Title: Iron Lore closes Post by: Stormwaltz on February 28, 2008, 08:32:26 AM No more Titan Quest. No idea what the status of DoW: Soulstorm is, though I'd guess it's in done and delivered.
http://www.ironlore.com/ Title: Re: Iron Lore closes Post by: schild on February 28, 2008, 08:36:31 AM That is a shame.
:( Title: Re: Iron Lore closes Post by: JWIV on February 28, 2008, 08:42:54 AM No more Titan Quest. No idea what the status of DoW: Soulstorm is, though I'd guess it's in done and delivered. http://www.ironlore.com/ Soulstorm has a release date of 3/4 so I'd assume it's already delivered and went gold awhile ago. Title: Re: Iron Lore closes Post by: rk47 on February 28, 2008, 08:44:29 AM maybe they got bored or something. Oh well. I guess I owe TQ a replay to see what they've done great.
Title: Re: Iron Lore closes Post by: Mrbloodworth on February 28, 2008, 10:10:00 AM Quote We would like to extend our thanks to everyone who has helped us in the last seven years – our team who moved mountains to create such great games, our publisher THQ who has been a great partner through three product development cycles, Title: Re: Iron Lore closes Post by: Jimbo on February 28, 2008, 10:46:14 AM That sucks, they didn't even get a chance to see Soulstorm go live and it might have helped out. It was announced that Relic will handle any patches and follow up with Soulstorm, maybe Relic can add to there staff for the next version of Dawn of War.
I wonder if anyone will pick up TQ now? Title: Re: Iron Lore closes Post by: Velorath on February 29, 2008, 01:00:48 AM Michael Fitch (Creative Manager on TQ) responds to Iron Lore closing (http://www.quartertothree.com/game-talk/showthread.php?t=42663):
Quote Venting my frustrations with PC game-dev -------------------------------------------------------------------------------- Greetings: So, ILE shut down. This is tangentially related to that, not why they shut down, but part of why it was such a difficult freaking slog trying not to. It's a rough, rough world out there for independent studios who want to make big games, even worse if you're single-team and don't have a successful franchise to ride or a wealthy benefactor. Trying to make it on PC product is even tougher, and here's why. Piracy. Yeah, that's right, I said it. No, I don't want to re-hash the endless "piracy spreads awareness", "I only pirate because there's no demo", "people who pirate wouldn't buy the game anyway" round-robin. Been there, done that. I do want to point to a couple of things, though. One, there are other costs to piracy than just lost sales. For example, with TQ, the game was pirated and released on the nets before it hit stores. It was a fairly quick-and-dirty crack job, and in fact, it missed a lot of the copy-protection that was in the game. One of the copy-protection routines was keyed off the quest system, for example. You could start the game just fine, but when the quest triggered, it would do a security check, and dump you out if you had a pirated copy. There was another one in the streaming routine. So, it's a couple of days before release, and I start seeing people on the forums complaining about how buggy the game is, how it crashes all the time. A lot of people are talking about how it crashes right when you come out of the first cave. Yeah, that's right. There was a security check there. So, before the game even comes out, we've got people bad-mouthing it because their pirated copies crash, even though a legitimate copy won't. We took a lot of shit on this, completely undeserved mind you. How many people decided to pick up the pirated version because it had this reputation and they didn't want to risk buying something that didn't work? Talk about your self-fulfilling prophecy. One guy went so far as to say he'd bought the retail game and it was having the exact same crashes, so it must be the game itself. This was one of the most vocal detractors, and we got into it a little bit. He swore up and down that he'd done everything above-board, installed it on a clean machine, updated everything, still getting the same crashes. It was our fault, we were stupid, our programmers didn't know how to make games - some other guy asked "do they code with their feet?". About a week later, he realized that he'd forgotten to re-install his BIOS update after he wiped the machine. He fixed that, all his crashes went away. At least he was man enough to admit it. So, for a game that doesn't have a Madden-sized advertising budget, word of mouth is your biggest hope, and here we are, before the game even releases, getting bashed to hell and gone by people who can't even be bothered to actually pay for the game. What was the ultimate impact of that? Hard to measure, but it did get mentioned in several reviews. Think about that the next time you read "we didn't have any problems running the game, but there are reports on the internet that people are having crashes." Two, the numbers on piracy are really astonishing. The research I've seen pegs the piracy rate at between 70-85% on PC in the US, 90%+ in Europe, off the charts in Asia. I didn't believe it at first. It seemed way too high. Then I saw that Bioshock was selling 5 to 1 on console vs. PC. And Call of Duty 4 was selling 10 to 1. These are hardcore games, shooters, classic PC audience stuff. Given the difference in install base, I can't believe that there's that big of a difference in who played these games, but I guess there can be in who actually payed for them. Let's dig a little deeper there. So, if 90% of your audience is stealing your game, even if you got a little bit more, say 10% of that audience to change their ways and pony up, what's the difference in income? Just about double. That's right, double. That's easily the difference between commercial failure and success. That's definitely the difference between doing okay and founding a lasting franchise. Even if you cut that down to 1% - 1 out of every hundred people who are pirating the game - who would actually buy the game, that's still a 10% increase in revenue. Again, that's big enough to make the difference between breaking even and making a profit. Titan Quest did okay. We didn't lose money on it. But if even a tiny fraction of the people who pirated the game had actually spent some god-damn money for their 40+ hours of entertainment, things could have been very different today. You can bitch all you want about how piracy is your god-given right, and none of it matters anyway because you can't change how