Why do people pirate things?
It comes down to a variety of issues
including (but not limited to) price, convenience, and availability.
Multimedia (video games, TV shows,
movies, and music) usually cost money to experience. Most big budget,
triple A games cost around $60 these days, and $60 is a big chunk of
money for a lot of people. Many people will decide that a game is
worth the money and shell out for it, but some people just aren't in
a position to do so. Prior to the launch of the current generation
consoles (Xbox 360, PS3 and Wii) the price of most games was $50. Not
a huge jump, but large enough to make game purchases a more serious
financial decision for people. Movie tickets have also been getting
more expensive throughout the years. Television shows are divided up
into those on network broadcasts, cable stations, and premium
channels. Network TV channels (such as CBS, NBC, ABC, etc) put their
shows out via aerial broadcasts that anyone with compatible hardware
can tune into for free. Many families pay for standard cable access,
which gives them the access to shows on other networks that do not
broadcast through the air. The most costly option though, is the
premium channels (HBO, Showtime). Much like the expensive video
games, the premium channels are a strong financial consideration for
many people. Music, on average the least expensive of the considered
formats, hasn't risen all too much in recent years in terms of price.
Piracy allows people to experience multimedia that they normally
couldn't do financially.
Getting media to consume is another
aspect where piracy can win out quite easily. Television and movies
commonly run for lengths of time that have to be considered as part
of a person's daily routine. TV shows running in their broadcast slot
don't always line up with when somebody can watch them. There may
even be two shows that somebody wants to see on at the same time.
Movies on television fall into a similar problem, and movies in a
theater might not be showing at a time when it's convenient to go see
it. Piracy answers these problems very well. A user can download a
file to their computer and watch it whenever they want. They can
pause it and come back later, and they can watch it as many times as
they want for as long as they keep the file (if they lose it, they
could just download it again). For music, movies, and TV shows piracy also offers the choice of format. Just a click away is the desired content in an array of formats and qualities, often far superior than what is commercially offered.
Lastly, sometimes something just isn't
available for you to buy. Movies come out in theaters for a while,
disappear for a few months, and then are available to purchase
legally. TV shows air, might come back in reruns later, and
eventually come out to purchase. How can you see them in these
intermittent periods though? That's where the pirates have the
answer. Piracy varies vastly in quality for movies and TV shows
though. People are able to capture TV shows and maintain the quality
that they were broadcast in. Movie piracy (prior to a retail version
becoming available) is usually a person sitting in a theater and
recording the movie screen.
Other issues arise with availability in
different regions throughout the world. Not all TV shows are
available in all countries. Many movies never make it to some places,
in theaters or to purchase later. Similar issues arise for music.
Piracy allows people to acquire media that they can not legally
purchase because either their nation won't allow it, or the company
won't offer it to them.
Video games suffer from even more
issues. They have the issue of not being available for purchase in
some places, but also have to deal with the occasional odd
restriction. In 2012, Borderlands 2 (sequel to 2009's
Borderlands) was released in two different versions. There was
one version for most of the world, and a separate version for Russia
and countries nearby. The two versions of the game were unable to be
played cooperatively with each other (cooperative play being a
selling point of the franchise), with the Russian version containing
only Russian audio. Some games have also been censored in some
countries. Valve's Left 4 Dead 2 had most of the gore in the
game either toned down drastically or eliminated completely.
Volition's Saints Row IV was
refused classification in Australia due to some of its content, and
had to be resubmitted twice (with various changes). Pirated versions
of these games with none of these issues could easily be acquired.
On
another hand entirely is the concept of Digital Rights Management
(DRM). DRM is quite often the bane of PC gaming. Companies enable DRM
to keep games from being distributed illegally, but the DRM software
often impedes the game from being played. For
example, Ubisoft's Assassin's Creed II
had a very strict DRM policy that would halt the game if it were
disconnected from the internet. Pirated versions of games have their
DRM stripped from them, so the games no longer care if they can
connect to the internet.
Media
companies have some serious hurdles ahead of them if they want to
compete with piracy. They can compete, and they can win, but that's
for another post.
DRM, especially for games, is the biggest failure in terms of an anti-piracy policy. Any system that makes it harder for the paying customer than the pirate is useless and backwards. The only way to combat the simplicity of piracy is to change the way we deliver and consume content. Louis CK and his recent comedy albums, and Edmund McMillen are two people who have taken wonderful approaches to piracy. Services like Netflix are the way of the future (and even of today for most people), and the traditional notion of a record label or a publisher has to be thrown out to make way for a simpler digital age of content. There will always be piracy, and its a matter of how to keep the customers you have, not hurt them, and understand that the majority of people who use content that was stolen wouldn't or can't buy it in the first place.
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