When Apogee created the episodic method of releasing games in 1987 (with our Kroz games) the whole idea was to take advantage of the already existing worldwide digital networks of sharing games, including pirated games.
As for pirating of the full versions of our games, we treated it as an unstoppable problem and for the most part ignored it. Every studio faced the same issue and back then piracy wasn't something we could defeat without putting our real customers through hell with flaky copy-protection schemes.
What bothered me/Apogee the most was Blockbuster and Gamestop. Blockbuster started renting games, like Max Payne, which could be completed in 6-8 hours. And Gamestop implemented a buy-back program to buy back and resell games. Both rentals and buy-backs were legally legit, but they really hurt sales of games that were shorter, or lacked a multiplayer component.
Back then the solution most game makers looked at was how to add multiplayer to their games, so that players were more likely to buy the game and keep it for months.
Now we live in a world of Steam, GoG & Epic, so rentals and buy-backs are a non-issue now. But in the late 90's and 2000's these were headline issues for the gaming industry as they were hurting sales tremendously across the board (along with pirating).
Hi Sandy, I hope you’re well. I have appreciated the recent discussions. I do not agree with your framing.
Regarding piracy, DOOM is a complicated example because shareware was the model. DOOM’s first episode was designed to be freely copied, passed around, uploaded, installed, and played. That enormous unpaid audience was not the same thing as piracy. It was part of how DOOM reached the world.
By the mid-90s, DOOM had something like 20 million shareware installs and more than 2 million paid copies sold. Those 20 million people were not “pirates” by default. A huge number of them were playing the free episode exactly as intended.
That doesn’t excuse people pirating the registered game. However, it’s important not to collapse legal shareware distribution, unpaid reach, and actual piracy into one number.
I also don’t think piracy is what “gutted” id - id is still around and still making games. Piracy may have cost money, but it wasn’t the reason Quake was hard or why people eventually went different ways.
So yes: pay developers. Buy the games you love. Support the people who make them.
But history is messier than “pirates killed the companies.” Sometimes the same free distribution that looked like lost sales was also the thing that made the game impossible to ignore.
for years i’ve jumped statics, led few, joined multiple statics at the same time, raided with pseudos on-patch, raiding w/ new people or old mates. and i’ve come to a realization
friendship is built brick by brick. you don’t just join a static and you’re automatically friends.