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by buran77 171 days ago
For people who have no money to spare for games it really doesn't matter if games come with DRM or not. They wouldn't afford them anyway so "for free" is the only option that matters.

For people who have money for games but don't want to pay, the presence of DRM matters very little. 99% of games are usually trivially cracked, especially if you are willing to wait for some days or weeks after launch (an important sales window for the publishers).

For people who have money for games and are willing to pay, DRM turns out to be maybe an inconvenience, but definitely a guarantee that they don't actually own the game. The game can be taken away or even just modified in a way that invalidates the reason people paid in the first place.

2 comments

> especially if you are willing to wait for some days or weeks after launch (an important sales window for the publishers).

“Important” is an understatement. Even for long-term success stories, the first three or four months often accounts for half of a game’s revenue.

And, despite so many people theorizing that “pirates don’t have money and wouldn’t pay anyway”, in practice big publishers wait in dread of “Crack Day” because the moment the crackers release the DRMless version, the drop in sales is instant and dramatic.

Do you have a source for sales data when a crack becomes available? If so, that seems like definitive proof that piracy does affect sales.
When the Nintendo Switch became hackable, ie can play any game, Nintendo saw a massive decrease in sales in Spain. Btw people in Spain pirate the most games in Europe. The decrease was at least 40%. The idea that this is a service issue and piracy doesn’t affect sales is just PR speak. If the game is offline, it’ll be pirated a lot.
Both you and GGP make concrete claims but fail to provide evidence. Can anyone cite published sales data or is this all mere conjecture?

We've been exposed to what seems like FUD about piracy killing sales since approximately forever - you wouldn't dOwnLoAd a cAR - but seemingly zero actual evidence to date.

My source is first and second hand reports from management of game companies having worked in the industry for decades. But, they don’t make numbers like that public.

The best public report I can find is https://www.sciencedirect.com/science/article/abs/pii/S18759... which shows a median difference 20% of revenue for games where Denuvo is cracked “quickly” but also no significant difference if Denuvo survives for at least 3 months.

What I’ve observed from internal reports from multiple companies is that, if you don’t assume an outlier blockbuster game, major game studios’ normal plan is to target a 10% annual profit margin with an expected variance of +/-20% each year.

So, assuming you have a solidly on-target game, DRM not just being there, but surviving at least a couple months is the difference between “10% profit moving the whole company forward on schedule” vs “10% loss dragging the whole company down” or “30% profit, great success, bonuses and hiring increases” depending on the situation.

Outside of games, I have seen many personnel reports on Hacker News over the years from small-time ISVs that they find it exhausting they need to regularly ship BS “My Software version N+1” just as an excuse to update their DRM. But, every time they do, sales go back up. And, the day the new crack appears on Pirate Bay, sales drop back down. Over and over forever. Thus why we can’t just buy desktop software anymore. Web apps are primarily DRM and incidentally convenient in other ways.

> which shows a median difference 20% of revenue for games where Denuvo is cracked “quickly” but also no significant difference if Denuvo survives for at least 3 months.

So how did they measure the difference? They released one title with Denuvo then erased everyone's memories about it and released it again without?

Because if you compare different titles I don't know what you base that percentage on.

> Web apps are primarily DRM

I've been saying that for decades at this point. Web apps trade post-release support issues with slightly higher development costs upfront (dealing with browser compatibility), but the real kicker is that the company is now in complete control of who gets to use what and when.

> My source is first and second hand reports from management of game companies having worked in the industry for decades. But, they don’t make numbers like that public.

As an aside, I find this kind of behavior on the part of companies rather irritating. It's like, if you want people to believe that something affects your sales, you need to publicly release the sales data (and do so in a way that people will trust). Otherwise there's no reason for anyone to believe you're not just making stuff up.

> Btw people in Spain pirate the most games in Europe.

They have very high unemployment among young people, might be related.

when i was younger there were more games i wanted to play than i had money to pay for..and i pirated.

then i had some money and i bought more games than i had time to play.*

now i neither buy or play games.

*the point is that at this point, there is no point wasting time trying to pirate games. every humble bundle. every steam sale. u just click and its yours. you dont even have time to play. why waste time pirating?