Here's the source. There's quite a lot of information there, but, no, none of it has been confirmed.
That's not even close to the norm though. Most games are good for a week or 2, especially high profile ones. If denuvo didn't have some level of effectiveness it wouldn't be the number one anti piracy tool
I've actually seen that source, but thanks for the information regardless :) That source says 10k euro (about 13k dollars), and that its also possible to have a setup fee of 2500 euros, and then pay 0.15 euro for each copy sold. So i was curious if there was another source since it was claimed earlier that it was a minimum of 15k dollars for even the smallest games.Here's the source. There's quite a lot of information there, but, no, none of it has been confirmed.
Not now they aren't. Denuvo can be cracked within 10 hours these days. It's effectively dead.
Concrete examples foryeh. i'm genuinely after a specific example. not a theoretical thing that might happen. as it is, it seems like more of an issue of principle? is that right?
My personal opinion, living from a third world country which piracy is rampant and even championed, is that piracy affects sales. A lot of my friends download pirated games because it's so easy, some of them release before official release date like the case here. But if they're forced to buy games, like Diablo 3 and WOW for example, they buy it because there's no option to pirate it. Piracy is unfortunately ingrained here that some of my friends discourage me to buy original ones since i'm just wasting money.
That's why these perception here that "those who pirate are done by those who would not purchase the game anyway" is a bit foreign for me and I feel that people said this comes from a country in which piracy isn't rampant. Piracy is a culture here, markets have sections here just for selling pirated games and movie. If people here are forced to buy original games and aren't able to pirate i'm 100% they'll buy it, it's starting already with Blu ray due to how hard that is to pirate.
I've actually seen that source, but thanks for the information regardless :) That source says 10k euro (about 13k dollars), and that its also possible to have a setup fee of 2500 euros, and then pay 0.15 euro for each copy sold. So i was curious if there was another source since it was claimed earlier that it was a minimum of 15k dollars for even the smallest games.
Publishers currently spend upward of $15,000 to integrate Denuvo into their software. With the platform now failing, many might think otherwise about the costly investment. Though, the argument can be made that a large majority of game copies are purchased in their first 24 hours on market (pre-orders and day one hype), so being cracked a few days later isn't such a big deal.
I see he deleted his tweet. Everything gets cracked eventually. No matter what. Denuvo doesn't last more than a couple of days anymore, if that. When you shove in something like Denuvo into your game, you are only punishing the legit customers. Maybe the CTO realized that? :P
It's not disingenuous because that's exactly what it means at the end of the day.
Saying piracy is a lost sale implies that without the ability to pirate, the prospective pirate would just cave and buy the game. And I don't think there's enough public data one way or another to prove conclusively that would be the case.
So if DRM is meant to stop piracy, and stopping piracy doesn't actually convince pirates to buy the product, then what "benefit" does DRM afford?
As a consumer, am I meant to look out for the company's best interests, or my own? If DRM provides me, the paying customer, zero "actual" benefits and does nothing to convince pirates to actually buy the game, what does it accomplish?
While I personally hate Denuvo, he isn't wrong. I know that all forms of DRM get cracked eventually, but there has to be something in place to make it slightly more complicated to pirate.
If it's too easy, or DRM free, then yes I think piracy leads to lost sales, it's definitely not a 1 for 1, but it eats into it. At the same time though, you don't want to hurt your paying customers the most. It's a balancing act that I'm sure no developer enjoys, but they have to do what they can to protect their product.
I highly doubt it. People either not going to buy the game, or wait for it till it drops below 10$
What did you expect? People don't pirate not just because they think it's morally wrong but because it's illegal. Pirating is ethically wrong if the law of the country where you are doing the copying has a law against such copying. if the country allow it or turn a blind eye then ofcource they'll pirate.
Sometimes I don't get these game crackers. I mean why would you work so hard just to crack a game?
I mean with that kind of skills, they'd be able to find some cool IT jobs aren't they?
The only middle ground a customer is expected to come forth with is money.For people who are inherently against DRM -- would you accept a middle ground/
Isn't there a way to cripple the performance of copies not obtained legally? I thought a few developers did such a thing where illegally downloaded copies had swaying cameras and such?
yeh. i'm genuinely after a specific example. not a theoretical thing that might happen. as it is, it seems like more of an issue of principle? is that right?
If a person skips a game because they can't steal it, the publisher loses nothing.I highly doubt it. People either not going to buy the game, or wait for it till it drops below 10$
No, the people cracking the game would account for it.Isn't there a way to cripple the performance of copies not obtained legally? I thought a few developers did such a thing where illegally downloaded copies had swaying cameras and such?
Again, it's not a 1 for 1, it may even be as low as 5-10%, but you can't tell me that every single person that pirates Wolfenstein 2 wouldn't have bought it if there was no pirated version available.
On a counter-argument, by eliminating piracy altogether you may eliminate future costumers who would might buy the sequel (or any other game from the developer) due to having a great time with the pirated product. You also eliminate "free word of mouth" positive marketing (aka friend talks to other friends about the game, other friend may buy the game). It could be an extra 5%-10% of lost sales.
