• Saizaku@lemmy.dbzer0.com
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    2 months ago

    Complete nothingburger of a study, which itself is locked behind a $25 paywall to access it. And the author of the article obviously didn’t cause there’s 0 mention in the article itself about the methodology used to determine the 20% revenue lost (nice round number might I add). The only thing that even alludes to the methodology used in the abstract is

    When Denuvo is cracked very early on, piracy leads to an estimated 20 percent fall in total revenue on average relative to an uncracked counterfactual

    Which really doesn’t tell us much, how are these counterfactuals selected in the first place? What is the cirteria? How are you determining that the differences between revenue of a game that was cracked and that went uncracked are due to one game being cracked? How can anyone even confidently claim that they’ve normalazied the data set enoguh that these differences in revenue are mainly caused by a game being cracked, especially with how rare early denuvo cracks have been in the past few years. Statistically this sounds dubious at best, especially when we have fully open studies (like the one funded by the EU a few years back) that have found no statistical proof that piracy has any impact on revenue ( with the exception of box office revenue of big new movies being leaked and pirated while still in theaters). Surely they wouldn’t have missed a 20% meadian difference in revenue.

    Lastly you have major tech news outlets all reporting on a study less than a month after it was made available online. For context the journal containing this study will only be published in jan of 2025.

  • Vodulas [they/them]@beehaw.org
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    2 months ago

    Interesting. Wonder how much Denuvo costs to offset that 20%. I also wonder if there is a way to control for people that won’t buy a game with Denuvo at all.

  • rnd@beehaw.org
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    2 months ago

    Huh, interesting. I thought that the primary reason game devs use DRM these days is to specifically keep the first week’s sales as high as possible (since that’s the most easily available metric to judge a game’s success, and also the biggest moment of profit, as it’s usually only downhill from there). To see researchers actively suggest removing DRM after three months seems to confirm this idea further.

  • HeckGazer@programming.dev
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    2 months ago

    Wow that’s a pretty damning indictement of the product.

    To be able to go from “pirated games tend to sell more” all the way to “pirated games with this added not only negate that effect but go so far as to sell fewer copies” is an impressive feat

        • Vodulas [they/them]@beehaw.org
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          2 months ago

          People that would not buy the game that will pirate it once it is cracked vs people that could not wait and just bought instead of pirating it. The people that would wait until it is cracked would pirate it immediately if it was cracked before the 3 months but will also wait to pirate it if it is not cracked in that 3 months.

          • helenslunch@feddit.nl
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            2 months ago

            People that would not buy the game that will pirate it once it is cracked

            That wouldn’t cause a loss of revenue. Which only leaves

            people that could not wait and just bought instead of pirating it

            Which was my point.

            • Vodulas [they/them]@beehaw.org
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              2 months ago

              No, you said:

              I guess that puts to rest the “I wasn’t going to buy that game anyway…” nonsense.

              My point is that there are still people that were never going to buy the game outside that 20% of lost revenue.

              • helenslunch@feddit.nl
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                2 months ago

                My point is that there are still people that were never going to buy the game outside that 20% of lost revenue.

                My point is, that doesn’t matter. Will there be people pirating games that never would have purchased otherwise? Absolutely. Any game is a good value for $0. But many people use this argument as some sort of mental gymnastics to justify pirating. I’m just saying, the OP is evidence that that argument is bullshit. Many many people will choose to pirate rather than paying for a game they want to play.

                • Vodulas [they/them]@beehaw.org
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                  2 months ago

                  Sure, but it doesn’t blow the statement out of the water. You would have to find out how many times a game was pirated, then compare that to the extra copies sold that make up that 20%. Plus, not everyone who pirates games says that.

    • thingsiplay@beehaw.org
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      2 months ago

      It’s probably because people want to buy the game without Denuvo DRM. And if the official way has it and the cracked version, then there is no reason to buy the official version. They should analyze how much the game sales go up, once the official version drops the Denuvo DRM. That’s when I consider it buying or many others as well.

      • helenslunch@feddit.nl
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        2 months ago

        I agree but that doesn’t really contradict what I said.

        Personally I only pirate games with anti-features. Denuvo or Blizzard’s online-only mode, or Playstation’s PSN login requirement.

        Put simply, if the pirated experience is better than the legit one, then that’s what I’m gonna go with.