The Game Composer’s Blog

Game music, a matter of life and death.

Pirated samples.

It’s about time I do the obligatory complaint on this blog about how much it sucks that people pirate instrument samples. Actually, the pirating itself doesn’t bother me so much. It’s not like the people pirating have the drive or talent to do anything worthwhile with their pirated samples. Their talent level is in fact inversely proportional to their laziness. But it does bother me that their pirating does affect me and other legitimate composers.

With each pirated sample, the sample developers feel even more need to a)raise prices and b)inflict even more copy protection on legit users. I’m not sure piracy really does take away from anyone’s profits. The people pirating would probably not have bought the software if the pirated versions were not available. That’s certainly debatable and not really the point of this post. The point is, whether or not there is such a monetary loss, the developers feel the need to raise prices and add copy protection.

Raising prices is an obvious annoyance, though it’s fine in some cases where the samples are so good you would pay almost any price. But some samples do end up going into price points that are far above what the samples are actually worth. Unfortunately, with rampant piracy it’s harder and harder to tell how good particular samples are because you don’t very often have good demos of the samples from which to judge their worth. Developers are so scared of piracy that they are very hesitant to release any free demos. So we’re left with word-of-mouth reviews. That’s ok, but I still want more hands-on experience with a product before I plunk down a few thousand bucks.

The biggest bother to me is the copy protection. I have so many dongles sticking out of my computer it’s ridiculous. And I even had to pay for one of them. What?? I have to pay in order to let the sample developers know that I’m not a bad guy? Didn’t I do that by buying the samples in the first place? So why did I do all that serial number entering online? Oh, that’s just so that the company can legitimize my legitimate copy of my software and let the dongle know that we’re all good. And then I think if I take out the dongle, the computer is instructed to melt so I’m very careful with that. Don’t even get me started about when it’s time to upgrade my computer and I have to remember all these serial numbers and passwords so that I can legitimately uninstall then reinstall. But I can only do the 3 times or something? What happens the 4th time? Oh yeah, more melting… or maybe that’s when it tells my computer to kick me in the groin.

And meanwhile the pirates are laughing at me while they use their samples on any computer they want, installing and uninstalling just for the fun of it. Why am I the one being treated like a criminal? A most vexing state of affairs. So really, it’s not the pirates I’m complaining about. It’s the knee-jerk reaction to them by the developers. But it’s hard to blame them. A lot of work goes in to making samples. I know, since I’ve made some. The sample developers need to make their money so they can continue to bring us better and better representations of real instruments. I hope we can come to a better balance soon though between copy protection and legitimate user annoyance.

One more point… game developers, be very careful dealing with some composers whose rates seem too good to be true. If sample developers find out that the music in your game is using pirated samples (which it probably would be), you could be in for some hurt. Having dev team members use pirated software is never a good idea. Samples especially are easily identified and traced.

I’m sure I’ll have more to say about this in the future (maybe when I make my next big purchase), but it’s nice to get that off my chest for now. Carry on!

July 29, 2008 - Posted by | Developer Music Tips, Ponderings | , ,

4 Comments »

  1. I understand where you are coming from. All the brass sample sets that have gotten good reviews in the magazines I get are so expensive I would not dare dropping that kind of money without being able to demo them first. But I am not sure it is the piracy that is affecting the price so much. It is like you said, most of the people doing the pirating don’t know what to do with the samples anyway.
    As for remembering your serials for your dongles and software, you might want to look at this article over at lifehacker. I don’t know what I would do without Gmail to help me keep track of all my info. And if the copy protection on your stuff gives you to much trouble you could always consider using the cracked version of the stuff you paid for.

    Comment by Slamgauge | August 17, 2008 | Reply

  2. I just hate going to the underbelly of the internet to be able to use stuff I should already be legitimately able to use. But I do do that for games that require the DVD or have scary forms of copy protection.

    Gmail is totally a big help when keeping track of serial numbers, etc. But it’s scary that all my info is out there on their computers. I suppose I trust them. But what if they go bad one day or go under? Yeah, not likely, but still…

    Comment by thegamecomposer | August 20, 2008 | Reply

  3. I just visited the EWQL website, and I must say the fact that there isn’t any artificial reverb attached to the sounds through processing really improves the quality, by far better then my current samples. How does one go about using these samples? Are they compatible with various notation software programs?

    I’m just not sure exactly what is required to use them, but after listening to them it seems to be a sound investment.

    Comment by Matthew | September 2, 2008 | Reply

  4. Matthew, the EWQL orchestral samples all come with their own player. As long as your computer meets their specifications, you should be good to go.

    Comment by thegamecomposer | September 9, 2008 | Reply


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