people behave... whatever. Some really good people made a seriously good game, and they might still be in business if piracy weren't so rampant on the PC. That's a fact. Enough about piracy. Let's talk about hardware vendors. Trying to make a game for PC is a freaking nightmare, and these guys make it harder all the time. Integrated video chips; integrated audio. These were two of our biggest headaches. Not only does this crap make people think - and wrongly - that they have a gaming-capable PC when they don't, the drive to get the cheapest components inevitably means you've got hardware out there with little or no driver support, marginal adherence to standards, and sometimes bizarre conflicts with other hardware. And it just keeps getting worse. CD/DVD drives with bad firmware, video cards that look like they should be a step-up from a previous generation, but actually aren't, drivers that need to be constantly updated, separate rendering paths for optimizing on different chips, oh my god. Put together consumers who want the cheapest equipment possible with the best performance, manufacturers who don't give a shit what happens to their equipment once they ship it, and assemblers who need to work their margins everywhere possible, and you get a lot of shitty hardware out there, in innumerable configurations that you can't possibly test against. But, it's always the game's fault when something doesn't work. Even if you get over the hump on hardware compatibility - and god knows, the hardware vendors are constantly making it worse - if you can, you still need to deal with software conflicts. There are a lot of apps running on people's machines that they're not even aware of, or have become such a part of the computer they don't even think of them as being apps anymore. IM that's always on; peer-to-peer clients running in the background; not to mention the various adware and malware crap that people pick up doing things they really shouldn't. Trying to run a CPU and memory heavy app in that environment is a nightmare. But, again, it's always the game's fault if it doesn't work. Which brings me to the audience. There's a lot of stupid people out there. Now, don't get me wrong, there's a lot of very savvy people out there, too, and there were some great folks in the TQ community who helped us out a lot. But, there's a lot of stupid people. Basic, basic stuff, like updating your drivers, or de-fragging your hard drive, or having antivirus so your machine isn't a teetering pile of rogue programs. PC folks want to have the freedom to do whatever the hell they want with their machines, and god help them they will do it; more power to them, really. But god forbid something that they've done - or failed to do - creates a problem with your game. There are few better examples of the "it can't possibly be my fault" culture in the west than gaming forums. And while I'm at it, I don't want to spare the reviewers either. We had one reviewer - I won't name names, you can find it if you look hard enough - who missed the fact that you can teleport from wherever you are in TQ back to any of the major towns you've visited. So, this guy was hand-carting all of his stuff back to town every time his inventory was full. Through the entire game. Now, not only was this in the manual, and in the roll-over tooltips for the UI, but it was also in the tutorial, the very first time you walk past one of these giant pads that lights up like a beacon to the heavens. Nonetheless, he missed it, and he commented in his review how tedious this was and how much he missed being able to portal back to town. When we - and lots of our fans - pointed out that this was the reviewer's fault, not the game's, they amended the review. But, they didn't change the score. Do you honestly think that not having to run back to town all the time to sell your stuff wouldn't have made the game a better experience? We had another reviewer who got crashes on both the original and the expansion pack. We worked with him to figure out what was going on; the first time, it was an obscure peripheral that was causing the crash, a classic hardware conflict for a type of hardware that very, very few people have. The second time, it was in a pre-release build that we had told him was pre-release. After identifying the problem, getting him around it, and verifying that the bug was a known issue and had been fixed in the interim, he still ran the story with a prominent mention of this bug. With friends like that... Alright, I'm done. Making PC products is not all fun and games. It's an uphill slog, definitely. I'm a lifelong PC gamer, and hope to continue to work on PC games in the future, but man, they sure don't make it easy. Best, Michael. Also note that both HRose and SirBruce can be seen participating in the thread. Title: Re: Iron Lore closes Post by: schild on February 29, 2008, 01:04:09 AM Yea, I read that whole thread.
Bruce is clueless. Also, the post is almost as bad as an "I'M LEAVING U GUYZ R MEAN" post. Meh, piracy. Weak. Title: Re: Iron Lore closes Post by: rk47 on February 29, 2008, 01:07:43 AM Wtf? Why are you insulting your buyer? Yeah I'm sure it's real easy now that you don't need him anymore. :grin:
I think he needs to work at McDonald's or something. Title: Re: Iron Lore closes Post by: Velorath on February 29, 2008, 01:10:36 AM Also, the post is almost as bad as an "I'M LEAVING U GUYZ R MEAN" post. Meh, piracy. Weak. Yeah, I think it's especially ironic that he makes comment about the "it can't possibly be my fault culture" when the whole point of his long diatribe seems to be "it can't possibly be my fault". Title: Re: Iron Lore closes Post by: schild on February 29, 2008, 01:16:46 AM It's all very Brad McQuaid. Let's blame Zoo Tycoon 2. Or 3. Whatever.
Also, I hate the "piracy made my game not sell" angle. 1. Titan Quest was a no-brainer port to the 360 and PS3. 2. It's impossible to convince me or anything WITH A FUNCTIONING BRAIN that if those pirates hadn't have downloaded it, they would've have bought it. Sorry, but, this guy just needs to go the fuck away. Title: Re: Iron Lore closes Post by: Simond on February 29, 2008, 01:19:42 AM Meh, piracy. Weak. Piracy encourages MMOGs (because, you know, subscriptions). WoW encourages MMOGs to be like WoW.Therefore, piracy encourages developers to create WoW-clones. :grin: Title: Re: Iron Lore closes Post by: Tebonas on February 29, 2008, 01:32:59 AM Wether it is the true problem for this particular game, he is right in general.
