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1- you are never guaranteed the pirated application does not contain other malware unless you check it yourself. (do you check it?)
2- its convenient to find the software on various secured platforms, and often with competative sale prices.
drm doesn't stop all piracy, but it stops most which is what matters.
oh man, if you even knew what i could do to a bunch of stolen software, put my own little treats inside it, and then put it back up for download, you'd never download another repack or cracked game ever again, and i'm not even practiced at it, just standard programming skills.
1 - I haven't tried pirating software, but in my country school teaches me about the risks of piracy and why I must respect people's works.
2 - Yes, that is how the market works.
Bruh, software piracy is a serious crime, at least in my country. It's like shoplifting on cyber environment. People are arrested in real life for that. So there are no way to get a legal copy without purchasing.
I just feel DRM is annoying and wish it would be gone someday.
oh i see my bad.
at the same time my use of 'you' is obscured due to learning some languages at the same time, the 'you' is an 'all encompassing you' for any users viewing the thread and participate in the black flag, they're likely paying for someone's yacht right now and don't realize it. how could they.
not to insinuate you are participating, bad translation sorry.
i would agree - however if every country were able to adopt your country's laws on software crime, we would see some nice changes, and likely a decrease in drm usage. drm only really arose to give developers more power over what they create tbh.
EDIT: Well, I phrased that wrong. People have the tools to copy whatever they can see, so in that sense it's an unreasonable expectation. But what I meant was more like, IP holders should be allowed to attempt to protect their IP.
No DRM is "uncrackable." After all, the DRM itself "cracks" what is necessary for the game to be run.
The issue is making it cost more energy and effort than it is worth for whatever the game is as well as putting in pitfalls like account/IP banning for cracked-copy evidence and even platform banning or true legal/law-enforcement involvement.
A ton of piracy doesn't have accompanying viruses and snoopware/malware. That may be included on their websites/groups/apps/whatever, though... The point being - If it was ALL dangerous, people wouldn't install the cracked-games that were actually dangerous. The offerings are riddled with malware "just enough" to try to slide below the level of alerting those who download/install such things.
However... DRM does discourage and make it more difficult for pirates to do their thing. It is not easy to remove/bypass the toughest DRM and there's a war on between DRM providers and pirates regarding energy required to crack vs lag-inducing performance disadvantages.
Developers/publishers need to make money. They need it to pay their employees who create the games so they can, in turn, make more games and feed their children. When a call comes out for d/p's to stop using DRM, what is it that they are really hearing?
What they hear is "stop trying to be in control of your own product and sales results." This is Bad ™.
Imagine if you owned a landscaping business that cut people's lawns and shrubbery. You pay yourself and another employee, pay for your work-truck, the fuel it and your equipment uses, lunch for you and your employee, and all appropriate fees, taxes, licensing.
You work at a customer's house, cut their lawn, trim their shrubs, then ring the doorbell to get paid.
Do you do this knowing they may not pay you? Knowing they don't have to pay you? Not knowing how much they will pay you for all the labor and expense you've already provided?
That's what "Don't Use DRM" campaigns are implying to developers and publishers that use DRM. It's a "trust me, bro" message. NOBODY who is putting in resources willingly wants that kind of market exchange "plan."
Note: Plenty of devs/publishers don't make use of DRM, as it is. It's usually the high-profile, high-hype, products that engage deeply with it and those can be multi-multi-million-monies products. For many others, service providers like Steam is enough. For some others, they require frequent, and sometimes intrusive, third-party online authentication as a stop-gap measure.
In case of artwork, if they actually want to control their intellectual property, they should register a copyright for their work. It's hard to tell a stranger not to copy his/her work, specially in the Internet. Even AI companies DID copying an artwork and use it like they had created it.
https://drm.info/
https://www.defectivebydesign.org/
There's even an EU study that initially got covered-up finding that DRM has little to no financial benefit to companies using it on their product and is only obstructing end-users:
https://edri.org/our-work/did-the-eu-commission-hide-a-study/
It's a huge waste of resources and should be prohibited.
And always remember:
“One thing that we have learned is that piracy is not a pricing issue. It’s a service issue,”
–Gabe Newell, 2011.
I think a video game is an art. So if people liked it, they would pay for it even if the game didn't have DRM.
But, as you said, there are a lot of people who don't want to pay a cent for other's works. Because of that, a lot of governments introduce copyright law to create a fair market for creators. In Japan, there were some cases that people had been arrested for sharing and downloading illegal contents via P2P methods.
By the way, some DRM methods make people who paid feel uncomfortable because of lagging and always online checking. I wouldn't complain if I have to open only Steam to play my favourite game. But dear god, Steam and another launcher(s) combination must be every players nightmare.
Which is why Valkyria Chronicles 4 is not in my library despite how much I adored the first one.
For me, the selection of games and the security. But every DRM on top of already implemented Steam DRM is crossing a threshold.