Monday, October 14th 2024
Quick Denuvo DRM Cracks Cost Game Publishers 20% in Revenue, According to Study
According to a study by William M. Volckmann II from the University of North Carolina, we have received an insight into the financial consequences of digital rights management (DRM) breaches in the PC gaming industry. The research, titled "The Revenue Effects of Denuvo Digital Rights Management on PC Video Games," offers valuable insights into the relationship between piracy and game sales. The study's most striking finding reveals that when Denuvo, a popular anti-piracy technology, is quickly compromised, game publishers face an average revenue decline of 20%. Interestingly, the research suggests that long-term DRM implementation may be unnecessary. Volckmann's analysis indicates that games cracked after the first three months of release or those from which publishers voluntarily removed DRM protection after this period experienced negligible revenue loss.
The study also explored potential predictors for quick DRM breaches but found no conclusive indicators based on game characteristics. This unpredictability poses a challenge for publishers in assessing the risk of piracy for individual titles. Volckmann acknowledges gamers' concerns about DRM's technical drawbacks, recommending that publishers consider removing such protections after the critical initial three-month window. This approach could balance piracy prevention with user experience optimization. The findings present a compelling case for publishers to reconsider their DRM strategies. While protecting games during the launch period remains crucial, extended DRM usage may offer diminishing returns.
Source:
via Tom's Hardware
The study also explored potential predictors for quick DRM breaches but found no conclusive indicators based on game characteristics. This unpredictability poses a challenge for publishers in assessing the risk of piracy for individual titles. Volckmann acknowledges gamers' concerns about DRM's technical drawbacks, recommending that publishers consider removing such protections after the critical initial three-month window. This approach could balance piracy prevention with user experience optimization. The findings present a compelling case for publishers to reconsider their DRM strategies. While protecting games during the launch period remains crucial, extended DRM usage may offer diminishing returns.
136 Comments on Quick Denuvo DRM Cracks Cost Game Publishers 20% in Revenue, According to Study
From my own perspective, performance impacting DRM like DENUVO makes me not want to purchase. I'd rather wait a year, until the Devs remove it and by then I'm getting it at 50% off during a STEAM sale... so that's real lost revenue.
Latest high-profile release without any DRM I know of was Frostpunk 2. I wonder how it worked out for them.
On the subject of Denuvo DRM, the case of the Switch version of Hogwarts Legacy indicated that the game required a 30+GB download despite being in cartridge format, and contained "anti-piracy measures" which I presume meant Denuvo, on a console game with a physical cartridge. I promptly returned it the same day.
Denuvo is lies. They fabricate numbers to push their crap product. It is shady, deceitful humbuggery at it's worst. Pure garbage.
The main reasons for using pirated products in my opinion are.
1 - Cant afford to buy (so not a customer anyway with no cracked availability).
2 - Region locking, staggered releases, basically availability. (founder of steam mentioned this)
3 - Try before you buy approach.
4 - To avoid DRM, dont like the idea of a online DRM server going down, performance hit of Denuvo etc. There is people who deliberatly dont buy or buy it but then play pirated version. Netflix and co will be falling into this, as we now in an era where content just gets pulled when they dont renew streaming rights.
Its lunacy to suggest that anyone who downloads pirated media would have otherwise purchased it.
The study takes some liberties in estimating revenues having to resort to roundabout ways like Steam game ownership and player numbers. But the results do look reasonably substantiated. And they did look at a reasonably large sample with varying times of game getting cracked. What they found was that if the game is cracked within 12 weeks, there is a 20% average drop in revenue after the game is cracked. 12 weeks is largely because then the game is no longer new, buyer numbers have dropped and the effect of piracy can no longer be determined.
These days, though? I doubt that DRM is Denuvo's biggest problem. But hardly surprising, given how there are now whole industries of doubtful "natural products" people would gladly put inside their bodies, not merely their computers. There is a 5 - Genuine freeloaders, people I've seen too much in earlier times, and still more common in some markets than others. How much of an impact they would have is the exact debate here.
Woops. Data missing. We do know that even despite their launch clusterfck Cyberpunk still sold. The Witcher 3 sold enough to make CDPR soar to unforeseen heights. Gaming as a whole keeps posting revenue record after record YoY. Covid? Gaming go up? Post-covid? Gaming go up. Inflation? Gaming go up. War? ... You guessed it. That revenue isn't coming from pirated games ;)
There are so many influences on revenue loss at launch, it all depends on what you choose to look at. Denuvo in isolation? Sure, but let's also consider that Denuvo is applied specifically to a lot of high profile titles, games these days you really don't WANT to buy at launch at all. And once you've played a few hours of them, games like, say, Starfield (never bought it, for good reasons evidently), would you then proceed buying them?! The only people who play that game are those who wasted 70-100 bucks on it, because otherwise you're doubly screwed. Bethesda doesn't really do returns, as we've seen far too often - they just happily present you the middle finger. The absence of demo material is another reason to just circumvent Denuvo and try a game before buying in ways left unmentioned. Was I gonna be a buyer to begin with? Doubtful.
