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I'm not completely convinced. When I was a teenager I pirated games because I didn't have money (and games were incredibly expensive back in the day). The people who I copied them from did it to show off their collection and connections, or just because they were my friends.




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.


> 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.

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

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


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.


Clearly they didn't. If such definitive data existed they would publicly release it because it would be in their own best interests to do so.

Notice that GP amounts to "well I can't actually provide any evidence, but if I could then here's what it would look like".


> 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.


It's a vacuous argument. Even in the complete absence of piracy web apps would still have won out over desktop software due to turning a one time sale into a recurring subscription. That's what drove their adoption.

MMOs show the same thing. There are plenty of multiplayer games with centralized servers that are effectively impossible to pirate. But subscription based MMOs score a clear win in terms of revenue.

(It turns out free to play gacha is even more lucrative than subscription, but I digress.)


> 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.


Why would they care if you or I believe them or not?

I didn't say you or me, I said anyone. They need someone to believe them, otherwise no one will care when they complain about lost sales.

That’s my point: they don’t need people to care.

They just need law makers to support IP/DRM laws that allow them to continue to operate. (I made games for a while at a small studio; I understand some of the pressures that studios are under and don’t support piracy of games.)

And they can get that support without publicly releasing detailed time-series sales data.


It doesn't add up though. If they were actually dependent on DRM as described then broad public support would be a massive benefit to them. Yet seemingly none of the many studios out there publicize such data. And this comment section is full of hand waving about "well I can't provide actual data but I talked to someone who said ..." it sure looks like BS to me.

What form would this “massive benefit” take?

What change would their CFO see on their spreadsheets from this massive benefit?


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?


> I'm not completely convinced. When I was a teenager I pirated games because I didn't have money

Yes, but if it was impossible to pirate, you'd still have no money to buy the games, so in the grand scheme of things nothing would change.


The thing is teenagers or poor people or people from third world countries that pirate for financial reasons just would not buy those games regardless. I'm unconvinced that those pirates affect sales in the end to any meaningful degree.

Also teenagers grow up eventually having money to buy the games on their own.

I’m a Diablo and StarCraft fan because of pirated games played during my childhood when I couldn’t convince my parents to let me buy them.


I was exactly the same! But then StarCraft 2 came out, I went out of my way to purchase the retail box, it had nothing more than a slip of paper with a CD key inside, I grudgingly went to download it and Blizzard demanded a bunch of PII from me. I regret the purchase.

Not making that mistake twice. I imagine this is one of the reasons that Steam is so successful. No surprises and near zero friction. Why risk going elsewhere as a consumer?


Steam requires the same bullshit. It's just that you only do it once, and it remembers your PII for your future purchases. In this way, centralised marketplaces have lower friction.

Did Steam change something? I first opened the account to claim a game via license code. It only required a working email at the time.

Later I chose to provide my credit card for convenience. As far as I know I could have instead used gift cards or prepaid cards.

Regardless, there's also an issue of trust. I might choose to provide PII to a large central marketplace that has a good reputation but providing it to each individual producer seems highly questionable.


As a broke ass teenager, yeah I didn't pay for them. Now as big money adult I bought them almost 1.5 times over. Once on GoG and sometimes on Steam.

When I was a kid, piracy was the norm. If your friend had a game you liked, you would just grab the tape, go home, insert into the recorder and make a copy. I didn't know about buying games or what I did was bad until well into the 90s.

> I didn't know about buying games or what I did was bad until well into the 90s.

Really? When we were pirating games off each other as teenagers in the early 80s, we absolutely knew we were getting games for free that the publishers wanted us to pay for.


So basically your sources weren't lost sales because you don't show off your mad sk1llz by buying a game, and you weren't a lost sale because you had no way to buy it. But I'm sure you did talk about how cool the game was, including to some people who could buy it. This sounds fairly typical.



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