[comp.sys.amiga] No more Cinemaware stuff for Amiga !!!????

mikey@NRC.COM (Mikey Goodglick) (07/21/89)

Bad news people.... Cinemaware may be getting out of producing software
for the Amiga.  WHY???  TOO much piracy.  I have this on VERY good authority.
One of my friends went for a job interview with them and discussed this.
The only way that this can be changed is for YOU to buy thier stuff...rather
than copying it.  It is up to us.  I for one would like to see Cinemaware
keeping up the good work on the Amiga.

PIRACY DOES HURT US ALL!


===============================================================================
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-- 
===============================================================================
      "I like pizza, I like it green, I like it dripping down my screen!!"
                                           ____________________________________
     LIGHTS!, CAMERA!, ACTION!             |        Mike Goodglick            |
                                           |    Network Research Corporation  |
         **** Mikey ****,                  |    2380 North Rose Avenue        |
    In 3D, Part II, The Final Chapter      |    Oxnard, California 93030      |
  A New Beginning...But this time,         |        (805)485-2700  x355       |
       Someone is waiting.                 |  mikey@nrc.com  mikey@nrcvax.UUCP|
                                           ------------------------------------

mitchell@janus.uucp (Evan Mitchell) (07/22/89)

In article <268@nrcvax.NRC.COM> mikey@nrc.com (Mikey Goodglick) writes:
>Bad news people.... Cinemaware may be getting out of producing software
>for the Amiga.  WHY???  TOO much piracy.  I have this on VERY good authority.
>One of my friends went for a job interview with them and discussed this.
>The only way that this can be changed is for YOU to buy thier stuff...rather
>than copying it.  It is up to us.  I for one would like to see Cinemaware
>keeping up the good work on the Amiga.
>
>PIRACY DOES HURT US ALL!
>
No more cinemaware?!?  This is a shock!  The last couple of interviews I read
with Bob Jacobs(?) gave the impression that he is 100% Amiga commited.  I
thought they were on the right track.  They have some of my money (TV sports
football, Rocket Ranger) and were about to get some more(The Kristal).  If
this is true, this is a VERY bad sign.  Images of Atari are starting to dance
in my head.... 

-Evan

raw@mcnc.org (Russell Williams) (07/22/89)

In article <30140@ucbvax.BERKELEY.EDU> mitchell@janus.UUCP (Evan Mitchell) writes:
>In article <268@nrcvax.NRC.COM> mikey@nrc.com (Mikey Goodglick) writes:
>>Bad news people.... Cinemaware may be getting out of producing software
>>for the Amiga.  WHY???  TOO much piracy.  I have this on VERY good authority.
>>The only way that this can be changed is for YOU to buy thier stuff...rather
>>than copying it.  It is up to us.  I for one would like to see Cinemaware
>>keeping up the good work on the Amiga.
>>PIRACY DOES HURT US ALL!

	You know, I've been hearing people complain about piracy on the Amiga
for a long time now, but it's strange that they make it sound Amiga specific.
Now, I'm sure that the owners of different machines exhibit different 
tendencies as a group, but who is Cinemaware going to make their games for?
The C-64?  The Apple IIGs?  The Atari ST?  I've know a lot of people with
these machines, and frankly, it seems like piracy is much more widespread
than on the Amiga.  The IBM has a great deal of piracy when it comes to games.
The only computer that Cinemaware makes software for that I haven't seen an
equivalent amount of piracy for is the Macintosh.  Are they only going to make
Macintosh games from now on?
	As a side point, it also behooves them to make games for the Amiga,
because the computer mags carry reviews of them typically with pictures taken
from the Amiga, which makes the game look better than what their version will
turn out to be. :-)

Russell

logic@wet.UUCP (Henry Kwan) (07/23/89)

In article <4929@alvin.mcnc.org> raw@mcnc.org.UUCP (Russell Williams) writes:
>
>[stuff deleted]
>Now, I'm sure that the owners of different machines exhibit different 
>tendencies as a group, but who is Cinemaware going to make their games for?
>The C-64?  The Apple IIGs?  The Atari ST?  I've know a lot of people with
>these machines, and frankly, it seems like piracy is much more widespread
>than on the Amiga.  The IBM has a great deal of piracy when it comes to games.
>[stuff deleted]
>

What strikes me as funny is that every computer owner likes to point
fingers.  When you ask someone on the ST newsgroup about piracy, they say
that piracy on the ST is low compared to the other machines.  When you ask
someone on the Amiga newsgroup about piracy, they say that piracy on the
Amiga is low compared to the other machines.  And so on and so on.  If this
is the case, piracy isn't a problem at all, eh?

Why not be realistic and say that piracy is a problem equally on all
machines?

-- 
       Henry Kwan - "Bill & Opus '92"     |  What The ST Needs:
     claris!wet!logic@ames.arc.nasa.gov   |  A) 50 Mhz 68030/68882
    cca.ucsf.edu!wet!logic@cgl.ucsf.edu   |  B) 1280x960x32 graphics
  {claris,ucsfcca,hoptoad,lamc}!wet!logic |  C) 32-voice, stereo sound 

cknight@polyslo.CalPoly.EDU (King Claudius) (07/23/89)

If this is true, I think we should all become true to their expectations
and start making illegal copies galore!  (Insert Smiley here...)
-- 
cknight@polyslo.calpoly.edu                                  ---King Claudius---

durham@cme.nbs.gov (James H. Durham) (07/24/89)

In article <306@wet.UUCP>, logic@wet.UUCP (Henry Kwan) writes:
> What strikes me as funny is that every computer owner likes to point
> fingers.  When you ask someone on the ST newsgroup about piracy, they say
> that piracy on the ST is low compared to the other machines.  When you ask
> someone on the Amiga newsgroup about piracy, they say that piracy on the
> Amiga is low compared to the other machines.  And so on and so on.  If this
> is the case, piracy isn't a problem at all, eh?
> 
> Why not be realistic and say that piracy is a problem equally on all
> machines?

This really isn't necessarily true.  I have owned both Amiga and Atari ST
computer systems I know for a fact (although I can't offer evidence) that
piracy is much more rampant on the atari than it is on the Amiga, and I think
it stems from where the first Amiga and Atari ST users were coming from.
When the Amiga came out, more "respectable" computer users seemed to be buying
it, and that's why better software  was written for it, because of this
slightly more professional group.  This "image" of the Amiga produced (in my
eyes) somewhat of a snobbishness among Amiga owners... that their machine was 
better.  This aside, the Amiga costed more and was geared for a more
sophisticated market than the ST initially... remember the Amiga used to be
a "business machine?"  Well, the lack of this image on the Atari was the 
breeding ground for hackers:  The cost was right, and the machine was baginning
to be considered a mere "game machine."  

Summarily, I'm not saying that piracy on the Amiga is less than on other
machines, bacuse it isn't, but I AM saying that piracy on the ST is unusually
high...  Oh well, just the lone thoughts of this programmer... any friendly
"counter-thoughts?"
 

karl@ddsw1.MCS.COM (Karl Denninger) (07/24/89)

In article <4929@alvin.mcnc.org> raw@mcnc.org.UUCP (Russell Williams) writes:
>In article <30140@ucbvax.BERKELEY.EDU> mitchell@janus.UUCP (Evan Mitchell) writes:
>>In article <268@nrcvax.NRC.COM> mikey@nrc.com (Mikey Goodglick) writes:
>>>Bad news people.... Cinemaware may be getting out of producing software
>>>for the Amiga.  WHY???  TOO much piracy.  I have this on VERY good authority.
>>>The only way that this can be changed is for YOU to buy thier stuff...rather
>>>than copying it.  It is up to us.  I for one would like to see Cinemaware
>>>keeping up the good work on the Amiga.
>>>PIRACY DOES HURT US ALL!
>
>	You know, I've been hearing people complain about piracy on the Amiga
>for a long time now, but it's strange that they make it sound Amiga specific.
>Now, I'm sure that the owners of different machines exhibit different 
>tendencies as a group, but who is Cinemaware going to make their games for?

Perhaps they won't make them at all.

Perhaps they are tired of producing a game, seeing 50,000 copies out there,
and only getting paid for 5,000.

Let me tell you all a little story....

I was at a SF convention a couple of months ago.  They had a "computer room",
as some of them do.  Inside were three or four Amigas.

Also inside were some THOUSAND 3.5" diskettes, with every program ever
conceived for the Amiga on them.  And among them was not ONE original disk.
NOT ONE.

Every game, every application; they were all there.  Star Wars.  F18
Interceptor.  Hacker.  Strip Poker.  Deluxe Paint II.  Etc.  All there.

Every one loaded with a "cracked by byte bandit" or somesuch hi-res screen
instead of the normal boot loader -- then the game would load normally.
EVERY SINGLE ONE.  EACH ONE was copyable, and the people in the room didn't
seem to care much what you did with the disks (ie: if you had a few blanks
you could have taken nearly everything you wanted).

I was NOT impressed.

People, if you want something that costs money, for cripes sakes BUY it.
Don't steal it.  What I saw could have easily amounted to grand theft many
times over - there had to be $50,000 in pirated software there.  That is
$50,000 that software authors and publishers DIDN'T receive, but should have.

After seeing this I decided then and there that my company would never produce 
an Amiga product.  I've never seen something like this in the MSDOS or Unix
world.  Piracy, yes.  Piracy on this kind of scale -- people writing boot
loaders to specifically crack protection?!  This was my first experience, 
and I was horrified.

We'll stay with Unix products, even though we could write some really killer
packages for the Amy.  If we're only going to get paid for one out of every 
20 copies, it's not worth the hassle.

Wise up people.  If you pirate enough the people who make the products you
are _stealing_ will stop producing software, you'll have nothing to use, and
the hardware companies will go out of business too (since without software a
computer is useless!)

--
Karl Denninger (karl@ddsw1.MCS.COM, <well-connected>!ddsw1!karl)
Public Access Data Line: [+1 312 566-8911], Voice: [+1 312 566-8910]
Macro Computer Solutions, Inc.		"Quality Solutions at a Fair Price"

cmcmanis%pepper@Sun.COM (Chuck McManis) (07/25/89)

Piracy is around because as a culture we haven't figured out how to 
punish the criminals sufficiently or accurately yet. However, the
reason people bitch about piracy on the ST and Amiga and yet don't
complain so much about piracy on the C64, IBM, and Mac is because
there are so many of these machines out there that if even 50% of the
owners pirated software, capturing 10% of the remaining 50% is enough
marketshare to make it worthwile to develop software for them. 
12,000,000 IBM pc compatibles is a huge number. The 400,000 or so
Amigas in the US on the other hand can't afford to lose any sales
to people with retarded morals. There are several ways to fight 
piracy, so far the most successful has been to make the market 
so large that piracy doesn't seriously impact your ability to develop
software.


--Chuck McManis
uucp: {anywhere}!sun!cmcmanis   BIX: cmcmanis  ARPAnet: cmcmanis@sun.com
These opinions are my own and no one elses, but you knew that didn't you.
"A most excellent barbarian ... Genghis Kahn!"

Sullivan@cup.portal.com (sullivan - segall) (07/25/89)

>Bad news people.... Cinemaware may be getting out of producing software
>for the Amiga.  WHY???  TOO much piracy.  I have this on VERY good authority.
>One of my friends went for a job interview with them and discussed this.

Gee. How do they measure piracy anyway?  Count the number of unregistered
users?  Personally I've tried most of the cinemaware games, but haven't
purchased one strictly because I don't like them.  IMHO they are trying
to blame piracy for their own problems.  

As a general rule, cinemaware games are slow, accept only limited user 
response, rely heavily on graphics instead of game play, and only load
from floppy.  Hardware copyprotection stinks.  Games like "Lords of the
Rising Sun" are a sorry excuse for a strategy game.  And slow..... have
you ever played a game of LOTRS?  Six hours later you are so tired of 
seeing the stupid little anecdote after reviewing your troops, that you
turn off the machine without saving, AND DON'T CARE.  

Good riddance. We have enough game writers who know how to make truly 
challenging games for the Amiga.  Let Cinemaware die an ignominous death.
(The loss of Infocom did distress me greatly.)>

>PIRACY DOES HURT US ALL!

No arguments here.  But I don't seriously believe that the problem is
nearly as widespread as you imply.  

                           -Sullivan Segall
_________________________________________________________________

/V\  Sullivan  was the first to learn how to jump  without moving.
 '   Is it not proper that the student should surpass the teacher?
To Quote the immortal Socrates: "I drank what?" -Sullivan
_________________________________________________________________

Mail to: ...sun!portal!cup.portal.com!Sullivan or
         Sullivan@cup.portal.com

>

logic@wet.UUCP (Henry Kwan) (07/25/89)

In article <1436@aws.cme.nbs.gov> durham@cme.nbs.gov (James H. Durham) writes:
>
>This really isn't necessarily true.  I have owned both Amiga and Atari ST
>computer systems I know for a fact (although I can't offer evidence) that
                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
>piracy is much more rampant on the atari than it is on the Amiga, and I think
>it stems from where the first Amiga and Atari ST users were coming from.

Ummm...  What kind of fact is that?  If you can't offer any evidence, why
are you coming out and proclaiming that piracy on the ST is running amok?

>When the Amiga came out, more "respectable" computer users seemed to be buying
>it, and that's why better software  was written for it, because of this
>slightly more professional group.  This "image" of the Amiga produced (in my
>eyes) somewhat of a snobbishness among Amiga owners... that their machine was 
>better.  This aside, the Amiga costed more and was geared for a more
>sophisticated market than the ST initially... remember the Amiga used to be
>a "business machine?"  Well, the lack of this image on the Atari was the 
>breeding ground for hackers:  The cost was right, and the machine was baginning
>to be considered a mere "game machine."  

Since most of the above is opinion, I'll decline to comment on it.  I've
seen enough "ST vs. Amiga" wars to last me ten lifetimes.  Hence, to say
that I have no desire to start one here on comp.sys.amiga is an
understatement, to say the least.

>
>Summarily, I'm not saying that piracy on the Amiga is less than on other
>machines, bacuse it isn't, but I AM saying that piracy on the ST is unusually
>high...  Oh well, just the lone thoughts of this programmer... any friendly
>"counter-thoughts?"
> 

Perhaps you can offer figures to backup your statement that piracy on the ST
is substantially higher than on other platforms.  Perhaps sales figures
comparing the ST to the other machines (such as Amiga) on per capita basis
instead of sheer gross volume since by a lot of accounts, the vast majority
of ST's are in Europe instead of the United States.

Sidenote:  I am also curious as to the state of shareware on the various
platforms.  IMHO, the MS*DOS market seems to be leading the pack with
several products hauling in some substantial bucks (i.e. PC-Write, Procomm,
PKArc, etc.)  Has anyone made a survey of shareware authors to see how many
people have actually sent in the fee as compared to the estimated number of
copies being used?

-- 
           Henry Kwan / FWB, Inc.         |  What The ST Needs:
     claris!wet!logic@ames.arc.nasa.gov   |  A) 50 Mhz 68030/68882
    cca.ucsf.edu!wet!logic@cgl.ucsf.edu   |  B) 1280x960x32 graphics
  {claris,ucsfcca,hoptoad,lamc}!wet!logic |  C) 32-voice, stereo sound 

raw@mcnc.org (Russell Williams) (07/26/89)

In article <1989Jul24.163632.23920@ddsw1.MCS.COM> karl@ddsw1.MCS.COM (Karl Denninger) writes:
>>>In article <268@nrcvax.NRC.COM> mikey@nrc.com (Mikey Goodglick) writes:
>>>>Bad news people.... Cinemaware may be getting out of producing software
>Every one loaded with a "cracked by byte bandit" or somesuch hi-res screen
>instead of the normal boot loader -- then the game would load normally.
>EVERY SINGLE ONE.  EACH ONE was copyable, and the people in the room didn't
>seem to care much what you did with the disks (ie: if you had a few blanks
>you could have taken nearly everything you wanted).
>
>After seeing this I decided then and there that my company would never produce 
>an Amiga product.  I've never seen something like this in the MSDOS or Unix
>world.  Piracy, yes.  Piracy on this kind of scale -- people writing boot
>loaders to specifically crack protection?!  This was my first experience, 
>and I was horrified.

	Well, I've seen things like this from in several states and countries.
When you talk about Unix, you're in a whole other ballgame, but I've seen
MSDOS pirates who refuse to keep disks unless they're broken.  Piracy is
obviously related to the type of software being sold.  Games are pirated more
than business software on the average, and that's not going to change in the
immediate future.  The Amiga has a lot of games out for it, so it's going to
have more piracy than, say, a vax.  I'd be willing to bet that since I've never
heard of a game for the Next computer, that piracy is nonexistant on the
machine.
	So, in general (because there's definitely exceptions to this rule),
produce productivity software if you can't stand copying.
	By the way, someone correct me if I'm wrong, but Cinemaware doesn't
lose money on any of these games, do they?

  
> 







  

mclek@dcatla.UUCP (Larry E. Kollar) (07/26/89)

Does Cinemaware make anything other than games?  Just wondering.

