Opinion: 'Casual Games and Piracy: The Truth '
February 13, 2008 12:00 AM | Simon Carless
[Just how rampant is piracy in PC casual gaming? In a startling instalment of his regular Gamasutra column, Reflexive's director of marketing Russell Carroll (Wik, Ricochet) reveals the 92% piracy rate for one of his company's games, and what worked (and didn't work) when they tried to fix it.]
“It looks like around 92% of the people playing the full version of [the pictured] Ricochet Infinity pirated it.” It’s moments like those that make people in the industry stop dead in their tracks.
92% is a huge number and though we were only measuring people who had gotten the game from Reflexive and gone online with it, it seemed improbable that those who acquired the game elsewhere or didn’t go online were any more likely to have purchased it. As we sat and pondered the financial implications of such piracy, it was hard to get past the magnitude of the number itself: 92%.
In the casual games space, where the majority of the industry is tied to an internet-distributed product, piracy is a common problem. Search for any casual game through Google, add the word ‘crack’, and the search engine will help you find and illegally acquire every casual game you can imagine.
One way to fight the search-engine facilitated piracy is to work to remove the ever-expanding number of links to illegal copies, but in many cases improving the Digital Rights Management (DRM) system to be more secure can be more effective as it renders a large number of those links obsolete. This is tricky to be sure, because improving the security must be done without making the DRM so onerous that it keeps honest customers from purchasing games.
Reflexive, where I work, is in a peculiar position in this regard. Whereas most of the casual games industry licenses their DRM from a vendor, Reflexive has its own in-house DRM. Over the years it has undergone many improvements, including several changes made specifically to combat piracy.
With that background, my penchant for actual numbers, and a lot of help from Brian Fisher, Reflexive’s king of number crunching logic, let’s tackle the question of the 92% piracy rate on Ricochet Infinity. Could we realistically assume that stopping piracy would have caused 12 times more sales?
Beating the DRM
Pirates beat DRMs through Exploits, KeyGens and Cracks. Each of these approaches is distinct, and requires differing amounts of effort. A brief description of each, in order of least to most effort involved to make them work, can be found below.
Exploits
Exploits are holes in a DRM that can be circumvented without downloading anything to the computer. For example, going into the registry to delete a time limit on a game demo, renaming a hidden .exe file, or using task manager to ‘quit’ the DRM are all things that have been done in the past or can be done currently to circumvent casual game DRMs.
KeyGens
Most DRMs work around an encryption system that delivers the full game to players but limits them to a 60 minute trial. The full game can be unlocked by entering in a serial-type key into the game. Keygens are programs that illegally create serial keys to unlock a portal’s games. They are distributed in multiple ways, often shared among friends, as well as being sold or provided free of charge on websites around the internet.
Cracks
Cracks are perhaps the most commonly mentioned type of piracy. In this case the entire game is made DRM free by the addition of a file that impedes the DRM. Closely associated with cracks are ‘cracked games.’ This refers to a DRM-free version of the game that was cracked and then distributed by pirates. Obtaining a crack or a cracked game requires downloading files to the customer’s computer from locations that are clearly illegitimate.
Fixing the DRM
Over the last 2 years, Reflexive has made a number of security updates to its DRM that were designed to make one or more of the existing DRM workarounds obsolete and thereby turn the people pirating games into purchasing customers. While the updates haven’t made the system unbreakable, they have made it so all known or search-engine-findable piracy tools ceased to function.
Fixing The Holes - The Results
Below are the results of Reflexive.com sales and downloads immediately following each update:
Fix 1 – Existing Exploits & Keygens made obsolete – Sales up 70%, Downloads down 33%
Fix 2 – Existing Keygens made obsolete – Sales down slightly, Downloads flat
Fix 3 – Existing Cracks made obsolete – Sales flat, Downloads flat
Fix 4 – Keygens made game-specific – Sales up 13%, Downloads down 16% (note: fix made after the release of Ricochet Infinity)
From the results above, it seems clear that eliminating piracy through a stronger DRM can result in significantly increased sales – but sometimes it can have no benefit at all. So what does that mean for the question about whether a pirated copy means a lost sale? The decreases in downloads may provide a clue to that
As we believe that we are decreasing the number of pirates downloading the game with our DRM fixes, combining the increased sales number together with the decreased downloads, we find 1 additional sale for every 1,000 less pirated downloads. Put another way, for every 1,000 pirated copies we eliminated, we created 1 additional sale.
Though many of the pirates may be simply shifting to another source of games for their illegal activities, the number is nonetheless striking and poignant. The sales to download ratio found on Reflexive implies that a pirated copy is more similar to the loss of a download (a poorly converting one!) than the loss of a sale.
Though that doesn’t make a 92% piracy rate of one of our banner products any less distressing, knowing that eliminating 50,000 pirated copies might only produce 50 additional legal copies does help put things in perspective.
The Future of Piracy in Casual Games
Certainly in casual games the issue of piracy isn’t going away anytime soon. As the casual games industry continues to combat piracy, there are many battles still to be fought. The question most of the portals ask themselves isn’t whether or not to fight piracy, but what is the best way to fight it.
Casual games is an industry still in its adolescence, and certainly as it matures, more and more lessons will be learned about what the best approach is to fighting piracy, and what the realistic returns are of doing so.
