Analysis of Denuvo DRM cracking shows significant impacts on publishers' bottom lines.
See full article...
See full article...
While Steam does have DRM, it's trivially easy to crack for any game if you're so inclined, so not on its own effective protection against piracy. Denuvo, on the other hand, seems very effective at stopping piracy until it is cracked on a per-game basisI'd actually like to see this study repeated against Steam DRM to see if this is a DRM thing or a Denuvo thing. Because if this does track across DRM formats, that's a very interesting statistic. If it's specific to Denuvo... well, at least publishers then understand what they're getting into if they use Denuvo, and what the change in projected sales should be as soon as the DRM is cracked.
I link to that EU study high up, and the fact they come to different conclusions with different methdologies is interesting.How does this correlate with the study that the EU published in 2017 at all? How are they linking one pirated copy with a lost sale?
More on the not-insigificant costs of implementing DenuvoAdding DRM isn't free, so it's less than 20%.
Not really. There's a difference between "This game is for sale without DRM" and "This game is for sale with DRM, but it's easily crackable.""This game sold well without DRM" is more of an anecdote than data -- you have no idea how much better it would have sold without DRM. This study is a pretty decent attempt to operationalize that counterfactual, IMO.
This study makes a pretty interesting assumption: it's specific to Denuvo-protected games.
The reason I find this interesting is due to the fact that I don't purchase ANY Denuvo-protected games.
So what this study is finding is that software vendors who use Denuvo to protect against piracy are likely to have ~20% sales drop if the protection is cracked.
If they'd released the product without any protection in the first place? They would have seen very different curves that the study doesn't really address.
Is it?CD Projekt Red has a well-documented philosophical opposition to DRM, so yeah, I could see them taking that stance even if it costs them some sales (whether that's 2% or 20%) https://www.pcgamer.com/gog-recommits-to-drm-free-philosophy-as-it-struggles-to-stop-bleeding-money/
Also, CDPR games tend to do quite well even without DRM, so it's a philosophy they can obviously afford
OK, but your argument is different from vlam's argument, which was "Cyberpunk sold well, QED..."Not really. There's a difference between "This game is for sale without DRM" and "This game is for sale with DRM, but it's easily crackable."
This study is interesting, but it really doesn't say a damn thing about whether DRM protects more sales than it wards off.
Thanks, and also to @Apophasis . I'm supposed to be working right now but I should have at least glanced at the paper to see the disclaimerCD Projekt Red has a well-documented philosophical opposition to DRM, so yeah, I could see them taking that stance even if it costs them some sales (whether that's 2% or 20%) https://www.pcgamer.com/gog-recommits-to-drm-free-philosophy-as-it-struggles-to-stop-bleeding-money/
Also, CDPR games tend to do quite well even without DRM, so it's a philosophy they can obviously afford
I guess you'd have to ask CDPR why they value their anti-DRM stance more than the additional sales they'd garner from DRM (however many they might be). Maybe they'd argue that they think they earn more customer goodwill from not having DRM than they lose in sales losts, or that they think they're only losing a smaller percentage of sales, or that this position is more important to them than the money.Is it?
The release of Cyberpunk 2077 in its messed-up state was in part prompted by investor concerns as well as other financial issues at CD Projekt Red.
Sure it sold millions (refunds not withstanding), but 20% of millions is a lot to just leave on the table.
Again, in that kind of context this doesn't make sense to me.
This study makes a pretty interesting assumption: it's specific to Denuvo-protected games.
The reason I find this interesting is due to the fact that I don't purchase ANY Denuvo-protected games.
So what this study is finding is that software vendors who use Denuvo to protect against piracy are likely to have ~20% sales drop if the protection is cracked.
If they'd released the product without any protection in the first place? They would have seen very different curves that the study doesn't really address.
I think you misunderstood the point I was trying to make. I'm not saying that Denuvo is always easily crackable, I'm saying that comparing the sales of a Denuvo-encumbered game before and after the crack is readily available (and thus, the DRM becomes easily crackable) says little to nothing about whether the presence of DRM prevents sales or not.OK, but your argument is different from vlam's argument, which was "Cyberpunk sold well, QED..."
