Evolving Beyond DRM– Part Two
How can companies prevent the general unhappiness caused by DRM and still sell games? Find out in part two of our series.
Do Nothing
When we last left off, I suggested that the solution was to do nothing. What does that mean, exactly?
What I’m saying is, forget about copy protection entirely.
DRM costs far more than it protects. It doesn’t prevent piracy—pirates are going to break it anyway. What it does is hurt paying customers, who should be cherished at all costs. After all, these are the people who are actually giving publishers money when they can get something for free. Why make things hard on the good guys? All it does is make them into the bad guys.
Yeah, sure, you say. No copy protection is just asking for people to pirate my game. How will I make any money?
Talk Like a Pirate
To understand this, we need to understand pirate behavior. Most people assume pirates do what they do simply because they can. While that’s true to some extent, it’s not the whole picture.
Over the summer, independent game developer Cliff Harris asked the Internet: “Why do people pirate my games?” What he learned was instructive.
Surprisingly, respondents cited the high cost of games as their primary motivation for piracy. $60 for a game was just too much in their opinion, especially when the quality of these games was often judged to be low. Next up was digital distribution—people would rather download games than go to a storefront. If they couldn’t get them legitimately online, they pirated because it was more convenient. Last, but certainly not least, was frustration with DRM restrictions.
Software with no copy protection is a very simple way to address these concerns. Consider the potential benefits:
- With no protection, anyone can upload or download your game. As a result, it is distributed far and wide —at no cost to you— via Bittorrent. This gets it out there and into the hands of people who might not have played it due to cost or lack of digital distribution. Even if it doesn’t always convert to sales, it’s likely to result in greater exposure, which is beneficial in the long run. As Tim O’Reilly famously said: “Obscurity is a far greater threat to authors and creative artists than piracy”.
- Think of it as a full-featured demo. Let users try out the whole thing, as much as they want, then pull a Radiohead and let them pay what they think it is worth. This gets over the potential quality issue. The customer doesn’t feel short-changed by an over-hyped, over-priced game that falls short. Don’t assume that no one will pay. Some won’t, but many will if you give them the option. O’Reilly again: “Customers want to do the right thing, if they can”.
- Most importantly, no DRM means no restrictions that might potentially anger paying customers. Again, these are the guys and gals you want to treat right. Customer service lore has it that every patron lost to a bad experience will cost your business ten more because they’ll share it with others. While you’re at it, you probably don’t want to do anything to anger non-paying customers, either. Bad press is bad press, and on the internet it’s hard to tell who it comes from.
DRM comes out of an ideology that piracy is a zero-sum game, which we argue it is not. Yes, people will download games for free, but that does not necessarily equate to lost or even poor sales.
Case in point
You may not have heard of Sins of a Solar Empire. It doesn’t come from a big name publisher. It didn’t receive a lot of advertising. It’s just a really good game that made a lot of money—with no DRM whatsoever.
While Spore has sold a million copies at a development cost of $20 million, the relatively unknown SoSE brought in 500,000 copies with a development cost of less than a million. Assuming the same price point for both titles, that’s an ROE of 20 compared to 1.5 for Spore. Not to mention, the developers of SoSE, Stardock, have a lot of goodwill in the community from their decision to drop copy protection. As they put it: “Our customers make the rules, not the pirates.”
Granted, Spore is a major title in a different genre, but I think the point is made: you don’t have to have DRM to turn a profit with games.

We know our customers could pirate our games if they want but choose to support our efforts. So we return the favor - we make the games they want and deliver them how they want it. This is also known as operating like every other industry outside the PC game industry.
–Brad Wardell, CEO Stardock
It’s impossible to know how many people would keep paying if they could download a game for free. Eliminating copy protection would cost some sales, but it would also convert some pirates. It wouldn’t take much of a shift to make a difference. For every game sold with some form of DRM, estimates say that 15-20 copies are pirated. If publishers could convert just one of those pirated copies into a sale, about 5% of them, they would double their income.
Instead of more copy protection, perhaps publishers should think about less. Now that would be an evolution.