Piracy costs money, errors in pirated copies hurt the word of mouth. Which costs even more money. Thats a no-brainer. Programming for varied hardware is harder than programming for one hardware. That truth should be self-evident as well. People are stupid. People on the internet doubly so. This very site thrives on that fact. Of course, a simple "Your copy is pirated, sucker. No more playing for you" instead of a simple crash would have helped their PR. Title: Re: Iron Lore closes Post by: schild on February 29, 2008, 01:36:37 AM Piracy costs a nebulous amount of money though. There's no way to exactimate. Now, people being stupid probably costs them a LOT more money than piracy. And of course, having to program for lots of hardware instead of one piece of hardware is... harder. But then, ONCE AGAIN, easy translation to consoles here.
Fucking consoles NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEED Diablo clones. This isn't like some obscure idea either. It's fucking obvious. All we get is the mediocre Untold Legends series and once in a blue moon a Fushigi no Dungeon title gets released in America (COMING SOON TO A DS NEAR YOU). Anyway, point being, sounds like the business folks at Iron Lore were as dumb as the people this guy is insulting). Title: Re: Iron Lore closes Post by: Tebonas on February 29, 2008, 01:41:30 AM Yeah, I had that in my post initially, but I didn't want to insult the Red Names. You never know when one goes mental again! :ye_gods:
Title: Re: Iron Lore closes Post by: Velorath on February 29, 2008, 01:42:43 AM Fucking consoles NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEED Diablo clones. This isn't like some obscure idea either. It's fucking obvious. All we get is the mediocre Untold Legends series and once in a blue moon a Fushigi no Dungeon title gets released in America (COMING SOON TO A DS NEAR YOU). Too Human is that last hope on that front. If it fails, I wouldn't expect to see another attempt a big budget Diablo clone on a console for a long time. Especially after the PSO franchise completely shit the bed with Phantasy Star Universe. Title: Re: Iron Lore closes Post by: Azazel on February 29, 2008, 02:09:13 AM Piracy costs a nebulous amount of money though. There's no way to exactimate. Now, people being stupid probably costs them a LOT more money than piracy. It's a difficult question, and I am probably not anything near normal in this regard, but when I was back to being a student just a couple of years ago I had fuck-all money and happily pirated away anything rentable that looked interesting (to usually never play it anyway) while also buying stuff that seemed must-have or was cheaper or predominantly-online. My first play-through of Far Cry for example, was on a backed-up rental. Doom3, I bought, like a sucker. COD1 copied and played, COD2 copied and never played. Now I'm earning decent money, and can afford it, I've been not only buying anything I bother to play (including a retail copy of Far Cry for my second run-through), COD2 for the actual play-through. COD4 bought and finished. Sure, the copy of Far Cry went down in retail price over those couple of years between by first and second playthrough, but it also got them an easy sale of Crysis, which is still sitting uninstalled behind me, depreciating in retail value. Hell, I went through all my PS2 stuff recently, sorting it into stuff worth playing and not playing. Almost all the pirated PS2 stuff got disposed of, some got replaced by PS2 originals and a big chunk of what was worth playing got bought as Xbox titles for the upscaling 360. I dunno, I don't feel unique in that I used to pirate when I had no money, and now buy pretty much all my stuff. (probably 5% would be PS2 warez of stuff that I'd never play anyway of stuff that will never get a local release, to check it out.) Title: Re: Iron Lore closes Post by: Phildo on February 29, 2008, 02:12:42 AM Sad that Iron Lore is closing, but I did enjoy reading Michael's diatribe.
Title: Re: Iron Lore closes Post by: Trippy on February 29, 2008, 03:30:43 AM Quote One, there are other costs to piracy than just lost sales. For example, with TQ, the game was pirated and released on the nets before it hit stores. It was a fairly quick-and-dirty crack job, and in fact, it missed a lot of the copy-protection that was in the game. One of the copy-protection routines was keyed off the quest system, for example. You could start the game just fine, but when the quest triggered, it would do a security check, and dump you out if you had a pirated copy. There was another one in the streaming routine. So, it's a couple of days before release, and I start seeing people on the forums complaining about how buggy the game is, how it crashes all the time. A lot of people are talking about how it crashes right when you come out of the first cave. Yeah, that's right. There was a security check there. Next time (if there is a next time) don't crash the game when it fails the security check. Complaining that the crashes are giving the game a bad name when you purposefully put those crashes in is, well, I don't know the proper word for it.So, before the game even comes out, we've got people bad-mouthing it because their pirated copies crash, even though a legitimate copy won't. We took a lot of shit on this, completely undeserved mind you. How many people decided to pick up the pirated version because it had this reputation and they didn't want to risk buying something that didn't work? Talk about your self-fulfilling prophecy. One guy went so far as to say he'd bought the retail game and it was having the exact same crashes, so it must be the game itself. This was one of the most vocal detractors, and we got into it a little bit. He swore up and down that he'd done everything above-board, installed it on a clean machine, updated everything, still getting the same crashes. It was our fault, we were stupid, our programmers didn't know how to make games - some other guy asked "do they code with their feet?". About a week later, he realized that he'd forgotten to re-install his BIOS update after he wiped the machine. He fixed that, all his crashes went away. At least he was man enough to admit it. Title: Re: Iron Lore closes Post by: Azazel on February 29, 2008, 03:45:08 AM A screen freeze along with a text message on the screen of "if you have enjoyed playing so far, please buy the original and support software development" might do better next time.
I guess, you live and learn. Or go out of business. As schild says, ports would (should) have been a no-brainer. Title: Re: Iron Lore closes Post by: Raging Turtle on February 29, 2008, 06:29:50 AM Are you guys kidding? He didn't say a single unreasonable thing in that entire block of text.
