Crytek i piraterija
Tokom intervjua za PC.IGN, CEO Cryteka Cevat Yerli je izrazio zabrinutost zbog velikog procenta piraterije PC igara. Po njemu, najveći problem PC industrije je odnos pirata i originala koji je 20:1, a ostatak intervjua možete pročitati u nastavku teksta. We are upset at ourselves actually, because we miscommunicated some of the things. We labeled certain things wrong inside the game, like configuration for example. We could have labeled it more efficiently, saying that very high [detail] should have been ultra high, and high should have been very high, because our high compared to other games' high was a generational difference. But the perception from the gamer was that if he qualified for medium, he said, "Hey, I'm playing other games at high. Why don't I play Crysis at high, too?" And it's a fair enough question.
It was just a naming convention issue, because our medium could easily compete with any high, and very high should have been ultra high as a means of futurizing. Then we might have received less critiquing about configuration issues, and this created the feeling of, "I will not play this game until I have the right PC because I don't want to spoil my experience." This kind of excuse happened even between my friends. I said, "Guys, play the game now. Don't wait for it like three months, six months, because it's out now."
I think we are fixing a lot of this with Warhead.
The other critique outside Crytek was the fact that the PC industry is really, at the moment, I would say the most intensely pirated market ever. It's crazy how the ratio between sales to piracy is probably 1 to 15 to 1 to 20 right now. For one sale there are 15 to 20 pirates and pirate versions, and that's a big shame for the PC industry. I hope with Warhead I hope we improve the situation, but at the same time it may have an impact on [our] PC exclusivity in the future.