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<title>Techdirt. Stories about &quot;stardock&quot;</title>
<description>Easily digestible tech news...</description>
<link>http://www.techdirt.com/</link>
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<image><title>Techdirt. Stories about &quot;stardock&quot;</title><url>http://www.techdirt.com/images/td-88x31.gif</url><link>http://www.techdirt.com/</link></image>
<item>
<pubDate>Tue, 30 Oct 2012 11:50:00 PDT</pubDate>
<title>Game Publisher Stardock Apologizes To Its Customers For Releasing A Subpar Game... By Giving Them Its Latest Game Free</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/blog/casestudies/articles/20121029/17101620879/game-publisher-stardock-apologizes-to-its-customers-releasing-subpar-game-giving-them-its-latest-game-free.shtml</link>
<guid>http://www.techdirt.com/blog/casestudies/articles/20121029/17101620879/game-publisher-stardock-apologizes-to-its-customers-releasing-subpar-game-giving-them-its-latest-game-free.shtml</guid>
<description><![CDATA[ One of the best things you can do for your business is have the guts to <a href="http://www.techdirt.com/blog/entrepreneurs/articles/20100524/0005579540.shtml" target="_blank">stand up</a> and <a href="http://www.techdirt.com/articles/20120717/04050419728/facebook-engineer-apologizes-via-reddit-accidentally-blocking-imgur-across-facebook.shtml" target="_blank">take full responsibility</a> for your screwups. Too often, businesses tend to <a href="http://www.techdirt.com/articles/20121015/18261220711/bug-kobos-online-store-offers-up-random-ebook-prices.shtml" target="_blank">minimize their errors</a> or sweep the screwup <a href="http://www.techdirt.com/articles/20120725/18313519835/manufacturer-buggy-kobo-touch-e-reader-manages-customer-complaints-hiding-all-online-reviews.shtml" target="_blank">under the rug</a>. This works right up until the public notices and when they do, there&#39;s all kinds of hell to pay. Word spreads fast on the internet, much faster than most companies seem to realize.<br />
<br />
On the bright side, good news travels equally fast when companies do the right thing and take care of their customers. This is one of those all-too-rare occasions when a company goes <a href="http://www.techdirt.com/articles/20080520/1805041183.shtml" target="_blank">above and beyond</a> what anyone expects and turns customers into lifelong fans.<br />
<br />
The Consumerist has <a href="http://consumerist.com/2012/10/29/publisher-atones-for-underwhelming-2010-video-game-with-free-downloads-of-latest-game/" target="_blank">an amazing story of customer service gone exactly right</a>. The company is Stardock, the publisher behind "Elemental: War of Magic," a strategy game that was released as a buggy mess a couple of years back. This (unfortunately) isn&#39;t unusual. Games get rushed to market for several reasons and end users are left to either deal with something nearly unplayable or install patch after patch to get their brand new purchase up and running. So, while screwed up releases may not be unusual, what followed absolutely is. Customers who purchased "Elemental" received a letter from the CEO of Stardock that not only <i>apologized</i> for releasing a lousy game, but actually offered something way more valuable than lip service:
<blockquote>
<i>Dear Stardock customer,</i><br />
<br />
<i>My name is Brad Wardell. I&rsquo;m the President &#038; CEO of Stardock. Two years ago, you bought a game from us called Elemental: War of Magic. We had great hopes and ambitions for that game but, in the end, it&nbsp;just wasn&rsquo;t a very good game.</i><br />
<br />
<i>Elemental was an expensive game. You probably paid $50 or more for it. And you trusted us to deliver to you a good game. $50 is a lot of money and companies have a moral obligation to deliver what they say they&rsquo;re going to deliver and frankly, Stardock failed to deliver the game we said we were going to deliver&hellip;</i><br />
<br />
<i>Its design just wasn&rsquo;t adequate to make it into the kind of game it should be. So we decided to start over. From scratch. We made a new game called Fallen Enchantress.</i><br />
<br />
<i>So even though it&rsquo;s been two years, we haven&rsquo;t forgotten about you. This week, we released Fallen Enchantress. It is a vastly better game and, we believe, lives up to the expectations set for the original Elemental. This game is yours. Free. It&rsquo;s already been added to your account&hellip;</i><br />
<br />
<i>Thank you for being our customers and your patience.</i><br />
<br />
<i>Sincerely,<br />
Brad Wardell<br />
President &#038; CEO<br />
Stardock<br />
bwardell@stardock.com<br />