In article <1989Jul24.163632.23920@ddsw1.MCS.COM> karl@ddsw1.MCS.COM (Karl Denninger) writes:
>
>[ bad experience at an SF convention ]
>
>After seeing this I decided then and there that my company would never produce 
>an Amiga product.  I've never seen something like this in the MSDOS or Unix
>world. [...]
>
>We'll stay with Unix products, even though we could write some really killer
>packages for the Amy.

Speaking as one who has *never* pirated Amiga software, your decision is
a loss to all of us.  I won't say that piracy isn't a problem on the Amiga,
but I would go so far as to say that what you saw was extreme and rare -- you
caught the very worst of it the first time.

I've seen similar things in the Mac world -- including a '68 Mustang with
a trunk full of pirated Mac software -- and I'll bet you could find something
on a similar scale in the MS-DOS world if you looked around.  I remember
reading something about a pirate board in New York City that had the *source
code* to Lotus 1-2-3 as well as a "cracked" binary!

Such extreme piracy probably does not exist in the Unix world -- although
as Unix gets more popular & lands on more desktops, it will happen.  It's
just a matter of time.

>Wise up people.  If you pirate enough the people who make the products you
>are _stealing_ will stop producing software, you'll have nothing to use, and
>the hardware companies will go out of business too (since without software a
>computer is useless!)

I have no kind words for pirates.  But there's a LOT of shlock on the market
that doesn't get supported by the producers.  People like that are going to
get pirated out the wazoo, because there's no advantage to *buying* their
product.  I'm talking about support here -- a sympathetic voice on the line,
or a prompt written response:  "yes, that's a bug; here's a workaround until
we get the next version out."

Example?  Delta Research produces JForth, a really nice implementation of
Forth for the Amiga.  I was having a problem with JForth 1.2, which I dis-
covered after 2.0 was available (for $50 upgrade).  Instead of just saying
"buy the new version," Phil Burk (the owner) dug into the code, found the
bug, provided a workaround, THEN said "buy the new version; it doesn't have
this problem."  I did.

Gold Disk *must* be doing well; they've just released several new Amiga
products.  Of course, pirates really have no need for productivity software.
Pirates may copy it, but I doubt they actually use it.

If you follow through on your motto -- "quality solutions at a fair
price" -- and you have the right product, AND you SUPPORT it, you'll
make money in the Amiga market.  You'll have some piracy, but the people
who have a real need for your product *will* buy it (supporting only
registered owners is a widely-accepted practice :-).
-- 
Larry Kollar	...!gatech!dcatla!mclek
: life BEGIN funds @ enough_to_retire < WHILE work REPEAT ;

papa@pollux.usc.edu (Marco Papa) (07/26/89)

In article <20729@cup.portal.com> Sullivan@cup.portal.com (sullivan - segall) writes:
>>PIRACY DOES HURT US ALL!
>
>No arguments here.  But I don't seriously believe that the problem is
>nearly as widespread as you imply.  

I guess you've not checked out the software available on Amiga's pirate
boards for everyone to download free. It is very educational :^)

--Marco Papa 'Doc'
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
uucp:...!pollux!papa       BIX:papa       ARPAnet:pollux!papa@oberon.usc.edu
"There's Alpha, Beta, Gamma, Diga and Caligari!" -- Rick Unland
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

lauren@cbmvax.UUCP (Lauren Brown - CATS) (07/26/89)

In article <268@nrcvax.NRC.COM> mikey@nrc.com (Mikey Goodglick) writes:
>Bad news people.... Cinemaware may be getting out of producing software
>for the Amiga.  WHY???  TOO much piracy.  I have this on VERY good authority.
>.......

Not quite good enough, I'm afraid. According to Cinemaware they are still
very much involved with producing quality entertainment software for the
Amiga. In fact, you should see new product from them in the near future.

>PIRACY DOES HURT US ALL!

A fact with which Cinemaware (and all of us) heartily agree!


-- 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Lauren Brown     -- CBM   >>Commodore Amiga Technical Support<<
                                    1200 Wilson Drive
                                  West Chester, PA 19380                     
                   UUCP     ...{allegra,uunet,rutger,}!cbmvax!lauren 
                                    PHONE 215-431-9100

                      Do not believe in miracles - rely on them.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

griff@intelob.intel.com (Richard Griffith) (07/26/89)

In article <21429@dcatla.UUCP> mclek@dcatla.UUCP (Larry E. Kollar) writes:

>   Does Cinemaware make anything other than games?  Just wondering.

not that I know of....:-)

>In article <1989Jul24.163632.23920@ddsw1.MCS.COM> karl@ddsw1.MCS.COM (Karl Denninger) writes:
>>
>>[ bad experience at an SF convention ]
>>
>>After seeing this I decided then and there that my company would never produce 
>>an Amiga product.  I've never seen something like this in the MSDOS or Unix
>>world. [...]
>>
>>We'll stay with Unix products, even though we could write some really killer
>>packages for the Amy.

>Speaking as one who has *never* pirated Amiga software, your decision is
>a loss to all of us.  I won't say that piracy isn't a problem on the Amiga,
>but I would go so far as to say that what you saw was extreme and rare -- you
>caught the very worst of it the first time.

>I've seen similar things in the Mac world -- including a '68 Mustang with
>a trunk full of pirated Mac software -- and I'll bet you could find something
>on a similar scale in the MS-DOS world if you looked around.  I remember
>reading something about a pirate board in New York City that had the *source
>code* to Lotus 1-2-3 as well as a "cracked" binary!

I've seen similar problems with MS-DOS - Although, with MS-DOS, I'd say the
problem was *much* worse, I've seen full compilers, word processors, db's,
spreadsheets - this is the *productivity* software folks - you don't see that
getting copyed by Amigans much, the reason?  Simple - MS-DOS productivity 
programs often have 2-3 "third party" manuals available for less than 1/4
the cost of the original program!  So copy a disk, buy the cheap manual,
and you're IN!  You don't see a lot of Amiga 3rd party manuals (ok, 
there are *some*, quite good too, huh Rob?), so buying the productivity
software is worthwhile... if for nothing else, just for the manuals! 

>Such extreme piracy probably does not exist in the Unix world -- although
>as Unix gets more popular & lands on more desktops, it will happen.  It's
>just a matter of time.

>>Wise up people.  If you pirate enough the people who make the products you
>>are _stealing_ will stop producing software, you'll have nothing to use, and
>>the hardware companies will go out of business too (since without software a
>>computer is useless!)

>Example?  Delta Research produces JForth, a really nice implementation of
>Forth for the Amiga.  I was having a problem with JForth 1.2, which I dis-
>covered after 2.0 was available (for $50 upgrade).  Instead of just saying
>"buy the new version," Phil Burk (the owner) dug into the code, found the
>bug, provided a workaround, THEN said "buy the new version; it doesn't have
>this problem."  I did.

>Gold Disk *must* be doing well; they've just released several new Amiga
>products.  Of course, pirates really have no need for productivity software.
>Pirates may copy it, but I doubt they actually use it.

Case in point: WordPerfect.  I know that there are a lot of people who 
aren't real crazy about WordPerfect, but they BUY IT, and USE IT.  And,
I find it real rare to find it PIRATED! - why?  Their customer support
is Superior.  I once called and said that my "help" file was a "beta"
version - they had a FULL SET of disks in the mail to me WITHIN THE WEEK-
yep, snail mail, no less!

>-- 
>Larry Kollar	...!gatech!dcatla!mclek
>: life BEGIN funds @ enough_to_retire < WHILE work REPEAT ;

                            
--
* Richard E. Griffith, "griff"            * Cyrus Hammerhand             *
* BiiN, Hillsboro Ore.	                  * Household of the Golden Wolf *
* UUCP: ...[!uunet]!tektronix!biin!griff  * Dragons' Mist, An Tir        *
**************************************************************************
* "If you don't see the humor in something you take seriously,           *
*  Then you're not taking it seriously enough!"  - Poepping              *
* These are MY opinions, if BiiN wanted them, They'd pay for `em!        *

jms@tardis.Tymnet.COM (Joe Smith) (07/27/89)

In article <1989Jul24.163632.23920@ddsw1.MCS.COM> karl@ddsw1.MCS.COM (Karl Denninger) writes:
>Let me tell you all a little story....
 [comments about seeing games with copyprotection bypassed]
>After seeing this I decided then and there that my company would never produce 
>an Amiga product.  I've never seen something like this in the MSDOS or Unix
>world.  Piracy, yes.  Piracy on this kind of scale -- people writing boot
>loaders to specifically crack protection?!  This was my first experience, 
>and I was horrified.
 [more comments deleted]
>Karl Denninger (karl@ddsw1.MCS.COM, <well-connected>!ddsw1!karl)
>Public Access Data Line: [+1 312 566-8911], Voice: [+1 312 566-8910]
>Macro Computer Solutions, Inc.		"Quality Solutions at a Fair Price"

You should see how much of this goes on in the MSDOS world.
Remember, there are more of them than there are of us and they have been
hacking at breaking copy protection longer than we have.

Summary: Not selling Amiga programs as a result of a single encounter with
pirates is foolish.  Find out how bad the situation really is (by checking
users of other systems as well) before damning the Amiga group.

-- 
Joe Smith (408)922-6220 | SMTP: JMS@F74.TYMNET.COM or jms@tymix.tymnet.com
McDonnell Douglas FSCO  | UUCP: ...!{ames,pyramid}!oliveb!tymix!tardis!jms
PO Box 49019, MS-D21    | PDP-10 support: My car's license plate is "POPJ P,"
San Jose, CA 95161-9019 | narrator.device: "I didn't say that, my Amiga did!"

david@ms.uky.edu (David Herron -- One of the vertebrae) (07/28/89)

IMHO

Companies complaining of copyright infringements & making tougher
copy protection schemes & cracking programs becoming better & ...

it's all silly

The medium is inherently copyable.  There is vast proof that lots of
people won't pay for something they can get free.  (What's the best
kind of sex?  free sex, of course ... er.. well.. sometimes anyway..
meet me in alt.sex if you want to continue this.)

How do the software companies expect to make money with inherently
copyable media for which they charge high prices, provide poor documentation
or any of a whole raft full of other "features".





For the record -- when I do see a good program I tend to buy it.  And I'm
grateful for the chance to demo a program before buying it, whether it
be in my dealers showroom or at a friends house.
-- 
<- David Herron; an MMDF guy                              <david@ms.uky.edu>
<- ska: David le casse\*'      {rutgers,uunet}!ukma!david, david@UKMA.BITNET
<- "Amiga software is as good and as bad as PC software.  The difference is 
<-  that AmigaDOS waves bye-bye before it dies, while the PC just freezes."

kudla@pawl.rpi.edu (Robert J. Kudla) (07/28/89)

In article <1989Jul24.163632.23920@ddsw1.MCS.COM> karl@ddsw1.MCS.COM (Karl Denninger) writes:

> Perhaps they are tired of producing a game, seeing 50,000 copies out
> there, and only getting paid for 5,000.  People, if you want
> something that costs money, for cripes sakes BUY it.  Don't steal
> it.  What I saw could have easily amounted to grand theft many times
> over - there had to be $50,000 in pirated software there.  That is
> $50,000 that software authors and publishers DIDN'T receive, but
> should have.

That's the problem with software piracy- people look at how well their
program is selling, and then they go and figure that the 10,000 kids
who've illegally copied it would have bought it were it not available
under the Jolly Roger. That, I'm afraid, is utterly absurd.

Have I pirated? Yeah, plenty, but not much on the Amiga. On the C64
there were thousands of games ( "(c) games" or "warez" I bet they
still call 'em) that cost $20-50 a pop, and once you played them five
or six times you got sick of 'em. There was no such thing as software
rentals 'cause everyone was too afraid of piracy. So, I had a good 300
disks worth of cracked games and maybe 20 legal productivity packages.

On the Amiga, I own no commercial software save what came with the
thing- all the productivity software I use is PD or shareware, most of
which I haven't paid for. During the school year I live on about 75
bucks a week- not conducive to buying PacMania, though I'd love to
reward its programmers for their fantastic job. So, when I feel like
something pretty to look at or play, I either go ftp a Badge Demo or
hoist the Jolly Roger once again. I play the game for a day and get
sick of it, and don't play it again. Usually I even erase it to make
room for more demos. (Exceptions being Marble Madness and Arkanoid,
both of which are classics and which I will buy... right after I can
afford that hard drive.)

Now, people are going to say "But if you can't afford it and it's not
to be had for rent, that's your tough luck! You still can't pirate
it." But you're mistaken. If I could afford this stuff, I wouldn't
pirate- but I'm not going to go without because someone else is going
to get into a moral frenzy either. I get enough moralizing from the
queer-bashers, thanks. You learn to shut it out after a while.

So, next time you notice fifty grand worth of pirated software in
someone's house, go ahead and squeal- but then think to yourself:
"Gee, I wonder if this person could have spent the fifty grand instead
of cutting into my sales by that much." Chances are, he wouldn't have.

Real disclaimer: I am not advocating piracy. I am also not condemning
it. I am, however, condemning those who are blinded to reality by
imaginary profits.....
--
Robert Jude Kudla   <kudla@pawl.rpi.edu> <kudla@acm.rpi.edu> <fw3s@RPITSMTS>
Pi-Rho America  \\        ///  Disclaimer: You don't exist.
2346 15th St.    \\      ///  
Troy, NY 12180   /X\ \\\///  keywords: mike oldfield yes u2 r.e.m. new order
(518)271-8624   // \\ \XX/  steely dan f.g.t.h. kate bush .....and even Rush

sneakers@heimat.UUCP (Dan "Sneakers" Schein) (07/29/89)

In Message <18752@usc.edu>, papa@pollux.usc.edu (Marco Papa) writes:

:In article <20729@cup.portal.com> Sullivan@cup.portal.com (sullivan - segall) writes:
:>>PIRACY DOES HURT US ALL!
:>
:>No arguments here.  But I don't seriously believe that the problem is
:>nearly as widespread as you imply.  
:
:I guess you've not checked out the software available on Amiga's pirate
:boards for everyone to download free. It is very educational :^)

  Well my 'personal' feelings are that you should post the names and #'s
  of these dens of sin. That way everyone could keep their modems so busy
  with garbage calls that no pirating could be done.

  As SYSOP of a BBS I feel these kinds of people give all BBS'es a bad
  image.

  Sneakers

--
                                      ___
    Dan "Sneakers" Schein            ////          BERKS AMIGA BBS
    Sneakers Computing              ////   80+ Megs of software & messages
    2455 McKinley Ave.      ___    ////         12/2400 Baud - 24 Hrs
    West Lawn, PA 19609     \\\\  ////              215/678-7691
                             \\\\////
    {pyramid|rutgers|uunet}!cbmvax!heimat!sneakers   

COSC60I@elroy.uh.edu (Bandolar) (07/29/89)

> That's the problem with software piracy- people look at how well their
> program is selling, and then they go and figure that the 10,000 kids
> who've illegally copied it would have bought it were it not available
> under the Jolly Roger. That, I'm afraid, is utterly absurd.

I agree with this point 100%.  I, too pirated software when I supported a 
family of 3 on a just over poverty level income.  I would not have bought
the software if I couldn't get it pirated.  I couldn't have afforded it.  I
bought the computer in happier times.

> Now, people are going to say "But if you can't afford it and it's not
> to be had for rent, that's your tough luck! You still can't pirate it."

But it is still stealing.  It bugged me then.  I don't have any pirated
software at this particular moment.  I *do* pirate software to look at after
I paid $50 bucks for a utter piece of junk from an unnamed company and had
NO way to return it.  If a new car is a total piece of junk, you can return
it.  I will NOT purchase software without a test drive to this day.  However,
with the possible exception of ARC (sigh, I keep *meaning* to send in the money
but they really are asking a *LOT* for a shareware product.  A friend of mine
sent in $15 instead.  Maybe I will do this) I have no pirated software.

> "Gee, I wonder if this person could have spent the fifty grand instead
> of cutting into my sales by that much." Chances are, he wouldn't have.
Very good point.  When these people say "Gosh, piracy is just rampant..."
they ignore the fact that the audience only has SO MUCH money to spend.  If
they continue to turn out products that people want and can have for $1 plus
2 minutes or pay $50 that the folks don't have then they will just pirate.  My
friends and I take a slightly different approach.  We split the cost of a piece
of software and then *each* play it to death.  The only difference is that
if we can copy it we play it to death in a week or three and if not we just
pass it down the line when a given person tires of it.  *Note* either way the
same dollars go to the publisher.  The only difference is whether we tire of
the game in 3 weeks or in 2 months.

> condemning those who are blinded to reality by imaginary profits.....
                                                 ^^^^^^^^^
Primo choice of words here.  A person with "$50,000" worth of software
(about $7,000 of actual dollars that make it to the publisher's pocket, the 
rest go to the two or three layers of middle men, packaging, art, etc...)
really only has $300-$600 a year for software.  All those extra titles 
don't really directly impinge on a given author.  What we need is a more
responsible attitude instead of "mccarthian" anti-piracy.  I *always* 
present the view that piracy is *not* a "good."  I try to avoid the "ahoy
matey" attitude that fosters blind, meaningless piracy where even good authors
are not supported.  I think this is a better approach because  it is harder
to ignore than "all piracy is bad and you will burn in the hell of no software"

-- 
Stephen McLeod, (Native Texican)| Interests: SF/Gaming, Artist, French,
Samurai Programmer		| Computers, the SCA and friendly people!
Vote Spock,  The logical choice!| So, whaduya wanna be when you grow up?

Sullivan@cup.portal.com (sullivan - segall) (07/31/89)

>:>>PIRACY DOES HURT US ALL!
>:>
>:>No arguments here.  But I don't seriously believe that the problem is
>:>nearly as widespread as you imply.  
>:
>:I guess you've not checked out the software available on Amiga's pirate
>:boards for everyone to download free. It is very educational :^)
>
I've logged on to so called 'pirate boards' before.  Most games on such
boards are unplayable without instructions.  Others are simply corrupt.  
I tend to believe that 'pirate' boards are more just mismanaged (read 
Sysop never cleans up the trash) than actively pirate.  For example, most
Infocom games are available on the various boards in the local area.  But
without instructions d/l'ing one of them would be like d/l'ing a demo.  You
can only get so far without the clues and hints that are within the package.
(Sherlock without the 'Times', Enchanter without the codewheel, ...)  I can;t
imagine anyone being able to really play any of the interesting games without
the documentation.  Now arcade games are probably a different story...

>  Well my 'personal' feelings are that you should post the names and #'s
>  of these dens of sin. That way everyone could keep their modems so busy
>  with garbage calls that no pirating could be done.
>
This method is illegal.  Recently at PRACSA (Public Remote Access Computing
Standards Association) we heard about the tracking and eventual arrest of
a childs parents who had let him use their computer to tie up a public 
bulletin board in this way.  I would instead recommend calling the FBI.  (FBI
gets involved because most theft involves crossing of state lines.)  There 
is also a foundation headed by several companies, whose sole purpose is to 
eradicate piracy.  If you know of any 'real' pirate boards, you would be 
eligible for a $1000 reward from them.  I don't have the literature available
at the moment.  But they distinctly said that they were not interested in 
primarily PD BBS's where a couple of copyrighted pieces of software had 
slipped past the sysop.  

To summarize my own feelings:  I don't really believe that piracy is nearly 
the problem that people claim.  I don't know anyone who regularly plays 
pirated games.  It would be untrue to claim that I've never used any cracked
or pirated software, but anything that I use regularly I buy.  (Anything that
I don't use regularly I delete.  I don't have enough disk space for useless
software.)  If I had had the choice, I would have tried illegal copies of 
more of the software that I currently own before buying it.  I have at least
$500 in legal game software.  Of that I currently only use Dungeon Master, 
and F/A - 18 Interceptor.  Others that were worth the cost are Starglider,
Sherlock, (in fact all of the Infocom games) and Bard's Tale.  
  Losers were: Paladin, Bard's Tale II, Ultima IV, Sorcerer Lord, Moebius,
Temple of Apshai, and Shadowgate to name a few.  It could be worse.  I could
be stuck with every lousy piece of game software on the market.  But these
have made me wary.  I've learned not to buy until I've tried.

                           -Sullivan Segall
_________________________________________________________________

/V\  Sullivan  was the first to learn how to jump  without moving.
 '   Is it not proper that the student should surpass the teacher?
To Quote the immortal Socrates: "I drank what?" -Sullivan
_________________________________________________________________

Mail to: ...sun!portal!cup.portal.com!Sullivan or
         Sullivan@cup.portal.com

karl@ddsw1.MCS.COM (Karl Denninger) (07/31/89)

In article <9180.AA9180@heimat> sneakers@heimat.UUCP (Dan "Sneakers" Schein) writes:
$In Message <1989Jul24.163632.23920@ddsw1.MCS.COM>, karl@ddsw1.MCS.COM (Karl Denninger) writes:
$
$>I was at a SF convention a couple of months ago.  They had a "computer room",
$>as some of them do.  Inside were three or four Amigas.

$>Also inside were some THOUSAND 3.5" diskettes, with every program ever
$>conceived for the Amiga on them.  And among them was not ONE original disk.
$>NOT ONE.

$  WOW! What convention was this im sure alot of developers would like to
$  attend it next time ;-)

Covert Contraption, in Southfield Michigan.  It was held at the Michigan Inn.

--
Karl Denninger (karl@ddsw1.MCS.COM, <well-connected>!ddsw1!karl)
Public Access Data Line: [+1 312 566-8911], Voice: [+1 312 566-8910]
Macro Computer Solutions, Inc.		"Quality Solutions at a Fair Price"

mark@xrtll.UUCP (Mark Vange) (08/01/89)

> program is selling, and then they go and figure that the 10,000 kids
> who've illegally copied it would have bought it were it not available
> under the Jolly Roger. That, I'm afraid, is utterly absurd.
> 

Even if 10% of those 10,000 kids went out and bought the software, that
would translate into 1000 additional units, which is a considerable number
from the standpoint of most Amiga developers.

I can tell you that Dragon's Lair outsold our initial expectations because
it's protection lasted for over 5 months, but as soon as a cracked version
appeared, sales dropped down to nothing.  While it may make you feel better
on a Friday night to have your favoriate cracked game handy, it's making my
Friday nights much leaner than they deserve to be after many months of hard
work!

-- 
Mark Vange				Phone Death Threats to:
Vanguard Distributing			(416) 730-1352  mark@xrtll
8 Everingham Ct.  North York	"Every absurdity has a champion
Ont, Canada  M2M 2J5		 to defend it." - Oliver Goldsmith

esker@abaa.uucp (Lawrence Esker) (08/01/89)

>$>I was at a SF convention a couple of months ago.  They had a "computer room",
>$>as some of them do.  Inside were three or four Amigas.
>
>$>Also inside were some THOUSAND 3.5" diskettes, with every program ever
>$>conceived for the Amiga on them.  And among them was not ONE original disk.
>$>NOT ONE.
>
>Covert Contraption, in Southfield Michigan.  It was held at the Michigan Inn.

I wanted to avoid commenting on this thread, but after seeing the above, I
couldn't resist.

    I CAN'T BELIEVE THIS WHOLE THREAD STARTED BECAUSE HE WENT TO A CONVENTION
    THAT SPECIALISES IN PIRATING SOFTWARE.  JUST LOOK AT THE NAME!

This one person took what he saw at a pirate convention and automatically
assumed the Amiga market specialises in pirating software.  Go back to
Philosophy 101.  Generalizing from the specific is a logic FOOBAR.

Another logic FOOBAR is to assume that if people had to buy the software
they pirate, they would.  The so called "lost revenue" due to pirating is a
fictitious number.  If pirating did not exist, additional developer income
would be a much smaller percentage of this number, if it exists at all.

Personally, all the software I have ever pirated (except my C compiler), I
would not touch with a garbage bag full of AmigaDOS v1.0 workbench disks
if I had to buy them.  Every one of them is in the deepest dungeons of my junk
drawer, and erased whenever I need a spare disk. 
 
In several cases, I actually bought the product because
I had a chance to pirate it first and I liked it and a newer upgrade was on
the market (Negative Lost Revenue?)  For the C compiler, two of my friends and
I split the cost of one package.  Each of us would have went PD if we did not
belive in occasiosional pirating.  Again, the developer gained a sale in real
dollars even though he lost two sales in fictitious dollars due to pirating.

No, I do not condone mass pirating.  I do not believe mass pirating is any
worse on the Amiga than any other 'personal' computer.  I place mass piraters,
who pirate for the sport of it, on the same level of scum as those who write
and release viruses.  I do believe people who treat shitty software as
shareware, pay for it only if they like it, is the only way to get the
garbage-product-profit-only software vendors out of the Amiga market.

-- 
---------- Lawrence W. Esker ----------  ^k i /From: flamer@name/j <ESC> :wq
\  *        *             *  *******  /
 \  *        *     *     *  *        /   Sr. Hardware/ASIC Design Engineer
  \  *        *   * *   *  *****    /    Allen-Bradley Communications Div.
   \  *        * *   * *  *        /     Phone:  (313)668-2500  (313)973-8561
    \  *******  *     *  *******  /      Compuserve: ?????-????
     -----------------------------          (A new job for LWE, please!)
UseNet Smart: esker@abaa.uucp  or  abaa!esker@itivax.iti.org
UseNet Other: __!uunet!mimsy!rutgers!citi!itivax!abaa!esker
Nothing left to do but :-) :-) :-)

slc@hoptoad.uucp (Steve Costa) (08/01/89)

In article <1989Jul30.210112.10525@ddsw1.MCS.COM> karl@ddsw1.MCS.COM (Karl Denninger) writes:
>In article <9180.AA9180@heimat> sneakers@heimat.UUCP (Dan "Sneakers" Schein) writes:
>$In Message <1989Jul24.163632.23920@ddsw1.MCS.COM>, karl@ddsw1.MCS.COM (Karl Denninger) writes:
>$
>$>I was at a SF convention a couple of months ago.  They had a "computer room",
>$>as some of them do.  Inside were three or four Amigas.
>
>$>Also inside were some THOUSAND 3.5" diskettes, with every program ever
>$>conceived for the Amiga on them.  And among them was not ONE original disk.
>$>NOT ONE.
>
>$  WOW! What convention was this im sure alot of developers would like to
>$  attend it next time ;-)
>
>Covert Contraption, in Southfield Michigan.  It was held at the Michigan Inn.
>
>--
>Karl Denninger (karl@ddsw1.MCS.COM, <well-connected>!ddsw1!karl)
>Public Access Data Line: [+1 312 566-8911], Voice: [+1 312 566-8910]
>Macro Computer Solutions, Inc.		"Quality Solutions at a Fair Price"


I wish you had been more specific with the term "SF convention" in your
original message. I thought you were referring to the Amiga Developers
conference in _S_an _F_rancisco (SF). Now I see that you were apparently
talking about a _S_cience _F_iction convention. I hope not many people made
the same interpretation that I did.

raw@mcnc.org (Russell Williams) (08/01/89)

In article <333@xrtll.UUCP> mark@xrtll.UUCP (Mark Vange) writes:
>> program is selling, and then they go and figure that the 10,000 kids
>I can tell you that Dragon's Lair outsold our initial expectations because
>it's protection lasted for over 5 months, but as soon as a cracked version
>appeared, sales dropped down to nothing.  While it may make you feel better
>on a Friday night to have your favoriate cracked game handy, it's making my
>Friday nights much leaner than they deserve to be after many months of hard
>work!

	Well, if you could tell me where I could get a cracked version, I'd
go out and buy it again.  I purchased Dragon's Lair twice, and both times one
of the disks was defective.  I'm not a big fan of returning disks to the 
manufacturer, because in the case of Dragon's lair, the possibility of waiting
two or three weeks to get another version that was messed up seemed a little
too likely.  Besides, I kind of lose my enthusiasm for a game when I have to
do this.
	If there's a cracked version, though, I can rely on it to work 
properly, as opposed to MicroProse's Silent Service.  I bought that three
times, and after all the disks went bad, I went to a pirate and got a cracked
copy that didn't have the keyword protection and WORKED!!!!  I can't copy
Sword of Sodan, but at least its copy protection doesn't make my drive sound
like it's dying, and the game doesn't crash at random times.  My original
Silent Service disk now has a cracked copy on it.  As a side note, MicroProse
answered my original letter notifying them of the problem SIX MONTHS after
I sent it.  Their note politely informed me that they had realized the problem,
and that if I sent them the disk back, they would send me a better copy.  I
replied with a letter telling them that I had found better customer support
with the pirates, and have not heard from them since.

	I don't mind copy protection.  But I do mind disks that have a high
failure rate, and I do mind disks that make my disk drives beg to be put out
of their mercy.  I mind key words as well, but then again, I don't own a hard
drive, and I see their use.

	By the way, has anybody found a way to copy Gunship or SimCity, two of
the worst offenders with the groaning drive?

	My kingdom for the return of Marauder!!!!!

Russell

stewartw@warpdrive.UUCP (Stewart Winter) (08/02/89)

In article <KUDLA.89Jul28002804@pawl13.pawl.rpi.edu> kudla@pawl.rpi.edu (Robert J. Kudla) writes:
>That's the problem with software piracy- people look at how well their
>program is selling, and then they go and figure that the 10,000 kids
>who've illegally copied it would have bought it were it not available
>under the Jolly Roger. That, I'm afraid, is utterly absurd.

>Have I pirated? Yeah, plenty, but not much on the Amiga. On the C64
> [...]
>reward its programmers for their fantastic job. So, when I feel like
>something pretty to look at or play, I either go ftp a Badge Demo or
>hoist the Jolly Roger once again. I play the game for a day and get
>
>Now, people are going to say "But if you can't afford it and it's not
>to be had for rent, that's your tough luck! You still can't pirate
>it." But you're mistaken. If I could afford this stuff, I wouldn't
>pirate- but I'm not going to go without because someone else is going

Hey, Robert I just bought this TV, but reception around here stinks
and I can't afford cable.  So like I just hooked the old TV up to
the neighbours cable line.  Why should they care?  After all it's my
god-given right to have what everyone else has even if I can't afford
it.  I mean the cable company wouldn't be seeing any of this money,
right.  Actually, I don't hook it up all the time.  Only when I really
feel like watching something interesting do I hoist the Jolly Roger.
Those TV shows are boring ... I get tired of them really quickly ...
so many reruns.

  If you can't afford the software, don't buy the computer.  We don't
have the right to something just because we can't afford it (with
the possible exception of necessities).  The cable TV company doesn't
run the cable by your house just to keep you amused ... it's a business.
Software is no different.

  Stewart
-- 
Stewart Winter                Cognos Incorporated   S-mail: P.O. Box 9707
VOICE: (613) 738-1338 x3830   FAX: (613) 738-0002           3755 Riverside Drive
UUCP: uunet!cognos!stewartw                                 Ottawa, Ontario
"The bird for the day is .... canary winged parakeet."      CANADA  K1G 3Z4

sneakers@heimat.UUCP (Dan "Sneakers" Schein) (08/02/89)

In Message <1989Jul30.210112.10525@ddsw1.MCS.COM>, karl@ddsw1.MCS.COM (Karl Denninger) writes:

=In article <9180.AA9180@heimat> sneakers@heimat.UUCP (Dan "Sneakers" Schein) writes:
=$In Message <1989Jul24.163632.23920@ddsw1.MCS.COM>, karl@ddsw1.MCS.COM (Karl Denninger) writes:
=
=$>Also inside were some THOUSAND 3.5" diskettes, with every program ever
=$>conceived for the Amiga on them.  And among them was not ONE original disk.
=$>NOT ONE.
=
=$  WOW! What convention was this im sure alot of developers would like to
=$  attend it next time ;-)
=
=Covert Contraption, in Southfield Michigan.  It was held at the Michigan Inn.

 So what is a "Convert Contraption" ?!?  What is/was the purpose of this
 convention?  Was this Amiga or Non-Amiga software?  When/where is the next
 convention?

 Sneakers

--
                                      ___
    Dan "Sneakers" Schein            ////          BERKS AMIGA BBS
    Sneakers Computing              ////   80+ Megs of software & messages
    2455 McKinley Ave.      ___    ////         12/2400 Baud - 24 Hrs
    West Lawn, PA 19609     \\\\  ////              215/678-7691
                             \\\\////
    {pyramid|rutgers|uunet}!cbmvax!heimat!sneakers   

sneakers@heimat.UUCP (Dan "Sneakers" Schein) (08/02/89)

In Message <20868@cup.portal.com>, Sullivan@cup.portal.com (sullivan - segall) writes:

=>  Well my 'personal' feelings are that you should post the names and #'s
=>  of these dens of sin. That way everyone could keep their modems so busy
=>  with garbage calls that no pirating could be done.
=>
=This method is illegal.  Recently at PRACSA (Public Remote Access Computing
=Standards Association) we heard about the tracking and eventual arrest of
=a childs parents who had let him use their computer to tie up a public 
=bulletin board in this way.
 
 WOW! I never thought anyone would care enough to get involved in a case
 like this. Perhaps the laws view on BBS'es are changing - I always got
 the general impression that a BBS was something they knew nothing about
 and didnt really care to learn about.

 This is *GREAT* news!

 Sneakers

--
                                      ___
    Dan "Sneakers" Schein            ////          BERKS AMIGA BBS
    Sneakers Computing              ////   80+ Megs of software & messages
    2455 McKinley Ave.      ___    ////         12/2400 Baud - 24 Hrs
    West Lawn, PA 19609     \\\\  ////              215/678-7691
                             \\\\////
    {pyramid|rutgers|uunet}!cbmvax!heimat!sneakers   

karl@ddsw1.MCS.COM (Karl Denninger) (08/02/89)

In article <625@uranus.UUCP> esker@uranus.UUCP (Lawrence Esker) writes:
>>$>I was at a SF convention a couple of months ago.  They had a "computer room",
>>$>as some of them do.  Inside were three or four Amigas.
>>
>>$>Also inside were some THOUSAND 3.5" diskettes, with every program ever
>>$>conceived for the Amiga on them.  And among them was not ONE original disk.
>>$>NOT ONE.
>>
>>Covert Contraption, in Southfield Michigan.  It was held at the Michigan Inn.

>I wanted to avoid commenting on this thread, but after seeing the above, I
>couldn't resist.
>
>    I CAN'T BELIEVE THIS WHOLE THREAD STARTED BECAUSE HE WENT TO A CONVENTION
>    THAT SPECIALISES IN PIRATING SOFTWARE.  JUST LOOK AT THE NAME!