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14 Comments
Reflexive have some of their games on Steam, such as Wik and Ricochet: Lost Worlds.
How effective has that been?
kwyjibo | February 13, 2008 4:12 AM
So were the "significantly increased" sales enough to offset the time and money put into the copy protection and DRM? The 1000 to 1 ratio would imply no, but after re-reading I'm still not sure.
Josh | February 13, 2008 5:55 AM
The first fix with significantly increased sales was definitely worth the time put into doing it. It was a great growth for Reflexive that pushed us up to a new plateau. That moment is really clear in the growth of Reflexive over time, so it was worth it.
It's possible that even the 4th fix was worth the time, it was recent enough that we're still looking at the long-term results.
Russell Carroll | February 13, 2008 9:35 AM
Also, on the sales on Steam, I'm not sure what is meant there. Is that a 'how has piracy been on steam' question? I have to say that we don't have enough ability to measure to know the answer to that. Or is it a sales question (in which case I'd decline to answer :)).
Having our own DRM on our own Portal is really the only way we've been able to determine what we have about piracy, otherwise it is just guesswork. For us to get an idea on Steam, I think Valve would have to publish some numbers as we did (and I'd be very interested to see them!).
Russell Carroll | February 13, 2008 9:38 AM
Thanks for the clarification, Russell. While I suspected, it wasn't clear to me that the four attempts were consecutive.
And I think those numbers - if people will actually pay attention to all of them and not just the numbers that backs their opinion - are REALLY valuable for the entire industry. While I'd always expected the arguments from the extremes were way off, this puts some actual numbers and ranges to things.
What seems clear to me here is that a small dent in piracy can lead to a big jump in sales, but that that this difference does not scale proportionally, and will lead to diminishing returns. Perfect copy protection won't lead to the 92% going legit.
Coyote | February 13, 2008 12:11 PM
It also shows that "policing" websites, mailing out cease & desists letters, etc, is not worth the resulting sales profits.
Arby | February 13, 2008 6:44 PM
Is there an implication that fixing "Exploits" was the most effective method of converting piracy to sales?
Fix 1 produced the best results with a mixture of fixing exploits and eliminating keygens, while only addressing existing keygens in Fix 2 actually lowered sales.
It makes it look like addressing keygens was ineffective in producing new sales, and thus that the bulk of Fix 1's results were from addressing exploits. But that is of course without a good deal of context for the fixes. For example, was Fix 2 rendered redundant after Fix 1 caught early keygen users? Or could the increased sales around Fix 1 be attributed to other factors? That could also be an issue with measuring Fix 4's effectiveness, if this article gets lucky on a publicity level.
Baines | February 14, 2008 4:50 PM
We live in an age were many millions of people get away with stealing (6 million in the UK alone) . And they think nothing of it. They get all their entertainment for free. They download games, music and films at will.
Bruceongames | February 18, 2008 11:03 PM
go the pirates!!!
jerry bobby go lucky | March 8, 2008 10:43 AM
Depending on the game type, losing 1000 freeloading players in exchange for 50 paying ones can significantly reduce the gaming experience. For example MMORPGs are pretty boring without other people.
tex | March 17, 2008 9:56 AM
No matter what measures are taken, piracy will always be a problem for you. Copy protection and DRM schemes will always be broken, there is no way around it.
Jonathen McBride | April 27, 2008 4:26 PM
Doesn't mean they should give up. Maybe piracy will always be around, but if it's significantly reduced, then it's worth the effort.
Gabbo | August 6, 2009 7:57 PM
I am not at all surprised, it was always an obvious deceit to imply pirating of music, or anything, lost the creators anything much in sales at all. Which is why no one believes them, or has any sympathy with them whatsoever.
Your problem is the copies have NO 'value' at all. If people could copy cars for practically nothing they would. But they take REAL work and materials to make EACH copy. CDs/files don't! To all intents and purposes.
A solution would be to give away something physical of rarity value, that comes with an official non pirate version.
For example perhaps numbered limited edition prints of in this case game artwork. Good quality prints, not flimsy magazine page like.
Then the more popular the game becomes especially by the in your example 1000 multiplier of 'piracy copies' the increased desirability of the purchased copies give aways to fans. Then the purchasing of copies gives the purchaser something of resale value in return, that the 'pirate copy' users never get. If the limited edition give away is changed regularly such that early purchasers have something the later ones can not get it may even encourage early sales. (It also means there is no need to waste time and money on copy protection!)
Until all music, film, game, sellers provide something of enduring potential value with each sale not just a NO cost to copy, NO value cd/dvd alone, they have an outdated model that deserves to be 'pirated'.
JamesStGeorge | December 18, 2009 9:02 AM
Selling good quality prints? Prints can be copied you know!
Besides, this article shows that copy protection isn't as worthless as people think. Sales went up by a whole lot.
You idea would destroy digital distribution, you can't get anything of physical value from the internet and anyone who can't afford to make physical boxes would have to sign up with a publisher wich will take their cut of the pie.
To me it seems like a step backwards, games should be about entertainment and with the internet we can now sell them without any usless boxes and stores pushing prices upwards.
I would rather see gamedevelopers "waste" money on copyprotection that brings in 70%+ more sales. Than to "update" their buisness model so they have to pay stores and publishers.
PonW | February 11, 2010 4:29 AM