@draginol http://www.twitter.com/draginol</i></blockquote>
Not only is it highly unusual for developers to apologize for crafting an underpar game, it&#39;s even more unusual for them to take the extra step and offer their latest game absolutely free. Wardell takes advantage of the technology at hand to keep the affected users from having to make any effort on their part to get their replacement game ("<i>It&#39;s already been added to your account...</i>")<br />
<br />
Stardock realizes that each game its customers purchase takes a bit of their time and money, and both commodities are in limited supply. This gesture doesn&#39;t ask for any more of those two commodities, and goes a long way towards securing something else only available in limited quantities: trust.<br />
<br />
Wardell and Stardock are investing in their own future by taking care of their customers now. By doing the unexpected, fans who were burned by "Elemental" will be more likely to take a look at Stardock&#39;s upcoming offerings. And even if they felt "Elemental" wasn&#39;t that bad, hey... free game! How often does that happen? Either way, a ton of goodwill and positive word-of-mouth is being generated, something no company can purchase.<br /><br /><a href="http://www.techdirt.com/blog/casestudies/articles/20121029/17101620879/game-publisher-stardock-apologizes-to-its-customers-releasing-subpar-game-giving-them-its-latest-game-free.shtml">Permalink</a> | <a href="http://www.techdirt.com/blog/casestudies/articles/20121029/17101620879/game-publisher-stardock-apologizes-to-its-customers-releasing-subpar-game-giving-them-its-latest-game-free.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/blog/casestudies/articles/20121029/17101620879/game-publisher-stardock-apologizes-to-its-customers-releasing-subpar-game-giving-them-its-latest-game-free.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>well-played,-sir</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20121029/17101620879</wfw:commentRss>
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<item>
<pubDate>Mon, 30 Apr 2012 03:07:00 PDT</pubDate>
<title>Stardock Producer Shares Four Tips For Building Loyal Fans</title>
<dc:creator>Zachary Knight</dc:creator>
<link>http://www.techdirt.com/blog/casestudies/articles/20120423/09210918609/stardock-producer-shares-four-tips-building-loyal-fans.shtml</link>
<guid>http://www.techdirt.com/blog/casestudies/articles/20120423/09210918609/stardock-producer-shares-four-tips-building-loyal-fans.shtml</guid>
<description><![CDATA[ If I had to choose one company as the antithesis to Ubisoft's boneheaded take on business, I would probably choose Stardock. Stardock is one of those companies that continues to do everything right while many other companies in the video game industry insist it is wrong. So, it really comes as no surprise that Stardock producer Jon Shafer wrote that <a href="http://www.gamasutra.com/view/news/168985/How_to_gain_loyal_fans_Show_your_players_some_respect.php" target="_blank">respecting your fans should be one of the most important aspects of doing business</a>. He makes four very good points in this essay that I think all entertainment companies can learn from. <br /><br /> First up, Jon speaks about the importance of demos to a project's success:
<blockquote>
<i>When you don't put out a demo, some people will start asking questions&hellip; is it because the game isn't any good and the developer is afraid people will find out? Did they run out of time and the lack of a demo is a sign that the game is sloppy and unfinished? You don't want players asking those questions -- you want them trying out your awesome game and telling everyone they know about it.</i>
</blockquote>
We have spoken numerous times about the importance of fans being able to <a href="http://www.techdirt.com/articles/20110727/16233815292/another-day-another-study-that-says-pirates-are-best-customers-this-time-hadopi.shtml">sample entertainment before they buy</a>. We have seen study after study that shows that those who have the ability to try things out before dropping money for it, are much more likely to not only buy, but buy more. Why would you deny your fans the ability to try out your game, music, book or movie? A nice demo can go a long way. <br /><br /> Next up, Jon shares some words about interacting with fans:
<blockquote>
<i>As developers working on the oft-mundane, daily tasks required in making a piece of software, we often lose sight of the fact that there are also many players who love our work. For them the opportunity to talk with someone that worked on their favorite game is incredibly exciting (something we are occasionally reminded of when we get to meet the creators of </i><i>our favorite games!). </i>
