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'Rime' Developer Keeps Promise, Removes Denuvo DRM After Game Gets Cracked (cinemablend.com)

An anonymous reader quotes CinemaBlend: Tequila Works and Grey Box had previously announced that the DRM for the PC version of Rime would be removed if it were cracked. Well, in just five days the DRM was cracked and a cracked version of the game was made available online. So, now the DRM will be removed...

Five days after the PC launch of Rime, the cracking scene managed to get into the executable and spill all of its guts, removing the DRM and putting the exe back together so it could be distributed across the usual sites. One of the things noted by the cracker was that he found Denuvo executing hundreds of triggers a second, which caused major slowdown in the performance of Rime on PC. This form of digital rights management resulted in every legitimate customer having to deal with a lot of slowdown and performance hiccups... The sad reality was that those who pirated Rime and used the cracked file essentially gained access to a game that had improved performance and frame-rates over those who actually paid for the game.

133 comments

  1. Well by Anonymous Coward · · Score: 0

    Denuvo is dead! Long Live Denuvo!

    1. Re:Well by Anonymous Coward · · Score: 1

      Denuvo was recently caught pirating VMProtect.

  2. Dead rights management by Anonymous Coward · · Score: 0

    Tekken 7 was cracked before release. It's private you can't have it. The guy bought the game and cracked it to play early, not for piracy.

  3. reasonable by Anonymous Coward · · Score: 0

    Sometimes there is Reason with the Rime

  4. Lesson learned by Anonymous Coward · · Score: 3, Insightful

    Wait a week till DRM is cracked, get a better version of the game. Got it.

    1. Re:Lesson learned by Anonymous Coward · · Score: 0

      That's great, but their delayed admittance that drm was even on the game in steam has earned them a shitlisting from me for several years.

    2. Re:Lesson learned by Anonymous Coward · · Score: 0

      Wait. Didn't we all learn that lesson a decade ago?

    3. Re:Lesson learned by Anonymous Coward · · Score: 0

      FLT, INC, RaZoR 1911, TDT, THG & TRSi forever!

    4. Re: Lesson learned by Anonymous Coward · · Score: 0

      Baldman cracked RiME.

  5. All car has always a backdoor, the 3rd or 5th door by Anonymous Coward · · Score: 0

    What does DRM? It's unknown for me.

  6. Can we stop calling it digital rights managment? by Anonymous Coward · · Score: 4, Insightful

    Digital restrictions management is so much more appropriate.

  7. By far not the first time by Opportunist · · Score: 4, Informative

    I remember a certain audio editing program that used to be a standard that actually came with its own virtual machine that ran some of its code which was a bastardized version of x86 assembler code, which was reverse engineered and "cleaned up" by crackers. The net result was that that cracked code, that would now run on the x86 CPU rather than the (poorly written) virtual machine was actually faster and more stable than the DRMified code.

    I also remember quite a few legitimate users who cracked their legitimately bought software because it improved performance and stability...

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:By far not the first time by jimtheowl · · Score: 1

      That is a lot of remembering and very few details. Is there any reason you can't be bothered naming the audio editing program?

      The fact that x86 assembler code would run faster native is no surprise. Why someone would bother buying such a program is.

    2. Re:By far not the first time by Anonymous Coward · · Score: 0

      IdTech3 QVM code is the same way. It's ANSI C and you have the option of compiling to bytecode or native code. Naturally if you compile it to native code with an optimizing compiler then it uses less CPU time.

    3. Re:By far not the first time by Anonymous Coward · · Score: 3, Informative

      I believe this was Cubase, and the DRM in question was syncrosoft elicenser.

    4. Re:By far not the first time by JaredOfEuropa · · Score: 2

      It goes back further than that even. I remember some games that prompted you to enter "word x on page y" of the manual, which was printed on red paper to foil the photocopiers of those days. It was always nice if one could find a pirated copy somewhere so you wouldn't have to enter a word from the manual every time you started the game.

      Just another example of that old inconvenient truth: DRM harms paying customers while doing very little to prevent piracy.

      --
      If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
    5. Re:By far not the first time by Opportunist · · Score: 1

      Amazing memory, I honestly didn't remember.

      So many copy protection schemes, so many hours wasted getting around them... ;)

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    6. Re:By far not the first time by Opportunist · · Score: 2

      To be honest, that was actually what got me into breaking copy protection. If it wasn't so damn annoying, I probably wouldn't have bothered to learn assembler in my teen years and wouldn't be where I am today.

      Yeah, DRM shaped my career... So who am I to complain about it?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    7. Re:By far not the first time by GNious · · Score: 1

      It goes back further than that even. I remember some games that prompted you to enter "word x on page y" of the manual, which was printed on red paper to foil the photocopiers of those days. It was always nice if one could find a pirated copy somewhere so you wouldn't have to enter a word from the manual every time you started the game.

      I got annoyed at one of the SSL games, think Curse of the Azure Bonds or something, where you had to use a wheel to make a word appear based on 2 symbols - made a copy of the game-disc, went in and edited all instances of the words to the same one, just so I could play the damn thing.

      Of course, all of them also had half the dialogue/story bits written in a booklet, so you still had to go look stuff up....

    8. Re:By far not the first time by Anonymous Coward · · Score: 0

      Do you have a "list of DRM schemes cracked" on your CV?

    9. Re:By far not the first time by Dutch+Gun · · Score: 4, Insightful

      There's no doubt that some sales are going to be lost to piracy, but it's just stupid to ruin the experience for your paying customers. Being a game development myself, and one who's put years of work into a self-funded indie game (and hopefully released soon), I'm sure it will be disheartening to see people passing it around without paying for it. Hopefully there will be enough people who enjoy the game and would like me to make more of them, and so willingly purchase the product even though they'll have every chance of getting a free copy if they really wanted to.

      The way I figure it (and have heard other game devs more eloquently argue the point) is that people who pirate the game probably aren't my customers anyhow. Or, at best, I should perhaps think of them as potential future customers. At some point, I think you just have to write that off as a cost of doing business on open platforms.

