Don't Complain About Piracy When You Create Crappy Games

from the crappy-game-meet-crappy-sales dept

This story really boggles my mind. Recently, Steven Sargent, studio exec of Appy Entertainment, took to the press to complain about the Google Android platform. The first part of the small interview was a complaint about the amount of piracy on the Android platform compared to the iPhone, 70:1 and 3:1 respectively. This isn't too surprising to most who are familiar with the Android platform as it is far easier to side load apps on it than the iPhone. However, that is not the worst part of the complaint.

Right after he complains about the amount of piracy, Sargent goes right into complaining about general development for the Android platform. "There are too many devices for a company of our size to deal with the compatibility on Android. Compatibility was a real nightmare." He then followed up with a complaint about getting textures and audio to work.

I really don't know what to tell this guy other than the following. You admit to creating a crappy game with spotty compatibility across phones and then have the gall to complain about piracy rates? Seriously? Do you not see a correlation between the two complaints? We have already seen that some amount of piracy is due to underserved customers. In this case, I don't think it's a stretch to say a lot of the piracy, or more likely the low sales numbers, is to due to the spotty performance of the game rather than the platform itself.

When you give potential consumers no reason to be confident in the performance of a game on the platform for which it is sold, they will attempt to test the game prior to making a decision to buying it. If that game ends up not working, they will not buy it. Not because they got the game for free, but because it lived up to the expectation of crappiness that you as the developer instilled upon them.

Filed Under: crappy games, drm, video games

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  1. icon
    PaulT (profile), 1 Nov 2011 @ 2:54am

    Re: Re: Know what you're getting into before

    "Since "Door No. 1" (iPhone) amd "Door No.2" (Android) each appeared to be losers, I am curious if there was a "Door No. 3) that was pursued."

    There was at least one further door open to him (Windows Phones). He clearly didn't do his research.

    "If one invests time and energy to create an app for the Android OS, it is a bit dispiriting to note the business financials where the rate of unlawful copying far overwhelms legitimate copies. "

    All of which information was available before he started coding a single line. It's also common sense - if you have an open platform with no restrictions, there will be compatibility issues and more "piracy". Some of this "piracy" will be to check compatibility before buying - something that's far less of a problem on ioS than Android.

    Each platform has its advantages and disadvantages, and the only thing more foolish than not realising this before creating a product is whining about it afterwards.

    "This seems unwarranted given there is nothing in any of the linked articles mentioning if the app was ever released. Based on the comments by the speaker, it would not be surprising if the app was never released."

    In which case, the level of "piracy" is irrelevant since he made exactly the same number of sales even if 100% of the games were pirated (which, of course, is not the case). If he's never had the product for sale, he lost nothing from piracy (although he would have voluntarily rejected the legitimate sales made).

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