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For PC piracy, as I mentioned prior, actually almost totally killed PC gaming for around 8-10 year period before PC made a comeback. I will not repeat the details because I already answered that above.
As for the impact on sales comment you mention, this is false and can be proven by probability, consumer trends/behavior analysis, etc.
While we cannot analyze the exact loss of sales that would be converted to sales if piracy were impossible we can make some informed conclusions. In instances where piracy rates are ultra high like 70%, 80%, and often cited being 90-96% it is completely safe to say a notable loss of sales has occurred, even though it is definitely not a 1 pirate to 1 sale loss situation. Those figures are so inflated, especially the 90% figure where it is statistically completely impossible at that scale for some of those pirates to not be lost sales that would have otherwise purchase. The percentage of pirates of this doesn't have to be big, either, to have a massive impact.
Here is an example:
A game with 10 million sales and a piracy rate of 96% was found by the developer (whether approximate / loose approx or near totally accurate, depending on method data acquired but lets assume accurate for simplicity and not a loose variable range approximate).
This means that total consumers are 250 million... 240 million of which are pirates. Clearly, it is statistically impossible at that scale for all 240m pirates to NOT be a lost purchase and anyone claiming otherwise is either a liar or truly delusional. While we can't predict how many are lost sales we can see an impact here. If even a small fraction, such as 2% of those were to be lost sales... a mere 2% out of 96% of those pirates means that translates to 5 million sales lost or a 50% increase in sales (which is more than a 50% increase in profits because there were initial base costs for development/etc.). If the difference was 4-8% then you're looking at a 200-300% profit increase potential they're not getting because of piracy. These are not small figures despite the percentages being so low. We can statistically conclude there is clear damage to profits, but not the extent of said dmg. For all we know those lost sales could even be larger figures such as 20-30% and it could have been a billion dollar game.
Why piracy occurs? For many reasons, but most studies conclude financial limitations are not the cause in most instances, though this can be the reason in some regions.
Ultimately, what makes the topic of piracy complex is a lack of access to truly large scale global data to analyze it on an industry wide scale rather than individual developer investigations and many of the relatively very poor studies leading to wide misinformation done surrounding piracy or lazily grouping piracy data together that doesn't belong like some of the popular European studies grouping game stats with other mediums (tho sometimes they offer easily missed footnotes clarifying that others miss...).
Piracy is still a huge issue for reasons unrelated to access. Yes, some region locked content may result in piracy as one cause but it isn't the majority. Piracy is still a huge issue even now with Netflix, Amazon, etc. suffering issues with it despite very low costs and illegal sharing proving access and costs actually aren't the problem. It is still possible to illegally share or even record video from Netflix. This is why those platforms (some of them that are more competent) and Windows (through Edge, and why some platforms don't offer full quality support or any access in some cases through any browser but Microsoft's Edge) that try to prevent screen recording but this is honestly very easy to defeat and thus the content is widely shared illegally. In fact, the studies around piracy usually are focused on movies, music, etc. and not games, often lobbing games into them haphazardly. In those studies the typical conclusion is piracy occurring for reasons unrelated to financial or access reasons (and further confirmed through interviews with volunteer anonymous pirates), often with some of the wealthiest regions having the worst piracy rates ironically.
Nothing bad is going to happen if Denuvo servers are no longer offered because they changed the licensing years ago so any game using a newer license (aka anything released at all in the last several years) has a subscription license where they have to pay to extend it and if they don't Denuvo must be removed by law. This is why you see so many games dropping it after 1-3 years now days. Further there are bypass codes the developer/Denuvo's Irdeto could offer as well in some limited downtime. As for limited downtime it isn't a big deal for it to be down for a few hours like any other online only MMO/MOBA/CoD/etc. It might inconvenience a very small percentage of players actively playing that game at that point and time but only for a few hours and those downtimes are very very rare, too.
The same thing did NOT happen to retro games. The old Denuvo license from many years ago and those old games had permanent DRM solutions, unlike the current Denuvo.
As for not benefiting consumers... I already explained that and ou didn't even offer a counter argument. You just randomly said "no, it doesn't benefit consumers" with zero elaboration relating to what I gave before. Again, just because they're not instantly gratifying benefits they're still very real benefits. This isn't even getting into benefits like Denuvo currently offers in its virtually uncrackable state where the pirate scene has given up cracking Denuvo games almost totally for a few years so that illegal pirates can't get malware from downloading malicious copies of games since such copies don't exist (unless they're so desperate they download anything claiming to be a game even if it isn't and is just fake files and malware mixed together).
Your claim is based on no evidence about if they're pirates or not. We can tell certain posters who have literal thousands of posts on anti-Denuvo are, almost certainly, making posts for illegitimate reasons whether they're the pirate or they're supporting piracy efforts through monetary gain for their efforts. That is real evidence because having thousands of posts on the topic in a few years is a hyper abnormal extreme investiture of one's time.
As for DRM failures... lets be clear. DRM in general, not just Denuvo, has earned a bad wrap in some cases because there are clearly bad ways like the one you mentions of some older versions of DRM such as SecureROM, being implemented. There may also be less ideal ones now days, too. Even Denuvo could be argued, from some angles, to have a negative benefit on a technicality even if not legally supported and ultra-rare as a legitimate not intentionally done for propaganda issue, in scenarios like Linux comparability (because modders and enthusiasts love freedom, even if both Denuvo and the game aren't officially even supported on both ends on said platforms like Linux). However, it can also be said that not all DRM is bad and many like Denuvo are legitimately not an issue for 99.99% of consumers and those other 0.01% (probably less, actually) can simply deal with a few hours of inconvenience waiting for lockout time or seek help from the developer in super rare cases or play on the intended platforms. Denuvo, at least, is making a genuine effort to actually not be an issue with their updated licensing model, how it functions so you can play offline for extended periods of time, etc. To simply lump it all together as all DRM is evil is a terrible stance though, as shown by the repeated inability to actually find legitimate issue with Denuvo as only one DRM related protection among many. [/quote]
"Incorrect information.
Denuvo errors can occur due to how it is implemented even when Denuvo was NOT the cause. A solid proof example is the Capcom Monster Hunter crashes almost always throw Denuvo errors and are confirmed by both Capcom and numerous fans to have totally unrelated to Denuvo fixes (typically on the user's end). Another example is Dying Light 2.": https://tenor.com/it/view/metal-gear-rising-metal-gear-rising-revengeance-raiden-senator-armstrong-source-gif-25038929
"In fact, piracy and those public complaints from those specific devs is the reason they gave for NOT providing PC releases for most of their titles during the PS3/360 era. it was only after the PS4/One era began when console architectures began to be far more similar to PC making the port process way more feasible", tell me u know nothing abt a games porting process wivout telling me, as long as u have de original games source code, making a port isnt dat complic8ed, sure its not a few clicks easy, but its definitely not as hard as u make it sound, unless u got proof oderwise ofc :).
well im tired of debunking all dis crap anyways...., but de fact dat ure pro-bloatware & anti-consumer tells me & every1 else all dat i need 2 know, pls try using more critical thinking next time pls.......
Good grief.
Also, you need to look up the actual history behind this issue.