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File-Sharing: Has it affected the RPG industry?

As far as calculating loss, I think it's HIDEOUSLY difficult to come up with an actual loss amount, even given "X users at Y IP addresses opened a book Z times."

The problem comes into play because you have to consider the supply-demand curve. Yes, 1200 unique IP addresses obtained the book and use it on a regular basis... but they obtained it from a skewed curve where the price was zero. Remember that the number of people who will obtain something usually increases as price point goes down.

I'm going to ignore the supply curve for a moment and look at the demand curve. For a simple curve, let us assume we have some Product X. If P is the price in dollars, the number of people willing to buy Product X might be:

1000 - (100 x P). Thus, if P is $1, the number of buyers is 900 (and the publisher could rake in 900x$1 or $900). If P is $2, the number of willing buyers is 800 ($1600). And so on.

Obviously, the "sweet spot" here would be $5... the publisher has 500 people willing to pay $5 each for a profit of $2500.

However, if the product were made available for free, the publisher would have 1000 people willing to pay $0 each.

Let us make a very optimistic assumption and say that the publisher prices it at $5 and every single person willing to buy it at that price does so (buys it legally). The publisher makes $2500. The publisher also notices that an additional 500 people obtain illicit copies for free (to bring the total to the 1,000 people who would be willing to buy the product for free). Does the publisher have a loss on his hands? No... because the 500 people who downloaded it for free would not have purchased it at $5.

However, let us assume the publisher prices it at $5 and 300 people pay full price and 700 people, including 200 who would be willing and able to pay that $5 but of course like the $0 price better, download it. Now he is out $1000, because that's 200 lost sales.

But suppose the curve looks instead like this: 1000 - (28 x P^2)? In picking a $5 price point, your sales will drop to 300 instead of 500. (Assuming one dollar increments for P, the publisher on this curve should have guessed $3, which would yield 748 sales and $2244).

But the fundamental question is, how do you know that 1000 - (100 x P) represents your price curve? What if is it is actually 1000 - (28 x P^2)? In other words, if you have 300 sales and 700 pirates, how do you know if there are 0 potential buyers who resorted to piracy or 200 potential buyers who resorted to piracy? The answer is - you CAN'T.

This is a point I think Dana is forgetting (it's also the point the RIAA keeps missing) - nobody knows the formula in real life for the demand curve of Product X! In Ralts case, he has but two data points... the number of legitimate sales at a price point Y and the total number of "sales" at a price point of zero. Since we cannot be sure the curve is simple (it might be logarithmic, it might be a square function, etc.) we cannot meaningfully interpret what the total lost sales are.

Let me repeat that... because we do not know the function that defines the demand curve, we cannot meaningfully intepret total lost sales. We can guess. We can rave. But because we don't know what the demand curve looks like, it's just that... guessing.

In fact, I think just about the only chance we have to find a demand curve is to conduct an experiment where we somehow "exclude" piracy from the equation entirely and offer the item for, say, $10... then when sales peter off, lower the price to $9... then to $8... etc. so we get data for each price point, which allows us to plot the curve properly and get a better guess on what the underlying formula is.

Of course, since we CANNOT exclude piracy, we cannot get a meaningful number set through this method... by the time the price gets down to $8, some piracy has likely already occurred among those who would pay $3.

The only other chance a publisher has is to perhaps conduct a large poll among their buyers... perhaps on a free product, since that should have a high legitimate penetration to potential buyers, regardless of their favored price point... "what is the highest price you would have paid for this work?" and try to figure out the data accordingly.

Until we see some data that represents CURVES, rather than just two data points, we're just going to have guesswork with numbers that can't be meaningfully interpreted.

--The Sigil
 
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The MAME example is a good one, I think, and the issue of "abandonware" is linked to the concept of copyright in my mind.

Wizardru mentioned "rights holders". I wonder how many (if any) of the holders of these rights are in any way related to the people who initially created these games. I know that many companies sit on copyrighted material for long periods of time, in the hopes that someday something will become profitable. At what point, if ever, does the interest by the public in having this IP available for general use outweigh the potential earnings of this company in exploiting this product?