      Instead, game developers need to engender goodwill and support among their customers, especially on platforms where it's easy to make and distribute copies without paying. Hopefully enough people understand that they have to actively support developers whose games they enjoy if they want to see more like that.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    10. Re:By far not the first time by innocent_white_lamb · · Score: 2

      Many copy protection schemes on the Commodore 64 floppy drive usually involved writing a deliberate error to one of the sectors. This would cause the read/write head to attempt to re-align itself and bang against the stop to attempt to read the bad sector. Over the course of time all of this hammering would cause the read/write head to go out of alignment, a common problem on 1541 floppy drives.

      I've also heard of (but never personally seen) a floppy disk with a hole punched in it in an unused location so if you loaded the program normally nothing happened but if you tried to copy the entire disk the read/write head would drop into the hole and be torn off.

      --
      If you're a zombie and you know it, bite your friend!
    11. Re: By far not the first time by muffen · · Score: 1

      One of the monkey island games on the Amiga had something similar, the cracked version did not.

    12. Re:By far not the first time by Dunbal · · Score: 1

      There's no doubt that some sales are going to be lost to piracy

      There's an argument that NO game sales are lost to piracy because people who pirate your game were not going to pay for it anyway.

      --
      Seven puppies were harmed during the making of this post.
    13. Re:By far not the first time by Anonymous Coward · · Score: 0

      There's an argument that NO game sales are lost to piracy because people who pirate your game were not going to pay for it anyway.

      Actually, it's even worse than that. Not only will the pirates still NOT pay for the game, some of the legitimate users, who may have bought your game if it were DRM free, decide not to waste their time and money and either buy a game that treats them with more respect or nothing at all. As a matter of principle I refuse to purchase games that have DRM and I know that I am not alone in this decision.

    14. Re:By far not the first time by sjames · · Score: 4, Informative

      I soon discovered that cracking the game was more fun than playing it.

    15. Re:By far not the first time by DontBeAMoran · · Score: 1

      Please support true USB gamepads and not only the PS4/etc gamepads.

      I bought Axiom Verge and I had to play the damn with the fucking KEYBOARD because the single developer seems to think everyone has a fucking last-generation console controller to play games on a computer.

      --
      #DeleteFacebook
    16. Re:By far not the first time by Dutch+Gun · · Score: 2

      Some make that argument, but I don't buy it. There are those who simply want free stuff, even if they have the means to pay for it. I believe that some in the industry tend to highly exaggerate those numbers by counting every pirate copy as a lost sale, which is ridiculous. But I think it's equally ridiculous to think that, were the free version not available, none of those pirates would have purchased it. I won't even pretend to guess where between those two extremes the real number lies, as it's essentially unknowable.

      Still, at least for me, it's a moot point because I don't approve of DRM schemes that often create more problems for customers. With all the PC configurations out there, plus supporting three different OS platforms, I've got enough on my plate to try to ensure the game works flawlessly for everyone.

      I'm a bit more ambivalent on DRM on consoles, which is built into the hardware and doesn't really affect the user so much. The expectations are different between consoles and PCs though, as everyone understands that videogame consoles are a locked down platform to begin with. But DRM on PC is sort of... it's hard to explain... breaking the rules? Or perhaps violating an unspoken contract with the user, in which they expect that as long as they have a PC with a backwards compatible OS, they should expect to be able to play that game in perpetuity.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    17. Re:By far not the first time by Anonymous Coward · · Score: 1

      I have a vague recollection of some game requiring you too look up words. It compared that word to see if it was equal to the word it was expecting. All you had to do was edit the game to effectively convert the "equal to" part to "not equal to". Then anything, except for the correct word, would work. Tada! No more looking stuff up.

    18. Re:By far not the first time by onkelonkel · · Score: 2

      Going from memory here so be gentle, but as I recall the idea was to write a bit that was sort of half magnetized and neither a one or a zero. The original disk would read different values if you read it several times, a copy would always give the same value. I recall it also got cracked.
       
      I also recall a friend who's boss had a new-fangled C64 for his small business. He had an accounting package for the C64 which he had bought from a local software house. One day the software's copy protection errored and deciding his legit, store bought disk was a copy. It overwrote a disk with 8 months of payroll data with "PIRATEPIRATEPIRATE..." The developer of the software ended up having to hire someone to re-enter all the data.

      --
      None of them can see the clouds; The polished wings don't care.
    19. Re:By far not the first time by Anonymous Coward · · Score: 0

      I soon discovered that cracking the game was more fun than playing it.

      This is so true!. :)

    20. Re:By far not the first time by Wycliffe · · Score: 1

      Being a game development myself, and one who's put years of work into a self-funded indie game (and hopefully released soon), I'm sure it will be disheartening to see people passing it around without paying for it.

      The problem with DRM is that it's added after the fact. In some cases like this, it's literally made by a completely different company. The only possible result is a worse experience for the paying customer. DRMs for movies are probably never going to work but for something interactive like a game, I would think it would be fairly simple to prevent piracy. The simplest way to prevent piracy is not tacking on DRM after the fact but design your game so that part of it's code resides on the server. Whether that is static stuff like part of the rendering engine or dynamic stuff like new weekly maps, multiplayer capabilities or even just updates and improvements, if some of the code resides on the server then the cracker now has to write that missing functionality in order to crack the software. Done right, not only does this prevent piracy but it actually gives the paying customer value added stuff like persistent worlds, other people to play with, new levels, bug fixes, etc...

    21. Re:By far not the first time by StillAnonymous · · Score: 1

      VM/interpreter/pseudo-code protections have been around for a long time.

      Denuvo
      SecurROM 7+
      Solidshield
      StarForce ...
      All the way back to Electronic Arts' fat-track scheme on the Commodore 64, which used a VM to obscure the upload of the drive code and check the return value. This was 1983.

    22. Re:By far not the first time by StillAnonymous · · Score: 1

      The laser-hole wasn't designed to tear your drive head off. When you stick a disk in the drive, you don't necessarily know where the head will be, so a deliberate damage setup like this would have a good chance of destroying legitimate user's drive as well.

      The burn was there to prevent a successful write attempt to that sector. The protection would write something there, and then read it back. If it read back what it wrote, the damage wasn't there and it's a copy. Of course it would check to make sure you didn't just write-protect the disk, it wasn't that simple.

      This type of protection was just hacked out of the code, but there was a device (Central Point Software's Enhanced Option Board) that would simulate the damage by intercepting the drive requests and returning what the program expected.

