the pirate would not have bought the copy anyways, but having free copies of the content available on the internet decreases the desire
Also, the person deciding whether or not they “would have” paid for it, has a strong incentive to kid themselves that they wouldn’t. Imagine if cinemas worked that way, and you could just walk in and announce that you weren’t going to buy a ticket anyway and since there’s a seat over there still empty it’s not going to cost them anything for you to sit in it. They’d go out of business by the end of the week.
Also also, either the thing you’re copying has value that arose from the effort of creating it, or it doesn’t. If it’s of value, then it’s reasonable to expect payment for it. It’s it’s not of value, then you shouldn’t miss not having it.
Also also, either the thing you’re copying has value that arose from the effort of creating it, or it doesn’t. If it’s of value, then it’s reasonable to expect payment for it. It’s it’s not of value, then you shouldn’t miss not having it.
Doesn’t this contradict the whole rest of the argument? It either has value or it doesn’t. It being available for free somewhere doesn’t change the value. If it’s not of value, then they shouldn’t miss you having it.
Not really, because obviously nobody who sincerely believed it was of no value would spend their time downloading it. The contradiction is in simultaneously claiming that something is of no value and therefore shouldn’t be paid for, whilst still expending effort to illegally copy it, this proving that it did have value. The only way to square it would be to claim that you’re the one who created new value by the act of downloading it, which is blatantly nonsense.
Again, the point is you were saying (or agreeing) that copies being available for free decrease the value. You then later say it has intrinsic value.
I’m not arguing that they don’t have intrinsic value. I’m arguing that you undermined the point of value decreasing if it exists for free by admitting this. It doesn’t. It’s worth something no matter what someone else paid, and no matter what you paid.
A game decreasing in price over time isn’t doing so because it’s worth less (usually, with the exception of online games). They’re decreasing the price to capture customers who don’t agree with the original valuation. It doesn’t change value to the consumer based on the price changing. The object is not suddenly less valuable when there’s a sale and more valuable again after. It has a degree of “goodness” no matter what. The price doesn’t effect this.
it’s not blatant nonsense. jesus fucking christ you people lack a brain.
the art/media/fucking whatever intellectual “property” = no intrinsic value, worthless itself
the labor to create the art = valuable
the labor to distribute the art, be it through “legitimate” or pirated means = valuable
it’s that simple. there needn’t even be any long moral/ethical arguments. piracy is righteous because information deserves to be free. there is no way to enforce ownership of information without wanton violence from the state.
Podcasters and medium to small youtubers work like that (bigger also get some money from ads, but for medium to small, Patreon is the main source of revenue). You can get their shit for free, but they would like you to give them some money after if you can.
The scale is a bit different, but the scheme works.
It works for anything small scale enough for its creators to be able to do is as a side hustle that may or may not pay off. Try funding a triple-A game that way and see how far you get.
Ironically, it’s actually doesn’t work on a small scale. It works on a medium scale, big enough to have a stable audience, not big enough to get lucrative deals from brands.
It might not work to support a lifestyle of AAA company CEO, and it might not work at pushing out hundreds of unimaginative boring microtransaction machines, but I would say it’s just a bonus
Triple A games are often over funded and under deliver in experience in my recent experience. A little less funding might tighten up some of waste and deliver better games.
Also, the person deciding whether or not they “would have” paid for it, has a strong incentive to kid themselves that they wouldn’t. Imagine if cinemas worked that way, and you could just walk in and announce that you weren’t going to buy a ticket anyway and since there’s a seat over there still empty it’s not going to cost them anything for you to sit in it. They’d go out of business by the end of the week.
Also also, either the thing you’re copying has value that arose from the effort of creating it, or it doesn’t. If it’s of value, then it’s reasonable to expect payment for it. It’s it’s not of value, then you shouldn’t miss not having it.
Doesn’t this contradict the whole rest of the argument? It either has value or it doesn’t. It being available for free somewhere doesn’t change the value. If it’s not of value, then they shouldn’t miss you having it.
Not really, because obviously nobody who sincerely believed it was of no value would spend their time downloading it. The contradiction is in simultaneously claiming that something is of no value and therefore shouldn’t be paid for, whilst still expending effort to illegally copy it, this proving that it did have value. The only way to square it would be to claim that you’re the one who created new value by the act of downloading it, which is blatantly nonsense.
Again, the point is you were saying (or agreeing) that copies being available for free decrease the value. You then later say it has intrinsic value.
I’m not arguing that they don’t have intrinsic value. I’m arguing that you undermined the point of value decreasing if it exists for free by admitting this. It doesn’t. It’s worth something no matter what someone else paid, and no matter what you paid.
A game decreasing in price over time isn’t doing so because it’s worth less (usually, with the exception of online games). They’re decreasing the price to capture customers who don’t agree with the original valuation. It doesn’t change value to the consumer based on the price changing. The object is not suddenly less valuable when there’s a sale and more valuable again after. It has a degree of “goodness” no matter what. The price doesn’t effect this.
it’s not blatant nonsense. jesus fucking christ you people lack a brain.
the art/media/fucking whatever intellectual “property” = no intrinsic value, worthless itself
the labor to create the art = valuable
the labor to distribute the art, be it through “legitimate” or pirated means = valuable
it’s that simple. there needn’t even be any long moral/ethical arguments. piracy is righteous because information deserves to be free. there is no way to enforce ownership of information without wanton violence from the state.
Podcasters and medium to small youtubers work like that (bigger also get some money from ads, but for medium to small, Patreon is the main source of revenue). You can get their shit for free, but they would like you to give them some money after if you can.
The scale is a bit different, but the scheme works.
It works for anything small scale enough for its creators to be able to do is as a side hustle that may or may not pay off. Try funding a triple-A game that way and see how far you get.
Ironically, it’s actually doesn’t work on a small scale. It works on a medium scale, big enough to have a stable audience, not big enough to get lucrative deals from brands.
It might not work to support a lifestyle of AAA company CEO, and it might not work at pushing out hundreds of unimaginative boring microtransaction machines, but I would say it’s just a bonus
Triple A games are often over funded and under deliver in experience in my recent experience. A little less funding might tighten up some of waste and deliver better games.