</blockquote>
Ah. The old adage of connecting with fans. What this does is make sure that not only that the fans like your work, but that <a href="http://www.techdirt.com/blog/casestudies/articles/20120209/10092617711/if-people-like-you-your-work-theyll-pay-if-they-like-your-work-dont-like-you-theyll-infringe.shtml">they also like you</a>. We know that it is far easier for customers to buy something from a company or a person they actually like. The best way to gain that affection is to put yourself out there and communicate with your fans. <br /><br /> Then, Jon speaks about giving fans ownership:
<blockquote>
<i>Players like having ownership. It's one of the reasons why they're playing games (an active form of entertainment) rather than experiencing a self-contained work in another medium. The absolute </i><i>best way to hand over the keys to your game is to make it moddable. Many of the most beloved and long-lasting games of all time are also highly moddable, and their communities live on long after the last official update. Why? Because the players took ownership and had a vested interest in the longevity and overall success of the game. This sort of relationship between player and game is only possible when the players have the power to </i><i>reshape the game to their liking. </i>
</blockquote>
While modding itself is unique to gaming, the idea behind it is as old as recorded media. The idea behind modding is pretty close to that of <a href="http://www.techdirt.com/articles/20120217/01492417790/when-we-copy-we-justify-it-when-others-copy-we-vilify-them.shtml">remixing</a> in other media. This desire to reshape and make our own the entertainment we consume is something that should be embraced by successful creators. Doing so not only gains you more fans, but also ensures that your work will live on in the hearts and minds of those who enjoy it. <br /><br /> Finally, Jon speaks on piracy:
<blockquote>
<i>Ah, the elephant in the room. I&rsquo;ll just put it this way: if the CIA can get hacked, you&rsquo;re not going to be able to prevent your game from being cracked. Sorry. You </i><i>can't stop piracy. Focus on building up a fanbase and higher sales through goodwill instead of trying to bend the internet to your will. If you're spending a ton of effort trying to "win the war" on piracy, then you're wasting resources you could have been used to make better games. The reason why studios like Blizzard and Valve are so successful and beloved is because they focus on delivering the best games possible, time and money be damned. Don't make enemies of paying customers by making them jump through hoops. As history shows us, in most wars there are no winners -- only losers. </i>
</blockquote>
We are already well aware of Stardock's official position on piracy. It would rather <a href="http://www.techdirt.com/articles/20120309/09000418051/stardock-ceo-wants-to-maximize-sales-not-stop-piracy.shtml">maximize sales</a> than waste resources fighting a losing battle. This is something that many people within the entertainment industry need to learn. Piracy is a symptom of far larger problems. By wasting time and money fighting it, you are shifting resources away from those areas that truly matter to the end consumer. <br /><br /> While these four points are nothing new to many of us here, they are things that too many still have not learned or refuse to recognize. It is time to stop the war on fans and begin to embrace them and their culture. Times are changing. People do not consume entertainment in the same ways they did ten years ago. Fans know what they like and know who provides it. Those who refuse to adapt are going to be left behind.<br /><br /><a href="http://www.techdirt.com/blog/casestudies/articles/20120423/09210918609/stardock-producer-shares-four-tips-building-loyal-fans.shtml">Permalink</a> | <a href="http://www.techdirt.com/blog/casestudies/articles/20120423/09210918609/stardock-producer-shares-four-tips-building-loyal-fans.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/blog/casestudies/articles/20120423/09210918609/stardock-producer-shares-four-tips-building-loyal-fans.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>that's-how-its-done</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20120423/09210918609</wfw:commentRss>
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<item>
<pubDate>Mon, 9 Apr 2012 18:05:00 PDT</pubDate>
<title>Stardock CEO Wants To Maximize Sales, Not Stop Piracy</title>
<dc:creator>Zachary Knight</dc:creator>
<link>http://www.techdirt.com/articles/20120309/09000418051/stardock-ceo-wants-to-maximize-sales-not-stop-piracy.shtml</link>
