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- #ALONE IN THE DARK PS1 DEVELOPER TROLLING HOW TO#
- #ALONE IN THE DARK PS1 DEVELOPER TROLLING CRACKED#
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Thank you for reading this Techdirt post. A useful use of the game developers' time? I can't see an argument for that, so why bother with any of this? The game was reviewed well, and sold well in several regions, but not at numbers that would seem to justify the time commitment spent to convert whatever the fraction of pirates turned into customers was. And for what? We have no idea how many would-be pirates were converted into paying customers of Spyro 2 by any of this, but I cannot imagine anyone thinks that unknown number is significant.
#ALONE IN THE DARK PS1 DEVELOPER TROLLING CRACKED#
You can just picture the person playing a cracked version of the game very, very slowly realize he or she is being screwed with.īut it also appears to have taken quite an effort to pull off. The joke being played here, with the effects of using a pirated version of the game getting incrementally and progressively more profound, is indeed funny. The slow burn of this prank on pirates is what makes it both so effective and so infuriating if you believe, as I do, that all of this is mostly time wasted. The always excellent Tech Rules YouTube channel put out the following video on how Spyro 2 on the Playstation 1 tortured those using pirated copies of the game. While I would argue there are better ways developers could be spending this time and human capital, such as innovating, it's also true that it's hard not to smile when the pirates get messed with.īut this goes back much further than the last few years.
#ALONE IN THE DARK PS1 DEVELOPER TROLLING HOW TO#
Whether its embedding antipiracy messages into the gameplay itself, or simply overlaying the entire game with the drone of a vuvuzela, there are a couple of recent examples where developers figured out how to detect cracked versions of their games and using that to torture pirates.
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Somewhere in the middle is the less-traveled path of simply fucking with infringers. And, on the other end of the spectrum, there are devs that choose to embrace the internet and attempt to monetize piracy through human connections and innovative business models. There's the DRM route, which is a hellish waste of time. There's the ineffective legal route, which puts developers in a bad PR light. When it comes to how game developers react and interact with those that pirate their games, there are obviously plenty of ways to go about it.