Furthermore, to anyone who objects to his comments, I challenge you to prove his comments wrong by telling me that you know about gaming PC parts and yet do not know about torrenting.
Cranky, you've made several valid points, and I don't contest the above quote. I know how to build a PC and I know what torrenting is. However, I do not pirate games. I pay for them or I don't play them.
What bothers me about Mr. Cliffy's statement is its enormous
implication: that high-end PC users are a mob rampaging pirates, and that they are the
only reason that high-end games suffer. Maybe Mr. C was just
really careless with his words, but it doesn't seem that way. He comes off as flippant and very matter-of-fact: highend users=torrent knowledge=pirate=bad sales. Of course piracy is a problem. Of course it hurts sales. But his equation is severely lacking.
For instance, I have yet to see Cevat Yerli even
acknowledge that Crysis' system-crushing requirements could have played a part in lower sales (I didn't have the hardware to run it until June this year--which is when I bought the game). Perhaps
Unreal Tournament 3 lost some sales because it is generally regarded as being inferior to
UT2K4 (this is why I skipped UT3)? What about the fact that many console games have problems when ported to the PC that result in a poorer playing experience? And yes, how about the fact that increasingly severe DRM is intolerable to some customers and thus reduces sales (why I skipped Bioshock, Mass Effect, Crysis Warhead)? I'm fairly certain Cliffy knows this information, but he has ignored it and instead delivered a verbal slap to the
core of his PC customer base.
I emailed a buddy of mine earlier today about this story. One of the things he mentioned was that GoW
requires a Windows Live account in order to save single-player campaign progress. I passed on GoW because it just didn't get my interest, but had I known about this it would have been
an instant no-buy. There is simply no technical reason whatsoever to limit a save feature like this. Such a choice serves only to force GfWL down gamers' throats.
Whether or not devs and publishers ever admit it, there are a myriad of reasons why highend games suffer lower sales, and simply fingering piracy all the time just isn't honest. Like every other media industry, game companies have to cope with significant changes to their business model. Some (Trent Reznor, Valve) do better than others (RIAA, EA).
I still don't understand why publishers haven't experimented with the shareware model again. Release the game data for free across the innertubes (with limited features), but include an
easy-to-use online activation/purchase method to unlock the full game.