    23. Re: By far not the first time by Anonymous Coward · · Score: 0

      It's on Steam, so it was never DRM free.

    24. Re:By far not the first time by Cederic · · Score: 1

      DRM on PC is a fucking abomination. Various DRM schemes have damaged system performance by installing bug ridden, insecure, obtrusive and pointless shit that runs even when the game isn't running, let alone the impact to the player's experience within the game through performance issues or wasting time by demanding some shitty code.

      Then there are the ones that try and prevent you installing the game more than once, or three times, or five.

      I don't buy Ubisoft games any more because of their perpetually shitty DRM. That's £500/year of computer gaming revenue they don't get to share, and that's just one person.

      Would pirates buy this shit if it wasn't available for free? No. Shit, I have 180 games installed that I haven't played yet. I can skip one.

    25. Re:By far not the first time by CronoCloud · · Score: 1

      the official gamepad for windows is the Xbox one (and tbe clones of it) and that has been the case for years. Besides the console controllers are better than the supposedly pc-centric pads anyway, which is one reason the became the default. The other reason is that a goodly number of people play games on both pc and console and DO have a console controller. Just head out to your local big box and pick one up.

    26. Re:By far not the first time by Anonymous Coward · · Score: 0

      Pretty sure both Curse of the Azure Bonds and the game right before it, Pool of Radiance both had those wheels. Can't remember if Secret of the Silver Blades also had it or if that one resorted to words from the journal.

    27. Re: By far not the first time by Anonymous Coward · · Score: 0

      I'd love to play the star wars battlefield game. $20 on sale, $40 new, docs, not a problem. I'm not installing fucking origin in my machine though, even though they gave away mass effect 3 or some destiny or some other game I wanted at one point.

      Games for Windows (before it vanished) and ubisoft (until they vanish) are on my shitlist too. A shame, I would have liked to play hommvi if they didn't gimp it. Instead I played kings bounty. Close enough and drm free.

    28. Re:By far not the first time by djinn6 · · Score: 2

      Being a game development myself, and one who's put years of work into a self-funded indie game (and hopefully released soon), I'm sure it will be disheartening to see people passing it around without paying for it.

      Think of it this way, of the hundreds of other things people could be doing, whether it be lurking on Facebook, hanging out with friends, watching movies, going for a hike, or playing one of the thousands of other game titles out there, they chose to play your game. If they like it, they will sink days, weeks or even years into it. As a creator, you should be proud when you see someone sharing it, not disheartened. You made something great, and people recognized your creativity and hard work, so much so that they want others to try it too.

      But then what about income? A business doesn't survive on good will alone.

      Yes, income is critical to a business, but remember, every game company is in the same boat. They all managed to deal with it. In fact, the AAA titles are far more sought after and suffer far more from piracy, yet they still rake in millions. I also know many people who bought games after pirating it first, mostly to support the creator. Without a way to try the game, I doubt the developers would've gotten any of those sales. If everyone had to buy before they could find out whether they like it, most of them would go for the well known AAA titles that their friends are raving about. For most indie titles though, word of mouth really doesn't work, since everybody has their own niche they like.

      In the end, the only thing that really matters is that people love the game. So go and make that game awesome and stop worrying about the rest.

    29. Re:By far not the first time by Notabadguy · · Score: 1

      Without a way to try the game, I doubt the developers would've gotten any of those sales. If everyone had to buy before they could find out whether they like it, most of them would go for the well known AAA titles that their friends are raving about. For most indie titles though, word of mouth really doesn't work, since everybody has their own niche they like.

      I know I'm not the only one to remember when game demos were real. When you could get freeware or demo disks in the mail, or they came bundled with magazines because game developers wanted you to try their latest games.

    30. Re: By far not the first time by gweilo8888 · · Score: 1

      Yep, and that was actually one of the simpler schemes. A lot of the copy protection back then relied on having to use feelies, or browse through long texts or lists of stats to answer obscure questions on the subject matter.

      It's amazing that a full three-plus decades later, the software industry still hasn't realized the staggering stupidity of inconveniencing or even punishing your paying users for buying the software, in your hopeless goal of even slowing down the pirates.

    31. Re:By far not the first time by Opportunist · · Score: 2

      No, but let's put it that way: In malware analysis, you need people who have a lot of experience disassembling and analyzing foreign code that is often heavily obfuscated and loaded with anti-debugging traps.

      Question for 100: What kind of person am I talking about?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    32. Re:By far not the first time by Opportunist · · Score: 1

      I really envy you for your memory.

      I never bothered to learn the names of my victims, it humanizes them and makes the work complicated.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    33. Re: By far not the first time by Anonymous Coward · · Score: 0

      This is also why I don't use Steam.

      DRM by any other name still smells like shit.

    34. Re:By far not the first time by Bert64 · · Score: 2

      And a game that becomes unplayable without a centralised server...
      So you can't play it with poor or no connectivity, can't play it after the company shuts the servers down etc. Look what happened recently with simcity.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    35. Re:By far not the first time by Anonymous Coward · · Score: 0

      I buy very few games that I don't look at first... If there's no decent trial, I'll pirate and decide.
      There are a few I remember being real turds that I did not buy... The re-release of Simcity was a complete piece of shit.
      One of the early versions of Civilization... *I* have paid for games I supposedly pirated. But only if the game wasn't a steaming pile of shit. Back to the drawing board...

    36. Re:By far not the first time by TheRaven64 · · Score: 3, Informative

      Not sure about the more recent versions, but in the original Quake this was for portability. The developed the game on UNIX workstations (not sure if they were still using NeXT m68k machines then) and originally shipped it for x86, but this bytecode meant that the same mods worked on x86, PowerPC, and any other architecture that you wanted to run them on. I remember playing the Mac port of GLQuake and being very pleased to discover that all of the mods that I'd collected on DOS still worked fine (though the game did cache some generated geometry files in native byte order mode, so you got completely messed up rendering if you didn't delete them!).

      --
      I am TheRaven on Soylent News
    37. Re:By far not the first time by Anonymous Coward · · Score: 0

      Yeah, DRM shaped my career... So who am I to complain about it?

      Well, do you enjoy your work or do you spend most of it swearing over crap code and strange bugs?

