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Why DRM Doesn’t Work

PC opinion by Matt Smith on 27th December 2008

I don’t have to tell you that DRM has been a hot topic in 2008. Headlines have flashed across gaming and tech news websites repeatedly, including this one, which published two articles in the later half of this year, one about the horrible, broken DRM supposedly protecting the PC version of Grand Theft Auto IV, and another general article giving a brief history of popular DRM arguments. Both of these articles were extremely effective at explaining the topics they covered, but I want to argue one thing, and one thing only - that DRM is ineffective at stopping piracy.

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The concern about piracy of games is not a new one. Games have always been “pirated”, although in the infancy of the gaming industry, pirating a game was a more personal affair, and therefore was not considered to be as large a threat to the industry. While it had always been fairly easy to make a copy of a game, distribution of that copy was difficult. If you wanted to give someone a copy of Quake, for example, any exchange of information was likely to be done through a physical swap. Broadband technology just wasn’t available yet, and because a physical exchange of the data was needed for piracy to occur, it was unlikely that the common person would do anything more than make a copy for a friend. It is one thing, after all, to make copy a game and distribute it to a friend - it probably feels more like sharing than copyright infringement, and some would even argue that sharing is exactly what the exchange represents. Mass distribution would require loading up a white van full of pirated content, but that amount of effort only appealed to pirates who wanted to re-sell bootleg copies of games and other media.

Then broadband Internet came to the masses. Suddenly, a new method of distribution had emerged, one that required virtually no effort for any of the parties involved. Someone who wanted to make a pirated copy available merely needed to upload the file to a public place or make the file available on a torrent, while those who wanted to download pirated material could do so with a few simple clicks of their mouse. Piracy became easy. To speak of it in economic terms, the opportunity cost of illegally distributing or downloading copyrighted material became very, very low.

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“The digital age has actually resulted in a dramatic increase in the amount of information available to those who are keeping an eye on piracy.”But it wasn’t just the availability of copyrighted content that resulted in the current situation, one in which many publishers see piracy as a dire threat to their profitability. Equally important is the fact that digital distribution of copyrighted content is relatively easy to track. Before, if a customer shared a copy of a game with their entire family by burning copies of the disk, there was no way that those who made the game would know. The exchange of copyrighted material was out of sight, and therefore out of mind. Digital distribution changed that. Companies gained the ability to make a tally of how many copies of their games were available for download by searching websites that encouraged piracy. In addition, every torrent program available actively lists the number of people seeding and downloading a particular file. The boldest pirate strongholds, such as The Pirate Bay, even have lists which display which files are being downloaded the most. Although the Internet is often seen as a place where people are kept largely anonymous, the digital age has actually resulted in a dramatic increase in the amount of information available to those who are keeping an eye on piracy.

It is the ease with which companies can now track piracy which has caused the current climate, not the ease of availability - if copyrighted content was somehow easy to illegally obtain, but companies had no way of tracking the number of people who had obtained their product without paying for it, then companies would not have changed their behavior. A company cannot react to a trend it is not aware of.

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But companies have been aware. They have been bathed in data regarding how often their content is being pirated, and this data has rarely been encouraging, no matter if you’re an independent developer or a big-name publisher. Most figures regarding the rate at which games are pirated, in relation to the rate at which games are purchased, indicate that the number is probably well over 50%. Infinity Ward, the studio behind Call Of Duty 4, has claimed that the piracy rate is “astounding,” while independent developer 2D Boy claims that the piracy rate of their indie hit World Of Goo approaches 90%.

Those are understandably scary figures, but there is a problem with how many in the game industry interprets these figures. The knee-jerk reaction from most developers and publishers has been to hurl these figures up like a banner, proclaiming that if it weren’t for piracy, their businesses would be in far better shape. But there is a problem with that argument, and it comes back to point I made earlier about the low opportunity cost of downloading copyrighted content. The claim often made by the games industry is that a pirated copy of a game is essentially a lost sale. This is a rather egotistical assumption, however, because games are not free. It is wrong to assume that anyone who pirates a game is someone who would want to pay for it. You don’t need to be a genius to figure out that if a person can obtain a product at the cost of a few mouse clicks, they will be incredibly inclined to do so, even if the product in question isn’t one they’ve previously desired. If, for example, you told me that I could obtain a bag of chips by pressing a button, I’d be would do so, even if I wasn’t hungry. Maybe I would use them, maybe I wouldn’t - the point is that they cost me nothing more than the second or two I spent pressing the button, so even if I never actually use this metaphorical bag of chips, I haven’t lost anything.

