How Do You Solve a Problem Like Video Game Piracy?

Video sports piracy is a beast that the enterprise can’t tame. Many distinctive techniques have been carried out to try and tackle this problem, but none appear to work. With pirated video games becoming extra effortlessly available during the day, it poses a big hurdle for the enterprise and one the enterprise is determined to crack. This article will observe how the video game enterprise fights piracy and if those strategies are powerful.


The foremost aspect that Video sports publishers and developers need to recognize is that they need to punish the pirate in their attempts to fight piracy without punishing the client. Many agencies incorporated anti-piracy software programs onto the install disks. Consumers had gotten the sense that they were punished for what the pirates did. EA video games tried to do that with the game ‘Spore’; they added a DRM software program onto the disk. It backfired, becoming one of the most pirated games ever. It emerged that pirates ought to pass this software protection while purchasers have been pressured to stay with it.

Therefore, publishers should reward the purchaser for getting the game; this will be done in many ways. They could offer cash off the sequel to that sport while it comes out, offer unfastened downloadable content material, or provide free merchandise with each order. One of the main motives for piracy is that human beings call for extra cash. More and more games are being launched consistently with the year, and the purchaser most effectively has a certain sum of money to spend on video games. Supplying a higher value proposition makes the customer more likely to purchase the sport instead of pirating the software. Punishing the pirates can be performed through several approaches; however, the traditional manner of fining the unusual pirate no longer works.

Video games must play to their strengths; just these days, EA Games unveiled the ‘Online pass’, which lets the patron enter a code to get entry to the web play; a code is given to all of us who buy a new copy of the sport. The significance of that is that individuals who pirate video games will not be capable of using one of the most crucial functions in brand-new video games: online play. Of course, humans should still pirate these video games and use the net feature by using the handiest paying $10 to acquire a code; this may permit publishers to get higher income from pirates who would not recollect buying any part of the game. As some other bonus, Ea video games will obtain greater earnings from the used games marketplace. Other publishers of Activision need to observe; Call of Duty is famous for its online revel. If they can utilize this identical approach, you will see people buying the game instead of pirating it so we can play on the line.

Another way to fight piracy is to, without a doubt, make an amazing quality recreation with improved durability. As said in advance, clients will no longer see the value of paying a complete fee for a game that might be first-rate, but best lasts 10-12 hours. By making a recreation of true nice and sturdiness, the purchaser looks better value and may be more likely to buy the sport. If the man or woman had been to assess an online game and realized it became not worth their money, they are much more likely to pirate the game instead of earlier than when they could not buy it and therefore never play it; that is because of the benefit and easiness of pirating nowadays.

Another factor to not forget for developers is which bit of hardware they must increase. The Sony PlayStation Three is hard to crack, so pirated video games can’t be used on that system. On the other hand, the Xbox 360 and the Wii can be broken by any individual who has been admitted to the internet and is the first-rate guide to breaking the system. The PC desires no cracking, which has become the pirate’s desire when deciding to pirate a sport. Developers should make paintings with these hardware groups to ensure that they are hard to crack, or they might study just growing solely on the PlayStation Three so long as this change is feasible.


The last point that could help combat piracy is to become a publisher or developer who listens to the community. By having a network that respects the employer, the possibilities are they’re much more likely to buy the sport and discourage piracy. Organizations can do this by paying attention to their key consumers often and using presenting incentives. These incentives can get entry to Beta’s or cash-off codes for being a member of the organization’s forums or websites. More human beings will pirate a sport if the developer or writer brushes aside the customer’s desires or forgets about them altogether.

The capability to keep connected with their key target market is a compelling device that publishers with poor dating with their clients need to consider. The knock-on effect may result in extra income and, thus, earnings margins. If all else fails and piracy is too high, you may ask clients what they want to pay for that game. ‘World of Goo’ developer’s 2D boy allowed customers to call their rate while shopping ‘World of Goo. Although many people pay one penny for the game, it istill becomes a big fulfillment. It can be said that pirates who had a danger to pay what they favored for the sport might achieve this rather than pirate it.


In conclusion, there isn’t any certain way to prevent piracy. The old technique of fining people randomly for downloading Illegal software is ancient and no longer works. Publishers must be creative and suppose outdoor the container; with humans having much less disposable profits, increasingly more will turn to piracy to fulfill their gaming desires. Using several methods in this newsletter, builders and publishers could start to see piracy for their games falling and their profits rising.

Jeffery D. Silvers
Love and share my articles, I will be happy to react on it ! Spent 2002-2009 promoting weed whackers in Edison, NJ. Earned praise for importing junk food for fun and profit. Spent 2001-2006 exporting teddy bears in Atlantic City, NJ. Had some great experience investing in tattoos in Fort Walton Beach, FL. Spent 2002-2007 selling action figures in the aftermarket. Enthusiastic about working on basketballs on the black market.