    38. Re:By far not the first time by AmiMoJo · · Score: 1

      Long before virtual machines, 68000 code was encrypted on systems like the Amiga and Atari ST. The software would use the CPU's debugging features to effectively single step the loader code, decrypting one instruction at a time, executing it and then re-encrypting it. That way there was never more than one plaintext instruction in memory at a time.

      It was really slow of course, but typically only used for the loader code so didn't have too much impact.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    39. Re:By far not the first time by smallfries · · Score: 1

      Clarification for 200: would santa put you on the nice or the naughty list?

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    40. Re:By far not the first time by Anonymous Coward · · Score: 1

      Don't forget to put a donate button in the game. That way both paying customers that loved the game and want to give you more money get an easy way to do it, and pirates can pay for it if they liked it. Under game options and during credit it should be viewable at least. I don't know why more devs don't do this.

    41. Re: By far not the first time by Anonymous Coward · · Score: 0

      What? Are those supposed to be different somehow?

    42. Re:By far not the first time by Opportunist · · Score: 3, Funny

      Me? On his nice list of course!

      What do you expect from a guy that bootlegs patented and copyrighted stuff in his secret north pole workshop?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    43. Re:By far not the first time by Wycliffe · · Score: 1

      And a game that becomes unplayable without a centralised server...
      So you can't play it with poor or no connectivity, can't play it after the company shuts the servers down etc. Look what happened recently with simcity.

      Most DRM software is not any better. Most of them protect the software by checking in with a remote server. At least if it's integrated with the game, the end user gets some benefit from it. There are plenty of value added stuff you can add to a game while still allowing the game to have an offline mode. A good company should also release the server code if they ever discontinue their game.

    44. Re:By far not the first time by Opportunist · · Score: 1

      Swearing? Bugs are my crowbar into the code I need to break. Do you swear at your tools?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    45. Re:By far not the first time by smallfries · · Score: 1

      Well... he does play for the red team.

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    46. Re:By far not the first time by Anonymous Coward · · Score: 0

      Hear now! You forgot to mention that this game was EXE-packed, and it had to be unpacked for *ahem* fixing. I changed all mine letters to S. I tried 0x0 at first, but that turned out to be a bad idea.

      I thank the author of LZEXE for showing me this trick! EXEs had to be unpacked before being repacked, you see, so he wrote a unpacker for those files (UPACKER?). Only problem - if your game used overlay? (OVL) files, you couldn't use LZEXE to recompress it. I believe Curse of the Azure bonds fell into that category, but I may be thinking of Renegade Legions.

    47. Re:By far not the first time by Anonymous Coward · · Score: 0

      Agreed! I bought Xcom/UFO because someone gave me a demo disk from his PC Gaming World magazine. Wish the first version 1.0 didn't have that go to page blah of the manual check. They patched that out in 1.31 (yay!), but then 'fixed' some of the game sounds at the same time (making them less 'good' IIRC).

    48. Re:By far not the first time by Anonymous Coward · · Score: 0

      Look what happened recently with simcity.

      Huh? I haven't launched my copy of SimCity for a while, but I'm pretty sure it still works.

      It even runs on Windows 3.1.

    49. Re:By far not the first time by Anonymous Coward · · Score: 0

      Being a game development myself, and one who's put years of work into a self-funded indie game (and hopefully released soon), I'm sure it will be disheartening to see people passing it around without paying for it.

      Why? I get that you want to get compensation for your labor, but isn't the primary reason to create a game, to have an audience that plays it? So the more players, the merrier? If you create a game just for the return of investment, you're missing the point and soul of game development, especially as an Indie.

      People copying and sharing your game should be seen as the highest form of flattery. I mean, imagine if the crackers and gamers wouldn't even bother to pirate your game. That would be as brutal as a zero star review.

      People wanting stuff for free and sharing is just human nature (Hey neighbor, can I borrow ...) . Adding DRM has been shown to be ineffective against this, and in the end you want people to share your game. Because, there will also be a certain percentage of people that will want to give you money, and having a larger userbase will increase their number.

      Instead of using DRM, give your paying customers some extras. Patreon shows that this can work. Just be open and say "If you want us to continue making great games, please support us". Don't overdo it with begging and nagging. Give your paying customers a non-crackable unique key (a random UUID will do) that they can use for some extra online features, like leaderboards, forums, chat, and online arenas. Make sure your game can run without that stuff (unless it's online-only in nature), and make sure your pirate users don't get a chance to bother your paying users.

    50. Re: By far not the first time by Anonymous Coward · · Score: 0

      Steam has DRM free games. Kerbal Space Program, for instance, can have its folder copied to another machine and it will run.

    51. Re:By far not the first time by Opportunist · · Score: 1

      It was a game by itself. And unlike many of those old games, it was actually winable. :)

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    52. Re:By far not the first time by Opportunist · · Score: 1

      There's 3 kinds of gamers:

      1) The kind who will simply buy the game.
      2) The kind who will buy it if they can't copy it and
      3) The kind who will only copy it and simply go without if they'd have to pay for it.

      And copy protection only affects group 2. You'd be surprised how tiny this group it.

      Group one are the fanboys and the "honest gamers". Fanboys will buy the latest installment of their franchise no matter what. And the honest player are either console users or people who use Steam or some similar service to get their games in a hassle-free way, spoon-fed and delivered to their PC.

      Group 3 is all the people who don't buy stuff "on principle", the whole "stick it to the man" and all that bullshit. And of course those that are constantly broke (especially after buying a new 2000 bucks PC). The kind of people who will not spend a dime if they can find a way to not do it, legal or illegal, and if they can't get this game they'll simply move on to the next.They will probably wait for 3 months for the copy protection to be removed, but they would never even think of buying it instead.

      Now ponder for a moment what people you know that play games. And ponder how many of those don't fit into group 1 and group 3.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    53. Re:By far not the first time by Opportunist · · Score: 1

      If there is no decent trial, NEXT!

      Why bother with hacks and cracks? You want to sell me your game, you deliver a trial or you can stick it where the sun doesn't shine, I'll go and buy one that offers me what I want instead.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    54. Re:By far not the first time by Opportunist · · Score: 1

      Really? The Electronic Rats shut down the SimCity servers and now you have a collection of dead code sitting on your computer if you bought it?

