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News

  THQ's Fitch Pegs Piracy For PC Failings, Iron Lore Closing
by Leigh Alexander
18 comments
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March 3, 2008
 
THQ's Fitch Pegs Piracy For PC Failings, Iron Lore Closing
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Following Titan Quest creator Iron Lore Entertainment's recent announcement that it has closed its doors and ceased its development efforts due to lack of funding, THQ creative director Michael Fitch has spoken out, placing the blame for the studio closing on piracy.

In a post on the Quarter To Three forums titled "Venting my frustrations with PC game-dev," Fitch explains that the costs of PC game piracy extends beyond lost sales, suggesting that pirates confronted with games that crash due to security code and copy protection may spread negative advance buzz about a game, using Titan Quest as an example of a "self-fulfilling prophecy".

Said Fitch, "If 90% of your audience is stealing your game, even if you got a little bit more, say 10% of that audience to change their ways and pony up, what's the difference in income? Just about double. That's right, double. That's easily the difference between commercial failure and success... if even a tiny fraction of the people who pirated the game had actually spent some god-damn money for their 40+ hours of entertainment, things could have been very different today."

He also lashed out at hardware vendors, calling integrated video chips and integrated audio "two of our biggest headaches." Compatibility issues and uneducated PC users are also a huge obstacle, he says, pointing out that there are endless possibilities for user configurations and many users have several apps running at once.

Said Fitch, "PC folks want to have the freedom to do whatever the hell they want with their machines, and god help them they will do it; more power to them, really. But god forbid something that they've done - or failed to do - creates a problem with your game. There are few better examples of the "it can't possibly be my fault" culture in the west than gaming forums."

He also lambasted a game reviewer for failing to alter Titan Quest's score even after admitting he had made a crucial oversight in evaluating the game's features.

"Making PC products is not all fun and games," he concluded. "It's an uphill slog, definitely. I'm a lifelong PC gamer, and hope to continue to work on PC games in the future, but man, they sure don't make it easy."
 
   
 
Comments

Danilo Buendia
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Seems to me that other games have successfully shipped PC titles with reduced piracy and a large hardware compatibility. WoW comes to mind. Granted, it's a different kind of game, but if what THQ has been doing currently isn't working then a change business model is called for..."Fresh tactics", one might say.

Anonymous
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Hey Fitch! To hot for you? Well then out of the kitchen. It takes engineering, GOOD TESTING, and TIME to make a game stable. For all platforms! Yea sure gamers configure their hardware any number of ways but it has always been that way (What IRQ is your sound blaster on?)
You are in for a big wakeup when you finally try to ship a cross platform title. Oh my god you make me sick.

Ian Fisch
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He is absolutely right. It's way too easy to pirate PC games. Chances are anyone you know with a PC that can play today's noncasual games can tell you in seconds where to find pirated games. That is a huge problem.

Right now I can go to www.isohunt.com, or www.torrentz.com or any number of different peer-to-peer services and start up a download of any pc game I choose in seconds.

"Fresh tactics" aren't what's required. We live in a world where any American only pays for a single-player game if he chooses to. Any economist will tell you that a business doesn't have a prayer if anyone can easily get your product for free.

Why isn't the industry doing more to stop this?

Anonymous
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Please!. Another crybaby who released a decent-but-not-splendid, buggy as hell, game and now cries piracy when sales don't much his spectations.

Good games sell well. Full stop.

Anonymous
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"Don't MATCH his expectations".

Sorry. Second language.

Danilo Buendia
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"Fresh tactics" is exactly the solution to "Why isn't the industry doing more to stop this?" Shipping PC games with the current method, as you've aptly supported by your statements, has shown that the old "PC" method of distribution doesn't work. A more creative solution is required. I don't think your asking, "how we fix things without changing a thing?" We're actually talking about the same concern, but there has to be a DRASTIC overhaul of distribution of PC games. There is no way to fix this without some fresh tactics.

Andy O'Brien
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Two Words, Digital Distribution...

OK well that's only half of it, you have to have Digital Distribution with an online component that's compelling enough for people to go out and buy that serial code so they can play online.

I don't know, PC piracy has always been awful, IMO. Best of luck with whatever you decide to do.

Anonymous
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Well I have to say - that since yoiu work for the publisher - perhaps you should have done more with copy protection and more to protect your game from early leaks to the public? These are known problems and this is the business you are in - blaming the press and audiance because you couldnt keep your game secure seems a bit much. Given the copy protection and authenctication described an error message stating that someone was playing a pirated copy before the crash occured seems like a simple fix.


Anonymous
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Perhaps you would like to think that the bulk of those that pirated the game would have purchased it otherwise. It's convenient to use piracy as a scapegoat but in reality the game was mediocre and is still getting crushed by diablo 2 at this moment. Make a compelling game with a compelling multiplayer component and stop blaming the consumers for your inadequacies.

It would be funny if they couldn't pirate the game and simple no one played the game. I wonder what you would say then.

Benjamin Quintero
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Why is everyone getting so defensive? I completely agree with him here, piracy is an issue and all developers are doing what they can to stop it but you CAN'T stop piracy. Because it's code that runs on your machine, you just need a little motivation and a lot of time to crack software. The only (sort of) crack proof approach is using online accounts and periodic license updates, or hosting all of the game code off the client machine to not give them a chance to crack it. If we had the power and bandwidth to run the game on a server and send images back to the client as a streaming video then you are only MOSTLY secure.

