Ok, so over in this thread
we discuss our general feelings and experiences regarding RPG piracy. We don't know wether filesharing is good or bad for sales in general and it's very likely this will stay so forever.
What this thread is for: list and discuss techniques and sales models designers and/or hardcore fans of a game can use to either increase interest in the game using filesharing (hopefully ending in one or two sales) or
making filesharing a non-existing problem.
Basically I want to know what your not so secret plans/ideas are for using
filesharing. Let's take advantage of the technology we have available!Posting demos on high traffic warez sites
There is a number of torrent sites that let you post your own torrents for others to download. What you need is high upload bandwidth and at least two or three days of continuous availability for upload. A committed fan can solve this if the designer has no opportunity to upload.
Questions: Will this actually lead to people wanting to buy the game or to look harder for an illegal version? Where to post, where not to post?Bimonthly/Semi-annually posting of all new story games' demos on torrent sites
This is the same as before with a community effort. All the games that came out recently have a demo/no-layout version in one torrent. Needs only one committed member to take care of high upload bandwidth and availability. Less known/popular games can benefit from this hugely.
Questions: How much work does this need? Whom to include, whom to exclude? (I'd say exclude noone, but this would be the choice of the one person who organises this and thus lead to some tension when excluding a game for any reason - quality of work for example.)Ransomware
PDF version gets paid only once by a community effort. First, the PDF is not available to anyone. When the target value gets collected, the PDF is free. Let's say I decide that I want 500 dollars from my PDF sales, the community collects the 500, I get paid, I release the PDF for everyone to download for free and try to get it into as many hands as I can. This will hopefully result in more donation/printed sell.
Questions: How to define the target value? Does the availability of the legal free PDF reduce the ammount of people who buy the book in print? ("Oh, I downloaded the pdf of this game but it's illegal, let's buy it in print!" doesn't work anymore. The PDF is legal.) Does the game get scanned and pirated before the target value is reached?Ransomware with print sales combo
This is a ransomware type where a part of the print copies price gets reckoned in the collected ammount. I've got the 500 dollars target value game and say every print sale raises the collected ammount by 2 dollars. That would mean at 250 sold books, the PDF is available for free download even if noone paid a cent to get the electronic version.
Questions: By how much do I raise the print copies price in this version? Do I offer another option where the collected ammount isn't raised by the sale?
I'd very much like to discuss techniques and sales models even if they're based only on assumptions. Please consider adding questions to your ideas!