<guid>http://www.techdirt.com/articles/20120309/09000418051/stardock-ceo-wants-to-maximize-sales-not-stop-piracy.shtml</guid>
<description><![CDATA[ We have often questioned the intentions of those who try to fight and stop piracy at all costs. We have even <a href="http://www.techdirt.com/articles/20120330/18222718314/is-there-any-value-cracking-down-piracy-if-it-doesnt-increase-sales.shtml">raised the question</a> in the past,  "Which is more important, stopping piracy or increasing sales?" We are not alone in asking this question either. Some within the entertainment industry are asking it as well.
<br /><br />
<a href="http://www.techdirt.com/profile.php?u=ttfnjohn">TtfnJohn</a> sent along the February edition of Stardock Magazine in which Stardock's CEO <a href="http://www.stardock.com/media/Mailers/stardock_magazine/02february2012/index.html" target="_blank">Brad Wardell asks that very question of other game developers</a>:
<blockquote>
<i>When Stardock was running Impulse, we got to hear a lot from companies regarding to their feelings towards software piracy. In many cases, it was clear that the motivation to stop piracy was less about maximizing sales and more about preventing people who didn't pay for the game from playing it. I felt this was misguided. 
<br /><br />
When I see our games pirated, it definitely annoys me. I put a lot of myself into our software and seeing someone "stealing" it is upsetting. But at the same time, the response to piracy should be, to paraphrase The Godfather, "Just business". Simply put, the goal should be to maximize sales, not worry about people who wouldn't buy your game in the first place. I've said this in the past but until we were digitally distributing third party games, I didn't realize how prevalent the "stop those pirates" philosophy was. </i>
</blockquote>
Brad certainly understands what the answer to that question is. He continues by explaining that there are two types of pirates, those that just want free stuff no matter what and underserved customers. Just as we have explained numerous times, it is pointless and counter productive to go after the former type of pirate. It is far more rewarding to actually serve those customers that are more than willing to give you money.
<br /><br />
Just as we have seen <a href="http://www.techdirt.com/blog/casestudies/articles/20120309/10571518053/valves-comprehensive-strategy-shows-how-to-go-fee-to-free-increase-revenue-twelve-fold.shtml">Valve grow</a> in markets around the world by serving those underserved customers, other game developers, as well as other content creators, can make more money and grow in their respective industries by doing the same. So stop wasting time and money fighting a losing battle. Take that time, effort and money and put it where it really matters, providing the best possible service for your customers as possible.<br /><br /><a href="http://www.techdirt.com/articles/20120309/09000418051/stardock-ceo-wants-to-maximize-sales-not-stop-piracy.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20120309/09000418051/stardock-ceo-wants-to-maximize-sales-not-stop-piracy.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20120309/09000418051/stardock-ceo-wants-to-maximize-sales-not-stop-piracy.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>he-understands-it</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20120309/09000418051</wfw:commentRss>
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<item>
<pubDate>Fri, 1 May 2009 18:35:00 PDT</pubDate>
<title>Stardock CEO: Focus On Your Customers; Don't Worry About Pirates</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/articles/20090501/1220064718.shtml</link>
<guid>http://www.techdirt.com/articles/20090501/1220064718.shtml</guid>
<description><![CDATA[ Given our earlier posts about Stardock's new game, Demigod, and how the company was <a href="http://www.techdirt.com/articles/20090417/1603504545.shtml">dealing</a> with the fact that there were plenty of <a href="http://www.techdirt.com/articles/20090428/0213514675.shtml">unauthorized</a> copies, this shouldn't be a surprise at all:  The company's CEO has taken to his forums to make it clear that, while no one likes unauthorized copies, his job <a href="http://forums.demigodthegame.com/349758" target="_new">is not to worry about "pirates," but to focus on pleasing his <i>customers</i></a>.  And on that front, the game has been a huge success.  In his post, he points out that even if the game had been a failure, he wouldn't be blaming it on pirates, but on the company's own mistakes -- but, of course, the game hasn't been a failure.  It's been selling like crazy.
