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Manuel_D 4 hours ago

To the contrary, there is evidence that DRM increased sales. Researchers analyzed data on sales before and after cracks for video games shows up to 20% lost sales of a game is cracked quickly: https://arstechnica.com/gaming/2024/10/the-true-cost-of-game...

necovek 3 hours ago | parent | next [-]

It seems hard to take that interpretation at face value (20% seems to be an effect of a week 1 crack post-release with total revenue lost estimated at 25%; week 3 crack has estimated total losses at ~12%, and week 7 crack at less than 5% of total revenue loss..., ~0% for week 12+ cracks).

This is also based on extrapolation on top of extrapolation covering only 86 games with "majority" surviving without cracks into week 12 — how significant is the effect if there are only a few games with cracks in early weeks (if it's 43 games across the first 12 weeks, it's less than 4 games per week on average)? How big are their revenues and copies sold in absolute numbers? (I do not have access to the full paper, perhaps it's answered there)

But to be precise, even if all of the above is covered, this is not proof that DRM increases sales, but that crack availability for Denuvo-protected games decreases sales depending on the timing — it is a subtle distinction, but perhaps publicity of a crack availability motivates more people to take that route?

Finally, let's not forget that game companies care about the profit (and revenue is only a proxy): looking at lost sales does not show how much a studio can save by not investing in DRM protection and thus having a higher gross margin or cheaper price to entice more customers.

Manuel_D 2 hours ago | parent [-]

Most games are cracked within days. The number that survive for over a month without a crack is small, largely limited to Denuvo protected games.

> But to be precise, even if all of the above is covered, this is not proof that DRM increases sales, but that crack availability for Denuvo-protected games decreases sales depending on the timing — it is a subtle distinction, but perhaps publicity of a crack availability motivates more people to take that route?

The fact that crack availability leads people to pirate instead of buy is exactly the point. I guess it's more correct to say that DRM prevents lost sales rather than increasing sales, but that's effectively the same thing.

necovek 2 hours ago | parent [-]

It is not the same until you test the effect of illegal copies of games not having any DRM protection at all (easy to copy/use illegally) on sales.

Specifically, the conditions this was tested under were always-DRM, always-Denuvo, crack-becomes-available, and conclusions cannot easily be extrapolated to other scenarios if we are trying to be really scientific.

If most games are cracked within days, that sounds like a much better sample set to draw conclusions from?

Manuel_D an hour ago | parent [-]

By definition, illegal copies of games don't have DRM protection. I'm not sure what you mean by this.

The analysis studies pre-crack and post-crack sales, and specifically observed the dip in sales after the crack. The dip was larger, the closer to release the game was cracked. A theoretical day 1 crack caused a 20% drop in sales.

I'm also not sure what you mean by games that are cracked almost immediately are a better sample. You can't measure sales before and after the crack was released because you only have the latter. Sure, if we could somehow measure how the game would have sold in an alternate universe where it wasn't cracked that would be a more robust finding. But obviously that's not possible.

The study focused on denuvo protected games because those are essentially the only games that go for extended periods of time without being cracked. They're the only games that actually offer any insight into how games sell without a crack available.

fluoridation 2 hours ago | parent | prev [-]

What "to the contrary"? The statements "some people will not pay no matter what" and "DRM increases sales" are mutually compatible.

Manuel_D 2 hours ago | parent [-]

> There's a percentage of people who will never pay, it's true - and by never pay, it means never pay. You can't get them to pay by blocking or adding DRM or whatever.

The point is DRM can get people to pay who would have otherwise not paid.

fluoridation 2 hours ago | parent [-]

Yes, and those people are not part of the group who will not pay no matter what.

Slash65 an hour ago | parent [-]

Jumping in with one persons anecdotal evidence but I loved when I can pay $10 a month for Netflix when it had everything or almost everything I could watch and I quit pirating. When the content from other networks got pulled and the prices starting getting jacked up I went back to the seven seas. A good service with good quality at a decent price is awesome but 10 different services all trying to gouge me for $15-$20 a month with no guarantee the content I like won’t be removed in a few months is ludicrous and led me right back to not paying anything.

fluoridation 26 minutes ago | parent [-]

I'm almost in the same boat, except I never stopped pirating. By the time I decided to consider Netflix to see if the added convenience was worth it, the enshittification had already begun, so I just continued as I was. I'm definitely not in the "won't pay no matter what" camp, but I am pretty price-sensitive and I have a fairly high bar of satisfaction, which Steam and GOG meet but music and video streaming do not. I definitely think Gaben is mistaken, and that for most people it's both service and price. Steam would not have been as successful in reducing piracy in the PC market without all the discounts, all else being equal.