Regardless, Denuvo's selling point is the supposed return of lost revenue because of its presence... but below that is the sentiment of buyers simply getting hit with a subpar experience. So Denuvo is actually damaging the entire playerbase for its presence. What do you mean 'balance between UX and preventing piracy'? If I was paying for my product, why would I need to care about piracy? This has always been the core issue with DRM practices and it will never go away. The only DRM that should be allowed to begin with, is the DRM we don't see, don't notice, and never get motivated to even care about. Denuvo is not that. Its a complete POS and honestly it just inspires me to not pay for said product at all.
And let's face it. I think despite this stance I've got a library of over 800 games purchased across various launchers, and I'm no exception. Good games simply thrive, on goodwill, on community drive, whatever, but they just remain because of pure merit. The rest is just trying to get by and Denuvo is simply a bandaid, along with shitloads of marketing, peer pressure and influencing. Its a fairy tale piracy is influential on any of these factors. The idea to fight piracy is just an example of the endless corporate greed, gotta catch all the coins, while being blind to the emotions underneath. The REAL issue here, is that there's far too much content, far too many games coming out, and far too much crap amongst it. We could do with far less, but higher quality titles, and I'll guarantee you they'll all get bought then. Effectively the fight against piracy is also a way to maximize a market, even though it doesn't deserve that size at all for what it offers.
Ars Technica has a better write-up on what the study found:
arstechnica.com/gaming/2024/10/the-true-cost-of-game-piracy-20-percent-of-revenue-according-to-a-new-study/
This graph is probably the best illustration of their findings:
I no longer pirate games myself and have not done so for a long time but when I did, a game not being cracked meant I played a game which was cracked.
I feel like this 20% buying specific games because they are not cracked does not pass the smell test, as there are plenty of other games for pirates to play.
The only studios that struggle with piracy are those who release shitty games. So in the grand scheme of things... piracy is irrelevant. It won't kill devs who release good products because those always survive on merit alone, and if it kills a dev that releases shitty products... nothing of value was lost.
I can't back this up with proof but I strongly suspect that the majority of pirates are people who can't afford the $60 or $70 for a game to begin with so they will never be 'lost sales' to any publisher. I do know of a good bit that can afford the games but choose to wait and get them for free and even boast about it openly on some game sites. They are the only ones that are hurting our hobby but what can be done about them?
Not sure why y'all hating here. What the abstract proposes is a win-win situation for everyone (except for opinionated, hopeless consumerists, I suppose). To be fair, it's equally lunacy to claim the inverse.
The late emperor has a point. Without hard data and analyses, it's just opinions.
Lemme tell you a very funny story. Just gotta find a link this study real quick.
So, the story goes: EU decided to create a commission to perform a study on impact of piracy on multimedia, probably and most likely to prove few points and pass some laws afterwards to tighten the grip on the legal front against evil pirates. The study concluded in 2015 but the results were so unexpected that they kinda held on to it for awhile and didn't publish right away.
Methodology is still inheritly flawed, especially when it comes to movies. Every "pirated" instance is treated as "loss", but at least they are considering "conversions" this time, unlike anything before that.
Same for games, where if a potential "pirate" can afford, let's say, a "subscription" at minimal price bracket but not considering it, it's also a loss(at least as far as I understand their logic).
The study is quite long(300+ pages), but TLDR is as follows:
1) on page 14 there's a summary
2) Games actually benefit[!] from piracy in terms of later conversions, thus increasing sales by 24% :D
felixreda.eu/wp-content/uploads/2017/09/displacement_study.pdf
So, pirates of EU, ahoy! You are saving the gaming industry! :roll:
All those factors are lost here but now we attribute some kind of value to a 'loss of 20%'. I'm sure in the tiny corporate board room mind, this is a thing. But it shouldn't be for us.
The article on ars is full of disclaimers. 'Yeah, you can't, but he did anyway' and then some number rolls out, but really, it could be anything between 5 and 50% given all the factors left unmentioned or simply not possible to calculate. Additionally, there's no counter study assessing the positive impact of piracy, which exists, see above. Effects cancel each other out. Yep... and then there's another effect that went unmentioned here, but throughout human history, piracy has proven key to preservation of history. This applies in a huge way to software that goes EOL/legacy or gets overwritten with a new version. It is piracy, unlocking, cracking, writing custom code, that keeps things useable when the publisher itself can't be bothered to.
In a way, piracy also promotes transparency in information, by making it available to the entire audience. It has a Robin Hood type of characteristic that way, elevating 'the poor'.
I expect movie piracy dropped in the early years of netflix, and has likely gone up again now that market is super fragmented.
The biggest cause of lost sales is people mis-selling or mis-marketing their products, or the product been bad in the first place.
Make a good product, price it low enough, make it available everywhere, boom you get good sales, basic common sense.
Make a dud product, price it high, do staggered regional release, staggered platform release, get low sales. But instead blame piracy.
For every study like the one subject in the OP article that says piracy hurts and gives out numbers which show only one aspect of a situation as dynamic and all over the place as this subject, they invalidate their work the moment they publish it because their work is woefully incomplete and narrow focused.
The study Silentbogo has posted is more trustworthy and meritful as it has a great scope and includes all relevant data.
I said it before and I don't repeating it: Denuvo is LIES! Trash and garbage at it's very worst.