![]() ![]() 2D BOY used World of Goo as an experiment, deliberately releasing it without any form of DRM, and said they would publish the results. You might assume that the response to this - by any developer, let alone two guys on their own - would be to conclude that some manner of DRM was necessary. I've no idea at all, but it would make sense that this could skew the results. But of course, it's unlikely it would be that far each way.Įdit: It's pointed out below that dynamic IP addresses could have a dramatic effect on this figure. He then goes on to point out the possible inaccuracies: people installing a legitimate copy on multiple computers (I know I have), dynamic IP addresses, multiple pirated copies behind the same firewall, and people not checking the high score box, all of which could push the figure in either direction. ![]() we divided the total number of sales we had from all sources by the total number of unique IPs in our database, and came up with about 0.1. we record each score and the IP from which it came. "first, and most importantly, how we came up with this number: the game allows players to have their high scores reported to our server (it’s an optional checkbox). And it's shaken a lot of people.Ĭarmel explains how they reached the dramatic figure. ![]() After Ron Carmel mentioned the figure - 90% - in a comment on RPS this week, the story was picked up across the internet. 2D BOY have posted about the piracy World of Goo has suffered since launch. ![]()
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