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Make the distribution of your game as simple as possible and release frequent updates ( withwith free new content)

eg. Angry Birds on the iPhone. Even if somebody pirates the game first, he might decide to buy it just because of the auto update function. (+ the new free content will give a feeling of becominggetting much more for the money and that you are a decent developer)

onOn the PC I would use steam. It is great for small developers and the only distribution path more convenient than pirating.

PrizingPricing is far less important in my opinion. (AA game for 9.99$ on steam will be bought far more often than one for 7$ on a private homepage.)

And most importantly: dontdon't focus on the pirates and potential losses, concentrate. Concentrate instead on the paying customers, quality, and increasing the revenue.

Make the distribution of your game as simple as possible and release frequent updates ( with free new content)

eg. Angry Birds on the iPhone. Even if somebody pirates the game first, he might decide to buy it just because of the auto update function. (+ the new free content will give a feeling of becoming much more for the money and that you are a decent developer)

on the PC I would use steam. It is great for small developers and the only distribution path more convenient than pirating.

Prizing is far less important in my opinion. (A game for 9.99$ on steam will be bought far more often than one for 7$ on a private homepage.)

And most importantly: dont focus on the pirates and potential losses, concentrate instead on the paying customers, quality, and increasing the revenue.

Make the distribution of your game as simple as possible and release frequent updates (with free new content)

eg. Angry Birds on the iPhone. Even if somebody pirates the game first, he might decide to buy it just because of the auto update function. (+ the new free content will give a feeling of getting much more for the money and that you are a decent developer)

On the PC I would use steam. It is great for small developers and the only distribution path more convenient than pirating.

Pricing is far less important in my opinion. A game for 9.99$ on steam will be bought far more often than one for 7$ on a private homepage.

And most importantly: don't focus on the pirates and potential losses. Concentrate instead on the paying customers, quality, and increasing the revenue.

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Fabian
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Make the distribution of your game as simple as possible and release frequent updates ( with free new content)

eg. Angry Birds on the iPhone. Even if somebody pirates the game first, he might decide to buy it just because of the auto update function. (+ the new free content will give a feeling of becoming much more for the money and that you are a decent developer)

on the PC I would use steam. It is great for small developers and the only distribution path more convenient than pirating.

Prizing is far less important in my opinion. (A game for 9.99$ on steam will be bought far more often than one for 7$ on a private homepage.)

And most importantly: dont focus on the pirates and potential losses, concentrate instead on the paying customers, quality, and increasing the revenue.