He specifically addressed numbers on piracy would-they-buy-it issue. He listed huge, known, game-breaking development issues that are almost never talked about when reviewers or people on this site bitch about a game. But no, he's obviously just bitter and spouting nonsense. "It's all the developers fault, he didn't develop it for an entirely different platform!" "They didn't include nice messages to pirates who stole the game before it was even released!" Pathetic. Title: Re: Iron Lore closes Post by: bhodi on February 29, 2008, 06:55:39 AM He should go the route that Introversion and countless other indie studios have gone - authentication servers. That solves a lot of your piracy problem.
Also, they said they didn't lose money on it Titan Quest. The entire comment was spent on a game that did OK. What about all those other games that apparently dragged the company down? They are blaming their marginal success and saying "Well, if it had been a breakout hit, we wouldn't have gone under! It's those pirates fault that it wasn't a breakout hit!" Stupid. Title: Re: Iron Lore closes Post by: NiX on February 29, 2008, 07:25:10 AM Someone here should just build a Diablo clone using XNA. I don't have much else to add. This topic is stupid and think the man is silly for thinking people would see eye to eye with him after his company just went under.
Title: Re: Iron Lore closes Post by: Simond on February 29, 2008, 08:02:23 AM But come on! Surely the fact that less than 10% of PC games in circulation are legitimate versions has nothing whatsoever to do with the fact that the non-MMO & non-Steam/Stardock/etc PC game market is dying on its arse?
(I don't do green) Title: Re: Iron Lore closes Post by: Yegolev on February 29, 2008, 08:06:33 AM Someone here should just build a Diablo clone using XNA. Teaching yourself C# in your spare time is hard. Title: Re: Iron Lore closes Post by: KallDrexx on February 29, 2008, 09:03:55 AM This topic is stupid and think the man is silly for thinking people would see eye to eye with him after his company just went under. Um his company didn't go under. The poster works for THQ and still is employed by THQ. Title: Re: Iron Lore closes Post by: Righ on February 29, 2008, 03:52:06 PM Michael Fitch: whiny bitch.
The best bit was the "customers are thickos who try and do other stuff on their PCs and blame our software". Guess what, numbskull? Many of us work in IT and are familiar with the sort of end-users that you describe. We vent with reasonable amount of identity obfuscation among other BOFHs. We don't typically log into sites where our customers are, post under our work affiliation and then call the bulk of respondents of those forums idiots. When you do that, you can expect your hard life as a software developer to get harder in the future. Title: Re: Iron Lore closes Post by: schild on February 29, 2008, 04:28:16 PM Righ, people that post on official forums are people that consider working sales in the laptop bag department "working in IT."
Which is to say, those people are thickos. There's a reason people like us avoid the fuck out of those people. On that same note: His life would get a lot easier if he worked for a standard platform like the 360 or PS3. Title: Re: Iron Lore closes Post by: Hoax on February 29, 2008, 04:44:09 PM But come on! Surely the fact that less than 10% of PC games in circulation are legitimate versions has nothing whatsoever to do with the fact that the non-MMO & non-Steam/Stardock/etc PC game market is dying on its arse? (I don't do green) I'm with Simond, I'm pro piracy for what thats worth but those #'s were sad and the current state of things is sad. I don't buy many games though so its not really a big deal to me. But aren't both Bioshock and COD4 Steam games? I've never looked but can you get cracked nonsteam versions? Title: Re: Iron Lore closes Post by: Kageru on February 29, 2008, 05:06:37 PM Firstly titan's quest wasn't that good a game... too much repetitive with not enough fun even for games of this type. A silent crash as a result of a security check is their screw up. I understand putting an event to inform the user makes those checks more discoverable, but a moments thought would have made them realise this would just bring them bad publicity. I'm pretty sure those checks did eventually get found and removed anyway. Ultimately I can't help feeling microsoft has a lot to do with it. They have sufficient control of the PC Gaming environment that they could easily release an add on or integrated card making it every bit as secure as the XBox360, extend their live system to the PC platform and beef up their certification processes for hardware. If piracy is really hurting as much as this text indicates then game developers would flock to it and they could even start bringing down the purchase costs for b-list titles like titan's quest. Easy stuff, but microsoft probably quite likes the current environment. The availability of pirated games helps sell PC's while at the same time moving games to a platform that they own and sell directly. Title: Re: Iron Lore closes Post by: Strazos on February 29, 2008, 05:11:37 PM I don't understand how you can be in favor of pirating games.
You know, unless you're a douchebag with a heightened sense of entitlement. Back when I was in school, I still payed for games. That just meant I couldn't pay every single game I wanted. It's different if the game is simply not available to be bought, but really, it's nonsense to think stealing someone's work is ok. Title: Re: Iron Lore closes Post by: schild on February 29, 2008, 05:23:20 PM What's it called if you "pirate" a game you already own but are too lazy to dig it out of a box?
Because that's what I am, Lazy. Title: Re: Iron Lore closes Post by: Strazos on February 29, 2008, 06:21:31 PM That's different, because you've already Paid. While I am not in favor of pirating and stealing games, I AM in favor of being able to use Your copy how You please, including making personal backups, or ISO dumping to avoid disc swaps or whathaveyou.
Title: Re: Iron Lore closes Post by: NiX on February 29, 2008, 10:08:37 PM Um his company didn't go under. The poster works for THQ and still is employed by THQ. Well then. I have to agree with Righ in this case. Whiny fucking bitch.Title: Re: Iron Lore closes Post by: Modern Angel on March 01, 2008, 10:11:40 AM I bought TQ a few months ago when I was in my brief throes of HGL fever. Steam version. It would not run on Vista. I emailed ILE, I posted on the Steam forums, I emailed Valve, I went to the TQ fan forums... I even had a Vista techie I know remotely control my computer to try to get it to work. This was four days after I bought my new machine so it was a clean install.