See where I'mm going here? That's why EU didn't find any proof that piracy leads to loss of sales in their studies.
Again, it's not a 1 for 1, it may even be as low as 5-10%, but you can't tell me that every single person that pirates Wolfenstein 2 wouldn't have bought it if there was no pirated version available.
If a person skips a game because they can't steal it, the publisher loses nothing
Not saying every single person. That would be absurd. But I don't think it's even close to be 10% of real sales.
Pretty sure that publishers profit from the initial sale price "full price". When the price drops they do still get profit but I don't think that happens in this scenario when a 60$ Title hits 10$
For the fun/sport of it.Sometimes I don't get these game crackers. I mean why would you work so hard just to crack a game?
I mean with that kind of skills, they'd be able to find some cool IT jobs aren't they?
It is a gradual curve. This is the core concept behind price elasticity of demand. The less something costs the more consumer demand there will be for the product. Digital distribution has removed the need for elasticity of demand as a variable in production, but it still has a significant role in how products are priced and sold.Not saying every single person. That would be absurd. But I don't think it's even close to be 10% of real sales.
That still means people would have to buy it 6 months in, when pretty much any Denuvo game, since the last few years, had long been broken. Why should pirates buy it for 40$, when they can have it for 0?This is exactly why DRM is still a thing. No publisher expects their DRM system to remain eternally un-hacked, but if you can buy 6-10 months chances are you'll prevent the vast majority of piracy. Maximizing launch sales is one benefit, but a small one. The real value is maximizing sales in the $20-$40 price ranges as the game ages in the back half of it's first year.
The new Ass Creed is good though? At least from what I read and heard. Unless the port is crappy then I understand the delay, kinda like what happened with Dishonored 2.
This is exactly why DRM is still a thing. No publisher expects their DRM system to remain eternally un-hacked, but if you can buy 6-10 months chances are you'll prevent the vast majority of piracy. Maximizing launch sales is one benefit, but a small one. The real value is maximizing sales in the $20-$40 price ranges as the game ages in the back half of it's first year.
I think here the problem is also being leaked 2 days before the release date. Some ppl that want the game now will priate it.
Sure, but the middle group you listed is likely far, far larger than the first group.That still means people would have to buy it 6 months in, when pretty much any Denuvo game, since the last few years, had long been broken. Why should pirates buy it for 40$, when they can have it for 0?
I wouldn't be surprised if you have a large group of die hard pirates who buy nothing and then sizeable part of the Steam audience who buy games on Steam, an then perhaps people in the middle who occasionally pirate. The first group you can forget, doesn't matter how good your DRM, pretty much none of them will bite. So the DRM model must aim to make occasional pirates in to purchasers.
But clearly in a world where Denuvo has been cracked within weeks for years, that doesn't work. Instead you would need to create incentives that make the legitimate version more interesting. Better price, better Steam-exclusive features, whatever.
Instead adding even totally non-intrusive DRM to the game, will give you a bad rep with a large portion of your customers, perhaps enough to make them buy other games (Steam isn't exactly underserved with new, shiny games).
It isn't just about a game being cracked though. How hard it is for the average person to acquire and perform the crack? What else goes into the process.
I admit to being a pretty active pirate in my youth. I even helped out where I could with some no-CD exploits and the like as that always just rubbed me the wrong way ideologically. But there were points of cost/effort intersection where I'd just buy a game instead.
I think DRM has moved too far in that direction (building hoops to jump through for everyone, even honest purchasers) but the concept has merit, just horrible execution.
The combination of Steam offering a better, more convenient service along with a wave of hyper-aggressive DRM you mean. Steam really bloomed at the onset of Games for Windows, always online titles, etc..DRM didn't save the PC industry, Steam did by offering better, cheaper services. This is a solved issue, the only new thing, and the reason we are talking about this in 2017, is that Denuvo had a smart idea that utilized a new principle and it took a while for people to debug it properly (made more difficult by the anti-tampering). But it's a one hit wonder, they are just trying to beat the same old horse, with no real improvements. Hope this stuff dies down again, when it's clear that Denuvo doesn't do anything anymore.
And yes, Denuvo is clearly past the point of returning value. That doesn't mean DRM as a whole is. Most gamers aren't legitimately punishing companies for including Denuvo or similar DRM, they just buy it on console instead or something similar.
I'd love to live in a world were the people who pirate software are just ideologically opposed to paying for software. That would make this a pretty cut and dry process to simply not include DRM. But even hardware hacking has proven to us that hacking/cracking for piracy depends more on how easy it is than how viable it is. The PSP and NDS for example were rife with piracy because it was in many cases easier than buying the products at retail and dealing with media swapping. It's Napster v. iTunes.
Napster was huge and entirely based on piracy. Many intermediary companies tried all these weird half-measures to get to a similar digital distro service. Apple then launched iTunes that cost more than most of those alternatives, but offered a larger library and had ease of use entirely figured out. It blew up and the music piracy is far less prevalent.
Ah ok, i see. Maybe thats where the 15k dollar number comes from indeed.Ah. Yeah, I assume he either rounded up or slightly misremembered the figure. The only explicit mention of $15k I'm aware of is in this eBaum's World article: