Why Cloning a Game is Bad, but Pirating a Game is Good
(Or at least “not as bad”.)
There has been a fair amount of press in the past few months about cloned games – and particularly in relation to mobile titles. It’s reached the point that there are going to be a conference talk about the practice.
Mobile is a marketplace that is continually shifting, adapting, and trying out new monetisation techniques, with many developers now giving their game away for free and earning their pay in other ways. There have been a number of articles written about how piracy isn’t a lost sale, and instead of attempting to stamp it out, it should be embraced.
So if piracy is good, why is cloning a game bad?
Schmeconomics
To answer the question, you’re really got to look at economics. And I never thought I’d be writing an article talking about economics. So let’s make it less stressful for both of us, and talk about non-monetary economics.
We’re just going to ignore money all together.
There, that feels better.
There’s more to life than money, after all, and there are certainly other things of value in the business world than money.
Attention and reputation are two of these valuable non-monetary economies.
Celebrities trade on their reputation. Take Lady Gaga (seriously, this post is just sprinting away from my comfort zone). She releases a bunch of songs, and people like them. Because of how our squishy brains work, this means that those people also start to listen to what Lady Gaga says, and they take notice of what she’s doing. A company could now ask Lady Gaga to use her reputation to bring attention to their product.
And that product might not be something they’re expecting you, the squishy-brained Gaga fanatic, to buy directly (though obviously product sponsorship is huge business). Maybe it’s a film, and she is in it. I’m sure her acting skills are without reproach, but even if that weren’t, it would be worth casting Gaga in your film just for the extra attention (and by extension ticket sales) she would bring. Because of her reputation.
If she spoils her reputation within her fan base (maybe by selling her association to too many low-quality products), this impacts her ability to earn.
Attention is valuable in other ways. Why do game developers write blogs? It’s not to riddle them with curious keywords so they can chuckle at the Google searches that lead people there. It’s to get reputation and attention.
Every game development diary is, one way or another, intended to bring the developer (and by association their game) or the game (and by association its developer) to your attention. Whether they want that attention so that you’ll buy their games, or book them for a conference, or hire them, or so that they can use their readership figures to persuade a book publisher to accept their proposal. It doesn’t really matter, what matters is the reputation and attention.
Social media use by companies is pretty much entirely built around the ideas of attention and reputation. Even if I’m not in the market to buy a car, if I see an interesting tweet by Ford (and that may be interesting in the sense that it shows exception customer care, or it’s funny, or thought provoking) and I retweet it, I am giving it the attention of the people who follow me. And maybe one of them is in a car buying state of mind.
And don’t forget that your twitter follower list is built on your reputation. If you keep tweeting things someone doesn’t like, they will stop following you. They are following you because you have a reputation with them for tweeting things they like.
Enough About Gaga, What About Games?
So with those examples in mind, it hopefully becomes a little bit clearer where my reasoning is going.
You can make the best game in the world, but if it receives no attention (i.e. no-one is playing it), then you will not be making money from it. No matter what monetisation model you’re using – be that a one-shot payment on purchase, freemium / free to play, ad-supported – every one of those requires someone other than you to be aware of the game before you can get some income from it.
If you’re doing work for hire then you will most likely need the attention and reputation your previous projects have brought you in order to secure the contract.
Companies thrive off reputation. Names such as Valve, Blizzard, and Bungie are able to leverage a great deal of attention and goodwill towards any new product they announce, based purely on their reputation for making quality games.
This reputation translates straight in to game pre-orders. I think it would be hard to argue that a company or game series with a poor reputation will struggle to drum up pre-orders, whereas something like Call of Duty can break records, based entirely on how much players trust the developers to deliver a game they will enjoy.
It’s interesting (to me at least) that Valve’s Steam is held in generally high regard in the gamer community these days. Whereas the rival service started by EA is treated suspiciously, based on their perceived reputation for over-relying on expensive and meagre DLC. Do you think a Ubisoft could release a viable challenger to Steam, given their current reputation for DRM amongst gamers?
Skip to the End…
So why is cloning a game bad, but pirating it is good?
Piracy takes away the direct monetisation of a game, but the pirate and the game can still help build reputation and attention for legitimate copies.
But cloning takes away all three of the discussed economies – you earn no money from the clone, it splits the attention of your game’s potential market between numerous titles, and it could even sour your reputation if people believe that you are the one making unoriginal riffs on other games.
With almost prescient timing I started writing this article, that mentioned both Nimblebit and Zynga, only a few days before their open letter was published. And being the idiot that I am, I totally failed to take advantage of that and instead took almost another two weeks to finish the thing. And being a double idiot, I then ended up stripping most of the references out in the edit. I’m a game developer, not a journalist.
On the Nimblebit vs Zynga thing, it is interesting that both companies have reputation, though with different audiences. There have been articles and reports written about the lack of loyalty in Zynga’s player-base, suggesting a poor (or no) reputation. I think that’s may be the case, but it’s proven that their players trust the reputation of the games themselves. Zynga regularly puts this to use cross advertising new titles to their existing player-base – it’s how their games can get so many players so quickly, while smaller developers have to struggle to bring attention to their titles.
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Posted by FreakyZoid on Friday, February 3, 2012 at 4:54 pm
Tags: Game biz



