Malygris said:
bkd69 said:
What conclusion will you draw if the level of copyright infringement w/DRM == the level of copyright infringement w/o DRM?
Just that people who copy games do it because they're cheap and indifferent to the harm they're causing, and that their bleating nonsense about doing it because of the evils of DRM is nothing more than a weak excuse that's easily tossed out the window in favour of something equally weak the moment it no longer applies.
But hey, I'm pretty much already there anyway. This will just add a certain (well, further) smugness to my overall demeanour.
Really, there's not much you can draw in the way of iron-clad "conclusions" here because this is hardly a scientific approach to the matter. It's a fairly major mainstream release from a company known for its (bad) DRM in the past, and a community developer who's expressing his weariness with the whole thing. There are some interesting points in this thread about how it's a win for Ubi even if piracy levels remain unchanged - no licensing costs for DRM software, less tech support hassles, a generally high level of customer goodwill - and hopefully this will become their standard procedure. But from the gamer side of the coin, and with all the scientific rigour of a half-drunken conversation down at the bar, it could also put the lie to at least one of the reasons why people copy games.
See, now I was going to go all Socratic on you until you saw that point about DRM, but you had to go and take all the fun out of it.
Now, where you say, above, that
Malygris said:
Sales figures aren't particularly relevant here.
I would counter that sales figures are the only relevant metric here (the Brad Wardell position), and as noted, once you've taken the DRM costs out of your development budget, and the the resulting tech support costs out of your operational budget, you might even be able to stand losing a few points of net sales, and still come out ahead.
For x% of players who are playing your game from illicit copies, (100-x)% are suckers/paragons of virtue that have plunked down honest coin for your game, in spite of cracked copies of your game lying around the intertubes, free for the taking (less a coupla points for rentals and secondhand copies). It's that (100-x)% that you have to build your business plan and your budget around.
As noted upthread, when Chris "UbiRazz" Easton says "DRM is there to make it as difficult as possible for pirates to make copies of our games," that's not what's really happening, is it. What DRM really does is attempt to manage the speed at which cracked copies appear on the intertubes (which always happens before release day, doesn't it?), and cause tech support hassles and bad will among the (100-x)%.
As noted, as an "experiment," this is utter carp. For starters, it would be useful to know what metrics they're measuring success and failure by, and I would contend the level of copyright infringement is less useful than net sales. We're also looking at the initial title of a franchise relaunch, which offers no controls. More useful would have been a comparison between a DRM-laden second title of a franchise trilogy, versus a DRM-free third title of the same franchise trilogy. This would control for lack of interest and failure of execution. Also necessary of consideration is whether a title is a PC exclusive, or multiplatform.