Earlier quoted context omitted.
This is a poor example. Most locks - like most DRM - does not stop the most determined people from gaining access. It makes it slightly harder, more time consuming and/or more resource consuming to get access, with the hope that it will deter the most opportunistic attackers, and slow the more determined ones "enough" where "enough" is a function of the cost of the protection vs. the benefit of delaying access. We ac…
A lot of DRM isn't like locks because a crack can be applied by casual enthusiasts, not just experts. Keygens are not hard to use, whereas lockpicks require a bit of skill, time, and equipment that you can't just download. (Some DRM does actually act more like a lock, such as console DRM that require hardware mods and would void the warranty)
Bethesda apparently broke its own Denuvo protection for Doom Eternal
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Re: Bethesda apparently broke its own Denuvo protection for Doom Eternal
#52Earlier quoted context omitted.
It doesn't have to be free for it to be worth it. Let's take that 80,000 number. After Steam takes its cut that's $42 going to Bethesda's pockets per unit sold (worst case, ignoring the lowered fees as units sold increases). There's no further distribution costs, so that's a straight 80,000 * $42 = $3.3M of revenue. If Denuvo costs even $100k then it's already paid for itself 30 times over. As for the 80,000 number,…
Denuvo likely costs vastly more than 100k, and the difference in samples are unlikely to hit 80k. Using 2 million for the software and 20k net sales I hit a net loss of 1.1 million. Yep, those numbers where picked from thin air, but ”As of August 2018, the company employs 1,000 people“, so that math only works if their licenses are freaking expensive. https://en.wikipedia.org/wiki/Denuvo
I believe that's saying that Irdeto has 1,000 employees, not that 1,000 people work on Denuvo itself. Instead it sounds like Denuvo "only" needs to cover the salary of around 50 people unless they've grown substantially since the acquisition as pre-acquisition they were 45 people.
I'm guessing they didn't jack up the licensing costs 10x since they were acquired, so using numbers for ~50 people a cost of $2M seems way too high. In 2017, so pre-acquisition, there were around 50 games using Denuvo: https://www.game-debate.com/games/gamesWithDenuvo
I'm sure the scale of the game influences costs and a AAA would be more than an indie release etc... but the math still works for numbers far lower than $2M licensing costs. And presumably Bethesda & others have done these analysis and concluded the licensing costs are worth it.
Re: Bethesda apparently broke its own Denuvo protection for Doom Eternal
#53This is good news, Denuvo (the evolution of SecureROM DRM) was found to cause performance issues in games, inlcuding spiking the CPU and tons of excessive writes, which may reduce the lifespan on SDDs: https://www.extremetech.com/gaming/282924-denuvo-really-does...
Re: Bethesda apparently broke its own Denuvo protection for Doom Eternal
#54Anyone remember the Unreal Tournament 2003 (or was it 2004?) Demo, which had an exe that was compatible with original retail release as a DRM free copy. Of course, Unreal Tournament was a mostly online multiplayer game, and relied on cdkeys as well. I'm surprised with everything i've heard about release pressure and crunch time that this doesn't happen more often.
On a whim, I pointed the installer to the application on the install floppy, which it happily accepted and proceeded with the installer.
TL;DR bad DRM has existed since DRM existed.
Re: Bethesda apparently broke its own Denuvo protection for Doom Eternal
#55Then there were some creative ones like B-17 Flying Fortress which had a paper decoding tool where you slid the paper rings to match the symbols on the screen. This revealed another symbol through a hole in the paper that you selected on the computer from a list to "prove" you had a legitimate copy of the game.
Re: Bethesda apparently broke its own Denuvo protection for Doom Eternal
#56Anyone else remember the DOS days where you would start an application and it would tell you in a cryptic font "Pg351, P2, Ln3, Ch3 thru 10" and you would just have to know that meant you had to open the user manual to page 351 and type characters 3 through 10 from line 3 paragraph 2. Then there were some creative ones like B-17 Flying Fortress which had a paper decoding tool where you slid the paper rings to match t…
Re: Bethesda apparently broke its own Denuvo protection for Doom Eternal
#57Anyone else remember the DOS days where you would start an application and it would tell you in a cryptic font "Pg351, P2, Ln3, Ch3 thru 10" and you would just have to know that meant you had to open the user manual to page 351 and type characters 3 through 10 from line 3 paragraph 2. Then there were some creative ones like B-17 Flying Fortress which had a paper decoding tool where you slid the paper rings to match t…
Re: Bethesda apparently broke its own Denuvo protection for Doom Eternal
#58This is going to cost them tens of millions of loss in sales.
Re: Bethesda apparently broke its own Denuvo protection for Doom Eternal
#59This is going to cost them tens of millions of loss in sales.
A good number of people will buy this on Steam, which is a bigger lock-in than any other DRM.
Re: Bethesda apparently broke its own Denuvo protection for Doom Eternal
#60Who ever is in responsible on or for the team that made this mistake twice should be fired. Doing the same hugely expensive mistake twice in a row is ridiculous.