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  Fighting Piracy on the App Store
by Joe Woynillowicz on 02/03/10 05:18:00 pm   Featured Blogs
4 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 02/03/10 05:18:00 pm
 
It is hard to gauge the exact amount of piracy on the App Store and how it will affect your business model. Some companies have reported an 80-90% piracy rate on their titles, while others have claimed to have a much lower rate. Is there a viable way to deal with this issue? I believe there is within reason. 

My company has categorized three types of potential players of our games:

User A
This user legally purchases their games directly from the App Store. They use the App Store featured and top listings to find games they would like, and possibly reading gaming sites such as touchArcade.

User B
This user will pirate some or most of their games from various sources, but they may also purchase titles if they are given further reason. A few of these users may be compelled to purchase your game if they really enjoy it, but you shouldn't count on any substantial revenue from that source. The majority of these users will only make a purchase in two cases:
  1. If it is the only possible way to play (i.e. server based games such as MMOs need authentication)
  2. If the purchasing the game gives them an added benefit over a pirated copy
User C
This user pirates all of their games and applications and refuses to make any purchases. The chance of this user purchasing your game is likely zero and is purely a lost cause.

So what can we do to lower piracy based on these user categories? Well both User A and User C have an easily defined course of action. 

User A
In order to have this user purchase your game you need to make a high quality and polished title that appeals to them. Easier said than done! But at least you can rest assured that if you create an appealing game with high production value, this user will make a purchase. Keep in mind that the user needs to find your game somehow, which again is no easy task, but that is a subject for another post and has no direct relation to piracy. 

User C
As I stated earlier this user will never purchase your game and therefore you should not concern yourself with them. If they want to pirate your game they will and there is literally nothing you can do about it. Focusing time on this user not only takes resources away from your key focus, but has always proved to be quite fruitless.

Ok. That sounds easy enough, but what about User B

User B
For now let us assume that your game is not an MMO game, therefore you have no way of completely restricting piracy. It is a single or multi player game that sells on the App Store. How is it possible to convince User B to purchase your game rather than pirate?

What have people done in the past?
  1. Detecting whether the game has been pirated (there are numerous methods, all of which can easily be tampered with) and then either exiting the game, disabling features, or popping a message box telling the user this is an illegal copy. This can deter some piracy but for the most part has only resulted in bad press for the game as the user tells their friends "don't download game X all it does is crash". Also the IPA is normally hacked and these checks disabled unless you have littered your codebase with inline calls, etc.
  2. Implemented "call home" functionality so the game needs to connect to a central server in order to authenticate. So you mean I can't play this game on the subway (where I likely spend most of my time with iPhone games)? What if my internet connection goes out? What if your server goes down? I have yet to see a good system implemented based on this other than Steam and that system has fallbacks and a full support department.
Neither of these solutions appealed to me, so the two games my company currently has in production are based on the "value added" model. These were the criteria that I required:
  1. The ability to play the single player version of the game wherever you are and at any time. This means a fully featured version with no "call home" functionality, no crashing, and the user experience is not changed by nagging dialogs. Honestly this was our first priority as we want the best experience for User A and we also don't want User C running to the blogs and forums (the same sites that User A & B read to find their next purchases!) claiming that the game is buggy or broken.
  2. Create an online aspect for the games that are restricted to legally purchased titles. When a user tries to use an online component our server checks for a valid receipt from Apple. At this point we display a message to the user explaining why they are restricted from using this functionality. Since this component is online we have complete control and it isn't something local that could be cracked.
The first point is pretty straight forward. For the single player mode of the games we do absolutely nothing to combat piracy, not even displaying a message box warning the user that we know their little secret. But what about the second point? Sure it sounds great but what could you possibly do? Restricting leaderboards and small features really haven't proven effective in the past.

