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Huge amounts of attention were generated, with front-page stories in broadsheet newspapers, national TV and radio coverage and interviews, and countless website features. The effectiveness of the campaigns have been debated at length and over several years, but in these terms alone the reaching of many millions of readers, listeners and viewers was a remarkable result in its own right. A third campaign was conceived and prepared (the initial drafts can be seen on the preceding page), but was never executed. The "Consumers=Criminals" campaign didn't see the light of day because it was going to be a lot of trouble and expense, and after the vast amount of hatemail from the public that the previous two campaigns had attracted for the organisers, it really didn't seem worth it. Consumers seem to be aggressively determined to be ripped off and taken for mugs by greedy, cynical businesses, and hey, at the end of the day who were we to interfere? But the two campaigns FairPlay did run were nothing if not eye-opening experiences, and in reality achieved all we could ever have hoped to achieve. The game-pricing one caused a massive stir, gained more media coverage for the subject than anyone could have dreamed, and genuinely gave the games industry a massive fright. You only have to look at the weight of scorn and bile that was hurriedly poured on it to see just how scared they were. Was the campaign a factor in GAME's catastrophic share-price collapse, whose timing mirrored the campaign almost to the hour? There's no way of ever knowing for sure. But the fact is that videogaming has never been cheaper than it is now, and whether by coincidence or otherwise the big slide started at almost the exact same moment FairPlay1 did. Now you'd have to be an idiot not to be able to pick up AAA games discounted to half the supposed retail price within a month of release, or even on the day of release, and there are all manner of ways of playing brilliant games on current-gen formats for (literally) pennies, whether it be through the App Store or Xbox Indies or PSP Minis. And amazingly enough, the people selling those games are doing rather nicely out of it. iPhone games selling at an average of under £1 are generating BILLIONS of dollars for Apple and publishers, and hefty amounts of profit. Cheap games make money, and quality doesn't have to be sacrificed to do it. As for the fruit-machine campaign, that succeeded beyond our hopes. Getting no-win gambles outlawed completely was always an optimistic aim for a couple of blokes taking on a multi-billion-pound industry, but having the new warning notices put on every machine that used the fake "gambles" was a real and tangible achievement. I still get a little thrill every time I go into a pub and see a fruity with one of "our" warnings on it, at least letting players know what they're up against. (The introduction of the warnings also destroyed the arguments of the detractors who repeatedly claimed that the lose-lose gambles simply indicated a failure in emulation and that the real-life machines didn't do such things.) The FairPlay story had a strange footnote, providing an ironic twist ending. A couple of years after the fruit-machines campaign, the domain registered for the group expired, and was bought up by someone by the name of Mel Smallwood. This alert entrepreneur had noticed that the publicity generated by the campaign had led it to be the No.1 Google search result for "fruit machines". With an admirable eye for a commercial opportunity, they left large chunks of the original pages intact (because removing them would have destroyed the search ranking), but cunningly inserted advert links for online casinos and the like into the text, fooling unwary readers. This carried on for over a year until it was spotted, and a polite notice pointing out the unlicensed use of copyright material saw the entire site deleted. Then, even more strangely, a couple of weeks later it came back. The domain-jumper had completely redesigned the site, pinched a different Fairplay logo from somewhere else, and pasted all the text back into the new-look pages. And weirdly, whereas the first version had only copied some of the pages from the fruit-machine campaign, this one had lots of pages from the original videogame one too. I've mirrored it for posterity here. (Note especially the cunning way the "Latest News" page has had all the dates changed from 2002 to 2009 in an attempt to appear to be current.) But anyway. This page has one final function to perform before we go, and that's to document some of the more interesting media coverage FairPlay attracted, but which didn't get the attention it deserved at the time as we battled through a storm of people asking for interviews and quotes and the like. Here's a small selection of the choicer snippets.
Fairplay UK - The folly of European socialism in the video game industry
(from World Tech Tribune)
The
Reality
FairPlay
Campaign Calls For Game Buying Boycott
Video games biz hits back at rip-off
claims
Students Demand Fairplay over Video Game Prices
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