Can you read?

"SF" means, in the vernacular, SCIENCE FICTION.  "Covert Contraption" is a
SF con held in Michigan each year, has been for quite some time.  The name
derives from the fact that your convention ID badges have either "CIA" or
"KGB" imprinted on them -- you can choose which.  The con does NOT exist for
the piracy of software -- but there certainly was rabid piracy there.

I also direct you to the recent post by a distributor of "Dragon's Lair",
who stated that the program outsold all expectations -- UNTIL a cracked
version showed up.  Then the sales trickled down to NEAR ZERO.  Sure, those
20,000 copies wouldn't all have been purchased if there was no piracy.  But
if the kids couldn't crack the program, I bet 2,000 more copies would have
been sold from that 20k out there now.  And $2,000 * $50 each is $100,000 --
enough to make it worth while to bring out Dragon's Lair II.  As it sits,
perhaps it is not worth doing the second one.  Do you like the potential
result of this?  The lack of further development for the AMIGA platform?

The self-serving statements I have seen here, basically that "well, I
pirate, but only when necessary" are a bunch of crock.  Look, people,
piracy is defined by the law as STEALING.  If you don't like this, then
CHANGE THE LAW. 

Once you have done that, however, don't get pissed when there is no more
commercial software available -- and you have to write ALL your own stuff,
not to mention writing your own compiler to build them with!

Look at nations which don't respect Copyright at all -- NONE of the 
commercial software products are available for sale there, because the
publishers know damn well that they would only sell one copy.

Software development is an EXPENSIVE business.  Packages like F18
interceptor, Dragon's Lair, "C" compilers, and others are not cheap to bring
to market.  When you copy something without paying for it, you are stealing.
If you cannot afford it, then GO WITHOUT.  It won't kill you.

Pirating software is like the following scenario:
	You have a programmer write you some software.  Then, after it is
	done, you say "Well, I only have $50 to spend, even though you 
	expected $500 and I told you I would pay you that.  Since my food is
	more important than your livelihood, I am going to buy groceries,
	keep the program and screw you -- hell, you have more time available 
	to you and can always write the program again.  Furthermore, I am
	going to give away your work to anyone who wants it."

That is, in a word, disgusting.

With the Amiga you don't have the luxury of an installed base of 500,000
systems as you do with MSDOS.  You have perhaps 50,000 systems.  Due to
this, piracy KILLS software development much faster on the Amiga than it
does on DOS machines -- there are simply fewer copies to be sold to begin
with; if 9 out of 10 are stolen rather than sold then companies have little
or no incentive to continue development.  Consider this:
	
	50,000 installed systems
	10% purchase a given program (say, a game)
	Thus there are 5,000 potential sales

	5,000 * $50 = $250,000 in potential sales (a nice hunk of change)

	Now, if you have rabid piracy, what you get is:
	
	5,000 potential sales
	90% steal rather than buy
	500 actual sales

	500 * $50 = $25,000 in actual sales (which, after publishers get
				their share, doesn't pay the author enough 
				to make it worth while to write the next one).

In the MSDOS world it is slightly different.  Authors can make a decent
living even with 9/10ths piracy.  Even there it hurts -- if piracy stopped
tomorrow many MORE authors would be out there -- the money would attract
them.

Given the installed Amiga base, this machine simply cannot afford piracy 
on the scale I have observed and still keep the software producers out there 
supporting it.  I know this much for certain -- WE are not going to produce a 
commercial product if we only envision selling 500 copies at $50 each -- it 
won't cover our production and development costs.  

Think about that the next time you pirate software -- before you apply your
cute rationalizations about what you are doing.

--
Karl Denninger (karl@ddsw1.MCS.COM, <well-connected>!ddsw1!karl)
Public Access Data Line: [+1 312 566-8911], Voice: [+1 312 566-8910]
Macro Computer Solutions, Inc.		"Quality Solutions at a Fair Price"

sparks@corpane.UUCP (John Sparks) (08/03/89)

<KUDLA.89Jul28002804@pawl13.pawl.rpi.edu> <333@xrtll.UUCP>
Sender: 
Reply-To: sparks@corpane.UUCP (John Sparks)
Followup-To: 
Distribution: 
Organization: Corpane Industries, Inc.
Keywords: 

In article <333@xrtll.UUCP> mark@xrtll.UUCP (Mark Vange) writes:
>I can tell you that Dragon's Lair outsold our initial expectations because
>it's protection lasted for over 5 months, but as soon as a cracked version
>appeared, sales dropped down to nothing. 

Down to ZERO? I find that hard to believe. Sure sales probably dropped down 
after 5 months, but why must it be due to pirating? Maybe everyone who wanted
to buy Dragon's lair did so in the first 5 months. I know over half of my local
user's group went out and bought it within the first month of it's release.
That's BOUGHT, not stolen. The other half or so of the group isn't interested
in it. 

Dragon's lair was a terrific hit. It's like a new movie. Almost everyone who
goes to see a new movie does so within the first month of it's release, then
the ticket sales drop drastically. Look at BATMAN. over 50 million the first
week. You couldn't even get in the theater, the lines were so long; now it's
doing about average for a new movie that's been out this long. Perhaps Dragon's
lair is doing the same. A great first 5 months and now your entire market is
not the entire Amiga community anymore, but just the small segment who are just
now getting Amigas and want to get a terrific game like Dragon's Lair. 

Some of the loss is sure to be due to piracy, but I can't see all of your loss
in sales being blamed on piracy. 



-- 
John Sparks   |  {rutgers|uunet}!ukma!corpane!sparks | D.I.S.K. 24hrs 1200bps
|||||||||||||||          sparks@corpane.UUCP         | 502/968-5401 thru -5406 
As far as we know, our computer has never had an undetected error.

sparks@corpane.UUCP (John Sparks) (08/03/89)

<625@uranus.UUCP> <1989Aug2.144138.24257@ddsw1.MCS.COM>
Sender: 
Reply-To: sparks@corpane.UUCP (John Sparks)
Followup-To: 
Distribution: 
Organization: Corpane Industries, Inc.
Keywords: 

In article <1989Aug2.144138.24257@ddsw1.MCS.COM> karl@ddsw1.MCS.COM (Karl
Denninger) writes:
> [long disertation on pirating ommited. very good though]

>
>With the Amiga you don't have the luxury of an installed base of 500,000
>systems as you do with MSDOS.  You have perhaps 50,000 systems.  Due to
>this, piracy KILLS software development much faster on the Amiga than it
>does on DOS machines -- there are simply fewer copies to be sold to begin
>with; if 9 out of 10 are stolen rather than sold then companies have little
>or no incentive to continue development.  Consider this:
>    
>    50,000 installed systems
>    10% purchase a given program (say, a game)
>    Thus there are 5,000 potential sales
>
>    5,000 * $50 = $250,000 in potential sales (a nice hunk of change)
>
>    Now, if you have rabid piracy, what you get is:
>    
>    5,000 potential sales
>    90% steal rather than buy
>    500 actual sales
>
>    500 * $50 = $25,000 in actual sales (which, after publishers get
>                   their share, doesn't pay the author enough 
>                   to make it worth while to write the next one).


One thing though Karl..... There are over 1 million Amiga's out there, not
50,000. CBM passed the 1 million mark earlier this year.

so 1,000,000 Amigas
maybe 100,000 potential sales
maybe 30% rather steal than buy <--- more realistic than 90%, but still high.

70,000 actual sales

70,000 * $50 = $3,500,000 

if there was no pirating, then 100,000 * 50 = 5,000,000 but who is to say that
those pirates would have bought it anyway? Still 3.5 million is a hefty sum.
--
But the rest of your article is pretty good, although I still personally think
that you just had a bad experience with piracy (the convention) and that the
problem is NOT as widespread as you think. Most of the people I know don't
pirate (about 60 amiga owners I know). Those that do, aren't the MASS pirateers
that you saw. I know maybe 3 or 4 people out of that 60 who do pirate, and I
just don't associate with them. And I am not going to turn them in for swiping
4 or 5 games. But If I came across such a blatent display such as you did, I
would have turned them in. 

-- 
John Sparks   |  {rutgers|uunet}!ukma!corpane!sparks | D.I.S.K. 24hrs 1200bps
|||||||||||||||          sparks@corpane.UUCP         | 502/968-5401 thru -5406 
As far as we know, our computer has never had an undetected error.

raw@mcnc.org (Russell Williams) (08/03/89)

In article <6712@warpdrive.UUCP> stewartw@cognos.UUCP (Stewart Winter) writes:
>
>  If you can't afford the software, don't buy the computer.  We don't
>have the right to something just because we can't afford it (with
>the possible exception of necessities).  The cable TV company doesn't
>run the cable by your house just to keep you amused ... it's a business.
>Software is no different.

	The point that you're missing is that unless damage results from      
copying, no one's going to feel a moral impetus to refrain from doing it.  

	Your example of the cable TV company is a good one.  Let's assume 
that I just wanted to watch one special show.  The cable company offers no
other plan than a complete installation.  The cost of the installation is
prohibitively expensive.  So, I tap into the cable and watch the show.  After
the show, I cut it off and never use it again.
	What's transpired here?  The cable company loses no money, and I gain
pleasure.  The world is better off.

	Now, if I had two hundred dollars in my pocket that was earmarked for
WordPerfect, found out that it wasn't copy protected, copied it, and spent the
two hundred on two or three copy protected games, then damage would have occuredbecause the company would have benefited from the purchase, except for the fact
that it was convenient for me to copy.  The world is better off for me, but
worse off for the company.  This is a bad thing.

	For that matter, pirating can often bring the company money it would
not have otherwise obtained.  I keep several programs around that I have not
purchased as demo programs.  I never use them for myself, but when someone comesaround to look at the Amiga, I show them the program.  A good example is Doug's
Math Aqaurium.  I showed a friend the Amiga with a lot of programs running, and
the one that stood out for my friend was DMA.  Now my friend has an Amiga and
PURCHASED a copy of DMA.  Pirating brought money into his company, without 
damaging it in anyway.  I would have never have bought the program, but the   
decision to buy the Amiga was very much swayed by the demo of DMA.

	So, before you jump onto your high horse and start raging against all 
pirating, stop and think for a minute about the different facets and their
potential benefits.  Like many things, pirating can be a good thing or a bad
thing depending on how the individual uses it.

Russell

milo@ndmath.UUCP (Greg Corson) (08/03/89)

The only real way to end software piracy (in the real world with the kind
of people that are out there) is to make the cost and inconvenience of 
copying a game MORE than the purchase price.  This has consistantly proven
to be the case in many other industries.

Publishing for instance...nobody makes copies of a paperback book, because
it would be too much of a pain to copy a book that only costs $4.  People
rarely copy hard back books, because it's easier just to wait for an 
inexpensive paperback to come out.

Records & CD's are somewhat easier to copy...however a lot of people would
rather spend the $8-15 to get an original than go to the bother of making
a tape.

I can understand the reasons why things like C compilers & such sell for $500
and I'm willing to pay that much because I understand the product has a 
limited market.  A game, however, should NOT cost $50!  (particularly some
of the ROTTEN games I've seen out there).  A lot of the games I've seen
I would consider worth $5-$10 but VERY few are of $50 quality.

I think a lot of manufacturers have to get with it, pricing wise, computer
prices have been coming down at a staggering rate, but game software costs
have actually gone up.  Today I can buy a major motion picture that cost
$40 MILLION dolars to make...for $19.95...I can buy a 500 page novel that
someone took a year to write...for $5.  Games certainly cost less to develop
than a major movie, require about the same effort as a major paperback novel
and cost less to duplicate than the average video tape.  Granted, the market
is smaller, but so are the development costs.

I wish that just ONCE a software company would TRY distributing a really good
game for $10 a copy...just to see what happens.  If the sales of Dragon's 
Lair are as bad as people have been saying (since piracy) maby the manufacturer
could try it with that package as a test (what have they got to loose if
sales are near 0 now).

Next week...why do vinal records cost $8 and CDs cost $15 when CD's cost less
to make?

Greg Corson
19141 Summers Drive
South Bend, IN 46637
(219) 277-5306 
{pur-ee,rutgers,uunet}!iuvax!ndmath!milo
 
P.S.  Just so you know I'm not talking through my hat...I develop games
      as part of my living...so I know the effort involved.

jtreworgy@eagle.wesleyan.edu (08/03/89)

In article <333@xrtll.UUCP>, mark@xrtll.UUCP (Mark Vange) writes:
>> program is selling, and then they go and figure that the 10,000 kids
>> who've illegally copied it would have bought it were it not available
>> under the Jolly Roger. That, I'm afraid, is utterly absurd.
>> 
> 
> Even if 10% of those 10,000 kids went out and bought the software, that
> would translate into 1000 additional units, which is a considerable number
> from the standpoint of most Amiga developers.
> 
> I can tell you that Dragon's Lair outsold our initial expectations because
> it's protection lasted for over 5 months, but as soon as a cracked version
> appeared, sales dropped down to nothing.  While it may make you feel better
> on a Friday night to have your favoriate cracked game handy, it's making my
> Friday nights much leaner than they deserve to be after many months of hard
> work!
> 
> -- 
> Mark Vange				Phone Death Threats to:
> Vanguard Distributing			(416) 730-1352  mark@xrtll
> 8 Everingham Ct.  North York	"Every absurdity has a champion
> Ont, Canada  M2M 2J5		 to defend it." - Oliver Goldsmith

From what I've heard about Dragon's Lair, the fact that sales dropped down to
practically nothing has very little to do with the good copy protection.
Everything I have heard about the game has been along the lines of "nice
graphics, no substance", "why does one of my disks fail every week", and so
on. F-18 interceptor, which had NO physical copy protection (only a codewheel,
and that could be duplicated manually, not to mention the fact that it was
cracked through software soon after the game's release) seemed to sell strongly
for quite a long time.
-- 
James A. Treworgy               "You should have seen me with the poker man,
jtreworgy@eagle.wesleyan.edu     I had a honey and I bet a grand,
jtreworgy%eagle@WESLEYAN.BITNET  Just in the nick of time I looked at his hand"
Box 5033 Wesleyan Station                           -Paul McCartney
Middletown, CT 06475

jtreworgy@eagle.wesleyan.edu (08/03/89)

In article <1989Aug2.144138.24257@ddsw1.MCS.COM>, karl@ddsw1.MCS.COM (Karl Denninger) writes:
[stuff deleted]
> 
> The self-serving statements I have seen here, basically that "well, I
> pirate, but only when necessary" are a bunch of crock.  Look, people,
> piracy is defined by the law as STEALING.  If you don't like this, then
> CHANGE THE LAW. 
> 
> Once you have done that, however, don't get pissed when there is no more
> commercial software available -- and you have to write ALL your own stuff,
> not to mention writing your own compiler to build them with!
> 
> Look at nations which don't respect Copyright at all -- NONE of the 
> commercial software products are available for sale there, because the
> publishers know damn well that they would only sell one copy.
> 
> Software development is an EXPENSIVE business.  Packages like F18
> interceptor, Dragon's Lair, "C" compilers, and others are not cheap to bring
> to market.  When you copy something without paying for it, you are stealing.
> If you cannot afford it, then GO WITHOUT.  It won't kill you.
[more deleted]
> --
> Karl Denninger (karl@ddsw1.MCS.COM, <well-connected>!ddsw1!karl)
> Public Access Data Line: [+1 312 566-8911], Voice: [+1 312 566-8910]
> Macro Computer Solutions, Inc.		"Quality Solutions at a Fair Price"

I would ask you to look back a few years ago to the UK, where there were no
copyright laws (until recently). When I had a commodore 64, I used to subscribe
to a couple UK C-64 magazines. You know what the difference between software
here and there is? In the UK, where there is (was?) presumeably lots of piracy
since there were no copyright laws for software, the average price for a
computer game (retail!) was 15 pounds (about 20 bucks) and I NEVER saw one for
more than 20 pounds. And the quality of the software was MUCH better than the
average game being cranked out in the U.S. I can tell you there is nothing more
aggravating than spending upwards of 50 bucks for a computer game which has
been much hyped in magazine articles and ads (DRAGONS LAIR DRAGONS LAIR DRAGONS
LAIR DRAGONS LAIR DRAGONS LAIR) when the game is SLOW, UNPLAYABLE and the DISKS
FAIL EVERY TWO WEEKS. I have vowed never again to buy a game without playing it
for a couple hours. I am more than happy to pay for games which offer at least
a couple hours of enjoyment... some examples for aspiring software developers.
Dungeon Master, F-18 Interceptor, Faery Tale Adventure are the first things
that come to mind. I never regretted spending money on these games, and I their
producers never regretted the fact that I played someone else's copy first.
-- 
James A. Treworgy               "You should have seen me with the poker man,
jtreworgy@eagle.wesleyan.edu     I had a honey and I bet a grand,
jtreworgy%eagle@WESLEYAN.BITNET  Just in the nick of time I looked at his hand"
Box 5033 Wesleyan Station                           -Paul McCartney
Middletown, CT 06475

denbeste@bbn.com (Steven Den Beste) (08/04/89)

In article <1505@ndmath.UUCP> milo@ndmath.UUCP (Greg Corson) writes:
>
>I think a lot of manufacturers have to get with it, pricing wise, computer
>prices have been coming down at a staggering rate, but game software costs
>have actually gone up.