As for your argument, Denuvo isn't "easily crackable." The fact that many Denuvo games are uncracked for lengthy periods of time (>12 weeks) is in fact key to the study. I urge you to reread the piece.
I did misunderstand your argument, it seems. But my counter-argument to vlam was just that Cyberpunk is an anecdote and not useful data in any way.I think you misunderstood the point I was trying to make. I'm not saying that Denuvo is easily crackable, I'm saying that comparing the sales of a Denuvo-encumbered game before and after the crack is readily available says little to nothing about whether the presence of DRM prevents sales or not.
We know there's some percentage of gamers that simply refuse to buy games with Denuvo or other intrusive forms of DRM. I'm one, and others have spoken up in this thread. I can't speak for all of them, but whether it's cracked or not is of little interest to me; I don't follow game crack news. I might buy a game once the publisher has officially removed Denuvo, but more often than not, I've moved on to something else and don't bother.
I'm not supporting vlam's argument. I'm refuting your counter-argument that the data in this study in any way is a refutation of their argument. Frankly, both of your arguments are equally unsupported; there's simply not enough data to support either one, and this study does not speak to either viewpoint.
Again, there is no indication this study was funded by Denuvo!If you wouldn't trust an oil company's scientific study on the effects of oil drilling and fossil fuel usage on climate change and hurricane strength, then why would you trust Denuvo telling you that any game is going to see a 20% revenue hit from piracy?
It's more likely the game is seeing a 25% revenue hit from choosing Denuvo, TBQH.
I came here to say this: I would love to see the figures of games that don't have Denuo vs the ones who have itThis study makes a pretty interesting assumption: it's specific to Denuvo-protected games.
The reason I find this interesting is due to the fact that I don't purchase ANY Denuvo-protected games.
So what this study is finding is that software vendors who use Denuvo to protect against piracy are likely to have ~20% sales drop if the protection is cracked.
If they'd released the product without any protection in the first place? They would have seen very different curves that the study doesn't really address.
But there is a strong implication that more than 20% of sales would disappear if a game were never protected at all.This study makes a pretty interesting assumption: it's specific to Denuvo-protected games.
The reason I find this interesting is due to the fact that I don't purchase ANY Denuvo-protected games.
So what this study is finding is that software vendors who use Denuvo to protect against piracy are likely to have ~20% sales drop if the protection is cracked.
If they'd released the product without any protection in the first place? They would have seen very different curves that the study doesn't really address.
Back in the physical media days, I would research whether a game could be played without the disc being present. If not, I would not buy the game until a cracked .exe was available. Maybe I was in the minority, but I only applied those to games I had paid for.What's the percentage of gamers who crack newly released games they actually paid for but don't want that tattle-tale performance-sucking crap on their very expensive gaming pc's?
You can just infer that using the existing graphs. Imagine a game with a week 0 crash. It would lose more than 20%I came here to say this: I would love to see the figures of games that don't have Denuo vs the ones who have it
To be frank, the percentage of gamers that refuse to purchase Denuvo games is not significant enough to matter.This study makes a pretty interesting assumption: it's specific to Denuvo-protected games.
The reason I find this interesting is due to the fact that I don't purchase ANY Denuvo-protected games.
So what this study is finding is that software vendors who use Denuvo to protect against piracy are likely to have ~20% sales drop if the protection is cracked.
If they'd released the product without any protection in the first place? They would have seen very different curves that the study doesn't really address.
Perhaps it's not. But that, again, is an assumption you're making in the absence of any relevant data. It certainly seems to be a popular viewpoint among savvy gamers anywhere I go.I did misunderstand your argument, it seems. But my counter-argument to vlam was just that Cyberpunk is an anecdote and not useful data in any way.
In any case, the study seems to make clear that legitimate sales do go down after a Denuvo crack is released. Maybe that reduction is smaller than the number of people that refuse to buy a Denuvo game ever, cracked or uncracked. But I'd need to see some data to suggest that "never buy Denuvo" market is anything close to 20% of revenue. At least more than a bunch of anecdotes from commenters speaking of their own preferences...
I get what you're saying, and the number of people who just avoid Denuvo games altogether (however big it is) is definitely an unaddressed counter-argument for the study.Perhaps it's not. But that, again, is an assumption you're making in the absence of any relevant data. It certainly seems to be a popular viewpoint among savvy gamers anywhere I go.