Small developers are hurt more by piracy than the Blizzards of the world and you can't compare WoW to Titan Quest... TQ was not a BAD game, I actually enjoyed it as it was a good addition to that genre. Game's don't alway have to be better than the one before it just to be considered GOOD. How many movies have you gone to in the same genre and thought to yourself, "it was okay. not ground breaking but worth $N and 2hrs of my time". Games are no different. I'm saddened that they closed their doors but I understand completely his frustrations.

I do admit that I would have played the game more if it had a multi player element but it's hard for small developers to make "the everything game" right out of the gate. I applaud their actions and hope to see more developers take up the challenge of keeping hardcore PC games alive.

There are complications beyond all of your and my comprehension as to why a publisher or developer do not add resources to preventing piracy. Everything takes time and money; two luxuries that are often not available to a young company. Give the guy a break; he just had to put an axe to his dreams but at least he went the distance; that's more than a lot of people can say.


Coray Seifert
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Amen brother. Pirates have ruined the world of PC gaming.

How is a publisher supposed to justify making a PC exclusive - or even a game where PC is the focus - if the sales numbers are so massively disparate between PC and console?

I'm a PC gamer myself, and this burns me up.

Matt Weaver
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Pirates haven't ruined jack shit. Half the games that come out as "PC Exclusive" completely suck. Some, not all, have demos yeah which shows the meat and leaves you with shit for the rest of the game.

This is just another whiner attempt to blame piracy for a terrible product, which it truly is...

Benjamin Quintero
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Ugh.. ..what an ignorant blanket statement Matt.

It's just a little funny and a lot sad how someone could honestly defend a statement like, "It's okay to pirate this game because it sucked... but I'm going to play it through to the ending credits anyways." Oh well, I once heard somewhere, "You can't argue with Stupid". So true... So true.

Tobias Bodlund
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Pirates ARE the market. It is difficult to envision the games industry growing to what it is today if it hadn't been possible to copy games.

If we want to receive more returns on our products, it is us who have to analyse and adapt to consumer habits, and find business models that work better. Blaming the consumers is not constructive.

Anonymous
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I agree; there is a certain level of market penetration that is reached through piracy and I certainly would not say that piracy is ALL bad. But I would also expect people who play a pirated game for more than an hour or two to support the product if they ever want to see that company make another. The problem with pirating is that whether is was a good game or not; a person will not pay unless they are forced to, period. It's the DRM and other systems that "keep honest people honest". The rest of them will find a way to circumvent any DRM just because they don't believe in paying for anything; even though they still expect to be paid handsomely in their own day jobs. Ironic I think.

I could see an argument for piracy as a way to try-before-you-buy but there are likely less people who would be willing to pay once they've experienced the game.

No one is "blaming the consumers" because "consumers" implies people who pay for goods and services. The pirate mentality is that if they pay for 1 game a year it's enough to kill their guilt, even though they steal 10's of games each year.

Bymer Klairich
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He talks about "pirates confronted with games that crash due to security code and copy protection" without ever considering that perhaps the reason people were downloading cracks for it was precisely because of copy protection causing crashes?

Also, I'd like to point out Galactic Civilizations II: no copy protection whatsoever. Heck, some copy protection vendor was posting a torrent to the game, but it didn't seem to hurt Stardock's sales.

With his worry over piracy and annoyance at the variance inherent in PCs, it sounds like he'd be a lot happier developing for the console.

Brett Williams
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I'm actually surprised to see that when copy protection is brought up in brings up the most comments of any Gama article I've read in the past several months.

There are people that will blame it on the PC, and say Consoles don't have this problem. Unfortunately there is one huge issue with how consoles operate. They are closed systems. A PC is an open system it allows you to do what you will with the data it uses. A console system is closed and is designed only to allow you to do what you are allowed to do. The hardware itself is the copy protection. You can modify your hardware, but then you're risking hardware fingerprints or identifiers changing which could result in online verification issues. A modified console is the same as a single player PC game that doesn't have any online requirement.

In the end you're not allowed to do what you want with your console if you wish it to still operate as that closed machine. You are allowed to do what you want with your PC and it is still expected to function.

The markets in the world today are changing. People have always been about freedom of ideas and free exchange. People want to share their experiences with other people. Often times this results in the sharing of games, songs, etc that violate copyright law. It's not often their intent to give the man the finger, it's an effort to share their experiences. Some people in the market work with this, others work against it.

Essentially a pirate is someone who does not belong to your target market or demographic. They're the same as a 72 year old person who enjoys Cribbage, when you're selling a first person shooter title. They're not contributing to your cause and asking them to, or blaming them for a lack of success is simply not working toward your proper audience.

Glenn McMath
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First of all, anyone posting incendiary comments anonymously is a coward. Either stand behind your words or shut your mouth.

Second, I don't understand how anyone can attack Michael Fitch for complaining about what most people in the industry consider widespread problems. Is he whining? Yeah a little, but he just saw a very talented studio full of hard working people bite the dust. I think he's entitled, and he makes some good points. Medium sized studio development on the PC is really difficult right now. Compatibility is a mess that can only be easily solved by studios with longer time-frames and more resources (like Blizzard). Likewise, piracy is a huge problem because it's tricky to integrate DRM software that is effective enough to deter people who casually pirate games, and yet not obtrusive enough to cause performance issues or other complications that frustrate legitimate consumers.

It must be exasperating for developers and publishers in these situaitons, and they often succumb to a combination of these sorts of elements. Titan Quest was a GOOD game. Not great, by any stretch of the imagination. But in a healthier industry climate I have no doubt it would have been good enough to sustain a studio the size of Iron Lore.

And those who would claim that good games always sell no matter what hardships they have to face should really think twice. There are way too many examples to the contrary.


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