not a pirate. I saw his reply and I have to wounder if he got what the real problem is. It's not DRMs or whatever (but this stuff did make it worse) because DRMs were a solution to the problem, not the cause. Its that the market has changed. Quick, easy to get information is just about the motto of the internet (just look at iTunes). These dinosaurs are still using outdated methods to make people pay allot or no game. The ONLY time they don't run into heavy pirate problems is when they use OTHER systems to get their money and just let the game spread like wildfire (didn't say it had to be free). By simply not placing a scarcity on availability of game data (like by high cost, DRMs, no download option, etc,) it will spread like crazy and they can then profit form it. So the question is how do you still make money without constricting the availability of the game to high costs and travel time? Bands have long gotten most of their money not from CD sales but from concerts after distribution if CDs created a fan base. We are in the information age where information gets around fast and these developers need to realize that their public changed and they didn't.

If you think the system is working, ask someone who's waiting for a prompt.