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Game Details
Galactic Civilizations II: Dread Lords
Available on :
Pc
Developed by :
Published by :
Genre :
Turn-Based Strategy
Description
Created by the same renowned team responsible for many of Stardock's leading titles, Galactic Civilizations II takes place in the distant future, when mankind has become a space-faring civilization and must contend with other extraterrestrial ...
Latest news
02-07-06 Galactic Civilizations II finished
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News
Starforce apoligises for posting illegal torrent-link
Stardock has posted a followup on the Galactic Civilizations website about the posting of an illegal torrentlink to a pirated version of their game by a Starforce forum admin. It appears that Starforce has already apoligised for this action.
Brad Wardell of Stardock takes this opportunity to continue to give his take on the subject of CD/DVD-protection:
Brad Wardell of Stardock takes this opportunity to continue to give his take on the subject of CD/DVD-protection:
There is probably some irony that this whole thing occurred just before last week's EBGames.com top selling games list got posted on their site. They list Galactic Civilizations II as the top telling PC title and the #2 overall (all platforms). And that was before this incident.
I don't want us to come out like we're on some sort of anti-copy protection crusade. We just don't think CD copy protection is an effective means to increase sales.
Here's the basic question that every publisher/gamer/developer could ask: By requiring the CD to be in the drive to play a game, even assuming that protection unbreakable, do you increase your sales?
I ask that because many gamers who are on the fence on a given title won't purchase a game if it requires them to treat their CD like a dongle key. Why? Because let's face it, we lose our CDs eventually. Or we damage them. And so what happens is that people who are on the fence on a given title simply choose not to buy the game.
By not having any CD copy protection, people who are on the fence about our game can see that it's only $40 and once it's installed on their machines (plural) they don't have to fuss with the CD anymore. And we do have a type of copy protection -- free updates for customers. Tomorrow we'll be posting the v1.1 feature list based on your suggestions.
So which method gains the most sales? There's no definitive answer for that. I think a given game's demographics have a lot to do with piracy rates in the first place.
Can't say I disagree with that last part, if every publisher would instantly stop with CD/DVD copyprotections then a lot of games would see diminished sales rapidly I think, and not only the crappy ones.I don't want us to come out like we're on some sort of anti-copy protection crusade. We just don't think CD copy protection is an effective means to increase sales.
Here's the basic question that every publisher/gamer/developer could ask: By requiring the CD to be in the drive to play a game, even assuming that protection unbreakable, do you increase your sales?
I ask that because many gamers who are on the fence on a given title won't purchase a game if it requires them to treat their CD like a dongle key. Why? Because let's face it, we lose our CDs eventually. Or we damage them. And so what happens is that people who are on the fence on a given title simply choose not to buy the game.
By not having any CD copy protection, people who are on the fence about our game can see that it's only $40 and once it's installed on their machines (plural) they don't have to fuss with the CD anymore. And we do have a type of copy protection -- free updates for customers. Tomorrow we'll be posting the v1.1 feature list based on your suggestions.
So which method gains the most sales? There's no definitive answer for that. I think a given game's demographics have a lot to do with piracy rates in the first place.
In other news:



3 Comment(s)
Anonymous
Ryuken
Anonymous
Easy: to gain a competitive edge outside of the official selling networks.