Piracy gets an awful lot of press in the games industry. Industry CEOs talk about it at great length.. yet there doesn't appear to be a lot of investment in actually avoiding piracy.
DRM companies have come and gone and come and gone.
Lawyers get the most visibility in the piracy fight... which is ...odd.
Also, in the increasingly online world we live in, there are different kinds of piracy and piracy problems.
The first and most obvious fact that is pretty clear is that there is NOT a one-to-one association between pirated game copies and lost game sales.
This is seen by game company investments in anti-piracy technology, if nothing else.
Even the most jaded individuals would accept that it looks like there are around 10 pirate copies of a game for each one sold.
If anti-piracy tech was even SLIGHTLY effective in converting these pirate miscreants to paying customers, everyone would be using DRM, no matter the public outcry.
Reflexive Software, in their article on the topic at Gamasutra, claimed that with MUCH better DRM, they were only seeing an increase of 1 sale per thousand copies pirated (over multiple versions of a single online game... a pretty good model in an area with a dearth of decent data and research).
Given piracy rates of 80 to 90 percent (which are pretty typical)... the potential additional revenue is modest... to reconcile these models:
Assume a 90 percent piracy rate, then if you sell 1 million copies, you have 9 million pirate copies. If we accept the 1 in 1000 additional sales, we are seeing:
1/1000 * 9 million or 9000 additional sales (with an 80 percent piracy rate, you would see only 4000 additional sales.... please check my math, its Monday).
If we wanted to have a "2 to 1" return on our anti-piracy investment, our anti-piracy budget would be our revenue on between 2000 and 4500 games (assuming our game sold a million copies).
The revenue per game can range between $2 to $50 depending on business model, so our anti-piracy product would be "worth" between $4,000 and $225,000.
Assuming the game sells 1 million copies.
If costs were allocated on a per-unit sold basis (which makes more sense given the nature of games industry sales), the anti-piracy "value" would be between $0.225 ($50 in revenue and 90 percent piracy) down to $0.004 per copy ($2 in revenue and 80 percent piracy).
Not a lot of room for anti-piracy benefits or for anti-piracy firms to be viable.
PLEASE NOTE: This is not the appropriate model for music or movies - for music, the simple fact of breaking albums up into singles has had a huge negative impact on revenues (after all, if you only want 1 to 3 songs per album and you can purchase them for a fraction of the price of the album, you win and the music industry loses a lot of sales).
This is not the only factor affecting game companies.
Beyond Retail
If you are providing an online service or customer support, there is an ongoing cost for each customer. However, the requirements for anti-piracy in this environment are different in that instead of preventing duplicates, you want to ensure that the people who are creating ongoing support costs DID purchase your product... something that can be solved by different techniques. A good example would be the problems that Stardock had with early piracy on Demi-god causing huge amounts of traffic for its online game servers. Thought the company's solution has not been described in detail, a key element was to distinguish between paying customers and pirates and make sure that pirates were not keeping paying customers from the service... the monthly cost of an additional online game server would completely reshape the cost/benefit discussion above.... the more active your online service, the more important it is to be able to detect pirates.
There are also other types of piracy. Private Servers / Pirate Servers can substantially undermine the revenue model of an online game and thus have a very different and negative impact on revenues.
Also, the emerging area of Games-On-Demand and services like Steam and Impulse create the possibility of Account Theft which can similarly have a more substantial impact on sales.
Its the Revenue, Stupid
There is a very human impulse involved when game developers and publishers get angry about piracy. However, it is also critical that they focus on their bottom line rather than their (understandable) anger.
R. Carroll (2008), "
Casual Games and Piracy: The Truth", http://www.gamasutra.com/php-bin/news_index.php?story=17350
... and I have an entire Part of my book
Protecting Games devoted to discussing piracy and anti-piracy.
Comments
Thu, 09.09.2010 07:26
You and .... ?
Thu, 09.09.2010 01:32
Nearly 2 months without any po st, even during summertime, th at's noticeable for all your r eaders.
Tue, 07.09.2010 06:54
Yves - Thanks. I was wonder ing if anyone noticed. Stev e
Tue, 07.09.2010 06:08
Nice to see that you're back t o blogging...
Mon, 06.09.2010 05:36
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Thu, 02.09.2010 21:35
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Tue, 24.08.2010 06:15
lol
Sun, 22.08.2010 23:55
When will there be a new artic le?
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