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pjc50today at 8:54 AM4 repliesview on HN

I have a slightly different story, told by a Romanian coworker who was old enough to have worked in a factory under Ceaucescu: the workers stole from the factory, all the time, at every level. Managers would be able to take away complete items for "testing"; ordinary line workers would be limited to what parts they could plausibly conceal in their overalls at the end of the shift, then assemble them in their own time.

As someone who used to be a Pirate Party supporter, piracy has to exist in an equilibrium to avoid killing the host, and I don't know if that's possible on today's internet. Both "absurdly onerous DRM making the game unplayable, especially once abandoned" and "Rockstar spends $265m making the game, one person buys a copy, and everyone else pirates it" are bad outcomes. The optimal one is probably somewhere in the "a small number of people who Know A Guy pirate the game, gradually increasing over time" range. But that may not be sustainable either.


Replies

dmos62today at 9:34 AM

> the workers stole from the factory, all the time, at every level.

I think the context is important. These were people in poverty, in an extremely mismanaged society. You could get very little from actual shops. Most things would have to be bartered for. Stealing from the state accounted for a very important part of peoples' sustenance. My grandfather would try to explain it like this: even if you had money, there wasn't anything to buy. In that sense, even the factory managers were poor. Sarah C. M. Paine says that, in terms of buying power, the First Secretary of USSR's wife was poorer than an average American middle-class wife.

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SXXtoday at 9:15 AM

In Soviet times in Russia there been rhyme:

   Тащи с завода каждый гвоздь - ты здесь хозяин а не гость.
Which is literally translates as:

   Take every nail from the factory post,
   You aren't a visitor, you are the host!
And yeah almost everyone was stealing even if it would be things they absolutely not needed. Then you can change it for something you need or use it weird way in your home repairs.

This is how some people end up with parts of ICBM or space ships as part of their country datcha landscape design.

After all propaganda loved to tell that everything is owned by people's.

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AnthonyMousetoday at 10:25 AM

> Both "absurdly onerous DRM making the game unplayable, especially once abandoned" and "Rockstar spends $265m making the game, one person buys a copy, and everyone else pirates it" are bad outcomes.

Fortunately the second one isn't a real thing. There are many games that have already been cracked, or that never had any DRM to begin with, and there are still large numbers of people who pay for them. Because they want the publisher to continue making games more than they want to avoid paying <1% of their annual income for something.

Which is in turn why the DRM not only doesn't work but is actively harmful to the publisher. Getting people to want to pay is a lot easier when you're not actively pissing them off. Meanwhile the DRM gets cracked anyway and then you're worse off than when you started, because not only can they still pirate it, now more of them want to.

PowerElectronixtoday at 10:03 AM

most games make a very good chunk of their lifetime revenue during their first weeks. If you can avoid piracy during that period (through wishlisting, preorders and such) piracy is not going to eat into your revenue significantly.

On the other hand, having strongly anticonsumer DRM will certainly affect sales. If you have a loss of performance or make it too much a hassle (mandatory connections, updates, etc) that will eat into your revenue, and twice as you are paying money to third parties to have consumers be shun away.