I never got any official support. The game is still in my steam account and I can't play it. Fuck this guy blaming his consumers. New line of work. Title: Re: Iron Lore closes Post by: SnakeCharmer on March 01, 2008, 10:45:56 AM Um.
Right click the icon > compatability > Compatability mode . check the box "Run this program in compatability mode for Windows XP Service Pack 2" > Apply > OK Shouldnt that work? Not being snarky, just geniunely curious. Title: Re: Iron Lore closes Post by: Modern Angel on March 01, 2008, 11:19:47 AM Tried it. Honest to god, I know a guy in a different town who's a Vista wiz for a tech company... knows his shit quite, quite well... and he couldn't figure out what it is. I gave up.
But the main point is this guy is an asshole. Title: Re: Iron Lore closes Post by: Strazos on March 01, 2008, 11:56:52 AM Eye of the Beholder and all that. I had zero problems. Neither did anyone I know personally.
Title: Re: Iron Lore closes Post by: Signe on March 01, 2008, 01:13:41 PM I didn't like his game and I don't like his whiny bitch ass, either. (http://www.banglacommunity.com/images/satellite/smilies/bawl.gif)
He put me in a mood. Title: Re: Iron Lore closes Post by: Kageru on March 01, 2008, 05:38:41 PM I never got any official support. The game is still in my steam account and I can't play it. Fuck this guy blaming his consumers. New line of work. THQ banned the sale of their software over steam here in Aus.... I guess they didn't want those sales anyway. Tools. (I know the real reason is because they wanted to price gouge, but that doesn't make me any better aligned to them). A. Title: Re: Iron Lore closes Post by: Signe on March 01, 2008, 05:46:02 PM Title: Re: Iron Lore closes Post by: UnSub on March 03, 2008, 11:31:53 PM That dev post is a pretty clear example of why PC gaming doesn't have the importance it used to. Viva la consoles.
Title: Re: Iron Lore closes Post by: jmillsy on March 04, 2008, 04:34:05 PM A. is the first letter of his/her name.
J. Title: Re: Iron Lore closes Post by: Signe on March 05, 2008, 07:03:45 AM I'm an idiot. Sorry. (http://www.invision.smileyville.net/smilies/doh%20(21).gif)
Title: Re: Iron Lore closes Post by: Stormwaltz on March 06, 2008, 09:51:14 AM More on game piracy: Rock Paper Shotgun tallies the top 10 illegal torrents (http://www.rockpapershotgun.com/?p=1263) on Mininova for March 5. The winner, with 25,724 illegal copies distributed, was a leaked early version of Assassin's Creed.
Title: Re: Iron Lore closes Post by: Kitsune on March 06, 2008, 12:23:11 PM Falsehood #1: "Piracy is killing teh pc!"
Truth #1: Piracy is rampant on consoles, too. RAM cartridges on the DS and Game Boy, cracked games loaded on hard drives for PS3, 360 and PSP, flat-out copied disks for all of the non-cartridge consoles. People with a super aversion to paying for their stuff WILL steal it, regardless of hardware inconveniences. Falsehood #2: "Piracy kills teh profits!" Tell that to Stardock and their best-selling Galactic Civilizations and Sins of a Solar Empire, neither of which possess any copy-protection. Ditto for Oblivion. Whereas Bioshock is full of obnoxious copy-protection, and to my knowledge hadn't been cracked for some months after the game's release, so if the PC version was super-outsold by the console versions (which is something I doubt, honestly, but I haven't looked it up to know for sure), it wasn't because ze germans had pirated it before its release. People will buy good games, period. Jackasses will steal games too, but if anyone thinks that Pimply McPirate sitting in his dorm room with fifty torrents going at once was ever going to pay for software, that person needs to be reacquainted with reality. The best way to deal with pirates is to ensure that they don't take up valuable personnel resources, such as requiring a serial key to access tech support forums. That way, only legitimate users are taking the time of the support people. Pirates will steal your game, take that as a given, but act to make sure that they don't cost the company money by tying up support forums and phone support. Title: Re: Iron Lore closes Post by: UnSub on March 06, 2008, 10:10:53 PM Falsehood #1: "Piracy is killing teh pc!" Truth #1: Piracy is rampant on consoles, too. RAM cartridges on the DS and Game Boy, cracked games loaded on hard drives for PS3, 360 and PSP, flat-out copied disks for all of the non-cartridge consoles. People with a super aversion to paying for their stuff WILL steal it, regardless of hardware inconveniences. Variation on Truth #1: Piracy is on consoles, but it's harder to get to. You probably need to pay someone to mod your box. You then have to find a source of physical copies, because electronic copies are a bit harder to find (although as more consoles come online, this is changing). On the PC, it's a lot easier to find a cracked copy, patch it up and play. Quote Falsehood #2: "Piracy kills teh profits!" Tell that to Stardock and their best-selling Galactic Civilizations and Sins of a Solar Empire, neither of which possess any copy-protection. Ditto for Oblivion. Whereas Bioshock is full of obnoxious copy-protection, and to my knowledge hadn't been cracked for some months after the game's release, so if the PC version was super-outsold by the console versions (which is something I doubt, honestly, but I haven't looked it up to know for sure), it wasn't because ze germans had pirated it before its release. Both Stardock titles are niche, imo. Oblivion sold so well it didn't matter if a few hundred thousand pirated copies existed. As for Bioshock, PC players tended to view it more harshly than console players, which probably accounted for some sales discrepencies. Also, my understanding is that it took 2 weeks for the copy protection to be worked around, so PC sales could still have been impacted by pirates. There has been a tendency for console games to outsell PC games 4 to 1 anyway (at the aggregate level). The big question was if the two weeks of not being available to pirates for PC justified the cost of 2K's licensing / development of the copy protection. 