Armenius
Extremely [H]
- Joined
- Jan 28, 2014
- Messages
- 45,839
One thing missed in this discussion, and if I recall correctly it's what Denuvo did in their own "study," is that one of the conditionals in analyzing the data is assuming that every pirated copy is a lost sale. You cannot make that assumption. Even if you calculate for a variable range in how many pirated copies were actually lost sales versus not, that is still going to circle back to more variables that you can't control. There are so many reasons a person may pirate a video game depending on the game itself, whether or not it's political or protest, or they simply don't want to spend money on it. And that is just a few of the obvious ones that popped into my head.You can but sadly when you do, it shows that DRM helps, because the games that have DRM have gone on to be huge sellers, but is that because the DRM did it's job or because it was attached to a game that was going to be huge anyways because.
Like if there was suddenly a new Gears of War game, and it had DRM. Did the DRM contribute to the sales, or is it the fact that its a new Gears of War game itself.
Then somebody release a similar game, without DRM, how can you limit out the consumers other factors, did they get the game because they like GoW, did they not get the game because it was a cheap copy of said GoW game, was it price, what other games came out at that time, was it buggy, etc..
If anything the best bet would be to train an AI by feeding it game consumer data, to build a series of algorithms that see itself as various stages of gamer ranging from casual to no-lifer, then see if it starts making decisions based on DRM and pirateability of titles.