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“You don’t need to be a genius to figure out that if a person can obtain a product at the cost of a few mouse clicks, they will be incredibly inclined to do so, even if the product in question isn’t one they’ve previously desired”This basic misunderstanding between pirates and companies is the reason why anti-piracy measures will never work as a means of increasing profits. Game companies assume that if they decrease the ease with which people can pirate their game, they will increase their sales. But that is not the case. The vast majority of people will, if they lose the ability to download an illegal copy of a game, simply choose to not pirate the game and not purchase the game. I’m not making this up, either - independent game developer Reflexive published an article on Gamasutra about their experience trying to curtail piracy to increase sales. Their conclusion was that making pirated copies of their game more difficult to obtain did not increase sales. And this, mind you, was regarding game that only cost 10 dollars to purchase.

“It is silly to believe that game companies are better off working against their customers than with their customers”In the end, attempts to decrease piracy and increase sales not only fail to have their intended effect, but they actually cause the opposite result. Although the executives of companies like Rockstar and Electronic Arts seem to be essentially ignoring the outcry of gamers angry about how DRM programs like SecuROM are adversely affecting the games they’ve legally purchased, their failure to acknowledge the problem isn’t going to make it go away. Take a journey over to the Amazon product pages of games like Crysis Warhead, and you’ll find that despite the fairly solid quality of many titles, those which choose to use restrictive DRM are attracting massive amounts of negative publicity. Mass Effect, Far Cry 2, and Spore are all titles which have been hit by negative reviews by consumers on numerous websites, and there is no reason to believe the negative press will end any time soon. Meanwhile, game companies like Stardock continue to do well for themselves by making fun games which do not restrict how the consumer chooses to use them. Public relations does matter, and while it is impossible to quantify how many people may decide not to purchase a game because of the DRM safe-guarding it, it is silly to believe that game companies are better off working against their customers than with their customers. As has often been ironically pointed out, the current state of DRM causes many consumers to be more satisfied with an illegally downloaded game than a legally purchased one.

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About the author

Matt Smith is a Staff Writer at Thunderbolt, having joined in September 2008.

Comments

  • Mark

    28th March 2009

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    This is true. Many people overlook this one thing - a game that was illegally downloaded form a sharing network is of lesser quality than a legally purchased on (for example, you need a legit copy to play over the Net, or enjoy some of the perks that the respectable developers prepare for hardcore gamers). If I try the game out by downloading, I’m more inclined to buy it. Just looking at the box and checking out screenshots won’t do; even reviews are not too credible, because it happens very often that I ditch a game that was like 85%-90% in most reviews.

  • Greg

    28th July 2010

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    I agree somewhat. There should be some sort of DRM, but anything invasive is already going too far. Steam is the perfect example of what DRM should be. The platform lets you buy, try, and organize all of your games on any computer you want at any time. No extra strings attached like install limits, disk checks, or any constant connection to the servers required.

  • ilumi

    2nd August 2010

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    Great article…DRM is pretty much pointless. I pirated a lot as a teenager; the main reason was I didn’t have any money. If that wasn’t the case, I would have bought those things; as an adult now with scars from DRM woes, I promise to avoid just about anything with DRM in it simply because of the massive headaches - the saddest part is, those DRM headaches wouldn’t exist if I just pirated the titles in the first place instead.

    Epic fail. How about a reality check?

  • Deex

    12th August 2010

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    One comment needs to be said.

    CD-keys and thats all they should ever need.

    Why? Take Diablo 2 for example. It only used a CD-key system to prevent people from playing online. Yeah you could get burned copies with CD keys jotted down, most of them are banned from battle.net or will eventually if they show up on the torrents.

