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Wednesday, September 25, 2024

Pixel P&L: Inside the Piracy Problem in Gaming

Good morning. It’s Thursday, September 26. Over 90% of PC gamers admit to pirating with a quarter of them confessed to pirating more than 50 titles over their lifetimes. Rising game prices, especially in low-income regions, fuel the issue. Today’s feature explores the ongoing battle between game developers and pirates, exploring the deeper factors driving piracy.

We also report on Krafton India’s expansion of its gaming incubator program, the launch of the Esports Asian Champions League (ACL), and more.

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Piracy in Video Games: A Crisis That Won't Quit

In 1998, a report from the Interactive Digital Software Association revealed a looming threat to the video game industry—piracy, with U.S. publishers losing $3.2 billion. More than two decades later, piracy has only evolved, and a startling 2016 survey showed that 90% of PC gamers had pirated at least one game.

Despite relentless efforts by developers, hackers continue to crack and distribute games within days of their release. But the reasons behind piracy go deeper than a desire for free access. As game prices soar globally, especially in economically disadvantaged regions, some argue that high costs are driving piracy.

In our feature story, we dive into this ongoing battle, exploring the systemic issues that make piracy so rampant and why, despite industry efforts, the problem persists. Are there solutions? Or will this be a cat-and-mouse game with no end in sight? Read on to uncover the hidden costs of piracy—and why so many gamers continue to turn to it.

Krafton India Expands Gaming Incubator, Eyes Fresh Talent

Krafton India has opened applications for the second cohort of its Krafton India Gaming Incubator (KIGI), expanding its support for the country’s emerging game development scene. Following the participation of four developers—ReDimension Games, Shura Games, Dunali Games, and Arjuna Studios—in the inaugural cohort, KIGI will now offer places for six to ten new teams.

The incubator, launched in October 2023, provides funding between $50,000 and $150,000, alongside mentorship from Krafton’s global experts. The program aims to offer technical and business guidance in areas such as game development, design, and marketing, a rare opportunity in India’s relatively nascent game development industry.

Krafton has reported receiving over 300 applications for its first cohort, highlighting growing interest in India’s gaming sector. With the second cohort, the company plans to expand its technical support and focus on building a more collaborative developer community.

Applications for the new cohort will open on October 1, 2024, marking the next step in Krafton’s efforts to cultivate local talent in India’s growing gaming market.

Quick Bytes

BMPS 2024 Finale Set for September in Kerala

The Battlegrounds Mobile India Pro Series (BMPS) 2024 finale will take place from September 27 to 29 at the Adlux International Convention Center in Kochi, Kerala, where sixteen teams will compete for a ₹2 crore prize pool. Matches will run daily from 12 PM to 6 PM, with the top-scoring team on September 29 being declared the champion. Kerala Blasters FC will also attend to show support for the esports event. While entry is free, ₹5,000 Elite passes offer premium seating, meals, meet-and-greets with esports personalities, and merchandise. Tickets are available on Insider.

VSPO Unveils Esports Asian Champions League (ACL)

VSPO has launched the Esports Asian Champions League (ACL), positioning it as Asia’s premier international multi-title esports tournament. Announced in Shanghai at INS Park by VSPO founder Dino Ying, the ACL promises to be the region’s most diverse and accessible esports event, running for six months annually in next-generation extended reality (XR) arenas across the continent. The launch event was attended by HRH Prince Faisal bin Bandar bin Sultan, who will serve as Honorary Chairman, and Mr. Ng Ser Miang, Vice President of the International Olympic Committee. ACL aims to attract tens of thousands of esports athletes.

Black Myth: Wukong Sells 20 Million Copies in First Month on Steam

Black Myth: Wukong, the hit action role-playing game, has sold over 20 million copies on Steam within a month of its release, generating CNY6.8 billion (USD961 million) in revenue. The game’s concurrent player count peaked at 574,000 on Steam, according to Video Game Insights. With 95% positive reviews from over half a million users since its August 20 release, it has become a major success. While developer Game Science has not provided official sales figures, analysts predict total sales could reach 30 to 40 million across platforms like WeGame, PlayStation, and Epic Games Store within a year.

Ubisoft Cancels Tokyo Game Show Appearance and Assassin’s Creed Shadows Press Previews

Ubisoft has canceled its online appearance at the Tokyo Game Show, citing "various circumstances," and also scrapped press previews for Assassin’s Creed Shadows, which were scheduled for next week, according to Insider Gaming. While the game is still slated for a November 12, 2024 release, these recent cancellations have sparked speculation about a possible delay. Ubisoft has yet to respond to inquiries regarding the cancellations but confirmed that its ongoing giveaway campaign will proceed as planned despite the Tokyo Game Show withdrawal.

Did You Know

The mobile game Send Me to Heaven (SMTH) took the phrase “high score” to a whole new level—literally! This quirky and controversial game, created by Czech developer Petr Šimůnek in 2013, challenged players to throw their phones as high into the air as possible and have the device measure the altitude. The higher the throw, the better your score, which could then be shared on global leaderboards.

What made Send Me to Heaven especially interesting, though, was its mischievous backstory. Šimůnek has openly stated that his main goal with the game was to encourage players to break their iPhones, hoping to destroy as many of the devices as possible in the process. The risk of damage was real, as the game required users to toss their expensive phones skyward and hope for a safe landing.

Apple, however, wasn’t amused by the game’s destructive potential. The company quickly banned Send Me to Heaven from the App Store, citing violations of its policy against apps that could potentially harm the device. Despite this, the game gained a cult following on Android, where it remained available for download, drawing thrill-seekers eager to test their phones—and their luck!

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