Frogboy Frogboy

Hooray for Gamers!

Hooray for Gamers!

No copy protection = better sales?

This month's Computer Gaming World has a letter to the editor giving us kudos for not putting CD copy protection on Galactic Civilizations II.  In it, he says that not having copy protection helped make his decision to get the game.

As a gamer, I have a similar point of view. I lose my CDs. I scratch my CDs. My desk is a mess.  Nowadays, with games requring 3 or 4 CDs (I wish retailers would universally accept DVDs but that's a different issue), keeping CDs around to play is annoying.

I don't have exact worldwide sales numbers for Galactic Civilizations II, but we do know they're well over 100,000 units sold worldwide in the first 90 or so days.  That number is about as high as a game of our distribution level can sell in that time frame (units sold is a function of popularity X outlets available in the same way that a movie's first weekend take is a function of how well received it is X how many theaters it's showing in).

The question about copy protection is straight forward in our view: Does CD copy protection generate more sales due to less piracy than it costs in sales due to people on the fence deciding not to purchase.

CD copy protection to me is a lot like the issue I have with shareware. I don't mind registing shareware. But I know that I'm going to lose that serial # at some point. IF the site has a very very simple way of looking me up and sending me my info that is very apparent, then I'm inclined to buy it.  Similarly, not having CD copy protection helps protect my investment -- knowing I'll be able to play the game even if I lose those CDs. 

In GalCiv II's case, our upgrade system even has electronic registration. When someone upgrades to one of the new versions, they enter in their serial # that came with the game and it automatically registers them. So even if they lose the CDs AND their hard drive dies, they can re-download the entire game from us (not just updates the ENTIRE GAME) even yeras from now.

For these reasons, we are convinced that game developers/publishers can increase their sales by focusing on SERVING their customers rather than focusing on thwarting pirates. If someone is paying $40 for a game, they should be treated with respect, not with suspicion.

!FROGCARE!

96,633 views 70 replies
Reply #51 Top
I'd like to add my thanks to the list. I nearly fell off my chair the first time I realized I was playing the game and the CD wasn't in the drive! I made a special trip to the website to check the FAQ's and forums to see if I had done something wrong! No, I hadn't RTFM or the EULA for that matter. Reading most EULA's these day's tend to give me an irresistable urge to return the game! After finding the StarForce post I did go back to read the EULA and remember thinking 'Wow! a EULA that makes sense!'

I appreciate buying a game and not having to worry if my kids (or I) are going to get a hold of the CD and end its life. It's so efreshing to just sit down after a long day and fire up the game and play. No digging through cd's, empty cases, etc.

I'm another lost customer to those that use StarForce. They love counting the money they lose to the pirates out there, but they never seem to get around to counting the money they lost those like me. I spent good money on X2:The Threat and was never able to get it to run until the developer released the no-cd patch. I didn't even bother picking up X3 because it just wasn't worth the hassle even though I loved X2. Evil Genius gathers dust here someplace for the same reason. I drool over Space Rangers 2 but will not buy. BTW, I don't suppose you guys would consider distributing their games for them would you!?

IMO, the success of GalCivII is a more reflection of the quality of the game rather than the lack of copy protection. No one is going to spend money on buggy, rushed or half completed games, copy protected or not...if they are given the chance to avoid it. Your strong sales are due to the fact that SD released a great game that was complete and stable for most of us from the beginning. The lack of copy protection and no-cd is icing on the cake.

Again, thanks for releasing a great game and thanks for the continual support! This customer certainly appreciates your efforts!

Now back to getting my butt handed to me by this !#$%@ game!
Reply #52 Top
Argghh Matey! I am a pirate. I never heard of the game Galciv 2 but I downloaded an illegal version of the game. (copy-right protected or not, eventually you can play them all with or without crack). The game was great, the way this game is supported by their creators is even better. So I decided to buy a genuine copy. It is not that I am a hardcore pirate. It is more that €20,- is too much money to spend on a game I'll play only for a day or so.
Reply #53 Top
I downloaded the GC2 demo, which for the most part sold me on all the crucial new things that had changed since GC1.

If the so-called software giants gave us a chance to see their products in action instead of blowing all their marketing budget on trailers, those of us who have become disillusioned with their endless stream of rubbish titles might actually take a look at what they're offering. And then promptly deride it in our blogs

I for one think that moving toward a disc-less gaming experience is a good thing. All that remains is to drag those slumbering giants kicking and screaming into the 21st century.
Reply #54 Top
well, the connecting to the internet isn't all that bad, as long as i don't need to put the disk in the drive EVERYTIME i play the game.

They say we have the right to have a copy for backup purposes and then they come out with this protection crap and that throws out our backup copy rule.

Oh well, i guess the old generation of Developers have ALOT to learn.
Reply #55 Top
Just what i want to hear (or read ...).