<br /><br />
This isn't new or surprising. It's what Stardock has always said.  And it's the same sort of attitude that others who have found success with content these days have had, as well.  It's never pleasant to find someone is copying content/software/whatever you've made, but you can't worry about them.  It's a waste of time and effort.  People will always make unauthorized copies, and any effort to stop them will only hurt those who actually want to give you money.  So focus on providing real value for those who want to buy, and stop worrying so much about everyone else.
<blockquote><i>
The reality that most PC game publishers ignore is that there are people who buy games and people who don't buy games. The focus of a business is to increase its sales.  My job, as CEO of Stardock, is not to fight worldwide piracy no matter how much it aggravates me personally. My job is to maximize the sales of my product and service and I do that by focusing on the people who pay my salary -- our customers.
</i></blockquote>
You can waste an awful lot of energy and resources "fighting pirates" and losing, or you can focus on actually serving your customers and making money.  Which seems more intelligent?<br /><br /><a href="http://www.techdirt.com/articles/20090501/1220064718.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20090501/1220064718.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20090501/1220064718.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>exactly</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20090501/1220064718</wfw:commentRss>
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<item>
<pubDate>Tue, 28 Apr 2009 11:04:56 PDT</pubDate>
<title>Despite Piracy Worries, Stardock's Demigod Did Quite Well On The Sales Front</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/articles/20090428/0213514675.shtml</link>
<guid>http://www.techdirt.com/articles/20090428/0213514675.shtml</guid>
<description><![CDATA[ While many people falsely claimed that the server troubles Stardock dealt with recently, due to unauthorized copies of its new game <i>Demigod</i> effectively pinging its servers, showed how Stardock's trusting (no DRM) model doesn't work, that was clearly incorrect.  Even throughout the stories last week, the execs at Stardock didn't seem particularly upset or worried about the fact that so many unauthorized copies were out there -- but about getting the servers set up properly to handle the load.  And, now, as reader <a href="http://www.addictingentertainment.com">Christopher Chapman</a> points out, <i>Demigod</i> has <a href="http://www.gamasutra.com/php-bin/news_index.php?story=23381" target="_new">debuted as the number 3 best selling PC game</a>, suggesting (yet again) that you can get plenty of sales even when you don't treat your customers like criminals.<br /><br /><a href="http://www.techdirt.com/articles/20090428/0213514675.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20090428/0213514675.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20090428/0213514675.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>not-so-bad...</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20090428/0213514675</wfw:commentRss>
</item>
<item>
<pubDate>Fri, 17 Apr 2009 17:42:37 PDT</pubDate>
<title>Demigod, Piracy And Good Business Models...</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/articles/20090417/1603504545.shtml</link>
<guid>http://www.techdirt.com/articles/20090417/1603504545.shtml</guid>
<description><![CDATA[ Lots of folks have been submitting variations on the story about how Stardock's new game, Demigod, has been <a href="http://blog.wired.com/games/2009/04/stardock-88-per.html" target="_new">widely pirated</a>, and that's resulted in <a href="http://www.escapistmagazine.com/news/view/91001-Demigod-Piracy-Running-High" target="_new">server troubles</a> for the company, as many of these unauthorized users try to connect to Stardock servers.  Many are claiming that this shows that Stardock's <a href="http://www.techdirt.com/articles/20060313/0135244.shtml">customer friendly</a> approach to video games fails.  But, that's not true or accurate at all.  It's just an issue of properly lining up the incentives and the infinite goods vs. the scarcities.  In this case, one of the key scarcities was server access -- but Stardock set things up such that unauthorized copies could drag that down.  The good thing, though, is that the company quickly got on top of the problem and has been <a href="http://frogboy.impulsedriven.net/article/347149/Demigod_Day_2_Status_Report" target="_new">implementing a technological fix</a> rather than screaming and complaining about pirates.  Meanwhile, some others have sent in links to the Demigod forums, where people recognize that many of the unauthorized users got the game to test it out, and are <a href="http://forums.demigodthegame.com/346287" target="_new">encouraging people to buy it</a> to support Stardock and its fan-friendly attitude.
