That this studio did this pretty much tells me that I made a huge mistake in supporting them back when I first bought this game for my Android phone. I won't do it again.
I've been in the industry since the mid-80s. I owned the largest (and first) third-party quality assurance testing company in the games industry. I've written about and spoken about the "impact" of piracy professionally for nearly 30 years now and the story has NEVER changed. Piracy of the type discussed is a fallacy and anyone that believes otherwise fails to take into consideration the most basic elements of their position:
1. The assumption that, denied access, "pirates" will pay for copies. Most people who believe this also believe it's a 1-to-1 relationship. Every person who downloads it illegally, if they couldn't, would choose to buy the game. That's ludicrous and flat-out WRONG. No one has EVER proved that those who don't pay, would pay. Many people, given access, do download games and it's been proven that huge numbers of those who do, do so simply because they can. Many think they'll take a look and see if the game is worth investing in. In other words, for many it's a form of MARKETING. Smart companies recognize this and move to leverage it.
2. "We lost X dollars to piracy". Bull. Virtually all of us had parents who told us, "Never count your money before it's in the bank." You cannot steal something from someone that they don't have in the first place. The various industry groups who talk about theft miss this key point. When people break into your bank account and steal your money then it's theft. Until that happens it's not theft no matter how you try to rationalize it. Piracy is, and always will remain, a cost of doing business. You accepted it when you got into the business and now you want to complain? Get over it. If you can't pay the price then you made the mistake yourself and you're in the wrong business.
3. Piracy is always bad. Countless real world examples exist of companies and individuals heavily benefitting from so-called piracy. As Neil Gaiman so famously pointed out, think about your favorite book. Did you buy it? For the vast majority of people the answer to that is no. They borrowed the book from a friend, were given it as a gift, read it from the library, "pirated" it, etc. However, later a huge number of those people did buy another book from the writer or told friends they need to read it and many of those did buy it. In my first example of this (which I've recounted many times), the top football sim in the late 80s was a game called NFL Challenge. It cost $129 at the time. It was pretty amazing packaging but it was out of reach of most people (in part due to horrific licensing of the then totally confused NFL who didn't understand the reach of PC games). The game was heavily copy protected. It sold 250,000 copies year in, year out (which in those days made it a huge success). Then one year they put out a data disk which cost just $19.95 (and most of that was profit due to much reduced percentages on licensing only the NFLPA license). They sold exponentially more copies of the data disk than the game which told them they had a "piracy issue". At first they were aghast. Then they realized this was fantastic. They made a higher profit from the data disk which more people could afford and, as a result, they dropped the copy protection from the game and started carefully suggesting that it was okay to acquire it by any means. They then changed their business model to putting out lots of data disks. Hmm..... Lastly you stated that this was just a "fun experiment". Again, wrong. From their own release, "we thought about telling them their copy is an illegal copy, but instead we didn’t want to pass up the unique opportunity of holding a mirror in front of them and showing them what piracy can do to game developers." This belies their own position on this and clearly shows this wasn't just a "fun experiment". They judged and preached to these people. Plain and simple. I paid for the game way back. As I noted, I won't support this company any longer. I firmly believe that if you cannot understand the most basic of economics and marketing then I see no point in believing you'll be the kind of company I can be glad to be associated with as a consumer.
I've been in the industry since the mid-80s. I owned the largest (and first) third-party quality assurance testing company in the games industry. I've written about and spoken about the "impact" of piracy professionally for nearly 30 years now and the story has NEVER changed. Piracy of the type discussed is a fallacy and anyone that believes otherwise fails to take into consideration the most basic elements of their position:
1. The assumption that, denied access, "pirates" will pay for copies. Most people who believe this also believe it's a 1-to-1 relationship. Every person who downloads it illegally, if they couldn't, would choose to buy the game. That's ludicrous and flat-out WRONG. No one has EVER proved that those who don't pay, would pay. Many people, given access, do download games and it's been proven that huge numbers of those who do, do so simply because they can. Many think they'll take a look and see if the game is worth investing in. In other words, for many it's a form of MARKETING. Smart companies recognize this and move to leverage it.
2. "We lost X dollars to piracy". Bull. Virtually all of us had parents who told us, "Never count your money before it's in the bank." You cannot steal something from someone that they don't have in the first place. The various industry groups who talk about theft miss this key point. When people break into your bank account and steal your money then it's theft. Until that happens it's not theft no matter how you try to rationalize it. Piracy is, and always will remain, a cost of doing business. You accepted it when you got into the business and now you want to complain? Get over it. If you can't pay the price then you made the mistake yourself and you're in the wrong business.
3. Piracy is always bad. Countless real world examples exist of companies and individuals heavily benefitting from so-called piracy. As Neil Gaiman so famously pointed out, think about your favorite book. Did you buy it? For the vast majority of people the answer to that is no. They borrowed the book from a friend, were given it as a gift, read it from the library, "pirated" it, etc. However, later a huge number of those people did buy another book from the writer or told friends they need to read it and many of those did buy it. In my first example of this (which I've recounted many times), the top football sim in the late 80s was a game called NFL Challenge. It cost $129 at the time. It was pretty amazing packaging but it was out of reach of most people (in part due to horrific licensing of the then totally confused NFL who didn't understand the reach of PC games). The game was heavily copy protected. It sold 250,000 copies year in, year out (which in those days made it a huge success). Then one year they put out a data disk which cost just $19.95 (and most of that was profit due to much reduced percentages on licensing only the NFLPA license). They sold exponentially more copies of the data disk than the game which told them they had a "piracy issue". At first they were aghast. Then they realized this was fantastic. They made a higher profit from the data disk which more people could afford and, as a result, they dropped the copy protection from the game and started carefully suggesting that it was okay to acquire it by any means. They then changed their business model to putting out lots of data disks. Hmm.....
"Why should we subsidize intellectual curiosity?" -Ronald Reagan