I guess that puts to rest the “I wasn’t going to buy that game anyway…” nonsense.
Only if that 20% loss in revenue is 100% of people that pirate the game.
Me: Publishers face 20% game revenue increase, if denuvo DRM wasn’t implemented day 1.
In my case they’re facing a 100% revenue reduction regardless of when (or whether) it’s cracked.
I’m never going to buy denuvo infested malware, and developers and publishers who try to pull this shit go straight into the blacklist.
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.
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.
Crytek paid €140,000 for one year and one game. Denuvo is very cheap.
Hard to tell what percentage of year one revenue that would be.
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