The whole electronics industry has been wrestling with the contradictions of
changing hardware and software costs. As time has gone on, hardware has gotten
easier to design and cheaper to manufacturer, while software has stayed
remarkably level - that is, it costs about the same per K to develop (a lot)
and to manufacture (almost nil) as it did 15 years ago. Software development
procedures are barely beyond the cottage industry stage, even now.

The great triumph of the industrial revolution was the ability to manufacture
very large and complex consumer goods by the millions. This enormous
manufacturing run causes any fixed up-front costs to virtually vanish in the
selling price. We've all grown up with it so we're used to thinking this way
about things. I call this the "weight test" - the object we buy should LOOK
and FEEL like it cost to manufacture about what we are paying.

Before I go on, let's take a common example of a case where this doesn't apply.
Suppose you see a painting at an art show, and the price on it is $500 or
$1000. It doesn't pass the "weight" test - you can buy a print for $10 that
looks just as good. But the painting is one-of-a-kind, and as such the design
time (the time spent by the artist) massively outweighs the manufacturing cost
(in this case, the cost of paint and canvas, plus labor for the frame and
suchlike). Since the manufacturing run is exactly 1, the design cost makes up
virtually all of the selling price.

So it is for software. In a deleted section, Greg says he understands why a
compiler costs $500, but doesn't think that games should cost that much - $25
at the most. The cost of developing a really high-quality game at a big
software house is staggering, and can exceed the cost for a compiler.
Even when this is divided among all the copies
which are sold, it still represents a lot of money. Worse, in terms of
accounting you have to think of that money as being borrowed from a bank, with
interest to pay. A package costing $300,000 to develop (say, 4 person-years
of effort) may need to pay back twice that before it breaks even,
depending on the times involved.

>                        Today I can buy a major motion picture that cost
>$40 MILLION dolars to make...for $19.95

...Yes, but that motion picture is also making money at the box office, and
from TV broadcast on cable, on networks and by syndication.
If video-tape was the ONLY source of income to offset the production costs,
you'd see the price sky-rocket - and you'd see rampant piracy, too.

>                                       ...I can buy a 500 page novel that
>someone took a year to write...for $5.

(Only 1 person-year? Not very much by software standards.)

...Yes, but most large publishing houses use profits from an occasional
blockbuster to underwrite other books which actually lose money. Random
House or Doubleday can do this because they are really big, and because
when they do hit with a blockbuster, they hit for a LOT of money.
That 500 page novel cost a few cents to manufacture, and you probably pay $8 or
$9 for it instead of $5. A buck or a buck and a half of that goes to the store
and distributer. The rest comes back to the publisher to offset their expenses.
For software, on the other hand, about half the cover price stays with the
dealer and distributer.

By the way, have you checked out the price on K&R's "The C Programming
Language" recently? Last time I looked it was $25, and it's only 220 pages.
The difference is that it is aimed at a nitch market, so the price has to be
higher because the volume will be lower. (Also, Prentice Hall is milking it for
everything they can get, because to a great extent they have a captive market.)

ALL software (except maybe that intended for clones) is aimed for markets even
smaller than the one K&R is aimed at [all programmers of any computer which
offers C, and that's a LOT!] and as such must be priced higher to offset the
lower expected sales.

>                                       Games certainly cost less to develop
>than a major movie,

...Yes, but motion picture studios also use profits from successful films
to underwrite films which fail. A small software house just hasn't got the
resources to do this. One product failure may be enough to sink them.

>                    require about the same effort as a major paperback novel

...Yes, but the potential audience for the software package is minimal by
comparison, so the creation cost PER UNIT SOLD is much higher.

>and cost less to duplicate than the average video tape.

...Yes, but in this class of product the creation cost largely overshadows the
cost of manufacture. Even if videotapes or software could be manufactured for
free it wouldn't really affect the sales price by much.
>                                                         Granted, the market
>is smaller, but so are the development costs.

...Yes, but the market is a lot more small than the development cost, so the
cost PER UNIT SOLD is much higher.

>
>I wish that just ONCE a software company would TRY distributing a really good
>game for $10 a copy...just to see what happens.

It's been done. There were a couple of "magazine on a disk" that were selling
for about $8 for the Amiga, and I believe they both went belly-up. More
interesting is the fact that these were distributing documentation and software
from the public domain, so they didn't have to pay the programmers - and they
STILL went under.

>                                                If the sales of Dragon's 
>Lair are as bad as people have been saying (since piracy) maby the manufacturer
>could try it with that package as a test (what have they got to loose if
>sales are near 0 now).

Even if the per-unit manufacturing costs is low, the total amount invested to
try what you are saying would be large, and they don't really want to throw
$40,000 or $50,000 down a rat hole. You are welcome give it a try when YOU
have that much money you are willing to invest in an experiment...

>P.S.  Just so you know I'm not talking through my hat...I develop games
>      as part of my living...so I know the effort involved.

However, I'll bet that someone else does the marketing and distribution for
you.


Steven C. Den Beste        ||  denbeste@bbn.com (ARPA/CSNET)
BBN Communications Corp.   ||  {apple, usc, husc6, csd4.milw.wisc.edu,
150 Cambridge Park Dr.     ||   gatech, oliveb, mit-eddie,
Cambridge, MA 02140        ||   ulowell}!bbn.com!denbeste (USENET)

ins_adjb@jhunix.HCF.JHU.EDU (Daniel Jay Barrett) (08/04/89)

In article <1505@ndmath.UUCP> milo@ndmath.UUCP (Greg Corson) writes:
>I can understand the reasons why things like C compilers & such sell for $500
>and I'm willing to pay that much because I understand the product has a 
>limited market.  A game, however, should NOT cost $50!  (particularly some
>of the ROTTEN games I've seen out there).  A lot of the games I've seen
>I would consider worth $5-$10 but VERY few are of $50 quality.

	Chuck McManis posted a VERY good article last year about the
cost of making, distributing, and supporting a computer program such as a
game.  I wouldn't mind at all if he reposted it.  It struck home for a lot
of people.

>Today I can buy a major motion picture that cost $40 MILLION dollars to
>make...for $19.95...

	But the motion picture already made 100 gazillion dollars in the
movie theaters.  Try releasing a mega-million-dollar movie ONLY on videotape
and see if you don't go bankrupt.

>I can buy a 500 page novel that someone took a year to write...for $5.

	Novels don't require user support or bugfixes.  Well, at least 
customers don't EXPECT it.

                                                        Dan

 //////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
| Dan Barrett, Systems Administrator      barrett@cs.jhu.edu (128.220.13.4) |
| Dept. of Computer Science, Johns Hopkins University, Baltimore, MD  21218 |
| E-mail addresses:  ARPANET: barrett@cs.jhu.edu                            |
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papa@pollux.usc.edu (Marco Papa) (08/04/89)

In article <5007@alvin.mcnc.org> raw@mcnc.org.UUCP (Russell Williams) writes:
>	So, before you jump onto your high horse and start raging against all 
>pirating, stop and think for a minute about the different facets and their
>potential benefits.  Like many things, pirating can be a good thing or a bad
>thing depending on how the individual uses it.

The "benefits of pirating"? You must be joking! Ha, ha, ha! Get a life, dude. 
Some people will go to no length to justify their own unethical behavior,
but you clearly win the prize for most originality :^)

-- Marco Papa 'Doc'
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
uucp:...!pollux!papa       BIX:papa       ARPAnet:pollux!papa@oberon.usc.edu
"There's Alpha, Beta, Gamma, Diga and Caligari!" -- Rick Unland
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

dwl10@uts.amdahl.com (Dave Lowrey) (08/04/89)

It would be interesting to hear from some REAL developers/distributors
of Amiga software on the breakdown of costs.

Anyone out there, especially "game" developers, willing to provide
any info? If you want, keep your identity secret, 'cuse I sure that
the IRS is listening! :-)

-- 
"What is another word  |  Dave Lowrey    | [The opinions expressed MAY be
 for 'Thesaurus'?"     |  Amdahl Corp.   | those of the author and are not
                       |  Houston, Texas | necessarily those of his
   Steven Wright       |  amdahl!dwl10   | employer]   (`nuff said!)

Doug_B_Erdely@cup.portal.com (08/04/89)

Karl, Oh come now!! I agree with you on your points concerning piracy and
the brain damaged nimrods that complain that if they can't afford it then
it is ok to copy it. This is silly. I can't afford to buy a diamond ring,
does that make it ok to STEAL it? Of course not.

What I disagree with is the notion that there is rabid piracy in the Amiga
world. This is FAR from the truth. The Amiga comunity per capita does less
'un authorized' backups than any of the other machines. I base this on
meetings (user groups), numerous friends I know with other machines, etc..
The WORST by far is MS-DOS! I know 10-20 people who have thousands of disks,
and what is scary... one of them is a police officer!! 

I don't know what types of software you usually do Karl, but it is a dis-
service to the Amiga community, and your company for not atleast 'testing
the waters'. I mean how can companies like GoldDisk, etc make money if
piracy is as bad as you claim. I am not saying that piracy does not exist
in the Amiga comunity. What I am saying is that it is foolish to base the
entire thing on one bad thing that happend.

	- Doug -

Doug_B_Erdely@Cup.Portal.Com

kim@beowulf.ucsd.edu (Geoffrey K Kim) (08/04/89)

In article <1505@ndmath.UUCP> milo@ndmath.UUCP (Greg Corson) writes:
>I wish that just ONCE a software company would TRY distributing a really good
>game for $10 a copy...just to see what happens.  If the sales of Dragon's 
>Lair are as bad as people have been saying (since piracy) maby the manufacturer
>could try it with that package as a test (what have they got to loose if
>sales are near 0 now).
>

As a case in point, this is precisely how Borland Intl. got on the map.
While other people (Microsoft, Lattice and others) were trying to
sell Pascal compilers for megabucks, Borland came out with a quality
package at a reasonable price ($79,I think).  The problem with
current marketing strategies today is that companies actually factor
in the 'piracy' factor in their sales.  They anticipate piracy and so
they raise prices to cover development costs as quickly as possible.

Just my $0.02.

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| kim @beowulf.UCSD.EDU (Home of the Garden Weasles)                  |
|        "... ENGAGE!" -- Jean Luc Picard, STTNG                      |
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farren@well.UUCP (Mike Farren) (08/04/89)

karl@ddsw1.MCS.COM (Karl Denninger) writes:
>
>I also direct you to the recent post by a distributor of "Dragon's Lair",
>who stated that the program outsold all expectations -- UNTIL a cracked
>version showed up.  Then the sales trickled down to NEAR ZERO.

I don't have the original posting available to reply to, but he mentioned
that the game had been out five months.  Five months is a pretty good
lifetime for a game, in my experience (and I've been involved in the 
games industry for more than 10 years now).  The statement he made about
the correlation between the cracked version and the drop in sales does not
correspond to my own experience in the field, as evidenced by my royalty
checks...

>Given the installed Amiga base, this machine simply cannot afford piracy 
>on the scale I have observed

Sorry.  The machine obviously CAN afford it.  It's been doing so since
the beginning, just like every other machine out there.  Neither side in
the piracy debate can prove that their arguments are correct.  Without
such proof (and I mean hard numbers, not speculation such as "ten percent
would buy it if it weren't for piracy" or "no sales are lost due to
piracy"), the only thing you can do is to look at the situation as it
stands, with piracy as part of the picture.  And that situation is, as
it has always been, one where some companies do well, and others do not.

-- 
Mike Farren 				     farren@well.sf.ca.usa

jtreworgy@eagle.wesleyan.edu (08/04/89)

In article <1505@ndmath.UUCP>, milo@ndmath.UUCP (Greg Corson) writes:
> 
> Next week...why do vinal records cost $8 and CDs cost $15 when CD's cost less
> to make?
> 
> Greg Corson
> {pur-ee,rutgers,uunet}!iuvax!ndmath!milo

Vinyl records cost less to make than the packaging they come in. CD's cost
between $3 and $6 to make. The process of making a CD is infinitely more
complicated than that of making a record. Once a pressing mold has been made
for a record, you just stamp out as many copies as you want. For the price of a
platter of vinyl.
-- 
James A. Treworgy               "You should have seen me with the poker man,
jtreworgy@eagle.wesleyan.edu     I had a honey and I bet a grand,
jtreworgy%eagle@WESLEYAN.BITNET  Just in the nick of time I looked at his hand"
Box 5033 Wesleyan Station                           -Paul McCartney
Middletown, CT 06475

jtreworgy@eagle.wesleyan.edu (08/04/89)

In article <43756@bbn.COM>, denbeste@bbn.com (Steven Den Beste) writes:
> Before I go on, let's take a common example of a case where this doesn't apply.
> Suppose you see a painting at an art show, and the price on it is $500 or
> $1000. It doesn't pass the "weight" test - you can buy a print for $10 that
> looks just as good. But the painting is one-of-a-kind, and as such the design
> time (the time spent by the artist) massively outweighs the manufacturing cost
> (in this case, the cost of paint and canvas, plus labor for the frame and
> suchlike). Since the manufacturing run is exactly 1, the design cost makes up
> virtually all of the selling price.
> 
> So it is for software. In a deleted section, Greg says he understands why a
> compiler costs $500, but doesn't think that games should cost that much - $25
> at the most. The cost of developing a really high-quality game at a big
> software house is staggering, and can exceed the cost for a compiler.
> Even when this is divided among all the copies
> which are sold, it still represents a lot of money. Worse, in terms of
> accounting you have to think of that money as being borrowed from a bank, with
> interest to pay. A package costing $300,000 to develop (say, 4 person-years
> of effort) may need to pay back twice that before it breaks even,
> depending on the times involved.
> 
This is absurd. You're making the wrong analogy here. The game should cost the
same as the print. It's not one of a kind, and it's not going to increase in
value over the years, and you're not going to enjoy it as much the second,
third, etc.. time you look at it (or play it).

>>I wish that just ONCE a software company would TRY distributing a really good
>>game for $10 a copy...just to see what happens.
> 
> It's been done. There were a couple of "magazine on a disk" that were selling
> for about $8 for the Amiga, and I believe they both went belly-up. More
> interesting is the fact that these were distributing documentation and software
> from the public domain, so they didn't have to pay the programmers - and they
> STILL went under.
> 
I believe he said ".. a really good game ..". There is a difference between a
magazine on a disk and a really good game. Most people aren't interested in
paying 8 bucks for a magazine. But might for a really good game. (As a note,
"Jump Disk", the oldest Amiga magazine-in-a-disk, is thriving. And the others
went under because they couldn't pay their writers... of articles, that is). I
can say, definitively, if I saw a game advertised in a magazine, with a neat
slick full page color ad, for $10 or $15 (retail), I would buy it that day. I
am not a victim to hype, however, for $50 bucks retail. I wait until someone
I know gets a copy (or a pirate copy rolls in), I play it, and decide if I
want to spend $30 (mail order) for the thing. If the game holds my interest
for more than an hour, I buy it. Otherwise, I dump it. Nobody is losing any
sales because I got a pirate copy of it. Oh, if nobody I knew ever got a copy
of the game, and it looked really neat in the ads, I might eventually break
down and buy it. Not likely, but possible. Supposing this game turned out to be
really poor. The company would have lost a sale had I had a chance to see it
first. Is it wrong, then, that I saw it first and didn't buy it?

>>                                                If the sales of Dragon's 
>>Lair are as bad as people have been saying (since piracy) maby the manufacturer
>>could try it with that package as a test (what have they got to loose if
>>sales are near 0 now).
> 
> Even if the per-unit manufacturing costs is low, the total amount invested to
> try what you are saying would be large, and they don't really want to throw
> $40,000 or $50,000 down a rat hole. You are welcome give it a try when YOU
> have that much money you are willing to invest in an experiment...

For most people, there is a lot less resistance to parting with $10-$20 than
with parting with $30-$40. A LOT less. I buy $15 CD's all the time. I only buy
a piece of software once every 3-4 months. I probably get about the same
enjoyment out of them. That's why I buy CD's so much more often.

> 
> Steven C. Den Beste        ||  denbeste@bbn.com (ARPA/CSNET)
> BBN Communications Corp.   ||  {apple, usc, husc6, csd4.milw.wisc.edu,
> 150 Cambridge Park Dr.     ||   gatech, oliveb, mit-eddie,
> Cambridge, MA 02140        ||   ulowell}!bbn.com!denbeste (USENET)
-- 
James A. Treworgy               "You should have seen me with the poker man,
jtreworgy@eagle.wesleyan.edu     I had a honey and I bet a grand,
jtreworgy%eagle@WESLEYAN.BITNET  Just in the nick of time I looked at his hand"
Box 5033 Wesleyan Station                           -Paul McCartney
Middletown, CT 06475

joe@cbmvax.UUCP (Joe O'Hara - QA) (08/04/89)

In article <43756@bbn.COM> denbeste@BBN.COM (Steven Den Beste) writes:
>In article <1505@ndmath.UUCP> milo@ndmath.UUCP (Greg Corson) writes:
>>
>>I think a lot of manufacturers have to get with it, pricing wise, computer
>>prices have been coming down at a staggering rate, but game software costs
>>have actually gone up.
>
>Before I go on, let's take a common example of a case where this doesn't apply.
>Suppose you see a painting at an art show, and the price on it is $500 or
>$1000. It doesn't pass the "weight" test - you can buy a print for $10 that
>looks just as good. But the painting is one-of-a-kind, and as such the design
>time (the time spent by the artist) massively outweighs the manufacturing cost
>(in this case, the cost of paint and canvas, plus labor for the frame and
>suchlike). Since the manufacturing run is exactly 1, the design cost makes up
>virtually all of the selling price.