      Do you happen to have a link?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    55. Re:By far not the first time by Opportunist · · Score: 1

      I'm pretty sure he likes the idea that people enjoy his work, but I am equally certain that he enjoys eating. And until the supermarket cashier lets him go home with his groceries in exchange for the appreciation of his shelf stocking ability...

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    56. Re:By far not the first time by sjames · · Score: 1

      Absolutely. And they usually put more thought into the copy prevention than they did in the game play.

      I have to say, I learned a lot doing that.

    57. Re:By far not the first time by Anonymous Coward · · Score: 0

      Which I already acknowledged in my first sentence. My point was, copying games has been there from the very beginning, and is not going away.
      So why feel bad that 90% play their game for free, as long as the other 10% pay the bills? Instead of using DRM, which has shown to be ineffective, use the piracy as viral advertisement to reach your paying audience.
      And make sure a bought game has more benefits than a pirated one; now often the reverse is true.

    58. Re:By far not the first time by Opportunist · · Score: 1

      Because it doesn't work that way. Paying for the game is the necessary evil for the player, not an intrinsic part or even an engaging experience, no matter how various companies try to spin it.

      I agree that it would be a good idea to make sure that buying the game gains you some additional benefit you don't get when you copy it, but that's hard to do in a world where digital distribution is the norm rather than the exception. As long as games came in boxes, there was at least the chance to get a printed manual, a poster, some other trinkets or goodies in the box. Rarely, if ever, it was the case. But what do you want to do now that you don't even get the game on a physical medium anymore?

      I spend quite a bit of my spare time playing video games. The last game i bought that came on a physical medium was Supreme Commander when it was released. According to Wikipedia, that was about 10 years ago.

      What additional benefit would you want to give me?

      I absolutely agree that DRM devalues the product and selling a product that's worth less for more is insane, and that's exactly what happens in the struggle of game makers trying to fight copying, but how would you increase the value of the legal copy? Aside of leaving out the part that makes it worth less to its user.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    59. Re:By far not the first time by Mattcelt · · Score: 1

      Constantly. But I'm still grateful to have them.

  8. Re:Can we stop calling it digital rights managment by Anonymous Coward · · Score: 0

    Hello Mr Stallman.

  9. Re:another in a long line of gayme by Anonymous Coward · · Score: 0

    Eradicating world hunger isn't entertaining enough. Maybe if you could innovate a way to gamify charity then people would be willing to fund your charity.

  10. Now read what they actually said by JustNiz · · Score: 2

    What they actually said was "we will be replacing the current build of RiME with one that does not contain Denuvo".

    This is absolutely NOT the same as saying what they will replace it with will be DRM-free.

    1. Re:Now read what they actually said by ckatko · · Score: 4, Interesting

      Except that's the entire fuckin' point of Denuvo. To prevent cracking.

      If the game is already cracked, why would you shit on your existing users?

      This sounds very much like a case of "The Publisher DEMANDED us use Denuvo and we hate it."

      Why the hell else would they go out of their way to ENCOURAGE crackers to crack their game by telling them "As soon as it's cracked, we'll get rid of that thing you hate."?

      Next time, before you tell the world your genius insight, spend an extra 5 seconds and thinking it through.

    2. Re:Now read what they actually said by JustNiz · · Score: 1

      What is your point, or the logic behind it? you making no actual sense. You're not even addressing what I actually said.

    3. Re:Now read what they actually said by Anonymous Coward · · Score: 0

      I think you are missing the point. The way it is worded can be interpreted to mean once DRM #1 is cracked, we will remove it and replace it with DRM #2.

      How likely is it? probably not very. But the GP made a fair point that the wording of the announcement was ambiguous.

    4. Re:Now read what they actually said by Z80a · · Score: 1

      It's very foolish to have your original product worse than the pirate one.

    5. Re:Now read what they actually said by Anonymous Coward · · Score: 0

      Well, if all they said was "we will remove Denuvo", their intention could be to replace it with a different DRM.

    6. Re:Now read what they actually said by Anonymous Coward · · Score: 0

      English, muvvafucker. Do you speak it?

    7. Re:Now read what they actually said by Anonymous Coward · · Score: 0

      And maybe you can be less of an asshole, and consider that most likely it will still have Steam's DRM.

      Fuckface.

    8. Re:Now read what they actually said by borl · · Score: 1

      That reply really is disingenuous as fuck. It must have taken the reading comprehension of a two year old to so thoroughly misunderstand and misrepresent the post you're replying to.

      +5 Interesting. Slashdot in 2017 folks.

    9. Re:Now read what they actually said by Bite+The+Pillow · · Score: 1

      How about you first? Are you just being mindlessly pedantic?

    10. Re:Now read what they actually said by Anonymous Coward · · Score: 1

      Except that's the entire fuckin' point of Denuvo. To prevent cracking.

      If the game is already cracked, why would you shit on your existing users?

      Because the point of Denuvo and any other DRM scheme isn't to prevent cracking. It's to prevent sales. All DRM is intended to prevent sales and has no other use. Why shit on existing users? Because they paid! They weren't supposed to pay. If you want them to pay, then you don't use DRM. DRM is how you get your game onto the crack sites so that pirates will know that is where you get it, not at some store. Stores are only for DRM-free software, the kind where you're actually trying to sell it and get money for it.

    11. Re:Now read what they actually said by Anonymous Coward · · Score: 1

      Let me try helping explain, in case you actually don't understand and aren't being deliberately obtuse.

      The reason you release with something like Denuvo or some other DRM is to prevent piracy. But pirates don't go through copies of Rime one at a time, crack them, upload them to a single user and delete them. They take the pirated copy and serve it to a bunch a people.

      Let's imagine for a moment that they did release a new copy with different, non-Denuvo DRM. What would be the point? It's not like the pirates are going to have any reason to go crack it, they already have a version of Rime with no working DRM. They'll just keep serving what they already have. The cat is out of the bag. The barn door is open and all of the cows have left.

      So while it is possible that the developers could do that sort of thing, it would do absolutely nothing to prevent piracy, cost them money to pay for the DRM, and come with whatever downsides the new DRM scheme causes for their legitimate customers. It's so obviously a bad idea that it stretched credulity that anybody involve actually even considered it, especially when the developers openly gave crackers a bonus incentive to crack their game.