    This alone shoved the games sales into it being one of the most successful selling PC games of all time.

  • Tha Good Life Reviews

    12th August 2010

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    Awesome post!
    Very well written and very current and useful.

    Man, I hate DRM.

  • Dcapt

    12th August 2010

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    Steam does require an active connection, and if steam goes down, suddenly it’s very hard to play your favorite games. The tradeoff is that steam is an awesome service/product which is offered for free. It gives DRM, but is also a service, give and take relationship. Added value. Buying a physical copy and then having to register online sucks

  • Jimmy

    12th August 2010

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    I think that this should explain it well enough
    http://i.imgur.com/GxzeV.jpg

  • Jo Dean

    12th August 2010

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    Its pretty clear that it will never work.

    Lou
    www.privacy.shop.tc

  • Ted Logan

    12th August 2010

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    Problem with DRM are caused not by the industry but by a group of people, baby boomers!
    They don’t understand the world, they want to control it with the same tools as before but it just doesn’t work…
    We need change, real change…
    Games needs to be free, and then DLC (downloadable content) is available…
    Imagine this, you download a game for free from a game company web site and you play the first level, with multi player activated and all the features…
    You want to get another map to play?
    MICROTRANSACTION!!!
    99 cents is a great prize…
    I would pay 99 cents for a new gun or a new level, but not 9,99$ for 10 levels or 10 guns, it’s too expensive…
    When the content is less downloaded, they can bundle it like 3 levels for 99 cents…
    Get the point, Change the world for good…
    Baby Boomers are dumb and need to learn for the new generations…
    They have the control because they have the money, but they don’t really know what to do to make more money and they try to prove everybody wrong but they are sinking…
    Time has changed, they need to change too…

  • Lakawak

    12th August 2010

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    This logic is JUSt as idiotic as the one used by teh companies making DRM. It proves NOTHING. You can’t say that without DRM that profits wouldn’t decrease, and therefore the DRM is working to prevent that decrease.

    Fighting stupidity with stupidity just makes you look stupid.

  • Ken Nugget

    12th August 2010

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    @Lakawak
    If DRM prevent a decrease but don’t provide an increase, maybe another tool can be used to create an increase and prevent the decrease…
    Stupidity prevent a decrease but it don’t provide an increase…:P

  • Mike

    12th August 2010

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    So your argument is, it’s not a lost sale because I wouldn’t buy it anyway. How lame.
    Your bullshit example with the bag of chips…. if you had such a machine that would give you one free whenever you pushed a button, would you ever buy another bag? No? Same thing happens with games.
    This article could have been titled “I like free shit, and I like to use DRM to justify my theft”

  • Brit - empiresofsteel.com

    13th August 2010

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    “The claim often made by the games industry is that a pirated copy of a game is essentially a lost sale.” I don’t think that claim is made very often by the games industry. I think the games industry knows that each incidence of piracy equals a fraction of a lost sale. Of course, when you see the piracy numbers (90% for World of Goo, 94% for Modern Warfare 2 on the PC, 85% for Demigod when it was released, 85-95% for Machinarium), you can quickly figure out that if so little as 10% of all pirated copies are a lost sale, then game companies are losing one-third to one-half of their sales to piracy. When people bring up the argument that “you think that every incidence of piracy is a lost sale — that’s stupid”, I really don’t even regard that as a serious argument anymore. I regard it as “I’m going to put up a strawman argument, pretend that the games industry believes it, shoot down the argument, then pretend that I’m smarter than the games-industry and believe the polar opposite idea: that piracy has zero effect.”

    I’d also recommend comparing the piracy rates of Modern Warfare 2 on the XBox versus the PC. It’s harder to pirate games on the XBox (you need to buy a mod-chip, and also have to worry about getting banned by Microsoft). It’s much easier to pirate on the PC. The result? 86% of the people playing it on the XBox payed for it (5-6 million copies sold, 1 million copies pirated). On the PC, only 6% of the people playing it bought it (270,000 copies sold, 4 million copies pirated). Given these numbers, it’s hard to argue that piracy isn’t eating into sales. Of course, anti-piracy measures on the PC are typically broken, and there’s not much point to DRM when cracked copies are on the internet.