I think you may be surprised at the "manufacturing costs" of a painting. A good
friend of mine is a full-time artist whose technique involves "troweling" onto
the canvas. His paintings average about 6' x 4' and include about $300 in paint
alone. In addition, a gallery typically takes 50-60% of the retail price!
-- 
========================================================================
  Joe O'Hara                ||  Comments represent my own opinions,
  Commodore Electronics Ltd ||  not my employers. Any similarity to
  Software QA               ||  to any other opinions, living or dead,
                            ||  is purely coincidental.
========================================================================

dca@toylnd.UUCP (David C. Albrecht) (08/05/89)

> In article <1505@ndmath.UUCP>, milo@ndmath.UUCP (Greg Corson) writes:
> The only real way to end software piracy (in the real world with the kind
> of people that are out there) is to make the cost and inconvenience of 
> copying a game MORE than the purchase price.  This has consistantly proven
> to be the case in many other industries.
> 
> Publishing for instance...nobody makes copies of a paperback book, because
> it would be too much of a pain to copy a book that only costs $4.  People
> rarely copy hard back books, because it's easier just to wait for an 
> inexpensive paperback to come out.
> 
> Records & CD's are somewhat easier to copy...however a lot of people would
> rather spend the $8-15 to get an original than go to the bother of making
> a tape.
> 
 
 Get real.  Note that books have a market considerably larger than
 computers i.e. potentially every person that reads the lingo could buy your
 book.  Sales in the millions are not uncommon.  Production cost is stamping
 ink on cheap paper.  Not much.  Obviously they can afford to be cheap.
 
 Records & CDs similarly address a large homogeneous market and language
 is sometimes less important than in the book market.  Potential audience is
 still quite large, again millions.
 
> I can understand the reasons why things like C compilers & such sell for $500
> and I'm willing to pay that much because I understand the product has a 
> limited market.  A game, however, should NOT cost $50!  (particularly some
> of the ROTTEN games I've seen out there).  A lot of the games I've seen
> I would consider worth $5-$10 but VERY few are of $50 quality.
> 
> I think a lot of manufacturers have to get with it, pricing wise, computer
> prices have been coming down at a staggering rate, but game software costs
> have actually gone up.  Today I can buy a major motion picture that cost
> $40 MILLION dolars to make...for $19.95...I can buy a 500 page novel that
> someone took a year to write...for $5.  Games certainly cost less to develop
> than a major movie, require about the same effort as a major paperback novel
> and cost less to duplicate than the average video tape.  Granted, the market
> is smaller, but so are the development costs.
> 
> I wish that just ONCE a software company would TRY distributing a really good
> game for $10 a copy...just to see what happens.  If the sales of Dragon's 
> Lair are as bad as people have been saying (since piracy) maby the manufacturer
> could try it with that package as a test (what have they got to loose if
> sales are near 0 now).
> 
 In the production of a game there are advertising costs, actual media and
 duplication costs, manual production costs and duplication costs, boxing,
 shipping, and dealer cut, game development costs, facilities cost, any
 show attendances, plus one would hope, some modicum of profit, all into a
 market that numbers in the 10s of 1000s not the millions.
 
 Note also that the amount of product going through the various people along
 the stages is much less than that in the book or record market so the dollar
 cut they take will necessarily be higher, they don't sell as many items.
 By the same token they won't stock as many copies because unsold software is
 more crucial than unsold books.
 
 In my thumbnail survey, the typical game goes around $35 mail order retail.
 Given the costs and the size of the market that doesn't seem unreasonable to
 me.  If a game costs more than I'm willing to pay I don't moan, I don't bitch,
 I don't pirate, I just don't buy it.  Simple.  Yes, sometimes you get burned.
 But realise that to some degree how good a game is, is subjective.  Even if it
 truly is crap, I have read any number of paperbacks that were trashcan
 material as well.  That doesn't excuse abusing those who make decent games or
 decent books.
 
 The cost of developing software passed the cost of developing hardware long
 ago.  This is endemic to the industry, not just game production.  Even so,
 we can draw some parallels.  Note that even an expensive development process
 can get lost easily in the cost of even cheap computers of any significant
 volume.  Note that the major high priced components of computing (disk drives
 floppies and hard, memory, displays, power supplies, microprocessors) have
 tremendous volume and shared costs across many different vendors of computers.
 Note also that most of these components are made of smaller components many
 of which also have tremendous volume and are shared across many different
 vendors of all kinds.  In fact virtually all of the components of the typical
 computer is based on standard building blocks which address a large market.
 Therefore, as production improves and volume goes up on these building blocks
 they get cheaper (to a point).  Software as yet has resisted such efforts at
 modularity.  Even though you can find tools to make some tasks easier
 i.e. Power Windows, C-BTrees, etc.  Generally substantial portions of any
 given project will have to be coded from scratch.
 
 Major motion pictures generally go two THREE markets and make big bucks at each
 one.  First they go to the movies where MILLIONS go to see them at $5 a pop.
 Then they go to cable which pays them a tidy sum.  Finally they make it to
 video where they typically don't sell for $19.95 unless the film was a major
 blockbuster and they figure they are going to sell a sh*tload of videotapes.
 Again, we are talking a HUGE MARKET.  Repeat after me HUGE MARKET, ENORMOUS,
 GRAND WOPPERINO.
 
 It is debateable whether the average game costs less to develop than many
 major paperback novels.  They typically have several people developing them
 some programming, some doing artwork, some writing manuals, it could be but
 I wouldn't want to place any money on it.  I'm not even sure that the
 duplication costs of the average game are that much less than the average
 video tape.  Just the disk maybe, but you have to add the boxing and the
 manual, plus putting all the stuff together and shrink wrapping.  I'll bet
 the actual duplication cost of a video tape ain't much.
 
 $10  Uh huh.  Figure the dealer takes half, given he's willing to
 allot you shelf space for a product that is going to make him very little
 money even if it moves like hot cakes since the average Amiga dealer probably
 doesn't have that many customers. We're are down to $5.  Figure a couple of
 bucks for duplication  (this is minimal, Dragon's lair is probably more,
 consider how many disks we are talking about).  Figure a buck or so to
 ship the sucker around.  We've got $2 left. Figure it sells 40,000 copies
 (twice Dragon's Lair's numbers).  80K when you consider payroll, facility
 cost, material costs probably about covers one year worth of one full time
 good programmer.  No profit, doesn't cover things like returned defective
 disks, and user phone line support, any people other than the single
 programmer.  In other words, NOT BLOODY LIKELY.  
 
 No one has tried it because it isn't worth trying.  In the IBM PC marketplace
 they could probably sell a game for $20 or less and still make money on it,
 in the Amiga marketplace selling at $35 they are still probably not raking in
 the dough.  If you want a basis for comparison look at the price of computer
 books, something with a more comparitive market.  Look at the price of K&R it
 goes for >$30 these days and the friggin thing is a paperback, I guarantee it
 costs less to duplicate than any computer game.  I suspect it sells to a
 larger market than most computer games except for maybe the IBM marketplace.
 It certainly isn't the only example.
 
 It's true that making the theft costs near the selling price is the only final
 solution.  But it simply isn't a practical solution in anything but the largest
 markets.  That doesn't mean that piracy should be condoned or rationalized with
 the usual idiotic 'they shouldn't charge so much for it if they didn't want it
 to be pirated'.  Kindergarten reasoning.  Some people learn at an early age
 that if I want something in a store I save up my money and buy it, if it costs
 too much then I look for something else to keep me happy, I don't stuff it
 under my coat and make off with it 'because it cost too much'.  Some people
 seem to have a hard time with this rather simple principle.  And spare me
 the rationalizing bushwa about how it isn't really stealing anything tangible
 because its crap.
> 
> Greg Corson
> P.S.  Just so you know I'm not talking through my hat...I develop games
>       as part of my living...so I know the effort involved.
 Greg, do you develop any products other than on-line games where you get
 on-line royalties and thus advertising, distribution, retailing, and piracy
 isn't an issue?  Just for my own edification, have you really developed games
 where significant original game design is required, large amounts of artwork,
 sound and machine specific coding is required?
 
 David Albrecht

cmcmanis%pepper@Sun.COM (Chuck McManis) (08/05/89)

In article <1505@ndmath.UUCP> milo@ndmath.UUCP (Greg Corson) writes:
>Publishing for instance...nobody makes copies of a paperback book, because
>it would be too much of a pain to copy a book that only costs $4.

There are 100,000,000 people who might buy a paperback book, about 1-3% of
them do that is 1,000,000 to 3,000,000 sold. Just about every book these
days that isn't a total dog has the "over a million copies in print" that
gives you a pot of $4,000,000 to $12,000,000 to cover expenses. The Amiga
market is between 300,000 and 400,000 machines. 1 - 3% is 3,000 to 12,000
people. At even $10 a pop that is $30,000 to $120,000 to cover all expenses.
Assuming a markup of 60% then that leaves $18,000 to $72,000. Given a 
distributor markup of 20% your down to $14,400 to $57,600. Lets say the
disk and box and flimsy sheet of instructions cost you $2.00 total, now
you are down to $8,400 to $33,600. Note that from the distributor's 
perspective selling 5,000 copies is a *Killer* hit program. With games
3,000 is more likely. Say it takes you one year to write two games. And you
sold a total of 5,000 copies for both games. You've made $14,000 in 
income and just broken the Federal poverty line. 

The key thing to always remember is POTENTIAL MARKET SIZE. Ever wonder
what a "paperback" cost when Ben Franklin was running the presses? Well
the literate population as a percentage of total population was about the 
same as the computer literate population is today, and books cost over 
$100 each. (In today's dollars) If it no one can make a living writing
games, they won't. 

--Chuck McManis
uucp: {anywhere}!sun!cmcmanis   BIX: cmcmanis  ARPAnet: cmcmanis@sun.com
These opinions are my own and no one elses, but you knew that didn't you.
"A most excellent barbarian ... Genghis Kahn!"

silver@cup.portal.com (Jim B Howard) (08/05/89)

To the person who compares copying software to stealing a diamond

ring, you forget that in the case of software, the person
only loses potential profits.  In the case of the diamond, the
person loses physical assets, which are definatly measurable.
So the analogy is invalid.

mark@xrtll.UUCP (Mark Vange) (08/05/89)

In article <3byO02zd46Mp01@amdahl.uts.amdahl.com>, dwl10@uts.amdahl.com (Dave Lowrey) writes:
> 
> It would be interesting to hear from some REAL developers/distributors
> of Amiga software on the breakdown of costs.
> 
> Anyone out there, especially "game" developers, willing to provide
> any info? If you want, keep your identity secret, 'cuse I sure that
> the IRS is listening! :-)

These are numbers I pick out of my experience in the marketing of three
games in the Amiga market and involvement in a few more.

Some of these figures were originally in Canadian dollars, and I convert
them into US for ease (+ or -  5%)

First thing first, to put out a game, you must produce packaging.
Full-color boxes, disk labels, manual, warrenty card and the like on
a 10,000 unit run is appx $12,000.  You might say 'print fewer boxes' but
the price difference becomes minimal because most of the cost is for plates,
typesetting, inking and the like.

Second thing you need is the media, which you can swing at around $0.80-$1.20
per disk.  Based on your 10,000 units, that's $10,000 (for convenience)

Number 3 thing is the artwork for the game (in terms of the Ad and the like)
For decent quality work (4-color seperation of full color poster) you're
looking at at least $1000.00.

Number 4 thing is the boxes into which you game boxes go for shipping.
These are the ones you send to the distributors.  A typical one would hold
50 units.  10000/50=200 boxes.  Appx $200.00.

Assuming you are really persuasive, and you can talk programmers and
graphicians (and musicians) into working entirly on a royalty basis, and
assuming you can keep it down to 15% of gross (you're doing really well!)
along with any appropriate liscensing, you have that owing.

In addition, distributors would typically receive 60% off the retail price
of the product.  Let's pretend that our Mega Blaster from Mars game retails
for $50.00.  

That means we sell MBFM to distributors for $20.00.
Of this, 15% goes into royalties.  So you're left with 85% of $20.00= $17.00

To cover your investements from before, $10,000+$1000+$200, you must sell at
least 650-700 units.

One add in Amigaworld costs some $6000.00 (that's 352 units!)  Place 3 of
them (for three months running) and that's another 1000 units to sell!

A couple more adds (in AmigoTimes, Info, Ahoy!, Compute and the like) are in
at $1300-2000 each.  That's (76-117 units for each add) place it three
times, and you're looking at (use 100 for ease!)  100*2*3 because you should
really place each add at least three times to get any effect! 600 more
units!

Attend one trade show (Like AmiExpo) to seem like good corporate citizens
and you're talking about $10,000-15,000 for the whole trip.  (588-882 units,
so we'll use 700)

So far you have sold 700+1000+600+700=3000 units, and you've not made any
money!  In the mean time, you've invested some $20,000 dollars (figure that
if you kept it in the bank for a year, you'd have some $22,000).

What have we left out?  Well, there's all the courier bills for sending your
demos around the world to the Amiga press!  Also, the costs of selling
over-seas are considerably higher, because of money exhange and tariff
problems!  So for overseas units you're talking about less than $17.00

Now, say you're running out of a relatively small place (2000 square feet)
at around $2.15 per foot, you're montly rent is $4300 (253 units).  Youre
phone bills in this industry add up very quickly (speaking with all those
users and magazines around the world)  I typically had months where phone
bills were between $1000-$3000 (use $2000 for average).  That's 117 units
per month.  You have a secretary that you pay $7.00 per hour (cheap bastard
that you are!).  40 hours per week, roughly $1120 per month (65 units).  A
shipper at $10.00 per hour 40 hours per week = $1600 (94 units).

To pay your rent, food, and car payments, you take a salary of $2000 per
month (117 units).

So, let's pretend we can put our our game for an initial material
investement of $20,000.  In addition, it took us four months to put the game
together, but we'll pretend we didn't pay rent for those months.  Now then,
at the end of the first month after the release of the game, you will need
to have sold 3000 units which we calculated before
	+     253 to cover rent
	+     117 to cover phone
	+      65 to cover secretary
	+      94 to cover shipper
	+     117 to cover your salary
	---------
	     3646 units just to cover your costs!

In reality, of course, there are a lot of costs which are not covered here,
things like paying your add agency a 15% markup, paying taxes on your
earnings, paying your accountant, paying your lawyer, buying a fax machine,
paying for your hardware and a million and one odds and ends that add up.

A typical Amiga game will do well to sell 8000 units!

All the extranious costs of doing business add up to a great many more
dollars.  In addition, we have ignored the cost of selling.  Either you hire
a salesman (another 100 units per month) or, more likely, you're paying
someone commision on sales (then your gross drops by another 5%).

Furthermore, $17.00 per unit is being REALLY optimistic.  Duplication costs,
returns for bad media AND VIRUS INFECTED DISKS, as well as all those free
copies you've handed out to the press!  If you've printed posters, count on
them to be about $4-5 each (for a run of say 1500) that's another 450 units!

Well, I could go on, but I think you can see where I'm getting to.  The
lifespan of a typical game is 4-5 months, so multiply all your fixed costs
by at least 4 (so you need to sell 3000+(646*4)=5584 just to cover your
ass excluding all these associated but hard to place costs!)
 
Software development is an expensive proposition.  Not to mention the fact
that as a company grows, it's fixed costs do as well.  The model above is a
much simplified 4-person operation.  A real company will have many more
individuals than that!   It's not simple, and pirates don't make it any
easier!  

Excuse the long article, but you asked!

-- 
Mark Vange				Phone Death Threats to:
Vanguard Distributing			(416) 730-1352  mark@xrtll
8 Everingham Ct.  North York	"Every absurdity has a champion
Ont, Canada  M2M 2J5		 to defend it." - Oliver Goldsmith

paulm@lotus.UUCP (Paul Morganthall) (08/06/89)

(regarding an 'invalid' analogy between stealing software and stealing diamonds:)
Perhaps that analogy wasn't perfectly crafted, but the idea was the important
part.  There is a difference between software and diamonds.  Just like there
is a difference between stealing and not stealing.  (sorry if I missed earlier
sections of this discussion that were important to this item).

---paul

"Computers are useless.  They can only give you answers." -- Pablo Picasso

tron1@tronsbox.UUCP (K.J.Jamieson) (08/06/89)

>The WORST by far is MS-DOS! I know 10-20 people who have thousands of disks,
>and what is scary... one of them is a police officer!! 
>

Piracy IS a problem, and it >IS< wrong. But it will always be there - just
like it will always be there in the video industry.  I am NOT saying don't
fight it.... but don't get carried away.

Karl, I think your perspective may be a bit bet, doing UNIX software is a
whole new game, until recently you really COULDN'T pirate UNIX - the
software was to version / site specific for it to work. 

