Bethesda apparently broke its own Denuvo protection for Doom Eternal
arstechnica.com
arstechnica.com
https://www.extremetech.com/gaming/282924-denuvo-really-does...
Of course, Unreal Tournament was a mostly online multiplayer game, and relied on cdkeys as well.
I'm surprised with everything i've heard about release pressure and crunch time that this doesn't happen more often.
On a whim, I pointed the installer to the application on the install floppy, which it happily accepted and proceeded with the installer.
TL;DR bad DRM has existed since DRM existed.
Then there were some creative ones like B-17 Flying Fortress which had a paper decoding tool where you slid the paper rings to match the symbols on the screen. This revealed another symbol through a hole in the paper that you selected on the computer from a list to "prove" you had a legitimate copy of the game.
And although not exactly copy protection, Leisure Suit Larry had a great "Age Check"
https://en.wikipedia.org/wiki/Leather_Goddesses_of_Phobos
http://allowe.com/games/larry/tips-manuals/lsl1-age-quiz.htm...
What other things is that 370MB executable doing that it needs to be over 5½ times as large as the game itself? Sending every keystroke home? Searching the hard drive for crimethink? Running a Bitcoin miner?
And if you're thinking "but surely all that injected overhead would slow the game down?" then yes that's absolutely correct, it does: https://www.extremetech.com/gaming/282924-denuvo-really-does...
id: focus on game development that people enjoy playing
bethesda: do whatever bethesda does apart from trying to understand why people enjoy playing games.
My bet is that id guys just dont care much about being marketing monkeys.
More likely, someone like me would just say, "Sweet! Now if I buy the game, I can get at a version that won't slow down my performance with all of the obnoxious DRM crap running in the background!"
At least with consoles you _know_ going in that the manufacturer has every executable on lockdown. But I couldn't stomach _not knowing_ if some poorly coded DRM or RGB control service was opening up my private files to remote code execution[1].
[1]: https://twitter.com/gsuberland/status/1175570500292108289
(I play games on a Linux PC myself.)
This is a pretty ridiculous position and should be embarrassing if you work at Denuvo. Would you buy anti-virus software or any other security product with that claim. (Police officer to homeowner) I see you bought a lock for your front door that only offered two days of protection ... it's been 3.5 so we're not going to investigate and your insurance probably won't cover it.
As for the 80,000 number, Doom 2016 sold 500,000 copies on PC in its first 2 weeks. You only need mid to high single digit percentage increase from DRM to turn into substantial amounts of money. Heck, if Denuvo costs $100k then even a 1% sales increase during that first 2 weeks would have been a net gain of $110k.
Yep, those numbers where picked from thin air, but ”As of August 2018, the company employs 1,000 people“, so that math only works if their licenses are freaking expensive. https://en.wikipedia.org/wiki/Denuvo
I believe that's saying that Irdeto has 1,000 employees, not that 1,000 people work on Denuvo itself. Instead it sounds like Denuvo "only" needs to cover the salary of around 50 people unless they've grown substantially since the acquisition as pre-acquisition they were 45 people.
I'm guessing they didn't jack up the licensing costs 10x since they were acquired, so using numbers for ~50 people a cost of $2M seems way too high. In 2017, so pre-acquisition, there were around 50 games using Denuvo: https://www.game-debate.com/games/gamesWithDenuvo
I'm sure the scale of the game influences costs and a AAA would be more than an indie release etc... but the math still works for numbers far lower than $2M licensing costs. And presumably Bethesda & others have done these analysis and concluded the licensing costs are worth it.
We accept that because we recognize that there is a cost/benefit tradeoff to be made to protection - it is relatively rare for a protection to need to be absolute to be worthwhile; in fact in a lot of settings protections that attempts to be "absolute" will be prohibitively expensive and/or complicated.
(Some DRM does actually act more like a lock, such as console DRM that require hardware mods and would void the warranty)
Just make the damn thing require an internet connection all the time. I don't care. If you are a good publisher then you promise to remove this restriction after 1 or 2 years and enable offline play.
Not everyone has perfectly reliable access to the internet.