this post was submitted on 05 Jul 2025
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Piracy: ꜱᴀɪʟ ᴛʜᴇ ʜɪɢʜ ꜱᴇᴀꜱ

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[–] k1ck455kc@sh.itjust.works 80 points 4 days ago* (last edited 4 days ago) (55 children)

Disclosure: I have been sailing the seas for years, but...

This logic does no justice to the objective financial harm being done to the creators/owners of valuable data/content/media.

The original creator/owner is at a loss when data is copied. The intent of that data is to be copied for profit. Now that the data has been copied against the creator/owners will, they do not receive the profit from that copy.

Yes yes the argument is made that the pirate would not have bought the copy anyways, but having free copies of the content available on the internet decreases the desire for people to obtain paid copies of the data. At the very least it gives people an option not to pay for the data, which is not what the creator wanted in creating it. They are entitled to fair compensation to their work.

It is true that pirating is not directly theft, but it does definitely take away from the creator's/distributor's profit.

[–] SnotFlickerman@lemmy.blahaj.zone 112 points 4 days ago* (last edited 4 days ago) (9 children)

Devil's Advocate: Many pirates would have not paid for access to that media so to say it takes away from the creators profit isn't exactly true since one act of piracy does not equal one lost sale.

Devil's Advocate Part II: There is s significant amount of research that supports the notion that pirates actually spend more money on media than the average person.

I personally am an example of part II. I pirate a lot of music but I refuse to use Spotify because of how little it pays artists and I have also spent significant amounts of money buying music from artists I enjoy via Bandcamp or buying from the artist directly because I know they get a bigger cut of the profits that way.

[–] Naz@sh.itjust.works 7 points 3 days ago

Before piracy there were demos and shareware, which let you see if your machine could handle the game or content and give you a vertical slice, and let you show it to friends for word of mouth advertising.

Then, Steam put a two hour refund window with no questions asked, which helped a lot of "this crashes on start, I can't open this at all on a RTX 4090/high end PC, 15 FPS in the fog, etc".

Developers learned from that and they began padding/gating content behind two hours of gameplay, so you wouldn't know until 3-4 hours in that the game was grindy dogshit (SCUM, Ark, Empyrion, and countless other Early Access and sometimes full release titles like NMS on launch day for example).

So the correct thing to do, and it's what I do: Pirate the game, make sure it runs/works and is fun and there's no "gotcha" traps or hidden DLCs or other predatory mechanics involved, and THEN pay for the full title on Steam+DLCs and just continue the save.

My Steam Account has actually already been flagged over a dozen times for this because my primary savegames are like Razor1911.sav, and so far it's still in good status because I am actually spending a couple thousand/year on content.

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