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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.

6 of 133 comments (clear)

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

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

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

    Digital restrictions management is so much more appropriate.

  3. 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.
  4. 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.

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

    It manages the OWNERS rights, not YOURS.

  6. 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.