My personal view should be clear from my earlier posts, but I suspect many of you will disagree.

As for the demand curve that Sigil mentioned, this is exactly what happens in game software distribution. It's almost predictable now when a game comes out, how the price curve will develop (I'm picking dates out of my ear, just my overall impression in a general sense):

Initial release: $50 (with some stores offering a special for $40-45 to lure in customers)
Six months later: $40
Year after release: $20-30 (depending on how well it does over time)
Eighteen months+ after release: cheap rack for $10-15, jewel case release and/or bundle at some point thereafter.
Three years+ after release: out of print, harder to find (not all titles, of course)

I don't have sales figures but I'm guessing that they get new customers at each price point, who weren't willing to buy the product at the higher price.

I have no ethical qualms about using 20 year-old MAME roms or dl-ing abandonware (I know we can debate just what this term means) from the underdogs. Again, I know others will strongly disagree and argue that I am cheating the creators out of their money. I just don't agree, sorry.
 

WizarDru said:
I can only assume I value money less than you do, if you considered titles like Magical Medieval Society: Western Europe, Three Arrows for the King and others to be barely worth $5, if at all. Either that, or you've just picked some really bad PDFs.
...
I'm not saying that people with lots of money won't throw it out the window without a single thought of the cost. However my money is very tight. Being in Canada that $5 book is actually $7. Roughly an hour at minimum wage. That $7 is slightly less than the price of a ticket ($9) to the local regular movies. I don't have MMS:WE but I won't pay more than $5 for it. I do have 3arrows. Why do I feel the worth of pdfs is around that? For one just dropping the printed version is at least a 75% drop in my opinion due to binding and prettiness issues. So in my mind that $5 pdf is equivalent to a $20 real book. Also I have caught regular sales. I have purchased quite a few books at low low prices. Crimson Contracts was on sale when I grabbed it. Of all the pdf's I've purchased I've only used a small portion. Since that portion requires significant work before usage I do consider it less valuable. That is the nature of the d20 system instead of a specific brand with guaranteed rules. My game will not work with most books as is. That is a fact of life. The value of Crimson Contracts is not $12 US to me. That translates to 2-3 hours of my work or even equivalent to a movie with my wife. A purchase of two inexpensive DVD's or one regular DVD. At $12 few will buy it. Don't believe me? Check out the polls on RPGNow.
 

Thanatos said:
I'm sorry, but my opinion is that you are either using faulty logic or basing it on a faulty premise.

Lets break it down.



Basis on 'repeat' openings is faulty. If you claim 'loss of sale' you don't get to make that claim everytime the infringer opens the product. The RIAA does not claim based on 'repeat' listening to an illegally downloaded MP3. It just doesn't hold up in any kind of business model profit/loss or supply/demand model I am familiar with.

Sorry, but your logic is at fault. On the basis that a single IP address can be tracked to multiple openings indicated that the address is most likely a static IP address associated with a single individual. In other words, 1200 people opened the the file enough times to establish the 1200 IP address as their own. This leaves the remaining 1800 downloaders as being ambiguous. Were they all individuals who downloaded the file once each, or were some repeat downloaders who happened to have random IP addresses?

Define a stable IP address? In a world of either dynamic or static ip addresses where people can often have both, you can't qualify that 1 ip address = 1 person. At my home, I have 1 dynamic ip address for my laptop (wireless) and one static for it (switch connection) and another static for my gaming pc. That's 3 and I am 1 person. I often use multiple combinations to obtain some download. I know many, many computer people that have at least 3 IP addresses and do things with a similiar methodology to mine. This also is simply not a valid way to determine actual loss.

In your instance, we turn to copyright as it affects software and other electronic products. You would be held accountable under the laws for two separate incidents of copyright infringement, 3 incidents after a search warrant revealed a third copy on your laptop. Under this perfectly valid legal concept even when someone downloads multiple copies, they can be held accountable for every copy they download, which makes my initial assessment to include all 3,000 downloads completely valid.
 

