>One of the biggest arguments against anti-piracy checks built into video games (commonly known as "digital rights management," or DRM) is that they punish paying customers with stuttering, loading times, and other detractive gameplay issues. While leading DRM vendor Denuvo has long claimed that its tools don't hamper video games, the stats keep piling up to suggest otherwise.
https://arstechnica.com/gaming/2018/12/evidence-continues-to...
DRM only needs to work well enough that people can't copy and paste it to their friends. Most games have online multiplayer modes now that can endlessly check for a valid copy from a central server though.
But for the most part, I'd say that yeah priacy is effectively dead. The ease of hacking the consoles and running pirated games isn't there (IMO) and thus the percentage of users who are doing it is very small. Much more an enthusiast community moreso than a community of pirates who want to play games.
This could all change, but I don't think that the piracy scene for the newest generation is anywhere close to the last two.
Hell, I remember flashing the firmware on my xbox 360 disk drive within the first year.
Or soldering a modchip into my OG Xbox. RIP that console, best console ever.
Console piracy is effectively dead.
I'm not saying that DRM is a large reason that movies/TV are behind, but I don't think this is a good counterargument.
I wonder if there are any popular private or reverse engineered League of Legends or Fortnite servers. These are also the most profitable games in the world.
I have to wonder if a game like World of Warcraft, if it were released in 2019, would even consider a monthly subscription given what it has to compete against these days. I would assume private servers for WoW made sense because people wanted to dodge $15/mo.
In the case of music and video it seems that DRM is 100% ineffective, and particularly once the content is cracked it can be moved entirely outside the DRM system. In the case of games you still need a runtime environment which is at least somewhat proprietary.
Both music and movies have been devalued to a $10 month "all you can eat" scenario which has nowhere near the revenue potential of a $100 a month cable subscription or buying Blu-Ray at $20 a pop.
Even on PC, more games are going towards always online/multiplayer and lootbox/cosmetic/etc., which are also DRM by nature.
Since there is no other word for requesting that something be readable by the consumer and not readable by the consumer at the same time.