This reminds me of the game gentlemen!, the devs put a code in the game that reports when the game is installed
when they compared that with a number of copies sold, the numbers look horrible.
After three weeks, 144 copies sold, 50030 pirated,
that makes this development time wasted for those programmers.
However, the developer behind gentlemen! also mentioned this attitude, there will be pirates, no matter what you do.
The question for developers is not how to stop it(that part has not really worked for anyone),
but rather, how do we convert those pirates into paying customers?
However, when they looked at where the pirated copies were being activated, 95% of those were in china and russia
most of the pirates were in places where they could not easlily afford the game, and i think china cant actually access the store, so they CANT buy the game.
This leaves about 2350 people out of those pirates that could have bought the game but chose to pirate it instead
but the media just loves to quote that 144 vs 50030 number, and the number that actually matters(pirates who probably had money, and android store access), ignored.
Makes you think, how accurate are those piracy number quotes you hear in the media?
Source: gamasutra article named "Gentlemen! Or, how our most successful game is also our least profitable."
I hope more developers try this method, i'm pretty tired of annoying DRM in my games.
I hope they find a good solution for DRM that isnt this bloddy annoying for paying customers.
Then again, this method is more attractive to little indie devs then it is to big companies, the main problem the indie devs have is hardly anyone knows they exist..