2K hasn't publically commented about that, so I don't know. Quote People will buy good games, period. Jackasses will steal games too, but if anyone thinks that Pimply McPirate sitting in his dorm room with fifty torrents going at once was ever going to pay for software, that person needs to be reacquainted with reality. The best way to deal with pirates is to ensure that they don't take up valuable personnel resources, such as requiring a serial key to access tech support forums. That way, only legitimate users are taking the time of the support people. Pirates will steal your game, take that as a given, but act to make sure that they don't cost the company money by tying up support forums and phone support. If you need a serial key to access the tech support forums, it'll be easy enough to find a key generator online that will give you what you want. Because, you know, if you're going to pirate software, a little thing like a serial code isn't going to stop you. Piracy is helping to drive PC games development towards either the 'sure thing' hit or low cost title (conversions of hit console games, sequels and licenses) which are guaranteed profits regardless of piracy or towards alternate pay models (such as subscription models or micro-transaction systems) where a studio is willing to potentially sacrifice a box sale in order to see a continual stream of revenue from a player. For all those who lament that PC games lack innovation, the ease of piracy on the PC is one of the driving reasons because companies don't want to take the risk. It's also why more titles are coming out on consoles as a preference (that, and the other advantages consoles offer over PCs in terms of developing games). Piracy also helps kill the profits of games. If the game is a huge unit shifter or has a dedicated niche audience who will buy it, this is less of a problem. For every title that sat borderline on the proft / loss sheet (or worse) thanks to tens of thousands of pirated copies floating around so they don't get picked up again / the studio gets dissolved / the dev team get fired, you've got piracy to thank for at least part of that. I've always enjoyed the defence that "piracy is always going to happen, so developers should just lie there and take it" that comes from the player base (and Will Wright). It smacks of personal entitlement and selfishness that its okay for the studio who spends all the time and risk in developing something should just accept losing a few million in revenue thanks to piracy because... well, it's just like that! :uhrr: Here's the issue: if Pimply McPirate isn't going to pay for his rights to use the software, he shouldn't get the right to use it. Defences of piracy I'm looking forward to seeing: Piracy actually helps to sell more games! It's too difficult to stop piracy, so why try! A game lost to piracy is actually worth nothing! If only games were good, less people would pirate them! Title: Re: Iron Lore closes Post by: Azazel on March 07, 2008, 04:28:58 AM Variation on Truth #1: Piracy is on consoles, but it's harder to get to. You probably need to pay someone to mod your box. You then have to find a source of physical copies, because electronic copies are a bit harder to find (although as more consoles come online, this is changing). On the PC, it's a lot easier to find a cracked copy, patch it up and play. Real life Truth #1: Piracy on PS2 is incredibly fucking simple. Much simpler than on the PC. I'm a schoolteacher, and pretty much every kid who has a PS2 has it chipped. Almost anyone with a PS2 is aware they can get them chipped for very little money. Both of mine are chipped as well for that matter, and if I were to buy another one, the first thing I'd do would be to go get it chipped. Your source of physical copies = any rental outlet (like any video library) + anyone with a DVD burner. And these kids don't bother with PC gaming. They play their pirated PS2 games till the cows come home, and also buy a bit of original software when they really want something or want it NOW. (like the WWE games, for example). There's just so many of the damn things (PS2s) out there that even the very occasional purchases of these kids who burn 95% of their software is enough to still give it good sales. Combine that with the recent price drops due to PS3 and 360, and PS2 stuff still moves healthily. As for PC piracy. I used to pirate most of my games when I was unemployed/student. I didn't get around to playing most of them, but c'est la vie. Ones that I woud have bought if I didn't get the warez version first I could count on one hand. This applied to PS1/PS2 games just as much, if not more than PC games, though, since PC games generally drop in price and stay on the market longer than PS games. OTOH, since getting a good job, I've been buying my way through titles I played and enjoyed in the past as warez. Title: Re: Iron Lore closes Post by: KallDrexx on March 07, 2008, 05:09:11 AM Real life Truth #1: Piracy on PS2 is incredibly fucking simple. Much simpler than on the PC. Yes but the piracy rate for current gen non-portable consoles is low (but yes not nonexistant) due to the fact that if you mod your console it can lock you out of the online functions of the console (which become more significant every day). Quote Tell that to Stardock and their best-selling Galactic Civilizations and Sins of a Solar Empire, neither of which possess any copy-protection. Ditto for Oblivion. Whereas Bioshock is full of obnoxious copy-protection, and to my knowledge hadn't been cracked for some months after the game's release, so if the PC version was super-outsold by the console versions (which is something I doubt, honestly, but I haven't looked it up to know for sure), it wasn't because ze germans had pirated it before its release. Guess what. The stardock devs are fans of a ton of action games and play them all the time. Guess why they make 4x strategy games? Because the demographic of fans who enjoy those types of games are more likely to purchase the game rather than pirate them. They've stated this quite a few times. They are smart and decided to cater to an audience that buys games rather than pirates them. Bioshock was cracked 2 weeks after it released (I know because I had coworkers who were waiting for it to be cracked so they could get it), and the only reason it took longer then most games was because it was the first game to use a new version of securerom. Quote The best way to deal with pirates is to ensure that they don't take up valuable personnel resources, such as requiring a serial key to access tech support forums. That way, only legitimate users are taking the time of the support people. Pirates will steal your game, take that as a given, but act to make sure that they don't cost the company money by tying up support forums and phone support. I disagree that tech support is a reason people will purchase a legitimate copy. I can be assed to go to a tech forum to try nad solve a problem when I bought a game because, well, I put down hard earned money (which I can't get back) for a game and I want to be able to continue playing it. If I didn't pay for it then i really don't care and I'll write it off as a crappy and bug ridden game (even if the fault is a software conflict on my machine) and delete it off my machine. It's a fact that people are more attached to things they have purchased then things they have gotten for free. Entertainment is exactly the same. Title: Re: Iron Lore closes Post by: Simond on March 07, 2008, 06:32:43 AM blah blah blah Got any sources for your opinions?Also: Please bear in mind that modifying consoles is illegal in at least one of the three major video game markets worldwide. Title: Re: Iron Lore closes Post by: bhodi on March 07, 2008, 06:37:34 AM Also: Please bear in mind that modifying consoles is illegal in at least one of the three major video game markets worldwide. And so is speeding.Title: Re: Iron Lore closes Post by: Simond on March 07, 2008, 07:03:20 AM Speeding doesn't get mod shops shut down by manufacturers.
