No. That was a minuscule number of people.
It was a reaction to Candy Crush making insane amounts of money using casino mechanics.
I can certainly remember developers of early popular games that you paid for up front saying that they tracked how many copies of their game were out there, and only a minuscule percentage of those games had been paid for,
I don't think piracy is the issue here, the issue is on mobile devices you already have quick payments setup for very fast transactions through the app stores. It's easier to assume to assume the person using the phone authorized to make the transaction and enable lots of small transactions.
On PC it's much easier to enter my card details for each new transaction, so i never save the card in Steam etc. Doing the same on the phone is tiring, so i have my card saved.
Apple and Google also make a little money on these transactions and have less incentive to promote non freemium games.
My impression at the time was that the supply of games in the app store was just too great, with hundreds of casual games being released every day. Thus driving down prices.
And Apple was more than happy to commoditise their complement; if 20 developers decided to clone Flappy Bird that was fine with Apple.
People were willing to pay up front on iOS, but Android users just sideloaded, leading to Skinner box free-to-play games being the most reliable way to monetize.
Sideloading makes piracy a service problem instead of a freedom one, and Apple knows their service can't compete on an unstacked deck.
Only if you expect developers and/or studios to work for no pay.
Why do you think we live in a world where you need an internet connection to play a single player game? Developers need a way to be sure you've paid up.
You keep bringing this around to revenue, but Apple could solve this problem if they didn't benefit from the status quo. A company 10x smaller than them did it, a company with full control over their hardware stack has no excuse to drag their feet and copy Open Source's homework.
What you’re missing is that Apple has their own proton that they’re using to help developers port their games like what Valve is doing with proton. Imo most of Apple still hates games if it didn’t bring in so much revenue. Now we have a small team trying to change that at Apple similar to how WSL for Windows came to being. I just hope that the higher ups continue to support and promote Apple’s “proton”
Well Apple and Valve are doing exact opposite things with their tools. Let me explain.
Valve runs your windows game unmodified. There is no 'porting process' and there is no 'port'. As person working with large publisher I am still in shock and disbelief that it is legal and works well in practice but here we are. The funny part is when developer of windows version of a game is asked 'how well do you support Steam Deck?'. And developer has to do windows version changes and produce new windows version that has tweaks for Steam Deck.
Ever hear of DRM? How about consoles that brick themselves if they detect that they've been modified?
In which case, we’d still expect PCs to be in an equivalent, if not worse state.
If a game gets content updates every other month, re-downloading a pirated game, and possibly losing all progress, meh.
If a game is going to go on sale for $20 (or $10) after awhile, why bother pirating it, just wait.
And Steam is absurdly convenient. Built in voice chat, collectables, and forums, means playing games on Steam is better than playing pirated games.
Steam is a DRM platform.
Wasn't that a reaction to users who refused to pay for games and just sideloaded them instead?
I can remember there being five dollar games in the early days of iOS that sold well. I can also remember developers trying games that had ads until you paid to remove them.