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by erik 5489 days ago
I find this to be an interesting data point: http://www.indiegames.com/2008/02/opinion_casual_games_and_p...

A casual game developer dramatically increased their sales by improving the effectiveness of their DRM.

I strongly dislike DRM in games, and will avoid games that push it to far. But it's hard to argue against the sales numbers quoted in the linked article.

2 comments

Well, it says that "For every 1,000 pirated copies we eliminated, we created 1 additional sale", suggesting that piracy isn't anything to worry about, as 99.9% of pirates wouldn't have bought a copy anyway.
And with this numbers, you have to have a lot of sales/would-have-been-pirates to cover the cost of implementing and maintaining the DRM.
> Fix 1 – Existing Exploits & Keygens made obsolete – Sales up 70%

A 70% increase in sales should be enough to justify it, no?

Honestly, I think the monetary cost of implementing DRM is vastly overstated.

if you make pirating harder you will undeniably get some of the would be pirates buying instead. and of course you can measure it easily on you sales.

but.

they say the conversion is 1000 pirates vs. one sale. Which only convinces me that im right. think about it. 999 people less will be using the program. yes, you will sell one more copy, but how many future sales you loos because those 999 people are not going around talking about your program, playing it in public, recommending it to friends...

Their sales rose short term but I think the've lost long term for sure.