... And for every Game i have bought, i have a noCD exe or a mini-Image ...
Reply #57 Top
Well, I have worked quite some time for the local office of a major games publisher so I do also know "the other side" to some degree, even though I was never in a "leading" function. One thing to remember is that the people working for a publisher are not necessarily all gamers. This is IMHO especially true the bigger the company is. They could work for a company that sells toys, cosmetics, whatever - as long as the cash earned is fine. Gamers do often have a vision of the games business that is somewhat far from reality and also mistake publishers and developers. In the end developing games needs quite some money and also the investors do not necessarily have to be gamers. It is all about the money and statistics.

So the effect of copy protections is for sure debateable, probably a question which statistic you trust - do all the people who statistically copy a unprotected game buy it if it has a copy protection?

Or does spreading a game by lack of copy protection maybe even lead to better sales in the long run (and happy customers)?

For a "niche" game like GC2 or the games developed by Paradox like the HOI EU CK Victoria Series and such the answer is probably pretty clear because of their loyal fanbase that is willing to support good games with ongoing support by purchasing the game. On the other hand mainstream games are a different ballgame.

As long as it shows that high quality development and ongoing support make a copy protection unnecessary its a step in the right direction and hopefully more companies will join in. It is in the hand of us gamers - support quality games, buy them if you like and play them regulary.


@ akaacer
Just finished Spellforce2 and really liked it.
There is also a removal tool for starforce availiable just in case.
Reply #58 Top
Just wanted to point out, the copy protection issue only applies to PC versions which account for a minority percentage of sales. Console versions comprise the market majority. Even if all us PC gamers boycott draconian copy protection systems (i.e. StarForce), we may not have a significant impact. My main concern is that I don't want low level drivers installed on my system that can interfere with the operation of my DVD drive. As far as Steam copy protection, I use a strict firewall that doesn't allow sync packets to upper ports. This kind of connection is a security no-no and something Steam requires every time you play. That's just bad design on Valve's part. If a publisher cares about PC sales, they should use a reasonable copy protection system, otherwise, they won't get a sale from me. Whether they care about my sale or not is up to them. There are lots of good games out there with reasonable copy protection systems so I'm not necessarily dissapointed. Although, if you have your heart set on a particular game, it can be a bummer.

- Craig
Reply #59 Top
One of my favorite turn-based-strategy games was Massive Assault. It was popular, and they did a second one, but that one fell on it's nose. Why?

Because they spent a large chunk of their programming effort developing some sort of anti-piracy virtual CD driver to hack into the computer and make sure no one was illegally using their software. The result was the project became just a test bed for a new anti-piracy gimmick, and the game fell by the wayside. It was released so buggy that the campaign scenarios couldn't be finished. And since the game came in second, they didn't get around to fixing it.

Needless to say, it died while they were busy debugging their new driver that no one wanted installed on their machine. Too much dreaming of a different clientelle, not enough looking at where the money's coming from.

So the effect of copy protections is for sure debateable, probably a question which statistic you trust - do all the people who statistically copy a unprotected game buy it if it has a copy protection?

The above question misses the real value of "piracy". Demos and Advertising. Try before you buy. Tell your friends.
I'm of the opinion that in order for most people to purchase a music CD, they must have heard it first.

So what I'm getting at is that there's a percentage of freebies necessary in order to get sales. If you consider it advertizing, then all of a sudden it's "FREE" advertising, and the more popular it is, the more people will buy it.

If I were just a wee bit more paranoid, I'de wonder who coined the term piracy...

Reply #60 Top
The above question misses the real value of "piracy". Demos and Advertising. Try before you buy. Tell your friends.
I'm of the opinion that in order for most people to purchase a music CD, they must have heard it first.


Thats exactly my point
-> Or does spreading a game by lack of copy protection maybe even lead to better sales in the long run (and happy customers)?

Decisions about copy protection or not are mainly based on financial calculations, habit and hype. The main problem about calculations and statistics is to get them right. If 100.000 illegal copies are made you could argue that your loss is approx: number of copies x margin so using copy protection sounds like a good deal. Just that this copy protection wont generate you as much - maybe 10.000 of those 100.000, maybe less (blockbusters like HL2 excluded, though)
So in the end IMHO it looks like that copy protection is mainly useful on blockbusters and low quality "play 'n forget" titles.

If we want quality games we need to support the development of such games with our money. That also includes talking your friend who has an illegal copy of a game he really likes into buying it. People shouldnt forget that developing and publishing games or music require some money and thats why you need to support what you like...
Reply #61 Top
Aside from Counterstrike-Source, this is the first game i've 'bought' in 3 years. If companies want to bury me under DRM / Copy Protection ill let my money do the walking.