    12. Re:Now read what they actually said by JustNiz · · Score: 1

      Thankyou. At least someone here has some freaking brains.

  11. Sigh. by ledow · · Score: 1, Insightful

    Question:

    Was the cost of adding and then removing that DRM really worth the "extra" sales (even if fabricated statistical anomalies) that it supposedly makes possible?

    I'm guessing not.

    The problem with DRM is not "wanting to protect our sales". It's that it is universally, always, completely counterproductive.

    Performance concerns aside, just the hassle associated with licensing that stuff must surely be more than any potential lost sales from piracy if it only buys you a week of grace. Pirates aren't paying for the game on Day rather than wait five days because it has DRM. They're getting the game when it becomes available on the pirate channels.

    I really can't think that any cost-benefit analysis of this could possibly show an advantage.

    1. Re:Sigh. by Anonymous Coward · · Score: 1

      You'll notice it's never the developers that make their own DRM. DRM is sold to people through rather impressive levels of FUD sales tactics.

      Your business is under attack. YOU are under attack. The only hope to keep you off the streets is *our product*.

      It's security theater, and if it worked for an entire country's airports, it sure as heck was going to work on people whose entire job is selling the stuff that's pirated.

    2. Re:Sigh. by Anonymous Coward · · Score: 0

      I really can't think that any cost-benefit analysis of this could possibly show an advantage.

      The benefit is that your product is no longer competing against a better performing version of itself that is being given away for free.

      There's also the PR benefit of keeping one's promise, that may sway future would-be purchasers into buying your products. Not to mention the desire to support the honest developer.

      Not to mention, If you were really going for cost vs. benefit you would have made the best product you could to begin with, rather than punishing your paying customers with a crippled version. If the product your competitor offers is better than yours, (and especially when it's better and FREE), you'll get less sales. Why after this long companies can't figure that out and continue to deliver inferior products that only harm their legitimate customers I have no idea.

    3. Re:Sigh. by Anonymous Coward · · Score: 0

      Cost-benefit analysis of using DRM:
      Cost: None, it all comes out of someone else's budget.
      Benefit: We'll get higher bonuses for protecting against piracy.

    4. Re:Sigh. by Anonymous Coward · · Score: 0

      like motion pictures, the sales from the first week is huge, often enough to pay all pre-release costs (development, marketing, etc) to date and start turning a profit. if you can go two weeks or more, you're maybe making enough to fund the next project and then some.

      by only getting five days, their next one will require additional investment or investors instead of being able to reinvest existing profits. only five days hurts -- a lot. i think someone really fucked up the implementation of the protection... or that the scheme they used isn't nearly as good as advertised.

  12. Still a fuck you to customers. by Anonymous Coward · · Score: 0

    I'm going to go pirate this tonight. Fuck them for including the malware in the first place.

  13. Doesn't matter. by Anonymous Coward · · Score: 0

    Game blows and i want my money back.

    1. Re: Doesn't matter. by Anonymous Coward · · Score: 0

      Agreed. Boring game.

  14. Re:another in a long line of gayme by Anonymous Coward · · Score: 0

    Seems unlikely without epic fails involving police states, so I'll pass and choose to play games instead. Take your virtue signaling ass back to your SJW safespace.

  15. Insanity by duke_cheetah2003 · · Score: 3, Interesting

    DRM is pure insanity. Insanity is often defined by doing the same exact thing and expecting a different result.

    Will they ever learn? DRM is not useful. It does not protect your content. It annoys your legitimate users, and does ABSOLUTELY NOTHING to curtail, hinder, or even discourage piracy. Hell, I'm going to go as far as to say it ENCOURAGES PIRACY. Those cracker dude, they just love a challenge. Nothing to crack? Borrringgg..

    1. Re:Insanity by Anonymous Coward · · Score: 2, Interesting

      DRM isn't about preventing piracy. That's just the marketing line to make it palatable to the larger audience. DRM is really about vendor lock in and controlling what the legitimate user does (or doesn't do) with software that they've purchased.

      There will always be piracy, and the developers and publishers know this. But there will also always be a majority of legitimate users that can be locked down and forced to do the developers/publishers bidding, because the DRM forces them to. Oh you want software Y to do X task? Sorry, the DRM prevents that, you'll have to buy the X module for $299.99.

    2. Re:Insanity by Anonymous Coward · · Score: 0

      I agree. DRM does encourage piracy. It also puts off legitimate buyers. Win / Win!

      *This post is DRM protected. Unauthorised reading of this post will result in prosecution.

    3. Re:Insanity by subanark · · Score: 1

      DRM has worked pretty well for WoW. It's taken pirates years to make a somewhat close copy of server code.

      If your willing to dish out server time to host most of your code, and have players willing to deal with latency and internet issues you can have working DRM. As a bonus, you can use non-Affero GLP code.

      PS I don't advocate the use of DRM, I'm just pointing out that it isn't 100% broken.

    4. Re:Insanity by Anonymous Coward · · Score: 0

      New business model:

      (1) Add easy to crack DRM so you can get tons of free PR when the crackers crack your game.
      (2) Then get tons more PR when you announced that you're removing the DRM.

      There is no step 3.

    5. Re: Insanity by Anonymous Coward · · Score: 0

      I work in the games industry. We know it will be broken. Our producers also know this. We do it because the first few weeks after a game has been released are critical to sales. Not having a cracked alternative does make a difference. That's why we also tend to remove it after it has been cracked.

      Denuvo is not invasive and we stay clear of anything that is because we wouldn't want that shit on our systems either.

      Having an executable that's locked down does have other benifits to you, namely that it also makes it difficult to cheat (it's either this or moving as much as possible to servers). As far as sales go, more people care about playing on a level playing field than putting up with non-invasive DRM.

  16. DRM: Snakeoil peddlers? by duke_cheetah2003 · · Score: 3, Interesting

    In any other industry, something that fails to perform it's claimed function is often called fraud, snakeoil, a ripoff.

    Does Denuvo's creator guarantee this crap is going to work? Why do publishers keep falling for this snakeoil? DRM has NEVER worked, not even once. EVER.

    Are they really that stupid?

    1. Re:DRM: Snakeoil peddlers? by StillAnonymous · · Score: 2

      Nobody expects a system to provide protection forever. Most of a game's sales occur within a window that starts at the release date. I'm not sure what that window is these days, maybe a month? So if you can protect the game from being copied for at least a month, the idea is that you'll sell more during that critical window.

