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<blockquote data-quote="arscott" data-source="post: 4151251" data-attributes="member: 17969"><p>But the fact that there are 400,000,000 music pirates and only 20,000 counterfeiters is itself a result of the different strategies used by the music industry and the treasury department.</p><p></p><p>The Music industry is having such a piracy problem because it didn't understand their customers. They stuck with their strategy of bundling songs as $20 albums, and stridently avoided any sort of digital distribution (or even physical singles, for that matter) specifically so they could get their customers to shell out extra cash for things they wouldn't otherwise buy. So Illegal services sprung up to cater to those folks that wanted internet downloads, and things just went downhill from there.</p><p></p><p>But the Treasury Department understands the incentives that motivate counterfeiters, and plan their products accordingly. Think about it: if people could just go to a 10-cent copy machine and make $100 bills, counterfeiting would be rampant. But instead, they put a lot of effort to ensure that counterfeiting money is difficult--with special paper, special inks, and all sorts of crazy printing methods. Hence our shiny new $5 bill.</p><p></p><p>Similarly, WotC should probably take customer incentives into account when creating their new Open Gaming policy. If they do it right, they'll insure that they are the best source of products for the vast majority of gamers (just as most consumers are perfectly content to use real US money instead of making their own). If not, they'll cause people to flock to alternatives, legal or otherwise.</p></blockquote><p></p>
[QUOTE="arscott, post: 4151251, member: 17969"] But the fact that there are 400,000,000 music pirates and only 20,000 counterfeiters is itself a result of the different strategies used by the music industry and the treasury department. The Music industry is having such a piracy problem because it didn't understand their customers. They stuck with their strategy of bundling songs as $20 albums, and stridently avoided any sort of digital distribution (or even physical singles, for that matter) specifically so they could get their customers to shell out extra cash for things they wouldn't otherwise buy. So Illegal services sprung up to cater to those folks that wanted internet downloads, and things just went downhill from there. But the Treasury Department understands the incentives that motivate counterfeiters, and plan their products accordingly. Think about it: if people could just go to a 10-cent copy machine and make $100 bills, counterfeiting would be rampant. But instead, they put a lot of effort to ensure that counterfeiting money is difficult--with special paper, special inks, and all sorts of crazy printing methods. Hence our shiny new $5 bill. Similarly, WotC should probably take customer incentives into account when creating their new Open Gaming policy. If they do it right, they'll insure that they are the best source of products for the vast majority of gamers (just as most consumers are perfectly content to use real US money instead of making their own). If not, they'll cause people to flock to alternatives, legal or otherwise. [/QUOTE]
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