Title: Re: Iron Lore closes Post by: Threash on March 07, 2008, 10:23:22 AM I've always enjoyed the defence that "piracy is always going to happen, so developers should just lie there and take it" that comes from the player base (and Will Wright). It smacks of personal entitlement and selfishness that its okay for the studio who spends all the time and risk in developing something should just accept losing a few million in revenue thanks to piracy because... well, it's just like that! :uhrr: Not because "its just like that" but because their only way to fight it is to make things harder for their real customers. Im no expert but as far as i know they are correct in saying piracy is always going to happen and like the music industry its becoming more of a scapegoat for failure rather than a symptom of the problems. I havent dled any games in about five years or so but when i did the option was never pirate or buy, it was always pirate or dont play, and i did end up buying a lot of the games i pirated if they were good just to access something that wasnt available on the warez version like multiplayer in nwn. I can afford to drop 50 bucks on a buggy piece of shit ill never play nowadays so when i feel the need to i do, but five years ago most of the time i dled a game i ended up feeling like the gaming companies owed ME a dollar for the cd i wasted burning their pos. Title: Re: Iron Lore closes Post by: Valmorian on March 07, 2008, 01:14:24 PM Anti-piracy measures on software do not work. Period. What they DO cause is a certain amount of resentment from legitemate users.
It seems like a no-brainer to me. Title: Re: Iron Lore closes Post by: Kitsune on March 07, 2008, 01:31:28 PM I disagree that tech support is a reason people will purchase a legitimate copy. I can be assed to go to a tech forum to try nad solve a problem when I bought a game because, well, I put down hard earned money (which I can't get back) for a game and I want to be able to continue playing it. If I didn't pay for it then i really don't care and I'll write it off as a crappy and bug ridden game (even if the fault is a software conflict on my machine) and delete it off my machine. It's a fact that people are more attached to things they have purchased then things they have gotten for free. Entertainment is exactly the same. No, I don't mean that pirates will be more likely to pay for a game for access to support, I mean that denying support to pirates will save a company from losing money through wasted time on their tech support lines. Got any sources for your opinions? Oh, you mean for my facts? Of course. http://forums.galciv2.com/?ForumID=161&AID=107193 Quote There is probably some irony that this whole thing occurred just before last week's EBGames.com top selling games list got posted on their site. They list Galactic Civilizations II as the top telling PC title and the #2 overall (all platforms). And that was before this incident. http://pc.ign.com/articles/855/855663p1.html?RSSwhen2008-02-28_112000&RSSid=855663 Quote February 28, 2008 - In just 23 Earth days, Sins of a Solar Empire has managed to sell over 100,000 units. This makes it the bestselling PC game last week, toppling even the mighty Call of Duty 4, and The Orange Box. http://blogs.ign.com/Stardock_Games/2008/01/29/78711/ Quote I remember hearing at a conference that when an executive at a big publisher heard that Galactic Civilizations II shipped with no CD copy protection that they quipped “I hope bankruptcy treats them well.” Millions of dollars in sales later as one of the top selling PC strategy games at retail (according to NPD) over the past couple of years let’s me say “Ha!” in response. Do not misconstrue my statements as being in any way pro-piracy. I don't pirate software; everything on my computer is 100% paid for. However, piracy is a simple reality that can't be contested. People have stolen software, are stealing software, and will steal software. Battling piracy is a futile waste of time and money and only serves to aggravate the non-pirates, and claiming that piracy was a factor in any game's failure is idiotic. If, say, 30% of the market steals video games, that 30% will steal your game. That same 30% stole every other game. Your sales will not be higher or lower, percentage-wise, than anyone else in the market. If your game sold 70,000 copies, and that other game sold 140,000 copies, you didn't sell less because teh pirates took it. You sold less because half as many people wanted your game. Of the people who wanted your game, the same percentage were pirates who stole it, and if they were somehow prevented from stealing it, they wouldn't be inclined to buy it. A car thief who drives off in a Mercedes isn't going to have bought the Mercedes if they couldn't steal it, and Bill Gates wouldn't steal a car when he can get it faster by throwing credit cards at it. Thieves steal things to get them for free; if they had enough disposable money that buying something was a no-brainer, they wouldn't have bothered stealing them in the first place. Title: Re: Iron Lore closes Post by: Hoax on March 07, 2008, 04:22:46 PM Anti-piracy measures on software do not work. Period. What they DO cause is a certain amount of resentment from legitemate users. It seems like a no-brainer to me. Truth. As to whether priating is ok, no its not ok, but for real? Fuck single player games on PC anyways, that can become console territorry for all I care. Until pirating gets so nefarious that the online server can't tell that your not using the real thing and everyone is playing games online that they never bought. I'm not aware of things being that way, so it really doesn't matter much to me atm. But I see people dropped from TF2 with that steam login error, are those people trying to play w/ Yarr versions? Title: Re: Iron Lore closes Post by: MahrinSkel on March 07, 2008, 07:08:22 PM Also, the post is almost as bad as an "I'M LEAVING U GUYZ R MEAN" post. Yeah, I think it's especially ironic that he makes comment about the "it can't possibly be my fault culture" when the whole point of his long diatribe seems to be "it can't possibly be my fault".Meh, piracy. Weak. --Dave Title: Re: Iron Lore closes Post by: Azazel on March 09, 2008, 09:51:24 PM Interestingly, Iron Lore just pushed out Dawn of War: Soulstorm. You know, instead of Relic.
