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by AnthonyMouse 62 days ago
> But releasing a game without DRM means it's impossible to measure the value of Y, since a crack is immediately available. This is why this is sort of a nonsensical complaint.

If you're trying to determine Z, which is X - Y, and then you get some indication that Y might be 20 under a specific set of assumptions, you still don't know anything about Z because X could still be 0 or 20 or 40. Measuring Y by itself is useless. It's looking for your keys under the streetlamp because that's where the light is even though you know that's not where you lost them.

> If there really were a pool of buyers who would purchase legal versions of games absent DRM, the we should see a bump in sales once DRM-free versions are released. But no such bump in sales materializes.

That's assuming the removal of the DRM is well-publicized like the initial release. Otherwise people hear about the initial release, don't buy it because it has DRM and then most of them forget the game even exists. And negative reviews from when the game had bad DRM are still there even after it's removed.

It could still be net positive to remove the DRM after it's cracked but the benefit is naturally going to be a lot smaller than if it had no DRM when people were paying more attention to it.

Also, has anyone actually studied that? Most of the resources to do studies on these things are from DRM purveyors who want to make their product look better than it is. They don't have the incentive to find results that make them look bad.

> Is it really that hard to believe that if given the choice to pay or receive a product for free more people choose the latter than if there is no free option?

You're still focused on measuring only Y.

1 comments

To be clear, what is measured is the proportional change in sales following the release of a crack, relative to other released games that went uncracked for longer. I don't know what percentage of games removed DRM after the crack was released, but let's assume they do.

If there's Y amount of people who buy if there's no crack available and pirate if there is, and X amount of people and who refuse to buy the game with DRM but do purchase it after DRM is removed. The net shift in sales is the difference in sales is X-Y.

We're not measuring Y, we're measuring Z. And since Z is negative, we can conclude that the group of people who just want free games is larger than the group of people who buy after DRM is removed. We know that Y is larger than X.

> If there's Y amount of people who buy if there's no crack available and pirate if there is, and X amount of people and who refuse to buy the game with DRM but do purchase it after DRM is removed. The net shift in sales is the difference in sales is X-Y.

Now you're assuming that all games immediately remove DRM after they're cracked, which is definitely false. In a statistical study it would need to be all of them or any that don't would be skewing the average.

And again, removing the DRM doesn't fully undo the hit from having it to begin with. Existing negative reviews or forum posts panning the game don't disappear the instant you address the thing they were complaining about. The network effect and word of mouth in subcultures that don't buy games with DRM is already reduced.

So if a game launches with DRM it's forever tainted and that group of people who supposedly would have bought the game absent DRM won't buy it - even if the DRM is subsequently removed. But on the flip side, if a game doesn't launch with DRM then it's pirated immediately and there's no way to measure the sales in the period pre and post-crack, because there effectively is no pre-crack period.

You've constructed an unfalsifiable claim here.