One might wonder about the ratio of Nintendo’s legal budget to actual piracy losses.

Having been a college student back in the days of Napster (and ignoring the complete dearth at the time in physical stores of the sorts of music I was getting into), $20 CDs with one good track were not a value proposition. So when I downloaded a track, there was zero actual financial hit to whatever label or the RIAA … it’s a sale that never would have happened. You didn’t lose money; you gained exposure.

My last console was an SNES, so I have no horse in this race. But being actively hostile to your customers generally ends poorly.

As a grown-ass adult, I’ve spent more than $2,000 on music on Beatport, mostly $1.29 at a time replacing the stuff I pirated for better-quality versions.

When you have to take away rights that used to be guaranteed by the first-sale doctrine, it’s likely a sign there’s something wrong with your business model moreso than users causing so much chaos (and profit loss) that you have no choice.

This isn’t some fly-by-night AI toaster company that’ll shut down services in a year and leave you fucked. It’s Nintendo. They’re going to survive just fine.

  • Novaling@lemmy.zip
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    3 days ago

    Oh yeah, it totally depends on the game. I do play and love the highly replayable stuff, but those games I almost never pirate, it’s usually something I already bought or would buy.I think one of the few non-online replayable games I’ve pirated was Rhythm Heaven on 3DS.

    • Pete Hahnloser@beehaw.orgOP
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      3 days ago

      For quite some time, I’d watch YouTube playthroughs of about an hour and realized that in most cases, that was all I really needed. If shit starts looking grindy in an hour, you likely made a bad game.

      I’m grateful for these streamers. They save me from wasting money.