      And to this end, some protections have been successful. FIFA 17 was released 7 months ago and hasn't been cracked yet, although with Denuvo being cracked now, it probably won't be long before this one falls. Splinter Cell: Chaos Theory went uncracked just over a year.

      What bothers me is publishers who don't remove the protection after a time. I'm still pissed that they didn't remove the online activation from Bioshock like they promised they would, instead they diluted that promise into removing the activation limit instead. Not removing the protections causes problems down the road when you want to run the game on newer operating systems (Chaos Theory's Starforce implementation was never updated for 64-bit OS, so you were SOL without a crack) or on alternatives like Wine on Linux.

    2. Re:DRM: Snakeoil peddlers? by Bite+The+Pillow · · Score: 1

      Stupid? No. But they want to say they took reasonable steps to maintain profitability. No one wants to be named in a lawsuit alleging failure to perform due diligence, and at this point that's the only function of DRM. Not preventing piracy. Lawsuit prevention.

      With it cracked, no one can claim it would have prevented piracy, so they can remove it without fearing lawsuits.

  17. How to profit ? by Anonymous Coward · · Score: 0

    On Slashdot, the majority sentiment seems to be that apps should not have DRM at all -- regarding DRM as a "defect" ("defective by design"). Indeed, this particular story mentions that having DRM caused some slowdown or hiccups of a game.

    As a consumer, I dislike DRM as much as the next guy, but does anyone really think that triple-A rated games would sell anywhere near their typical levels if DRM were not used ?! No way !

    I do believe the studies which conclude that widespread free music/movie sharing (e.g., YouTube) has actually increase music/movie purchases (e.g., so that people could get higher-quality versions). But, I don't think the same dynamic is significant for applications/games. If someone is crazy enough to run a cracked application on their computer (natively, not in a VM), they're definitely not going to ever pay for the application. Part of the value of paying is some assurance that the application is not serving the wishes of hackers (Sony rootkits and other DRM schemes notwithstanding).

    1. Re:How to profit ? by Anonymous Coward · · Score: 0

      No way!

      Convincing argument.

    2. Re:How to profit ? by Cederic · · Score: 2

      does anyone really think that triple-A rated games would sell anywhere near their typical levels if DRM were not used ?

      Yes, I think they would.

      Two key factors:
      1 - Look at the fall in music piracy rates once commercial streaming and download services became available and prices stopped being so gouging. This demonstrates that people are willing to spend money on their entertainment. A lot of piracy is also by people that just can't afford all of the games that they want, so no, they're not going to be spending money that they don't have.

      2 - Computer games have always been available for free. I didn't buy all the games I played on my Vic-20, there was an entire sneakernet system for C64 and Amiga games and by the time I bought a PC the internet had releases from Razor 1911 and their peers easily and readily available. Nobody has ever had to buy computer games, but the market still grew to support these games with 8 and 9 digit budgets.

      Bonus anecdote: Company of Heroes was released with no DRM. I've so far bought the game, bought the expansions, bought the Gold version, bought the game+expansions for a friend, bought the Gold version for a friend, bought Dawn of War as it was a precursor to CoH that I hadn't played, bought the expansions, bought the sequel, bought the expansions, bought the game for a friend. Yeah, that lack of DRM really hurt them there.

      No way !

      Yes way !

    3. Re:How to profit ? by Z80a · · Score: 2

      All DRM does in practice is turning the pirate game better than the original product, which encourages people to get this instead.

      The strategy that has been working and brilliantly is to just make the original more accessible, as steam/GoG does.
      It's not always that you can find the game you want on the store (specially if you don't live on a big city in a first world country), and you need to go to the store in first place, while on the internet you just search, click and it is yours.
      Before steam/GoG/etc, only piracy had that massive advantage but now you not only get the game, as you get an easy way to play multiplayer with your friends, achievments, bragging rights..

  18. Denuvo by wisnoskij · · Score: 1

    Did they make a mistake in how they implicated Denuvo? I heard it is a pretty tricky beast to crack, I was following Syberia 3 and heard the only reason the game got cracked eventfully was that it was not implemented correctly.

    --
    Troll is not a replacement for I disagree.
    1. Re:Denuvo by Anonymous Coward · · Score: 0

      No, simply that properly implemented Denuvo has been cracked for a while now.

    2. Re:Denuvo by ezdiy · · Score: 1

      It is merely time consuming to remove Denuvo (and VMProtect, for that matter) "correctly". That is, find all the jump targets and magic constants computed by VMized code, and patch those into the exe. But there's also a trivial route - emulate exactly what the VM code expects (mainly cpuid and bunch of direct windows syscalls), ie keep the exe untouched. The thing is, warez scene won't accept emu based emu cracks (there was even huge drama about things steamapi.dll shims).

      There are currenly at least 3 emulators for denuvo (famously, 3DM crack for GTA was one, and the first nuked CPY crack releases were another). Emu works universally after one captures trace from a licensed copy, but it is pretty invasive to do efficiently (needs a kernel driver and VMX to emulate cpuids).

      Just like in the days of securom, somebody may release their emu tool easy enough for average to use in the end, neutering the protection for a while, but for now, doing "proper" denuvo cracks is still reasonably easy (if daunting) to warrant going in that direction.

  19. Re:Can we stop calling it digital rights managment by Anonymous Coward · · Score: 2, Insightful

    It manages the OWNERS rights, not YOURS.

  20. Re:Can we stop calling it digital rights managment by Anonymous Coward · · Score: 0

    Copy protection.

    "Digital Rights Management" sounds so.. PC.. Go listen up some George Carlin on language.

  21. Re:All car has always a backdoor, the 3rd or 5th d by ChoGGi · · Score: 3, Informative

    According to a RiME developer it "ensures the best gaming experience for RiME players"
    https://i.redd.it/7uf386xpkwzy...

