Earlier quoted context omitted.
It's an opinion that "Most" people pirate games and it's also an opinion that pirating games translates directly to lost sales. As Gabe said and I agree with him piracy, if it's anything a service related problem. You don't need DRM to overcome that. You just need to make a good product and respect you audience. The people that pirate for the wrong reasons will do it anyway and you don't gain much from restricting co…
>> The people that pirate for the wrong reasons will do it anyway and you don't gain much from restricting copies. That is also an opinion. Also-- as an aside-- I am curious what you think the "right" reason is for piracy. DRM free games is not a new idea. They have always existed and people have tried different models with them like including advertising. Do you remember the Ford driving simulator? The skittles game…
> why it is so common in the best games?
What best games? It's common in design by commitee predatory crap like EA/Ubisoft titles.
Thing is, a pirated copy isn't a lost sale. It's more like free marketing. It's possible that the above assholes would make more profit if they stopped spending on copy protection and advertising and just made and sold games.
In a world where it would be impossible to pirate software, I bet they would have at best 25% more sales. No one can afford to pay for every game, especially at launch price, so they'll just make do with fewer of them.
Linky about marketing costs:
https://www.trueachievements.com/n53671/aaa-game-development...
Juicy quote:
the CMA says that "this publisher also submitted that for one of its major franchise’s development costs reached $660 million and marketing costs peaked at almost $550 million."