Linked by Thom Holwerda on Tue 21st May 2013 21:38 UTC

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RE[7]: Comment by lucas_maximus
by Moredhas on Tue 21st May 2013 22:25
in reply to "RE[6]: Comment by lucas_maximus"
It's likely the best way to measure console piracy would be an estimate, taken from the number of online active players at any one time, versus the number of unit sales. Sprinkle a bit of market research on just how many people buy used games, and just how many people play online, and you have yourself some very rough numbers of pirating customers.
RE[8]: Comment by lucas_maximus
by lucas_maximus on Tue 21st May 2013 22:29
in reply to "RE[7]: Comment by lucas_maximus"
RE[8]: Comment by lucas_maximus
by WereCatf on Tue 21st May 2013 22:32
in reply to "RE[7]: Comment by lucas_maximus"
It's likely the best way to measure console piracy would be an estimate, taken from the number of online active players at any one time, versus the number of unit sales. Sprinkle a bit of market research on just how many people buy used games, and just how many people play online, and you have yourself some very rough numbers of pirating customers.
That would only work for online-games, though, and for online-gamers. It wouldn't work for single-player gamers.
Member since:
2009-08-18
I didn't say you didn't have common sense. I said you need to approach it as such i.e. we have no numbers on the numbers of pirates and I accept it is a Russell's Teapot Scenario in a lot of cases.
When I was talking about a "lot of piracy" I was talking about the past (especially the PS2 era)
Piracy happens a lot less because of online services because of Xbox live, this is simply an extension of this. Piracy on the original half life was a lot harder if you wanted to play multi-player and look where that brought us.
As a developer, I think this is a good thing.
Edited 2013-05-21 22:12 UTC