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Another Cease and Desist Letter: 4E Powercards
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<blockquote data-quote="Lonely Tylenol" data-source="post: 4676102" data-attributes="member: 18549"><p>Indeed, the referenced "base line" involves a single game. If I were to try to present a sample size of 1 as representative of anything, for any reason, they'd laugh me out of the university. </p><p></p><p>So, we have a story about a single game by an indie developer that is suffering from high rates of piracy. Those rates are estimates, based on the number of seeders and leechers of the game's torrent on a popular bittorrent search engine. That assumes a few things:</p><p></p><p>1. Everyone who downloaded the game played it</p><p>2. The number of seeders is an accurate representation of the number of downloads</p><p>3. (most importantly, I think) A large proportion of downloaders would have purchased the game if they hadn't downloaded it. This follows from the claim that revenues have been lost to piracy.</p><p></p><p>Since no evidence has been presented for any of these claims, and this is an isolated incident from which no generalization can be made, and it's not even a case study concerning a pen-and-paper roleplaying game in the first place, I fail to see how this can be used as part of an argument concerning any alleged losses attributable to pirates of the D&D game.</p><p></p><p>I'm not arguing (in this post) that there is not a relationship between piracy and lost sales on the part of WotC. I'm arguing that the above-referenced argument is, in fact, a throwaway statement with absolutely no grounding in verifiable facts.</p><p></p><p>P.S. Buy World of Goo. It's fun.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 4676102, member: 18549"] Indeed, the referenced "base line" involves a single game. If I were to try to present a sample size of 1 as representative of anything, for any reason, they'd laugh me out of the university. So, we have a story about a single game by an indie developer that is suffering from high rates of piracy. Those rates are estimates, based on the number of seeders and leechers of the game's torrent on a popular bittorrent search engine. That assumes a few things: 1. Everyone who downloaded the game played it 2. The number of seeders is an accurate representation of the number of downloads 3. (most importantly, I think) A large proportion of downloaders would have purchased the game if they hadn't downloaded it. This follows from the claim that revenues have been lost to piracy. Since no evidence has been presented for any of these claims, and this is an isolated incident from which no generalization can be made, and it's not even a case study concerning a pen-and-paper roleplaying game in the first place, I fail to see how this can be used as part of an argument concerning any alleged losses attributable to pirates of the D&D game. I'm not arguing (in this post) that there is not a relationship between piracy and lost sales on the part of WotC. I'm arguing that the above-referenced argument is, in fact, a throwaway statement with absolutely no grounding in verifiable facts. P.S. Buy World of Goo. It's fun. [/QUOTE]
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