Lazybones said:
Wizardru mentioned "rights holders". I wonder how many (if any) of the holders of these rights are in any way related to the people who initially created these games. I know that many companies sit on copyrighted material for long periods of time, in the hopes that someday something will become profitable. At what point, if ever, does the interest by the public in having this IP available for general use outweigh the potential earnings of this company in exploiting this product?

If the public still has interest in the IP, then why shouldn't the company profit from that interest?
 

WizarDru said:
[blinks]

Wow.

I can only assume I value money less than you do, if you considered titles like Magical Medieval Society: Western Europe, Three Arrows for the King and others to be barely worth $5, if at all. Either that, or you've just picked some really bad PDFs.

I guess I just don't get it. Seeing a new movie when it first comes out can be $8-11, depending on where you go. Factor in snacks, and a single person can spend $13-20 alone, for around 1.5-3 hours worth of entertainment. A matinee may drop that price by a couple of dollars. And yet RPG books are considered overpriced, despite the continual increase in paper costs...even though they generate a better value over time. The justification that "Oh, it's too expensive...they MAKE me steal it" is pretty silly, to me. Especially since piracy tends to cause the price of a product to be inflated, to ensure that they can turn in profit. I remember what it was like to buy computer games that were sold on cassette tapes, thankyouverymuch, and I remember what the market was like. I think the market for RPG books rather resembles that market, now. Ultimately, piracy was never stopped, just the product reached a large enough economy of scale that they could afford to lower the price.

This is an old argument that I have little use for. Comparing and RPG book to a movie is apples and oranges. The fact is, most of the RPG books I buy do not provide even 2 hours of use. They sit on the shelf and sometimes get used if I need a quick idea.

While I do buy PDF books, I would never pay more than 10 dollars for them.

1.) My credit is at risk by making online purchases.
2.) I have to print the book and bind it at my own cost (time and money).
3.) Even with printing, the book is not as useful as a normal bound book (ie. most bound books has indexes, PDFs do not.)

RPGs ARE overpriced, in general. It's not exactly the rising cost of paper. It's the intentional use of pricey paper. For example, I work for a medical publisher. We just reprinted a 500 page medical text book (5000 copies) for around 12k. It costs us $7.00/ book to print it and we charge USD 50. Even with all the associated costs (warehousing etc), then we're still charging 20-25 more than the minimum we need to pull a profit.

However, I AGREE with you about piracy. I never have and never will download a book that I have not paid for.
 

The Sigil said:
As far as calculating loss, I think it's HIDEOUSLY difficult to come up with an actual loss amount, even given "X users at Y IP addresses opened a book Z times."

The problem comes into play because you have to consider the supply-demand curve. Yes, 1200 unique IP addresses obtained the book and use it on a regular basis... but they obtained it from a skewed curve where the price was zero. Remember that the number of people who will obtain something usually increases as price point goes down.

That's like saying the price paid for shoplifted items skews the losses brick and mortar stores suffer.

This is a point I think Dana is forgetting (it's also the point the RIAA keeps missing) - nobody knows the formula in real life for the demand curve of Product X! In Ralts case, he has but two data points... the number of legitimate sales at a price point Y and the total number of "sales" at a price point of zero. Since we cannot be sure the curve is simple (it might be logarithmic, it might be a square function, etc.) we cannot meaningfully interpret what the total lost sales are.

All that supply and demand nonsense you just posted doesn't apply. Theft is theft. The download of the files without paying for them is theft. The file Ralts posted was not put out there as an authorized copy from the company at a retail price of $0. It was a surreptitious experiment to track theft of goods. Not a single copy was legitimately purchased at $0 from a reputable online vendor. Everyone downloading it did so with the expectation of obtaining an illicit free copy of an e-book retailing at $11.95. It was not an attempt on Ralts' part to try to establish no pricing guidelines for his future products. Therefore, your entire effort to explain theft away as supply and demand was pointless.

However, there is one thing we all overlooked. This was an experiment Ralts conducted intentionally. Therefore, he technically cannot claim any losses, since he was expecting the thefts to occur.
 