Our idea was to create a fully integrated online experience rather than just tack on a few small features once the game was completed. My company hasn't yet announced or shown our games, so let's envision a hypothetical game in order to describe our system. As stated above any user (both legally purchased copies as well as pirated) can play the single player version of the game unhindered. One key reason for this is not only to avoid the bad reviews, but the thought that if User B really enjoys the game there is a good chance they will purchase it in order to access the "value added" components.

So what are these magical "value added" components I keep talking about? Here are a few of the things the system provides our games:
  1. Online gameplay is either completely run on the server, or works peer to peer with the server acting as the man in the middle.
  2. The game could have items and equipment that is only available in online play. This also opened up the ability to play the single player game in "online mode" with your items.
  3. Each player can create an optional account that works across all of our games. This provides features such as leaderboards, statistics, achievements, friend lists, private messaging, forums, access to tournaments, etc.
  4. The game could have specific online "extras" available to user accounts. Using our hypothetical game a user could upload their 3 hero party to the server and then access it from any device (iPhone, iPod Touch, iPad, Mac, PC). They could also decide to share their party layout with their friends, or even with the entire player base.
  5. Game specific web presence and community. In our example we could have a user gallery where you can see your current party, any saved parties, and also look at the other player's configurations. People can show off their special items earned in online play, achievements, statistics, etc.
There are a lot more points that I will talk about in detail in the future, but currently some are a competitive advantage for us. We realized up front that the majority of these systems were generic enough and if we built them now we could use them in all of our future titles, whether they are App Store games, selling on Steam, or using any other digital distribution method. The cost of hosting the online components is unbelievably cheap these days by using services like Amazon EC2 and Windows Azure. Not to mention the cost scales based on the amount of users who have actually purchased the game.

Conclusion
In conclusion we decided to build a much better user experience for our paying customers where it was possible for us to control access. Even if every one of my assumptions turn out to be incorrect and we don't see an increase in sales from User B, I believe our time was spent wisely. Not only were we able to avoid wasting our time trying to forcefully fight piracy, but we ended up creating a really great online experience for the User A's of the world who have obtained the game legally. We also get the added value that our solution brings to the marketing campaigns and word of mouth.
Of course this model does not fit every single game type, and is most definitely the wrong solution for many different types of small games. Although for many games implementing a model like this will not only increase your chances of higher revenue, but you end up with a much better overall user experience.
 
Article originally posted on my blog found here 
 
 
Comments

Ephriam Knight
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I am glad to see another developer out there that has realized that the group C is a lost cause and should just be ignored. It is a shame that such level headed thinking is primarily coming from the smaller developers.

I also like the value added approach you are taking with your games. That is the area that most developers do not understand. You need to give people a good reason to buy your game beyond the simple "Please Support the Developers"

Good luck with your endeavors.

Kumar Daryanani Arias
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A smart and sound set of ideas. I do hope they work out for your company and your games. Perhaps if they do the model will be proved and more developers will take the same approach.

Jonathan Wolf
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This is kind of an idea that has been floating around a variety of developer's minds as of late anyways.

Really the issue comes down to what I would term a cheese grader approach - which users (type 'A' as you call them) are going to be able & willing to jump through the hoop to gain something on the end?

The approach contemporary game developers have taken is the approach that provides absolutely zero (or even negative) gain to the consumer who does jump through the hoop. The trick is to find a mechanism where the grader can still once over, to ensure you're not pirating (just as a simple act of technical constraints), but the end consumer gets something positive in return, such as extra features or ability to hook into social networking.

The real issue at its core is and will always be the cat-n-mouse chase though. Even with freemium content, you still run the risk of hackers (in that anything client-local can still be copy pasta through to the hacked version), but this is where the move to trying to keep things server-local really defeats the mechanism all together, which is essentially the move that is needing to be made in any regard to really "defeat" piracy (if there is such a thing).

Good article. =)

David Wesley
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Great article. I think you rightly point out how reported financial losses from piracy are grossly exaggerated because most pirated programs would not be purchased anyway. I also agree with your "value added" advice, which is one of the solutions that we examine in our book.


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