But truly, MS-DOS and C-64 / ATARI - they are the worst percentage wise I
would bet.

****************************************************************************
*   " Salad isn't food, salad is what food eats. " The Zen Monk ALF        * 
*           "My thoughts claim no responsibility for my body"              *
*                                                                          *
* UUCP: tron1@tronsbox.UUCP  uunet!mimsy!oddjob!clout!ddsw1!tronsbox!tron1 *
*                                                                          *
*        Sysop, the Penthouse ]I[ BBS                                      *
*                     (201)759-8450  (201)759-8568                         *
****************************************************************************

milo@ndmath.UUCP (Greg Corson) (08/06/89)

From article <43756@bbn.COM>, by denbeste@bbn.com (Steven Den Beste):
> In article <1505@ndmath.UUCP> milo@ndmath.UUCP (Greg Corson) writes:
>>
> 
> So it is for software. In a deleted section, Greg says he understands why a
> compiler costs $500, but doesn't think that games should cost that much - $25
> at the most. The cost of developing a really high-quality game at a big
> software house is staggering, and can exceed the cost for a compiler.
> Even when this is divided among all the copies
> which are sold, it still represents a lot of money. Worse, in terms of
> accounting you have to think of that money as being borrowed from a bank, with
> interest to pay. A package costing $300,000 to develop (say, 4 person-years
> of effort) may need to pay back twice that before it breaks even,
> depending on the times involved.
> 

I think part of the problem is that many game (and other personal computer
software) manufactures have yet to discover some of the more advanced tools
that can greatly reduce the cost of their software development.  I've already
seen MAJOR industrial control software systems (like for a blast furnace) be
produced for less than the $300,000 mentioned above.  Software manufacturers
need to make better use of internal software libraries, cross compilers and
other such items to reduce cost.

> By the way, have you checked out the price on K&R's "The C Programming
> Language" recently? Last time I looked it was $25, and it's only 220 pages.
> The difference is that it is aimed at a nitch market, so the price has to be
> higher because the volume will be lower. (Also, Prentice Hall is milking it for
> everything they can get, because to a great extent they have a captive market.)
Also note $25 is still less than the average game.

> 
> It's been done. There were a couple of "magazine on a disk" that were selling
> for about $8 for the Amiga, and I believe they both went belly-up. More
> interesting is the fact that these were distributing documentation and software
> from the public domain, so they didn't have to pay the programmers - and they
> STILL went under.

Most of the software distributed via magazines on disk was not the sort of
thing anyone would pay money for.  No where near a commercial quality game.

> Even if the per-unit manufacturing costs is low, the total amount invested to
> try what you are saying would be large, and they don't really want to throw
> $40,000 or $50,000 down a rat hole. You are welcome give it a try when YOU
> have that much money you are willing to invest in an experiment...
> 
>>P.S.  Just so you know I'm not talking through my hat...I develop games
>>      as part of my living...so I know the effort involved.
> 
> However, I'll bet that someone else does the marketing and distribution for
> you.
> 

The latest game I wrote is available ON-LINE on the GEnie system, it's a
multiplayer game and currently has support only for the macintosh (other 
versions are on the way).  The point is, I know what the development of this
game is costing me...and it's no where NEAR the estimates given above.

I'm convinced one of the biggest money eaters in the games business today is
porting games to multiple computers.  Most places complete a version for one
computer, then frequently start almost from scratch for the next computer.
Few places know now to co-develop for several computers at the same time.

Please note, I'm not trying to slam the games business, I'm not accusing them
of money grubbing or anything.  HOWEVER, I do believe they need revamp their
development process to cut costs.  ALSO, my original message still stands...

The only way to eliminate software piracy is to make software cheap enough so
it isn't worth the time and bother to pirate it.  I never said this would be
EASY but history of other industries proves it's the ONLY way that has ever
really worked well.


Greg Corson
19141 Summers Drive
South Bend, IN 46637
(219) 277-5306 
{pur-ee,rutgers,uunet}!iuvax!ndmath!milo
 

milo@ndmath.UUCP (Greg Corson) (08/06/89)

From article <331@eagle.wesleyan.edu>, by jtreworgy@eagle.wesleyan.edu:
> there is nothing more
> aggravating than spending upwards of 50 bucks for a computer game which has
> been much hyped in magazine articles and ads (DRAGONS LAIR DRAGONS LAIR DRAGONS
> LAIR DRAGONS LAIR DRAGONS LAIR) when the game is SLOW, UNPLAYABLE and the DISKS
> FAIL EVERY TWO WEEKS. I have vowed never again to buy a game without playing it
> for a couple hours. I am more than happy to pay for games which offer at least
> a couple hours of enjoyment... some examples for aspiring software developers.
> Dungeon Master, F-18 Interceptor, Faery Tale Adventure are the first things
> that come to mind. I never regretted spending money on these games, and I their
> producers never regretted the fact that I played someone else's copy first.

I agree with this completely, software quality (particularly games) is so 
variable these days I NEVER EVER spend money on a package without trying it
for a few hours first.  Considering that VERY FEW stores keep demo copies of
games for customers to try, this is kind of hard to do.  Usually I manage to
dig up a friend who has the game and look at it that way.  But sometimes, the
only way to look at a game is a pirated copy.  In my house, pirated software
has a half life of about an hour...I try it, if I like it I go right out and
buy it...if not, it's erased.  If more stores had demo copies of software to
look at, I would just try it there but very few software companies send demos
to stores anymore.  Many of the demos are just self-running ones, you can't
really see how the game plays.

In any case, for me this is all pretty much academic...I've been so busy 
lately, I haven't had time to play the games I've BOUGHT, let alone look at
any new ones!

Greg Corson
19141 Summers Drive
South Bend, IN 46637
(219) 277-5306 
{pur-ee,rutgers,uunet}!iuvax!ndmath!milo
 

milo@ndmath.UUCP (Greg Corson) (08/06/89)

From article <346@eagle.wesleyan.edu>, by jtreworgy@eagle.wesleyan.edu:
>> 
> 
> Vinyl records cost less to make than the packaging they come in. CD's cost
> between $3 and $6 to make. The process of making a CD is infinitely more
> complicated than that of making a record. Once a pressing mold has been made
> for a record, you just stamp out as many copies as you want. For the price of a
> platter of vinyl.
> -- 
Sorry...CD's DO NOT cost between $3-6 to make...this is something the record
companies would like you to believe.  Right TODAY, I can go out and have
1000 copies of a data or music CD made INCLUDING the plastic box, the little
folder inside and the printed cardboard box it comes in for under $3 each.
You can do quantity 100 (a terriblly small amount) for under $15 each.

Anyone care to guess what a press run of 100,000 would cost per disk?  Less 
than $1 I bet.

By the way...CD's use a similar stamping process to manufacture...it's a bit
more demanding and requires different equipment (and cleaner conditions) than
Vinyl...but it's not THAT much more expensive.

And remember quality vinyl is not as cheap as it used to be!

Greg Corson
19141 Summers Drive
South Bend, IN 46637
(219) 277-5306 
{pur-ee,rutgers,uunet}!iuvax!ndmath!milo
 

dca@toylnd.UUCP (David C. Albrecht) (08/07/89)

In article <21023@cup.portal.com>, silver@cup.portal.com (Jim B Howard) writes:
> To the person who compares copying software to stealing a diamond
> 
> ring, you forget that in the case of software, the person
> only loses potential profits.  In the case of the diamond, the
> person loses physical assets, which are definatly measurable.
> So the analogy is invalid.
BFD.  
X people buy my program, I take the profits and buy a
diamond ring.  X people steal my program, no diamond ring.  The
people that stole my program have deprived me of that diamond ring
as surely as if they broke in and stole it from my house.  That the
theft takes the form of not paying me for goods and services which
they have benefitted by and then not given me proper compensation
rather than via the theft of actual physical assets I would contend
is irrelevant hair splitting.  I find the analogy perfectly reasonable.

You know the thing that amazes me about piracy?  Not that 12 year old
kids do it.  I'm a software engineer and I've always been amazed by the
number of Computer Science students that practice it.  Here we have a
person that after graduation at least hopes to make their living writing
software and at the same time they are robbing people in their own
profession of just compensation.  Boggles the mind.

David Albrecht

donw@zehntel.zehntel.com (Don White) (08/08/89)

In article <1989Jul24.163632.23920@ddsw1.MCS.COM> karl@ddsw1.MCS.COM (Karl Denninger) writes:
>In article <4929@alvin.mcnc.org> raw@mcnc.org.UUCP (Russell Williams) writes:
>>In article <30140@ucbvax.BERKELEY.EDU> mitchell@janus.UUCP (Evan Mitchell) writes:
>>>In article <268@nrcvax.NRC.COM> mikey@nrc.com (Mikey Goodglick) writes:
>>>>Bad news people.... Cinemaware may be getting out of producing software
>
>Let me tell you all a little story....
>
>I was at a SF convention a couple of months ago.  They had a "computer room",
>as some of them do.  Inside were three or four Amigas.
 
>Also inside were some THOUSAND 3.5" diskettes, with every program ever
>conceived for the Amiga on them.  And among them was not ONE original disk.
>NOT ONE.

>EVERY SINGLE ONE.  EACH ONE was copyable, and the people in the room didn't
>seem to care much what you did with the disks (ie: if you had a few blanks
 
>I was NOT impressed.

     Ah, the eyes of Heisenberg.

     To quote an unknown poet of little renown...
               STUPID! STUPID! STUPID!

     THis posting ignores the number one rule of good computing.
 
               ALWAYS HAVE BACK UPS!

     If I can't backup a program, I won't buy it. When a copy program comes
  out, I buy the copy program AND the protected program I want. Thats right
  I said BUY! I NEVER take originals into public. It is too risky.

     Lastly, I like to trust that people won't sit down and copy my programs.
  If I have to hire a guard, I won't go out into public places. I can't live 
  like that.

     The gist of this reply is that I consider myself to be an honest person.
  I did not see anything sinister in your description of the computer meeting.
  
     It sounds like you EXPECTED to see piracy. It sounds like all you REALLY
  saw was carelessness.

     The rest was your interpretation.

     Don White
     Box 271177 Concord, CA. 94527-1177
     zehntel!donw

pfaff@mercury.asd.contel.com (Ray Pfaff - Oakwood 457 934-8162) (08/08/89)

Robert Jude Kudla writes:
.
.
(lot of stuff about piracy)
.
.
.
>Real disclaimer: I am not advocating piracy. I am also not condemning
>it. I am, however, condemning those who are blinded to reality by
>imaginary profits.....

I'm glad somebody else figured this out.  I never could understand why software
manufacturers thought that 10,000 pirated copies of something translated to
10,000 sales.  I you are offered something for free, it doesn't always mean 
that you would buy it.

detert@lognet2.af.mil (CMS David K. Detert) (08/08/89)

Subject: Re: No more Cinemaware stuff for Amiga !!!????

In a recent article karl@ddsw1.mcs.com makes some excellent points regarding the
potential and very real results of piracy, particularly on a machine with an
installed base as low as the Amiga's.  While I agree with everything he said,
I believe that one of the basic assumptions made by most folks is seriously
flawed.  That is, that the buyer gets a satisfactory program WORTH the money
expended.

As an example, I offer Platinum OnLine! (or OnLine! in general).

A friend was kind enough to give me his 1.0 version when he sold his A1000 to buy
an MSDOS clone.  For that I thank him because I WAS about to purchase the
program anyway.  Anyway, MMS made 69.95 retail.

Was the program free of bugs?  Of course not (not sure I know of ANY Amiga
programs FREE of bugs ever).  Was an upgrade offer made when bugs were fixed?  I
wouldn't know because MSS expects customers to contact them and not vice-versa.

Version 2.0 is anounced and I, not knowing any better at the time, purchase that
version (since I wasn't the one who sent in the registration card for 1.0).  At
any rate, another 75.00 for MSS (discounted from the original retail price of
99.95, since lowered to 69.95--and of course they passed out a rebate :-) :-).

Bug free, you ask?  Not by a long shot.  Same non-existent upgrade notice/policy.
BTW.  Got some upgrades somewhere, but not from MSS, not sure where or when,
maybe my local retailer.

Anyway, now along comes the ultimate version, PLATINUM.  Did I get a notice on
this one?
You bet!  Why?  Because they found one of the biggest upgrade loopholes in the
Amiga business--make it a semi-new program (ala DP III) and charge what they
consider a trade-in fee (what a favor they do for us poor consumers) of 40.00
or so.

Did I bite?  Sure, I'm in it for this long, what else can I do?  But I didn't
expect to get a program WORSE off (bug wise) than 1.0 for cryin' out loud.
Bugs?  You bet, but why should they get their act together now, they have me
for the long haul......

Of course, my friends(?) here on the Net suggest I cut my losses and CONVERT to
one of the others out there, but WHERE is the guarantee I (the poor little, dumb
consumer) don't get the same thing from the next guy waiting for a sucker?

Not to make this too long, but I remember the first comm program I bought for
my C64.  Although they never developed follow on packages for an integrated
system, the program WORKED.  My first AND ONLY word processor was the same,
still have and use them both.

No, I don't intend to go out and start pirating software, but I sure as heck
believed the dreams of RJ, et al, and thought the Amiga was going to be the
ultimate.  It's unfortunate that greed too often takes over and makes criminals
out of otherwise honest people, ON BOTH SIDES of the issue.

Cheers, Dave

CMSgt David K Detert, USAF     MILNet:  detert@lognet2.af.mil

PS.  I still like OnLine! and will switch to Platinum when the bugs are out,
but I sure feel cheated somehow!!!!!!!!!!
 PPS.  Flame away!!!!!!!!

COSC60I@elroy.uh.edu (Bandolar) (08/09/89)

> I wish that just ONCE a software company would TRY distributing a really good
> game for $10 a copy...just to see what happens.  If the sales of Dragon's 
There is such a thing as volume...  If it costs $5000, and you are only going
to sell 1000 copies, you have to charge $5 to break even.  But...
You have to double it for the middle man to $10, then HE doubles it
again for the local dealer to $20.  But, of course YOU want to make a couple
bucks so you charge an extra $2 (7/14/28).  For more expensive games/greedier
authors/deeper chains of middle men, the cost varies.  
Same thing with the local chains.  Sure, *Wild Buffalos* is a great game
and  it is a bit expensive at $45.  But, the dealer also about *Red Turkeys*
that you are not going to buy.  You are  paying the dealer a premium to

a) cover the cost of offering you a selection of products (before they
   knew if they would be good or bad).
b) cover the cost of taking back/replacing bad games.

If the volume of the game is high, then the price will be lower somewhere along
the chain (hence: mail order and software discount stores).
-- 
Stephen McLeod, native Texican  | Interests: SF/Gaming, French, the SCA,
Vote Spock, the logical choice  | Computers, and friendly people
This Space for Rent		| So... whadayou wanna be when you grow up?

wayneck@tekig5.PEN.TEK.COM (Wayne Knapp) (08/10/89)

In article <925@corpane.UUCP>, sparks@corpane.UUCP (John Sparks) writes:
> One thing though Karl..... There are over 1 million Amiga's out there, not
> 50,000. CBM passed the 1 million mark earlier this year.
> 
> so 1,000,000 Amigas
> maybe 100,000 potential sales
> maybe 30% rather steal than buy <--- more realistic than 90%, but still high.
> 
> 70,000 actual sales
> 
> 70,000 * $50 = $3,500,000 
> 
> if there was no pirating, then 100,000 * 50 = 5,000,000 but who is to say that
> those pirates would have bought it anyway? Still 3.5 million is a hefty sum.
> --

You must be the man that fell to earth!  If you really believe what you
are saying you should be selling your own program.  There are several
flaws in your above posting.

   1) 1,000,000 Amigas sold doesn't mean 1,000,000 being used.
   2) Selling to 10% of the market is almost unheard of, except
      for a very few programs like Deluxe Paint.  Most software
      companies are singing in the streets if they can sell to
      1% of the market.
   3) A list price of $50 dollars means that the producer of 
      the software gets only $20 from software distributors, that
      is if you can still find one that is still in business.
   4) A nice box, manual, disk, and shipping runs an easy $8.
   5) Pirates kill a large amount of impulse buying, which can
      easily amount to 80% of your sells.  I know this because
      less than 20% of the sells every bother to send in registration
      cards. 

So the cash equation is more like:

    900,000 * (.01) / 2 * $12 = $54,000

Even that may require heavy advertising at about $5,000 a mouth for
say 6 months, costing $30,000 total.  Leaving about $24,000 to split
between everyone involved in producing the software. 

Now the numbers can move some, but the essence is that your $3,500,000
is off by an order of magitude.  Sorry about the cold water, but is 
very hard to make a living writing Amiga software.

