Piracy in the Video Game Industry

These guys did a way better job at discussing piracy in a fair and balanced way than I ever could. I encourage you to watch this video regardless of what side you’re on, or where your sympathies fall. I would be doing a disservice to these fine people by summarizing the whole video in this post, so I’ll just hit on one point that hits home to me.

In the middle of the video, the narrator proclaims that there is only one legitimate reason for piracy: if you cannot buy the game legally where you live. To be honest, this is the first reason why I tolerated piracy and the main reason that I continue to do so. If you weren’t aware, there is a lot of good music in Japan. But go on iTunes and search “Jeanne da Arc”  “FLOW” or “The Pillows” and all you get is shoddy ripoffs trying to forego copyright. Many great video games and music simply aren’t for sale in the United States; this is one reason people pirate. This kind of piracy really hurts no one: a person outside of the market receives and appreciates a game. It only expands the fanbase, without hurting sales. If I could buy a Pillows album, you bet I would. Those guys deserve the money. But they won’t sell it to me, or their agents won’t, or American companies won’t take them. But I can still listen to them. And, I think, they’re happy more people can enjoy what they do.

One thought on “Piracy in the Video Game Industry

  1. Jason Elliot Melendez Post author

    I am exactly in the same boat. Most of the things I deal with come from Japan, and despite the sizable fanbase in America, the amount of things officially licensed and brought over is minimal. That leaves little choice for the technically skilled side of the fanbase to take and modify products, adding subs, translating text, and distribute them. As often as I can, I pay for what I get, but that can only happen so often that I could never really pay back everything.

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