Do you really need to ask what my point it?
End of quote
Yes. The article basically talked about piracy being the death of PC games. And it was not just Crytek was saying that.
The problem with many PC games/devs these days, at least the games/devs that are jumping the PC-ship, is that there's little incentive to purchase the game.
End of quote
Wait, what? The incentive in purchasing the game is that
you get to play it! You don't buy the game, you don't get to play it. You should not
have to provide more incentive than that to get people to pay for your game.
The very fact that people think that you
have to do more than provide your game for sale in order to get people to buy it says that there is something very wrong with the way some people are thinking.
Stardock gets around this by updating the game with patches that can only be obtained through buying the game.
End of quote
Having played the initial release of GC2, I could just as easily say that StarDock got around this by releasing a
beta product that was clearly not finished, thus thwarting pirates with an inferior product, while using the money gained from early sales to continue to develop the game into a mature, finished release.
At this point, piracy is something devs just have to accept.
End of quote
You have to accept
some piracy. It's going to happen. What you don't have to accept is that everyone will pirate your game
unless you provide some value-added proposition for those who don't.
Any number of games make money alongside pirated copies of them. Without value-added propositions. You don't need to do that sort of thing as long as you provide an entertaining product at a fair price.
See, the problem is that you're suggesting that Crysys is selling poorly
because of piracy. That is, if there were some value-added proposition, it would sell better. That's nonsense.
Crysis sold poorly because it was a poorly made game that is, ultimately, no more fun than the much more accessible HL2. Only a paltry few percent of people could even consider running the game, thus cutting their playerbase to almost nothing. That it sold 1 million copies at all is a feat.
I don't think piracy is a major factor in the downturn in the PC market. Note: it is not a good thing. But it isn't what is running PC developers out of this market. What's doing that is their unflinching unwillingness to make their games
cheaper by not spending so much on development.
The most successful PC developers are the ones who make games that lots of people who would be interested in playing them would actually play. Not necessarily unpretty, but they don't rely on the latest technology for you to have a good experience with their games. Blizzard and Valve are the current practitioners of this technique, and both have reaped the rewards. Contrast to Id software, who basically just make engines now. Niether Blizzard nor Valve is particularly concerned about piracy, because it doesn't hurt them that much.
Let's say the average rate of piracy for a game is 10%. That's a high estimate, but so be it. And lets (falsely) assume that each pirated copy is a lost sale. So, if your game can only ever work on 1 million computers, watching 100,000 sales go away is really bad for you. But if your userbase is 10 million computers, you won't be so put out by 1 million sales going away, because you still have 9 million others.