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And the solution to piracy turned out to be "make legitimate stores more convenient than pirated ones". It's not that DRM got so good that I can't find a game on the Pirate Bay, it's that Steam is so convenient that I don't bother to.

Given that, DRM is entirely useless, and I prefer to buy things from GOG.com whenever I can.




Given that, DRM is entirely useless

This is a common claim, but it's not realistic.

The commercial success of modern AAA titles with budgets comparable to Hollywood blockbusters is often extremely front-loaded. That is, like new movies, these games typically make a disproportionate part of their lifetime revenue during the first few weeks after release. No-one in the gaming industry expects a DRM scheme to protect a AAA title indefinitely, but if some online-linked scheme can take even a few weeks to crack after launch, that can make a huge difference to the total revenues brought in by a game.

At the other end of the spectrum, the commercial success of a small indie game might be determined by selling a few hundred extra copies. If some simple copy protection efforts can significantly reduce casual copying, that could be the difference between making money and losing money.

People sometimes look at DRM as if it's some black-and-white issue for the creators, something that has no benefit if it's not 100% effective. That's not how the real world works.


The counter argument is every netflix show and movie, every hbo show, every amazon show, is available via torrent moments after it comes out. And yet Netflix and Amazon are an N and A in FAANG. They're hugely profitable, even though it can all be pirated trivially.

Similarly there are things like humblebundle which releases all software DRM free (or did) yet devs are making money.

This isn't about zero piracy. It's about whether or not DRM is effective. I think sometimes it is and sometimes it isn't. I'm not sure I can put my finger on where it is and where it isn't.

As one example, my impression is it's important for software like Maya, 3DSMax, Autodesk. I'm confident most companies i've worked for would not bother purchasing the appropriate number of licenses if they didn't have to. It might not even be deliberate. It's just if the software wasn't DRMed they'd just install on each new employee's machine and put it on a forgotten TODO list to buy a new license. The software is large enough and the market small enough that DRM matters.

On the other hand, examples of Netflix above, it not clear it matters for movies. Nor is it clear it matters for AAA games or even many popular Indie games.


Even in the case of services like Netflix and Amazon Prime Video, the DRM measures are a significant impediment to casual infringement, and in particular to "ignorant" casual infringement by the kind of person who would quite happily put a whole show on their YouTube channel and then write something like "No copyright intended" in the description as if that meant they hadn't just flagrantly broken the law. For any big name, mass market title, there will probably be a way to acquire it illegally relatively quickly after release for those who know where to look, but there is a very long tail of infringement beyond that point and that's what they're trying to control with these kinds of measures.

As a pertinent illustration, a while back Google started adding a download icon to the default toolbar for HTML5 videos in Chrome. It didn't do anything you couldn't do before just by using the context menu and saving. And yet Internet forums were swamped by complaints from people who made DRM-free videos available on their sites in the immediate aftermath, because viewers assumed the presence of the icon meant it was now OK to download the videos to keep or share arbitrarily. My businesses typically don't employ any fancy DRM schemes for content we provide to customers once they've paid and logged in to whatever system they're using. But that week, after spending an insane amount of time chasing down copies of multimedia content that was for paying customers only yet suddenly started popping up on every hosting/sharing system you can think of, we did implement a really dumb "breaking change" in how we served videos, just to get rid of that icon, and it solved our problem overnight.




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