Cygnus wrote:
Piracy is wrong on principle. If you were never taught that stealing is wrong, or you have not managed to come to that conclusion yourself, then I can't help you.
It is impossible to request 'proper' arguments if you cannot accept the basic ethic that stealing is wrong and damaging in and of itself.
If a person does not accept that pirating games is stealing then I can't argue with that basic lack of understanding. It usually comes from people who live in a bubble where the real world does not touch them, hence teenage pirates grow out of it, or at least feel guilty about continuing it, as they recognize the value of things when they become adult.
I'd like to re-emphasize here that piracy is not theft. Copyright infringement and theft are fundamentally different concepts. The issue is two-fold, though the folds are related. First, making a copy of something (see: game piracy and downloading) does not eliminate a copy from inventory. No one has suffered any concrete losses. Stealing a physical copy from a store, however, will result in losses for the store. Secondly, any works that are copyrighted and can be stored on a computer, as a rule, lack scarcity. These are infinitely reproducible copies. As opposed to theft, it is very much associated with an entirely different set arguments.
Now, to mention an actual "merit" of piracy, as there are some that exist, there is "try before you buy" mentality. This is an actual, realistic, and justifiable reasoning to promote piracy in some cases, and stems from demo releases becoming more infrequent. Here's a scenario. Sam wants to get Guns of Gears 5, the latest and hottest game on the PC. But Sam isn't sure if he can justify dumping 60 dollars on a game he doesn't know will be good or not. As well, none of Sam's friends have a copy and he can't seem to find access to it anywhere. So Sam decides to do something silly, and go to TPB to acquire an illegitimate copy from the Internet. Now, here's where we have a world-sharding event. In world A, Sam loves the game and thinks it's very much worth 60 dollars. He then proceeds to buy a copy and, bam, new sale! But in world B, he discovers the game has many flaws that reviewers avoided mentioning. He thinks it has potential but needs to be polished up to be worth playing, and for a price drop to happen. He deletes the game and waits for it to cost 30 dollars, then buys a copy. Lastly, we have world C, where the game is total and utter garbage. Sam deletes the game immediately and tries to rid himself of the cursed memory that it was.
This system functions as a buffer to protect the person from making a poor purchase when the information would otherwise be difficult to acquire. In that, the consumer has a right to be aware of what they're purchasing. Yet it's become common practice to deny that right to consumers even in a world that's grown to be saturated in games that are many shades of mediocre.
The emphasis, again, is the cost-value relationship as this dictates all purchase decisions.
P.S. I forgot to note, silly me, that Sam would not have purchased the game at all had the option to acquire it illicitly not been available. Piracy, sometimes, opens the potential for new sales.
Which is my point. There are benefits to developers sometimes. The benefits come particularly to crappy developers/development studios/publishers that don't wish to release a demo. People try their game that wouldn't have had a chance otherwise.