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| [Jul 20, 2011, 10:15 am ET] - Share - Viewing Comments |
"Our game was hugely pirated – we don’t f*cking care. If there are let’s say 200,000 copies of SMB that are getting passed around for free, that's 200,000 people who are playing the game. If they like this game there’s a really high probability of their friends coming around and seeing it or them posting about it on their blogs. And it's not cool to go around and say I really like this game that I stole, so they’re not going to say that. So it's going to come around to sales." -- Super Meat Boy developers Team Meat. Thanks Rock, Paper, Shotgun.
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| 23. |
Re: Quoteworthy - Team Meat on Piracy |
Jul 20, 2011, 16:05 |
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Jerykk wrote on Jul 20, 2011, 15:13: As an indie developer, consumer awareness should be your greatest concern, not piracy. People generally don't buy stuff when they don't know it exists. EXACTLY. Or another term for that is marketing. Indie titles almost never have much of a marketing budget, so piracy can actually get the game more word of mouth and visibility.
But it also helps if the devs give carrots to the legit purchasers too. Such as stardock giving updates and free bonus content extras if you have a legit serial key.
Beamer wrote on Jul 20, 2011, 10:58: 4) There are still enough people out there that think a game debuting at less than full retail is damaged in some way. Budget or value title, or a shorter, less featured AAA title. And it's not a bad assumption, as most games that launch at value prices are crap. Again, it's changing as indies get better, but you'll never see them boxed on a shelf, and their price points tend to be $5-$10. This isn't restricted to the video game industry. There's an odd consumer phenomena in general where if you price your stuff too low, a number of consumers will shy away from it since its considered cheap crap. In fact, sometimes companies get more sales INCREASING prices.
This comment was edited on Jul 20, 2011, 16:14. |
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