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.
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?
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.
> By definition, illegal copies of games don't have DRM protection. I'm not sure what you mean by this.
Games released without DRM are less of an inconvenience to legitimate purchasers. They don't get negative sentiment from past customers complaining about the DRM causing problems for people who actually paid for it and thereby deter others from buying it.
This can even cause the effect you're seeing: The game comes out with onerous DRM, people buy it initially having not realized this yet. The DRM being more onerous to legitimate purchasers makes it both more likely to be cracked (people spend more effort to crack it so they can play the game without the DRM causing problems) and more likely to have sales decline as DRM problems for legitimate purchasers become known and sour customers on buying it, so you get a correlation between how fast the game gets cracked and how fast sales fall off.
In general it assumes there is no existing correlation between how quickly a game gets cracked and the rate at which would sales decline regardless, e.g. it assumes that more anticipated games don't both get cracked sooner and have more front-loaded sales, but relationships like that are pretty plausible.
In addition to that, once the crack is available, you're stuck with DRM if you pay but not if you use the cracked version, so then the cracked version is better. It outcompetes paying not just on price but also on utility, whereas if the paying got you no DRM to begin with then the cracked version would have only one advantage instead of two.
You also unconditionally lose 100% of the sales to people who simply never buy games with DRM.
Losing X% of sales to pissing off customers with DRM in order to avoid losing Y% of sales to pirates is only worth it if X is less than Y, but they're only even attempting to measure Y, and probably overestimating it.
> Losing X% of sales to pissing off customers with DRM in order to avoid losing Y% of sales to pirates is only worth it if X is less than Y, but they're only even attempting to measure Y, and probably overestimating it.
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.
> In addition to that, once the crack is available, you're stuck with DRM if you pay but not if you use the cracked version, so then the cracked version is better. It outcompetes paying not just on price but also on utility, whereas if the paying got you no DRM to begin with then the cracked version would have only one advantage instead of two.
Many (most?) publishers release versions of games without DRM ounces cracks are available. What you describe here is not necessarily the case.
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. If there is such a population of would-be buyers that are turned off by DRM, they are evidently smaller than the pool of buyers who would have chosen to pirate if given the opportunity.
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?
> 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?
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.
By definition, illegal copies of games don't have DRM protection. I'm not sure what you mean by this.
A game can have DRM restrictions or not when published. I am referring to games that never had DRM restrictions but which you obtained illegally (eg. you copied it from a friend or downloaded it from internet).
Games that never had DRM restrictions to begin with are also pirated on day 1. There's no way to measure the sales before and after a crack is released, because the former period is basically zero.
> 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.