Without having read the whole (probably unpleasant) thread I'll just chime in:

Yes, I have several books as scanned pdf or whatever. As a student to whom the money to buy even one of them is a lot this simply is a convenient way of trying them out - considering, that haven't found a group to play with and thus can hardly use them, I figure I'm not too damaging to anyone.

On the other hand, when I find a group, I'm 100% sure, that I will buy the books I'm using for the simple reason, that I want to have a real book to page back and forth in. Also if I get real use out of it, paying for it is the right thing to do IMO.

On a second thought this post is superfluous at best and flameworthy in a worse case (let's leave out the worst case :s). Oh well, make of it, what you will.
 

The Sigil said:
Let me repeat that... because we do not know the function that defines the demand curve, we cannot meaningfully intepret total lost sales. We can guess. We can rave. But because we don't know what the demand curve looks like, it's just that... guessing.

There's basically two issues here. There's moral right/wrong, and there's subject of this thread-- is it affecting the RPG industry.

Morally, mass "file sharing" is wrong. Period. Whether or not it takes money out of my pocket, it's wrong. Whether or not you consider yourself a digital rebel sticking it to "the man", it's wrong. Whether or not it's currently out of print, it's wrong. Furthermore, when you leave that file in your shared directory and allow others to download it, you're more than wrong. Maybe you never would have bought it, but you're giving access to others who might have. You're taking (or distributing) something that doesn't belong to you-- something for which you have not compensated the creator. It's wrong. There is no "grey area".

Is it affecting the RPG industry? If it hasn't yet, it soon will. Whether or not we (publishers) have other jobs with which to support ourselves, we still expect compensation for our hard work. It takes many many hours to produce quality material, and I expect more than warm and fuzzies for the sacrifices of working at this second job. It really doesn't matter where your curve lies. If we lose only $50 because 1% of the people in the curve would have purchased it anyway, that's $50 less to invest in artwork, editing, or layout. Will it affect the RPG industry? Hell yeah! Profit margins are mighty slim these days. In the face of rampant theft, each publisher is going to have to ask if it's still worth it.

It really doesn't matter why its happening. Copyright laws. Out of print. Too damn lazy to sign up at RPG Now and actually pay. The subject line is "File-Sharing: Has it affected the RPG industry?". Yes, and it's only going to get worse.
 

Dana_Jorgensen said:
4.) having a hardcopy of the book in its print edition does not entitle you to the right to produce backups. About 10 years ago, a law firm started "saving" money by photcopying pages of books in their legal library. They were sued by numerous publishers over this action and the publishers won on the ground that there was nothing stopping the law firm from buying multiple copies of the books for decimation down to individual pages to serve the same purpose as the photocopies.

You are forgetting fair use which is a part of copyright law. An individual who has purchased a book has the right to copy that book (ie. they must copy the book that they purchased).

A law firm would be different, although they would still have a fair use ability to copy sections for use rather than buying a new copy every time someone needed a single paragraph! However, wholesale copying of entire books would not be fair use in the case you mentioned, which is entirely different from individuals.

However, I am on your side in saying that I do not agree with the people who KaZaa etc. However, this practice could have been solved if the RIAA and others had seen it as an opportunity rather than a threat. Think of all the money they would have made through subscription services etc. (idiots!)

Also, copyright in general has been misused. I mean, really, Life PLUS 75 years! That leaves the door open for copyrights that could last upward of 150 years! This means that a book written today would not be available in the public domain until the mid-22nd century. Then what happens when some 20-year-old writes a book tomorrow and then lives to be 150-200 (which could happen with modern medical science advancing as it is). That means it hits public domain in 2279!!! That is NUTS!

Just think of the horrid effect that will have on society....the implications are frightening.

I can see companies hiring ever younger artists to produce creative work that they do not produce in order to keep copyrights as long as possible. Not to benefit the artist, but rather the corporation....oh...wait....(already happening in the music industry)

And please do not get me started on how corporations are using the public domain, then copyrighting it!
 

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