  • Brit - empiresofsteel.com

    13th August 2010

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    “Meanwhile, game companies like Stardock continue to do well for themselves by making fun games which do not restrict how the consumer chooses to use them.”
    By the way, Stardock has been pushing further and further into DRM territory. Have you seen their “Goo” DRM system? It’s unfortunate that pirates end up “teaching” companies like Stardock that they need protection against piracy.

  • Ivan

    13th August 2010

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    Here is a better example:

    You’re at a bookstore and you’re flipping through FHM, Rolling Stone, Modern Photography or whatever happens to be within reach. Now let’s say the magazine companies cry OH NOES LOST SALES! and put all their magazines in metal cases which only open when you connect them to a server on the Internet (the DRM). The people that would have purchased that magazine anyway will still buy it (the 10%) a portion of those people who fear the technology will stop buying it (potential LOST sales because of DRM), some people will steal it hack it and attempt to use it anyway (the pirates) but your average Joe wasting time in the bookstore will just pass it buy and NEVER buy it (the 0-90%, AND potential lost impulse purchases)

    All around making it harder to access your product hurts your business.

  • Andrew Canali

    13th August 2010

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    I love my Wii. I used to buy games. I accumulated over two dozen of them. But the intrigue of taking 2 minutes a disc to copy each game to a hard drive was so much so that I figured out how to hack my Wii. And I’m delighted that I did so. I sold off my collection of games after copying them all. And at the current rate of games worth playing being released for the Wii, I’m not likely to be overly concerned with keeping up-to-date as there isn’t much else to play than what I already have.

  • Sponge

    13th August 2010

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    Hey jerk, if you can’t afford a game, or have no interest in buying it, maybe you shouldn’t be allowed to play that said game in the first place? What gives you the right to download and pirate a $60 game and play it like you bought? If you never had the intention of buying then you get the honors of never playing it either. You do realize that quite a few games release demos right? You can test out the game before you buy it. No need to justify taking someones property and hard work just because you wasn’t going to buy it.

  • anna

    13th August 2010

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    The person who wrote about the world of goo pirating is an idiot. It’s not unusual for an person to have a new ip address each time she connects to the internet.

  • suitablyrandom

    13th August 2010

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    If you were to look on my home computer’s hard drive, you probably wouldn’t find a single “legitimate” piece of software on it, aside from the OS (which came with the PC), and a couple or three multiplayer/MMOs. And yet, I’ve paid for every piece of software on that computer, the legitimate copies are all sitting in boxes on my bookshelf, most of them still shrink-wrapped.

    And why? Because the pirated copies are better. No invasive DRM hamstringing my PC, no signing into multiple accounts just to play, torrents download faster than any digital download service, except Steam sometimes, no mandatory updates that break the game until the update is updated, etc. I’ve paid for all the software I have, because I believe that those who have provided me with entertainment/productivity/whatever, deserve to be rewarded for their efforts.

    But when the hackers are delivering a superior product, relying on the ethics of your consumers seems like a pretty shaky business model.

  • Geek Hillbilly

    14th August 2010

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    As far as DRM goes,if a game or other item has DRM,I don’t buy.

  • Deeper Madness

    14th September 2010

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    A few years ago in the UK, around about the millennium (late 90s, early 00s), there used to be quite a number of car boot sales that used to sell pirated games (3 or 4 for £10). I remember borrowing them from my mate Jonathon when he was done with them. These were mainly PS1 and Dreamcast games and you used to have to buy a kit too.

    When I think of all the old FIFA ‘98, Tomb Raider, Final Fantasy and Colin McRae posters and other merchandise I bought (or asked my mum to buy, as I was only about 10 then) and at where Sony is now, I can see where this article makes sense.

  • Earthbound_X

    1st December 2010

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    Actually Dcapt, Steam doesn’t need a constant internet connection to work, you only need it once to activate a game, then you can be in offline mod for pretty much forever.

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