But removing Denuvo DRM after 12 weeks ‘causes zero mean total revenue loss.’

10 points

It’s harder to measure of course, but I wonder how that compares to the amount of sales they lose from people who just don’t bother buying the game when they find out it has Denuvo? I know I recently lost all interest in two games (Civ VII and Kingdom Come: Deliverance II) when I found out they were launching with Denuvo and I assume I’m not the only person who does that.

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109 points

Handy dandy diagram for any execs that are confused

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23 points

“Does it have denuvo (or any other form of malware, including microtransactions)” should be the first question.

If the answer is yes, never look at it again, and permanently blacklist both developer and publisher.

If the answer is no, then go on with the rest of the diagram.

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12 points

Not everybody follows that same diagram.

On one end of things, many people don’t care at all if a game has Denuvo.

On the other end, many pirates won’t buy a game they pirated even if they liked playing it.

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0 points

“Many” so what’s your source for this?

Also I have bought a bunch of games and I still pirate sometimes what are you talking.

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9 points
*

What’s yours? This whole “pirates are also buyers” is just a cop-out, but sure your anecdotic experience is valid proof against the more logical alternative

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4 points

Common sense logic kinda dictates that once people have obtained a product, they’re unlikely to go back an pay for the same product even if they liked what they got the first time. The only outlier I have seen, is with small(er) indie games where people are more likely to offer support. Someone pirating a AAA title, liking it and then buying it shortly after at full retail is pretty rare i would say.

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2 points

Why anyone want to play the game they hate?

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40 points

I say it again, people will buy the product if they like it. They don’t know if they will like it so they get a pirated version to test it. Solution: Return of the demo disks

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21 points

All I know is piracy definitely has an impact on bad games/products and if you give the consumer something worth buying, they will most definitely buy it if or when they can afford to.

They might also recommend it to their friends or talk about it online which lead to additional sales that would not happen if they didn’t sail the high sea.

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17 points

its funnier when you just don’t buy or play Denuvo games out of principal and let them fail for the lulz.

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7 points

Now that I think about it, the cause-and-effect here is probably being viewed all wrong.

What likely happens is that a game comes out to overwhelming expectations, and the greater those player expectations are met, the more word-of-mouth gets around about the game. Thus, games that deserve to do well make more money, and pirates are less motivated to work on a crack right away.

If player expectations are not being met, the less success the game receives, and the more motivated pirates are to crack it (driven by their disgust at bad software).

The above scenarios probably do a good job of accounting for 20% of the revenue for a game.

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