                               Wayne Knapp 

karl@ddsw1.MCS.COM (Karl Denninger) (08/11/89)

In article <903@zehntel.UUCP> donw@zehntel.UUCP (Don White) writes:
>In article <1989Jul24.163632.23920@ddsw1.MCS.COM> karl@ddsw1.MCS.COM (Karl Denninger) writes:
>>Also inside were some THOUSAND 3.5" diskettes, with every program ever
>>conceived for the Amiga on them.  And among them was not ONE original disk.
>>NOT ONE.
>
>>EVERY SINGLE ONE.  EACH ONE was copyable, and the people in the room didn't
>>seem to care much what you did with the disks (ie: if you had a few blanks
> 
>>I was NOT impressed.
>
>     Ah, the eyes of Heisenberg.
>
>     To quote an unknown poet of little renown...
>               STUPID! STUPID! STUPID!
>
>     THis posting ignores the number one rule of good computing.
> 
>               ALWAYS HAVE BACK UPS!
>
>     If I can't backup a program, I won't buy it. When a copy program comes
>  out, I buy the copy program AND the protected program I want. Thats right
>  I said BUY! I NEVER take originals into public. It is too risky.

Riight.  Which is why the games didn't require the codewheels and books to
start, they all had "security codes" of 00000.

And they all said "Cracked by Byte Bandit" or something similar on the title
screen, or on a loader which was put up before the game actually loaded.

And there were no manuals (original or otherwise) to be found.

And there were two or three copies of each title there as well, just in case
more than one person wanted to play a given game at any one time -- all on
nice fresh 3.5" disks, with hand-printed lables.

And....

I could go on.  But I won't.  That stuff was clearly ripped off.  What would
you like to bet the odds were that the people running the "computer room" at
this SF con had spent $50k on the software contained therein -- even if it
WAS just "backup" copies.

I bet there weren't more than 100 originals back at their offices and/or
homes, TOTAL.  Yet there were 10 X that in disks there for use.....

>     Don White
>     Box 271177 Concord, CA. 94527-1177
>     zehntel!donw

--
Karl Denninger (karl@ddsw1.MCS.COM, <well-connected>!ddsw1!karl)
Public Access Data Line: [+1 312 566-8911], Voice: [+1 312 566-8910]
Macro Computer Solutions, Inc.

balzer@frambo.enet.dec.com (Christian Balzer) (08/11/89)

Could we please stop wasting valuable bandwidth with this futile piracy
discussions. I'm reading comp.sys.amiga for quite a while now and I 
believe this is the third time I see this...

Please stop (pirating and rambling).

Thanks,

- <CB>
--  _  _
 / /  | \ \  <CB> aka Christian Balzer  - The Software Brewery -         //
< <   |-<  > decwrl!frambo.dec.com!CB | unido!decum!frambo.dnet!CB      //
 \ \_ |_/ /  I-Net: CB@frambo.enet.dec.com | E-Net: FRAMBO::BALZER  \\ //
------------ PMail: Im Wingertsberg 45, D-6108 Weiterstadt, F.R.G.   \X/

collins@Alliant.COM (Phil Collins) (08/11/89)

    I would rather read about piracy than that 1.4 wish list i have been reading and reading and reading for months.If you don't like the article,then skip over it like I do for the wish list.  Simple!

steve@morgoth.UUCP (Steve Hall) (08/11/89)

In article <1523@ndmath.UUCP>, milo@ndmath.UUCP (Greg Corson) writes:
> From article <346@eagle.wesleyan.edu>, by jtreworgy@eagle.wesleyan.edu:
> >> 
> > 
> > Vinyl records cost less to make than the packaging they come in. CD's cost
> > between $3 and $6 to make. The process of making a CD is infinitely more
                         [ stuff deleted ]
> Sorry...CD's DO NOT cost between $3-6 to make...this is something the record
                         [ stuff about cost of CD's deleted ]
> Anyone care to guess what a press run of 100,000 would cost per disk?  Less 
> than $1 I bet.

Yep, I remember reading in 'MIX MAGAZINE', a magazine about high-end audio
mix down equipment and techniques, that the average cost for making a CD was
about $1.27.  Now I'm sure that it would be more for a small record label that
only makes a few thousand or so, but yes, I can go out and have 1000 CDs made
for about $3 a piece (and I have!).  I would imagine that to put data on a CD
would cost about the same.

						-= Steve =-



-- 
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LIVE: Steve Hall (617)969-0050                          | Disclaimer: If
ARPA: adelie!morgoth!steve@harvard.HARVARD.EDU          | confronted, I'll deny
UUCP: {harvard|ll-xn|mirror|axiom}!adelie!morgoth!steve | I ever said anything.

rtczegledi@crocus.waterloo.edu (Richard Czegledi) (08/12/89)

While I do find that there is a lot of amiga piracy, other computers
--> ARE <-- worse off.

There was a local board that was up, since moved or something, that
ran off of an atari st.  This board was a dedicated pirating board,
with gobs and gobs of storage, a 9600 baud modem, and was a member
of an international atari-st pirating organization (st-bandits or
something like that).  A whole bbs!  Supported IBM too!  

these people got files well before they came out in the stores ---
CRACKED!  With manuals and everything!  

This was a heavy duty organization, and to date, I have never even heard
of such establishments for the amiga.  While they probably do exist, this
setup claimed to have nodes in toronto, and nodes in most major cities
all over the planet.  The FBI/mounties :-) would have a field day!

Personaly, I observe that most people obtain bootleg copies of software
every now and then.  It's wrong, of course, but what can they do?
As for me, I've got some software I'm not using (all 'ORIGINAL' with
packaging etc...). Here's the list:

StarGlider $10   Ultima IV $35   DMCS  $10 (no manual. stolen, w/box/disk)
DigiPaint  $15   Reason    $40   SA3D  $65 (full sculpt animate 3D)
DPaint II  $25   Marble Madness  $10   Animation Stand  $10
Balance of Power 1990 edition:  $30    Barbarian  $10

Call Via PhoneNet: (519)578-8525 .. ask for Paul
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sparks@corpane.UUCP (John Sparks) (08/12/89)

<925@corpane.UUCP> <4639@tekig5.PEN.TEK.COM>
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In article <4639@tekig5.PEN.TEK.COM> wayneck@tekig5.PEN.TEK.COM (Wayne Knapp)
writes:
>> [my inflated figures for software sales on Amy]

 >You must be the man that fell to earth!  If you really believe what you
 >are saying you should be selling your own program.  There are several
 >flaws in your above posting.
 >
 >   1) 1,000,000 Amigas sold doesn't mean 1,000,000 being used.
Well, maybe not. but a pretty big margin. Why else would you buy it?

  
 >   2) Selling to 10% of the market is almost unheard of, except
 >      for a very few programs like Deluxe Paint.  Most software
 >      companies are singing in the streets if they can sell to
 >      1% of the market.

Hmm. I guess I really over-inflated my estimates.


 >   3) A list price of $50 dollars means that the producer of 
 >      the software gets only $20 from software distributors, that
 >      is if you can still find one that is still in business.
 >   4) A nice box, manual, disk, and shipping runs an easy $8.
 
Yep I also forgot to include production costs. Ooops.

 >   5) Pirates kill a large amount of impulse buying, which can
 >      easily amount to 80% of your sells.  I know this because
 >      less than 20% of the sells every bother to send in registration
 >      cards. 

In other words "impulse buying" == "suckers who buy anything in a pretty
package", if only 20% ever bother registering, then that is a good sign that
the program is not worth the cost, and the maker better get on the ball and
come out with a good program or face the facts of lowered sales as word of
mouth travels about the crappy program.


 >
 >So the cash equation is more like:
 >
 >    900,000 * (.01) / 2 * $12 = $54,000
 >
 >Even that may require heavy advertising at about $5,000 a mouth for
 >say 6 months, costing $30,000 total.  Leaving about $24,000 to split
 >between everyone involved in producing the software. 
 >
 >Now the numbers can move some, but the essence is that your $3,500,000
 >is off by an order of magitude.  Sorry about the cold water, but is 
 >very hard to make a living writing Amiga software.
 >
 >                               Wayne Knapp 


Well sorry for the wrong figures above, But Karl's seemed way to low. He was
going on an installed based of 50,000 which I know there are more Amiga's out 
there than that. I didn't realize how unprofitable writing software could be.
It's a wonder we have any programs for the Amy at all.


-- 
John Sparks   |  {rutgers|uunet}!ukma!corpane!sparks | D.I.S.K. 24hrs 1200bps
|||||||||||||||          sparks@corpane.UUCP         | 502/968-5401 thru -5406 
Cheerio-Magnetics: The tendency of the last few cheerios in a bowl of milk
to cling together for survival.

phoenix@ms.uky.edu (R'ykandar Korra'ti) (08/13/89)

In article <514@morgoth.UUCP> steve@morgoth.UUCP (Steve Hall) writes:
>...I can go out and have 1000 CDs made
>for about $3 a piece (and I have!).  I would imagine that to put data on a CD
>would cost about the same.
     From what I understand (I read this somewhere...) storing digital sound
is actually a lot cheaper for one major reason: if you have a minor glitch
in a sound CD - as you do in lots of CDs - it doesn't matter, because the
resulting sound difference is so small as to be inaudible. However, you can
imagine what a bad byte or three would do in an executable, or even a text
file. These errors can be prevented and/or stripped out, but it brings your
cost per CD up a lot (I don't know how much).
                                                         - R'ykandar.

-- 
| "Signature V1.2.1.2..." | phoenix@ms.uky.edu | phoenix@ukma.bitnet |
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fetrow@bones.stat.washington.edu (Dave Fetrow) (08/14/89)

In article <12406@s.ms.uky.edu> phoenix@ms.uky.edu (R'ykandar Korra'ti) writes:
>if you have a minor glitch
>in a sound CD - as you do in lots of CDs - it doesn't matter, because the
>resulting sound difference is so small as to be inaudible. However, you can
>imagine what a bad byte or three would do in an executable......

 CD ROMs incorporate Error Correction Codes. A few mangled bits can be 
reconstructed on the fly. If they didn't have ECC's they wouldn't have nearly
as many advantages over conventional media as they do.

 ECC's are pretty old hat actually. They are common in the large mini and
mainframe world where a fried byte of memory could mean shuting down a
multimillion-dollar installation.

 -dave fetrow-                     fetrow@bones.biostat.washington.edu
 dfetrow@uwalocke (bitnet)         {uunet}!uw-beaver!uw-entropy!fetrow 

"Whom the gods would destroy, they first teach Teco"

wayneck@tekig5.PEN.TEK.COM (Wayne Knapp) (08/15/89)

>>   5) Pirates kill a large amount of impulse buying, which can
>>      easily amount to 80% of your sells.  I know this because
>>      less than 20% of the sells every bother to send in registration
>>      cards. 
> 
>In other words "impulse buying" == "suckers who buy anything in a pretty
>package", if only 20% ever bother registering, then that is a good sign that
>the program is not worth the cost, and the maker better get on the ball and
>come out with a good program or face the facts of lowered sales as word of
>mouth travels about the crappy program.
> 

This is simply not true.  Many people buy good useful programs and
use then only once or twice then self them.  Of coarse it is much 
more true for games and real productive software but it still seems
to be the norm.  Also it seems that many people don't even bother to
register there hardware let alone their software.  According to a 
Commodore rep out here only 2000 Amigas were registered the second
quarter this year in North America.  I sure hope the Amiga sells are
better than this. 

Anyway, my point is that impulse buying in not really bad.  Many 
great products are sold this way.  How many people buy a paint program
like Deluxe Paint to only use it a few times, or a program like SA3D
to only raytrace a few pictures.  Are these bad products, no!  However,
I'm willing to bet that impulse buying plays a big part in many of
their sales.  

The problem is that if pirated copies of the program abound, then
these light users who are still valid sales sometimes use the programs
and never pay for it because they reason, well I don't use it that
much so why buy it.  I have inside information on the sales of 9
different Amiga programs.  From where I stand it looks like copy-
protecting my programs doubles my sales!  So what choice do I have?

Maybe I shouldn't have used the term "impulse buying" since it seems
to be to mis-understood.  Insteat let coin the term "light sales", that
is sales to casual or one-time users.  As a programmer, I still want
to be paid for these light sales!  Maybe I'd feel different if the
Amiga market was much bigger, but I doult it.

I hope this clears the air some.

                         Wayne Knapp

P.S. When you are getting as high as 20% registering on a programs that
costs only around a $100, it is a sign that you have a great program!
I seen super programs that don't do nearly as well.  (Stuff that I
worked on at Montana State Univ. a few years ago).  

cmcmanis%pepper@Sun.COM (Chuck McManis) (08/15/89)

In article <514@morgoth.UUCP> steve@morgoth.UUCP (Steve Hall) writes:
>...  I would imagine that to put data on a CD would cost about the same.
>						-= Steve =-

It used to be the reason CD-ROMs were so expensive compared to audio
disks, was that the mastering process was a lot tougher. On an audio
disk you just record a bunch of stuff to tape, and then dump the tape
to a master, and poof ready to roll CD disks. But for data disks you
have to set up the data, index it in some way. This requires that you
have access to all of it, and be able to change it, and that means a
500Mb magnetic disk that could "pretend" it was a CD until you were
ready to master it. With current SCSI technology you can do this for
under $3K, it used to be you needed a mini like a Sun or VAX to just
handle the data. Of course once you get all the data together the 
indexing process can be slow at best. For hypertext like applications
you want to make sure related information is on physically "near" tracks
and the index stuff has to be pretty well filled in to make the disk
useful. Unfortunately, this is neither a simple problem, nor does 
the average human being deal with 500MB of information well. Based on
playing with these things I personally believe the *total* capacity of
a single persons brain is about 1GB, and we use a lot of compression
techniques (like algorithmic recreation of data) to make stuff fit. 
Anyway, tools are needed today to help with this indexing process. Some
things like encyclopedias already have a hundred thousand man hours of
indexing effort expended so can be transferred fairly cheaply, as do 
things like the OED. But other stuff, like everything you wanted to 
know about Sailing, or Chemistry haven't had the extensive work and
are thus 5 year projects using the current tools. (Based to the estimate
Time-Life uses to create a "new" encyclopedia series). So while the 
mastering/duplication cost might be 1.50 a pop for 1,000 you have to
pay 10 people for a year to index the darn thing and that's gonna 
cost at least $500,000. Anyway, if you or anyone else can come up
with some good tools you could sell them for $50,000 a copy and 
the people like Time-Life would buy them without even blinking an
eye. Big market for some dedicated entrepreneur...


--Chuck McManis
uucp: {anywhere}!sun!cmcmanis   BIX: cmcmanis  ARPAnet: cmcmanis@sun.com
These opinions are my own and no one elses, but you knew that didn't you.
"A most excellent barbarian ... Genghis Kahn!"

don@vax1.acs.udel.EDU (Donald R Lloyd) (08/15/89)

    So amidst all this talk of piracy and CD's did anybody ever establish 
whether or not Cinemaware is pulling out of the amiga world? (<-no pun intended)
I was under the impression that Ami was their development platform of choice...




-- 
------------------------------------------------------------------------------- | ---------------    Don Lloyd  El Campeador   don@vax1.acs.udel.edu          |
| |Gibberish is |    DISCLAIMER:               don@pyr1.acs.udel.edu          |
| |spoken here. |   My employers are idiots.  They wouldn't understand        | | ---------------  my babbling even if they WERE literate enough to read it.  | -------------------------------------------------------------------------------

root@crash.cts.com (Super user) (08/15/89)

Network Comment: to #1818 by sneakers@heimat.UUCP

Dan says we should post the numbers of such pirate boards.  Well, I have a
duzey for you.  Seems there is one right in my area called "The Link to
Perfection" and it hosts the crackings of a well-known cracker (group or
individual, I don't know) Quartex.  It's unbelievable the items that have been
cracked and distributed by these people.  If you want to call the phone number
is 201/679-8477.  Don't expect to get access though.  You can only get access
by referral.  This board carries only the NEWEST stuff.  I mean stuff that has
only been cracked for 2 days or less!  

I don't have access myself, but I do know of a few people who do.  Who knows,
if you can BS real good, maybe you can get access and see what this piracy
deal is all about yourself!

-- Bob
_________________________ Pro-Graphics  201/469-0049 __________________________

    UUCP: crash!pro-graphics!bobl             |      ProLine: bobl@pro-graphics
InterNet: crash!bobl@pro-graphics.cts.com     |       CServe: 70347,2344
ARPA/DDN: crash!pro-graphics!bobl@nosc.mil    |    AppleLink: Graphics3D
___________                                                        ____________
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sneakers@heimat.UUCP (Dan "Sneakers" Schein) (10/15/90)

In Message <1989Jul24.163632.23920@ddsw1.MCS.COM>, karl@ddsw1.MCS.COM (Karl Denninger) writes:

>I was at a SF convention a couple of months ago.  They had a "computer room",
>as some of them do.  Inside were three or four Amigas.
>
>Also inside were some THOUSAND 3.5" diskettes, with every program ever
>conceived for the Amiga on them.  And among them was not ONE original disk.
>NOT ONE.
>
>Every game, every application; they were all there.  Star Wars.  F18
>Interceptor.  Hacker.  Strip Poker.  Deluxe Paint II.  Etc.  All there.

>Every one loaded with a "cracked by byte bandit" or somesuch hi-res screen
>instead of the normal boot loader -- then the game would load normally.
>EVERY SINGLE ONE.  EACH ONE was copyable, and the people in the room didn't
>seem to care much what you did with the disks (ie: if you had a few blanks
>you could have taken nearly everything you wanted).

  WOW! What convention was this im sure alot of developers would like to
  attend it next time ;-)

  Sneakers


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