Talking points:
Seems reasonable to me. The more bleeding edge your visuals, the more it'll cost you to create them, and the fewer people will be capable of appreciating (and thus paying you for) them.In other software markets, getting 1% of the target market is considered good. If you need to sell 500,000 of your game to break even and your game requires Pixel Shader 3 to not look like crap or play like crap, do you you really think that there are 50 MILLION PC users with Pixel Shader 3 capable machines who a) play games and b) will actually buy your game if a pirated version is available?
Maybe a little lesson here about the value of spending developer time trying to secure your app and resources.The reason why we don't put CD copy protection on our games [is] because the people who actually buy games don't like to mess with it. Our customers make the rules, not the pirates. Pirates don't count. [...] That's how it works in every [other] market -- the people who buy stuff call the shots. Only in the PC game market are the people who pirate stuff still getting the overwhelming percentage of development resources and editorial support.