pokobo's forum posts
I think it's important to point out that 'piracy' could be considered broader than stealing a computer game. What we're talking about is the great need people have to get a free ride. Whichever way you look at it, some people just don't want to depart with their dollars. Whether it's not paying for a train ticket or a drive-away at a gas station, or a buy one get one free coupon, or even waiting for a sale. People want things cheap and they don't want to be suckers, and if there is an easy way for them to get something (and it doesn't stray over any of their ethical boundaries) then they will most likely take that course of action. Temptation, greed, anonymity: they all factor in to the equation. Piracy isn't even as hard as stealing, it's having someone steal (rip/crack and upload) for you and deliver it to your doorstep (via torrent). Like any chain of production there are various things you need for a product to get into the hands of the (albeit non-paying) consumer.
1. A product, courtesy of the developers.
2. A system of distribution and a distributor, courtesy of torrent websites and crackers/seeders.
3. A consumer, the pirate. For each link in the line there should be a pertaining solution, some more complex or harder to implement than others.
1. Via the product: Implementing more extreme forms of DRM in order to restrict access to the product. It seems the most obvious option here (for future reference, anyhow) would be a service like OnLive, where the product is always controlled and accessed via a a proxy rather than directly from the users computer. If no one outside the publisher or subscription service has access to the product then there is no way for its content to be distributed illegally.
2. Via the distributor: As we've all seen, efforts to legally shut down torrent tracking and hosting websites like The Pirate Bay are rarely successful, and it can only be assumed that unless there is a major push by a collective group of developers (class action) then these distribution channels will remain open in some form or another.
3. Via the consumer: This link in the chain clearly has a direct relationship to the first one, in that consumer sentiment (i.e. AC2 last year) is often influenced by the way a company handles its product. More than anything, a consumer wants to feel in control of their product, they want to own it because they paid for it, or are willing to pay for it. It only seems fair to them that once you pay for something you have physical control over it. Therefore a subscription service like OnLive becoming an exclusive method of control over content becomes a less attractive option. Not to mention the fact that it requires the functioning of a different service (the internet) for it to be used correctly. They simply wouldn't make enough money for it to be viable.
The second method via the consumer involves tapping into that mentality I referred to at the beginning of the post. People want things for free. Of course, developers and distributors don't have to GIVE the games away, they only have to create the impression on the consumer that what they are getting for their money is as good as getting it for free. Make it a better product, make it worth paying money for.
Let people own their own games. Include mod tools with a title. If I buy a pair of jeans from the shop, I can go home and make them into shorts. If I buy a book, I can take it home and alter it any way I want. Why not include the tools for building prosperous communities that often result in more sales?
I think a combination of all these solutions would probably result in REDUCING piracy. Trying to stop it altogether is shooting way beyond the moon. I would also like to think that businesses factor in (in projected sales/losses) the likelihood of the game being pirated due to the quality of the content or the restrictiveness of the DRM. I think the only way a large developer would go out of business through piracy is if they were developing indie games like Amnesia, but for anyone whose read up on that recently, they doubled their projected sales target. Know why? They knew what they were doing!
They are both exceptional games. KOTOR holds a special place in my heart due to it being the first really nice RPG that I'd played. Mass Effect followed shortly after.
Personally I think comparing them is a fruitless task because they are very different games, despite, as you say, being set in space. Play both, is the obvious suggestion. As to which one you should play first, I would say KOTOR. Going from old to new is easier than going from new to old.
I almost considered making a thread about this game before, and the title would have been pretty much the same.
I think this game is really unique. Everything about it seems fresh to me in some way. The stealth is a heap of fun when fighting against humans. Nothing is more satisfying than sneaking around, blowing out lamps, then nailing a few guys with some throwing knives in the chest before they have time to blink.
The atmosphere is unbelievably tense. I've jumped out of my seat a few times from non-scripted moments. I think the devs managed to capture what makes a horror/survival game great, and that's suspense and helplessness.
There are a few obvious issues. I actually really enjoy the shooting mechanics and gunplay. The guns feel adequately powerful; you just need to know where to place your bullets. AI can be troublesome, but isn't too bad.
There have been a few occasions where linearity have distressed me, but for the most part I've been happy to go along for the ride.
It would be cool if the devs from F3 and Stalker and Metro all got together and made a definitive post-apocalyptic game, combining elements from all of them. I know with a few tweaks, Metro Could be something really amazing.
Imagine an online world of rail networks where different stations like Polis acted as lobbies and meeting places for players. You could do your buying and selling here, and there could even be an in game economy that operated on a real time supply and demand scheme. You could form parties with other players and head to the surface to do whatever - hunt monsters, go looting, raid other stations.
Me wants!
Just had to say that I laughed hard at Wagon Age.
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