  22. DRM is not useful? by Anonymous Coward · · Score: 0

    To all the shitheads that "DRM is not useful boohoo mommy I want free gamez"

    Take any AAA title

    See how much it sells on consoles

    See how little sells on computers

    Find a mirror and spit on ur fugly face

    1. Re: DRM is not useful? by Anonymous Coward · · Score: 0

      Yeah.. Because I can't download console games off the net from backup sites....
      Guess my PSP didn't need that 128gb sd card memory stuck adapter

    2. Re: DRM is not useful? by Anonymous Coward · · Score: 0

      and coincidentally the PSP was such a huge success?

      of course consoles are piratable too, but it's become more and more difficult

      nowadays only fuckfaces go into the long and tedious process of cracking consoles drms, all the others just buy stuff, including those who pirate the same stuff on PC (why do they pirate it on PC? because it's easier)

      or look at how much the same app sells on Android and iOS, and oh boy! it seems that those pesky pirates who wouldn't buy stuff anyway are all on the platform with the worst drm, what a fucking coincidence!

  23. Re: another in a long line of gayme by Anonymous Coward · · Score: 0

    Do you just speak in buzzwords you heard on the Internet?

  24. Re: another in a long line of gayme by Anonymous Coward · · Score: 0

    World hunger is just a bunch of victims of circumstances who don't wish to change for whatever reason.
    It's really irrelevant to mention, those game companies only make that money because they make games, not food or delivery service.

  25. Re: Can we stop calling it digital rights managmen by Anonymous Coward · · Score: 0

    Yeah, I came up with a good one if you check the 2nd thread. You might have to lower your threshold cuz I got no karma.

  26. Re:Can we stop calling it digital rights managment by TheRaven64 · · Score: 2

    Copy protection is a subset of DRM. DRM also restricts how you can use the media, not just whether you can copy it.

    --
    I am TheRaven on Soylent News
  27. you can in fact get a complete copy of all ps4 gms by Anonymous Coward · · Score: 0

    you can in fact get a complete copy of all ps4 games...its drm has not in fact been cracked and looks like no one cares for doing it , you deserve what you get with consoles as PC IS THE MASTER RACE

  28. Regression by xarragon · · Score: 3, Insightful

    I don't fully buy your argument. Most games from the Windows 9X era and forward used to have a dialog where you could customize the input on any device, including joysticks and gamepads.

    It was the influence of consoles coupled with Microsoft's push to XInput that really began to make games streamlined control-wise. This strengthened their position as people got used to the Xbox 360 controllers on PC. They got to sell hardware, developers would not bother with any other controllers and users got accustomed to the gamepads. The old lock-in at play again.

    There are some good aspects to this, but it limits your controller inputs and forces people to use the controls in the way the developer dictates.

    This is not progress; it is one step forward and two backwards. A better solution would be to make XInput able to handle any mappings from any controller and make this transparent to the game's being played. Today this requires third-party software emulation.

    1. Re: Regression by Anonymous Coward · · Score: 0

      Xinput is also limited to the buttons Xbox has, direct input could handle more buttons and trackpads per controller.

  29. PRM in motion by Anonymous Coward · · Score: 0

    Paid reputation management activities- what we used to call psy-ops - where corporations offer disguised PR activities for clients like Denuvo -are in full flow in every forum where Denuvo is discussed at the moment.

    Denuvo was created by notorious black-hat hackers - the old poacher turned gamekeeper trick. So Denuvo has its 'reputation' managed by a bunch of ammoral creatures who will use any PR trick to keep their services in use. And this company is now desperate, since the x64 tools whose lack meant Denuvo was originally hard to crack are now plentiful as dealing with Denuvo forced white-hat hackers to up their game, and learn better methods of reverse-engineering the root kits, ring 0 and VM methods used by Denuvo.

    In partial response, Denuvo is conning publishers by lying about the DRM method, and stating that massively increasing Denuvo's queries per second will make it harder for crackers to defeat/remove. So Denuvo (in its latest version) is using incredible amounts of run-time resources, killing game performance on anything below a fast 4-core gaming PC. But Denuvo is increasing being used by indy casual gaming publishers whose customers have much weakers gaming systems- ruining the game for fans.

    This is why major gaming sites claim not to see the issue with denuvo. They all test games on ultra high end Intel/Nvidia boxes, with 7700K overclocking Intel CPUs, and 1080TI Nvidia GPUs. On a title like RIME, Denuvo could be using 95% of the resources of such a box and still run well.

    But the average customer of Rime probably games on a 2-core laptop with a modest GPU. For them the impact of current Denuvo is ruinous.

    'Baldman', the hacker who remove Rime's DRM, has infinitely better coding skills than the game devs. He provides a terrifying technical breakdown of how the latest version of Denuvo works, like any good engineer. To remove the DRM, he had to monitor in exacting detail just how the DRM functioned. Yet as I type, paid reputation management personnel are flooding all forums discussing this with the "Baldman is a pirate so cannot be trusted" nonsense- doing what Denuvo pays for in the pathetic hope that Denuvo will continue to be used.

  30. Re:Can we stop calling it digital rights managment by Anonymous Coward · · Score: 0

    I prefer "Digital restricted media"

  31. Literally who? by Anonymous Coward · · Score: 0

    Smells like slashvertizement for a company that is trying to pick up sales from people who are concerned with online activation obsolescence. People who it spits on by only allowing legitimate customers a fair product when they no longer have anything to gain by screwing them.

  32. Re:Can we stop calling it digital rights managment by Anonymous Coward · · Score: 0

    Copy prevention

  33. Stupid by Anonymous Coward · · Score: 0

    I suspect DRM costs them more money than it saves. People that will buy it will buy it, people that won't won't. Sure some people might be convinced to buy because of the DRM, but there will also be people like me who would have bought the game but don't, because of the DRM.

    Since draconian always-on authentication BS like Steam and Windows Activation became an acceptable thing (Oh how times change), my purchase of games has dropped by over 90% compared to even the old securom days, where I'd check for a crack before buying the game.

    I literally only buy games from GOG or indies that self-publish DRM-free through e.g. humblebundle nowadays because I don't want to worry about having an active internet connection for steam or denuvo or some shit.

    I learned my lesson from things like Tribes and GFWL and anything else that relied on a third-party internet server: Don't buy them if you want to be able to play them in the future because there is no guarantee they won't support you after a few years.

    And anyone thinking Valve will unlock their games for you if they ever fold and the steam service goes down is just delusional; You will just lose all of those games, and any request for help will just be met by smartasses telling you you are stupid to expect companies to support their game for more than 3 years