<br /><br />
In the end, though, it does seem like Stardock has set this up a bit as a "give it away and pray" setup, which we tend not to agree with as a good business model.  Since a big part of the game is the mutliplayer aspect, where you have to connect to a server and play against other players, why not give away the software itself (many people are getting it this way already) and charge a nominal fee for access to the server.  That access is a scarcity -- and then you can scale based on users, since more users means more money.  It seems like that's a reasonable business model that aligns everything much more nicely.<br /><br /><a href="http://www.techdirt.com/articles/20090417/1603504545.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20090417/1603504545.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20090417/1603504545.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>let's-walk-this-through...</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20090417/1603504545</wfw:commentRss>
</item>
<item>
<pubDate>Thu, 5 Feb 2009 14:27:01 PST</pubDate>
<title>Stardock Apparently Didn't Get The Memo About Piracy Killing The PC Gaming Market</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/articles/20090205/0401163660.shtml</link>
<guid>http://www.techdirt.com/articles/20090205/0401163660.shtml</guid>
<description><![CDATA[ For the past year or so, we've been hearing all this hand-wringing about how piracy was <a href="http://www.techdirt.com/articles/20081010/0043372513.shtml">killing</a> the PC gaming market.  The only problem with that claim was that the data actually said the exact <a href="http://techdirt.com/articles/20080715/0437461686.shtml">opposite</a>.  In fact, companies that bothered to <i>embrace</i> fans and treat them right, rather than whining about piracy and making life difficult for users, found that they could do quite well.  For example, we talked about Stardock, a company that <a href="http://www.techdirt.com/articles/20060313/0135244.shtml">did everything "wrong"</a> if you went by the conventional wisdom of the video gaming industry.  It didn't use DRM.  It sold PC games.   It kept prices low.  It focused on connecting with consumers and understanding what they wanted, rather than coming down off the mountaintop with the "perfect game."  And it worked.  Despite being easily "pirated" the company got its games into top retailers and became a top seller.
<br /><br />
That was a few years ago, even before the more urgent warnings from the "big" video game companies about piracy killing the PC gaming industry.  So what's Stardock doing?  Thanks to reader Lucretious for sending in the news that <a href="http://www.shacknews.com/onearticle.x/57090" target="_new">Stardock is <i>rapidly expanding</i> and planning new PC games</a>.  Yes, some of this is due to a local stimulus package that it's taking advantage of, but if piracy were really killing off the PC gaming industry, the company wouldn't be investing so heavily in new PC games, would it?  Once again, we're seeing that companies that treat consumers, fans and users as people, and not thieves, discover that there are plenty of business models that work great.<br /><br /><a href="http://www.techdirt.com/articles/20090205/0401163660.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20090205/0401163660.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20090205/0401163660.shtml?op=sharethis">Email This Story</a><br />
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