[MUD-Dev2] [Design] "Why Pirate Games" Article

Sean Howard squidi at squidi.net
Sat Aug 16 11:25:22 CEST 2008


"Tess Snider" <this at malkyne.org> wrote:

> Heh, I was one of the people ranting about the Aussie game prices.
> Let me put things in perspective:  The upcoming PC title, "Spore,"
> will be retailing for $49.95 at EB in the US.  It will, in contrast,
> be retailing for $99.95 at EB in Australia.  At current exchange
> rates, that's $87.01 US dollars.  BUH?  I'm sorry, but it does not
> cost $37.06 to ship a game internationally.  I know.  I shipped quite
> a few games from the US, when I lived in Australia. ;-)

1) Someone correct me if I'm wrong, but releasing a game in other
territories has far more to it than shipping prices. For instance, music
is something that has to be explicitly licensed for foreign markets. You
need a publisher, a distribution network, retail stores, advertising,
lawyers, and all the same stuff that publishers have in America,
specifically tailored to a different territory with different laws.
Exchange rates also make a difference. Add in the fact that Australia is a
much smaller market, so there is less selling to be had. I'm not saying
this is worth $37, but I do think it is naive to expect the exact same
price when you aren't getting the exact same product.

2) If you don't want to pay for it, you don't have to play it. I know, the
world being what it is, that this is a strange concept, but the reason why
piracy is wrong is because the option to abstain IS a viable alternative
to paying high prices. Piracy sends the wrong message and actually leads
to higher prices and worse products.


-- 
Sean Howard




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