Great job on a great product. I never had even heard of GalCiv until i stumbled across this site from a MOO3 rant post




Reply #62 Top
In all honesty, copyright protection does a huge disservice to the game industry. TThe lack of copy right protection does allow gamers the oppurutniy to burn copies for themselves and their friends but this is only part of the story. Underground copying allows a company to expand its consumer base by creating acccess to peopel who would normally not try their product. Good games, spread like wildfire through close and not so close circles. This may have reduced sales intially but copying technology was no replacement for the actual floppy disk or the cd. Either of which was not as ephermal as a harddrive, which was prone to viruses and the blue screen of death. Players who liked the game would inevitably buy it because of the stability of having it on a cd. However, copyright protection does, stop people from buying video games, but only in a theoritical world is this entirely true. In the real world copyright protections can be circumvented and it does little against those who are intent on cheating the system. And considering the the prolific nature and ease of copying now, copyright protection is essentially useless. The best solution would be to adopt the business model of stardock. Give players a reason to buy the game give them support. Remove the copy right protection as a means of ladvertistment... just my two cents...
Reply #63 Top
The most annoying about CD codes has to be the pop-up that comes on, before downloading, telling you the codes on the jewel case when it's stuck either on the CD currently being used, or on the manual. The frst time I discoverred a CD code was SimCity 3000 UK edition. I spent the better half of two days trying to discover where this code was inside the case, then I looked at the back of the manual as a last resort. CD codes should be restricted to the Internet Games. Otherwise let's just burn them
Reply #64 Top
Several people have commented that one can simply destroy/crack any copy protection. This is true. Here's the thing: I'm lazy. I don't want to have to go through the process. And I don't want to be one of those lucky first-run users who gets the new copy-protection that wrecks my system, as the next generation of copy protection is produced. So... I will continue buying games from people who don't have copy-protection on them, like Stardock. I won't buy games from people who DO have copy-protection, like EA. I may consider pirating games from the copy-protection crowd. I will never consider pirating games without copy protection.

Because if treated with respect, I return the respect.

If treated with disrespect, I take revenge. Stardock for teh win!
Reply #65 Top
I'd like to echo the sentiment of everyone above.

Personally, when a software company treats me with respect, I return the favor. GalCivII is the first piece of software I've ever voluntarily registered. I did so because Stardock cut me a break, so I cut them one in return. Now feel free to sell my email address to various spam companies!







... just kidding
Reply #66 Top
Actually, I was on the fense, until I saw the lack of copyprotection, which is why I bought it. I like these types of games... and wanted to support a developer that doesn't use CP.
Reply #67 Top
I wanted to sound off here, because this is a big deal for me. I've been a big fan of PC gaming for over 10 years now, but copy protection schemes have been turning me away from the whole industry lately. Here are the main problems I have:

1. Publishers are copy-protecting CDs without guaranteeing their quality or offering replacements. CDs wear out when you keep using them.
2. Copy-protection software is blacklisting third-party applications with legitimate functionality. I do not recognize that it has a right to do this, regardless of what the EULA has to say.
3. Copy protection hinders the performance of the software itself in most cases, and provides buyers with obstacles and issues that actual software thieves don't have to go through. Valve's STEAM service is an outstanding example of this.

Effective copy protection must do two things: it must work, and it must convey an acceptable degree of ownership to the buyer. Copy protection today fails on both counts, which is why so many people hold it in contempt.
Reply #68 Top
Personally, I find product activation much more annoying and intrusive than cd based copy protection. I mean, I've had to enter my serial probably half a dozen times now for GalCiv2. Once when I installed it. Once to register. Then again, because I installed the wrong serial number (the game came with 2). Then I have to enter it again every time I install a new patch (and I have to be connected to the internet). I've never had a problem with losing cds or getting them scratched. I mean, just put them in the case when you are done. If you have a console, then you should be used to putting in a game when you want to play it. Not that tricky.
Reply #69 Top
Let's put it this way. I have no morals about copying a game. But I was so impressed by Stardock's policy on taking care of their customers I went out and bought a copy of GC2 to support those guys. My hat is off to ya!
Reply #70 Top
"The only multiplayer I ever see working for this is a sort of continuous universe one where teams of players can log on and play a single game or sets of games to a conclusion.

With the old Plato academic timeshare system there was a star trek type game that had 4 races that could have 20 players logged on at a time. Games went on for weeks with players loging on two hours or so at a time.

In this case, a game could be live, with players logging on to act as the race emperor. Races not occupied by a real person could be run by the AI. If the human player failed to make all moves within a time linit, the AI could make the turns for him, with a liv e time limit chess clock counting down."


I totally agree with this. I was not aware that this had been implemented before in the old school days, but I sent a private mail to Stardock encouraging this exact same model!

The only additional suggestion I made was that the server component should be available to players, server admins, ETC to impliment their own customized galaxies for their own distinct communities.

My part of the idea was ripped directly from the FPS world where sales were in some form driven by community. Given the replayability of GalCiv II, allowing the game to be played in this manner would open new doors for for the game type.

There are issues from a game mechanics standpoint. First, how do you idle an empire while the player is logged out, minimize the chance that AI will destroy what the human player was working on? And second keep players who are new from being overwhelmed by players that were running civs for a long time?

Solutions:

1. AI Idle mode that focuses on defense.

2. Tech skill that limits the number of planets that can be controlled.

3. Huge universes.

Not perfect solutions to be sure, but it's a start.

Anyhow, GalCiv II is good enough as it stands to keep me interested. I like the single player first attitude since in reality, online play is something I rarely do. But as an old time Quake II/III admin I know the joy of controlling your own game arena, and would devote serious hardware to a GalCiv II server- if only to get a weekly game in with my many friends.

Those are my thoughts.