The thing with piracy is, it has ALWAYS happened. Back in the Atari days, we'd go to the Atari club meetings and people would just sit around and copy applications like it was nothing (and it was).
The other thing with piracy is, you just CAN'T cater your development cycle to those people. Let's face reality, no matter what you do your game is going to get pirated (and the harder you make it to pirate, the faster it will be pirated). This is akin to paying someone thousands of dollars to obfuscate your HTML. Yeah, it may deter casual hackers, but, at the end of the day, it was a complete and utter waste of money.
If the gaming industry in general wants to improve their image, the first thing they need to do is start treating their paying customers like honest people and just ignore the pirates altogether. People buy in to games when the developer is good, after market support is there and they feel like they have been dealt an honest hand. Who do we need to tell that anti-piracy measures are LITERALLY turning customers away? Because they seem to not be getting the message.
The other thing with piracy is, you just CAN'T cater your development cycle to those people. Let's face reality, no matter what you do your game is going to get pirated (and the harder you make it to pirate, the faster it will be pirated). This is akin to paying someone thousands of dollars to obfuscate your HTML. Yeah, it may deter casual hackers, but, at the end of the day, it was a complete and utter waste of money.
If the gaming industry in general wants to improve their image, the first thing they need to do is start treating their paying customers like honest people and just ignore the pirates altogether. People buy in to games when the developer is good, after market support is there and they feel like they have been dealt an honest hand. Who do we need to tell that anti-piracy measures are LITERALLY turning customers away? Because they seem to not be getting the message.