The Publishers vs. The Pirates

Twenty Sided's Shamus has a multi-part article up in response to THQ Michael Fitch's rant against piracy (and consumers), which was mostly about the reasons Iron Lore closed. He opens by looking at what happened, then rants against damaged consumer relations in the name of fighting piracy, and closes by offering 5 ways to fight piracy.
Get closer to the community

My antipathy towards 2kGames should be appallingly apparent to anyone who has read this site for more than a few days. They are crooks and liars, which deprives them of any high ground they might have against the pirates. The two deserve each other. When people leave comments about how they pirated BioShock, I react in the same way I might towards a guy who mugs spammers. I'm certainly not going to have any empathy for the supposed victim.

But if someone told me they were going to pirate Frayed Knights, I'd be damned angry. Jay Barnson is a great guy and I've followed his site since before he even began work on the game. I'm emotionally invested in his efforts, and I'd like to see him succeed. (He's also never treated me like a thief.) Sure, it would be nice if everyone freely embraced a strict moral code; a planet of courteous and genteel paladins operating on the honor system with unwavering certainty. You can sit in your cubicle and imagine that bright shining fantasy world, or you can operate on this plane of existence and realize that the only way people are going to care about piracy is if they care about you. You need your audience to stop viewing you as a company and start seeing you as enthusiastic gamers with a passion for what you do.

Have a development blog. (Or just a personal one.) Give personal interviews, not just to the big publishers but to the podcasters and bloggers. Put your face where gamers can see it, so they will know who they're stealing from if they choose to go that route. Get in the forums and interact with your customers. (Forums should always be a conduit between your developers and them, not a layer of insulation.)

Whenever you need someone to interact with the public, use developers instead of marketing guys so that fans can feel a personal connection with the people who made the game. You want them to walk away from the exchange excited. A fan is likely to brag to her friends, (I met the guy who designed Alyx in Half-Life 2!) If they meet with the Senior Vice-Executive Marketing Consultant Advisor from division 4? Not so much.

Companies are always so worried that their people will say something that makes them look like a jackass, and thus they prefer to tell everyone to keep quiet. But this just means that your enterprise is seen not as a collection of individuals, but as a whole. A huge, emotionless corporate monolith, a gestalt entity that communicates in doublespeak and frequently acts - ironically enough - like a jackass. Every team has a couple of people who love to talk about what they do and get reactions to their work. You just need to give them license to speak without clearing everything through marketing and legal first. The individual mistakes they make in these interactions will be more than offset by the giant mistakes you're not making on the corporate level. (Ignore this advice if you employ John Romero.)

People might steal from strangers without regrets, but only a sociopath would steal from a friend. Be their friend, and they will line up buy your game. Some will even flame and shun the pirates on your behalf. These people want to love you. Stop treating them like lepers.