Title: Re: Iron Lore closes Post by: rk47 on March 09, 2008, 10:12:23 PM which probably explains its patching future and lots of unfinished content. I already mentioned several nerdrage going on in Relic forums. :oh_i_see: Shitstorm's brewing.
Title: Re: Iron Lore closes Post by: Rishathra on March 10, 2008, 11:29:04 AM Relic announced it would be responsible for patches long ago, so the closure hasn't really changed anything. Iron Lore was on the ropes for a while; the SS contract is what kept them going this long. Not that I'm terribly confident of Soulstorm's patching future. I like Relic, but their patch support for the DoW series has been... spotty at best.
Title: Re: Iron Lore closes Post by: Slyfeind on March 10, 2008, 07:59:40 PM Wow, am I the only one here who thinks it's fuckin' rad that this guy bitched out some pirates and bad reviewers? Y'all need to do phone support for Microsoft or something. You will learn to hate the consumer!
Title: Re: Iron Lore closes Post by: Ratman_tf on March 10, 2008, 11:14:41 PM I am (http://www.angelfire.com/ak4/ratman/slowpoke.gif).
http://forums.galciv2.com/?aid=303512 tl;dr: Iron Lore spent a lot of time and money targeting a small audience, and got bitchslapped for it. Stardock aimed for the larger audience of gamers, and made a ton of sales. Fucking :awesome_for_real: Title: Re: Iron Lore closes Post by: MahrinSkel on March 11, 2008, 03:18:45 PM The Stardock guy gets it, the Iron Lore guy doesn't. Making games for people who have top-end gaming machines doesn't pay, they're quite a bit more likely to pirate the game and there are simply too few of them. Why someone will spend $4,000+ on a gaming computer but get all self-righteous about how they shouldn't have to spend $50-60 on the games for it makes no sense, but we've all seen it. My "new" gaming rig is second-hand, an Alienware that represented the cutting edge only a couple of years ago but that my wife got me for Christmas for $500, because the old owner was getting a new $5000 triple-SLI rig that got an 18K 3DMark benchmark compared to this system's mere 13K.
It came with about 30 games loaded on it, all of them cracked pirate versions. Maybe he bought the games and installed the cracked versions so he didn't have to mess with disks. Want to bet on it? There simply aren't enough people willing to pay for AAA PC titles to make it worthwhile making them. And two MMO's with big budgets, lots of buzz, but high hardware specs, have bombed out (Vanguard and TR), so there simply may not be a AAA PC market worth targetting anymore. --Dave Title: Re: Iron Lore closes Post by: UnSub on March 11, 2008, 06:23:55 PM There simply aren't enough people willing to pay for AAA PC titles to make it worthwhile making them. And two MMO's with big budgets, lots of buzz, but high hardware specs, have bombed out (Vanguard and TR), so there simply may not be a AAA PC market worth targetting anymore. Although defences can be made regarding Vanguard and TR flopping, I agree with you. Given that PC piracy is so widespread and relatively easy, it's no wonder that game developers are looking towards consoles or towards piracy control mechanisms such as subscription fees or online verification. Thus far, the learnings about using piracy control applications have been: make it smooth on the customer. If the Iron Lore guys had installed a "This is an unauthorised copy. Please buy the authorised copy <link>here</link>!" they would have avoided the problem of people thinking their game crashed all the time. Title: Re: Iron Lore closes Post by: Azazel on March 11, 2008, 07:31:07 PM Thus far, the learnings about using piracy control applications have been: make it smooth on the customer. If the Iron Lore guys had installed a "This is an unauthorised copy. Please buy the authorised copy <link>here</link>!" they would have avoided the problem of people thinking their game crashed all the time. Total agreement. A simple line of text over the frozen/crashed game screen would have solved that problem right away. Hell, even include that little element in the 1.1 patch along with "crashing issue when leaving first cave fixed" in the Patch Notes. Like, DUH. I mean, Titan Quest is a good game, and nicely made at that. You'd think people capable of crafting something like that could figure out the obvious commonsense solution to "their game crashes" hurting sales. Title: Re: Iron Lore closes Post by: schild on March 11, 2008, 07:37:51 PM Nah, he's just ignoring the pink elephant in the room.
Titan Quest should've been a 360/PS3 release as well with downloadable expansions. They'd be rolling in it. Maybe then Blizzard would make a console Diablo that didn't suck :grin: Title: Re: Iron Lore closes Post by: Ragnoros on March 11, 2008, 09:12:00 PM Nah, he's just ignoring the pink elephant in the room. Titan Quest should've been a 360/PS3 release as well with downloadable expansions. They'd be rolling in it. Maybe then Blizzard would make a console Diablo that didn't suck :grin: This man speaks the truth! Here's hoping Too Human is good, doesn't bomb, and is more Diablo then M:UA. Even if M:UA was an RPG Classic :grin: Title: Re: Iron Lore closes Post by: Azazel on March 11, 2008, 10:49:15 PM Yep, schild is also right on the money.
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