Also, you're ignoring some extrinsic factors. The "never buy Denuvo" crowd doesn't have to be greater than 20% of revenue; it only has to be greater than 20% of revenue minus the costs of implementing Denuvo (licensing, technical, manpower, etc).
More on the not-insigificant costs of implementing Denuvo
View: https://www.reddit.com/r/CrackWatch/comments/jzl83j/denuvo_implementation_costs_crysis_remastered/
I take a pretty big issue with the part I bolded there. There's another big assumption - that publishers are perfectly rational and have access to perfect data.I get what you're saying, and the number of people who just avoid Denuvo games altogether (however big it is) is definitely an unaddressed counter-argument for the study.
That said, in the absence of any attempt to measure the size of that contingent, I'll say I find it hard to believe it is a significant drag on sales relative to the drag from piracy itself (if it was, I think Denuvo would have a tough time staying in business)
I'm not sure they'd reply to an internet rando, but hey, sounds like a great idea for an article follow-up from an established outlet!I guess you'd have to ask CDPR why they value their anti-DRM stance more than the additional sales they'd garner from DRM (however many they might be). Maybe they'd argue that they think they earn more customer goodwill from not having DRM than they lose in sales losts, or that they think they're only losing a smaller percentage of sales, or that this position is more important to them than the money.
All of that is kind of orthogonal to the study, I'd argue. Plenty of big publishers do use DRM because they do want to protect what they see as losable revenue -- if anything CDPR is the exception here.
Publishers certainly have access to more and better data than you or I do, and big publishers continue to use Denuvo after years of bad publicity and complaints about it for a very simple reason - they have good reason to believe they are earning more money using it than not using it.I take a pretty big issue with the part I bolded there. There's another big assumption - that publishers are perfectly rational and have access to perfect data.
Game companies are run by people, same as you and me. And people are not purely rational beings; they're susceptible to arguments that "feel right" and arguments that appeal to fear just like the rest of us.
That's fair. OTOH, I think "a large percentage of potential buyers avoid buying anything with Denuvo" probably also just "feels right" to you, and we're kind of just all just going in circles by anecdotes on this point.I take a pretty big issue with the part I bolded there. There's another big assumption - that publishers are perfectly rational and have access to perfect data.
Game companies are run by people, same as you and me. And people are not purely rational beings; they're susceptible to arguments that "feel right" and arguments that appeal to fear just like the rest of us. A salesman for a product like Denuvo can easily make a case for it just based on some of the same arguments you and others have made in this thread, and if I'm running a company and afraid of losing revenue, I may just buy it regardless of whether it's actually true or not.
I doubt that Denuvo did this study since 20% isn't probably as high as they're quoting to their customers.Isn't Denuvo's entire business model around trying to sell their software to companies who think they're losing lots of money to piracy?
This seems like an extremely biased study.
It's revenue loss, not profit loss, so it doesn't take into account any DRM costsSo is this hypothetical profit loss before or after the cost of licensing Denuvo DRM to protect against piracy??
Which is really what I was saying all along - that this study is of little value in determining if Denuvo protects more sales than it prevents, and there really isn't enough data to make that determination one way or the other.That's fair. OTOH, I think "a large percentage of potential buyers avoid buying anything with Denuvo" probably also just "feels right" to you, and we're kind of just all just going in circles by anecdotes on this point.
The pro-DRM side claim DRM is vital but fail to explain how if there is an equivalent DRM-free version available, then why any significant sales happen ever.I'd like to see some sort of analysis of games that are on both Steam and on GOG (which has no DRM). If there's significant piracy, totals sales of games available on GOG should have a similar sales decline curve to cracked games.
I think we're all a little sceptical ever since Harvardgate.I suppose he could just be lying about that, but he's a researcher with a long history of published papers associated with a legitimate research university, so it would be a rather bold thing to lie about...
Denuvo works with Steam DRM. Denuvo, in and of itself, does not do any license checking or digital rights management. It only ensures that whatever license checks are in place (usually Steam DRM) are not bypassed, removed or otherwise tampered with.