Counterpoint: As Denuvo Lauds Its Weeks-Long Control, 20 Year Old Game Still Selling Due To Its Modding Community
from the you-mod-bro? dept
I've covered the saga of Denuvo DRM regularly as of late. The once-vaunted anti-piracy tool, thought to be the end of video game piracy altogether, has instead had its protection window reduced to somewhere between a week and some weeks. Despite the headwinds of reality, the folks behind Denuvo have bravely soldiered on, proclaiming the tool still useful for protecting the ever-important early-release window of new video games.
And that's where I think a counterpoint needs to be made. The idea that the most important time in the sales cycle for a new video game is its initial release is almost gospel within the industry. And it's not without its logic, I suppose. Many, many games experience the vast majority of their sales upon initial release. But what if that wasn't the case? And what if by simply embracing the gaming community and releasing control over the product, instead of trying to cling to it with tactics like DRM, the sales cycle for a game became so long that it changed the math?
What if more games were like Quake, in other words. And I mean the original Quake, released by id Software some twenty years ago. The game has continued to sell throughout these past two decades, but is going through something of a comeback recently. Why? Well, it's because the modding community that has developed around the game has kept it fresh and relevant.
Quake mapping is consistent, organized and unrelenting. Quake’s community has mostly rallied around a singular download hub for nearly every level, and there’s even a handy launcher that downloads, installs and runs them all for you. Quake map packs tend to be once-a-month events, and they’re of indisputable quality, unshackled by the hardware and engine limits of the 90s.
You can pick Quake up from GOG or Steam, but the GOG version works out slightly cheaper since it includes both official expansions—Scourge of Armagon and Dissolution Of Eternity—which are sold separately on the Steam release.
Keep in mind that it's been twenty years since the game's first release and the modding community has stepped in to make sure that it's still being sold today. Interest is running high as fans have reinvigorated the game through their own creativity, updated the graphics to drag it into modernity, and generated interest through sharing levels and graphic designs. All of this happening outside of the control of id Software, which instead gets to sit back and simply cash the checks all this interest is writing for them. Exactly how valuable was the early release window of Quake to id Software?
Still valuable, I am sure, but the math simply can't be the same as the likes of Denuvo claim, what with a cycle alive and well after two decades. Giving up control made that possible, whereas the use of control tools like DRM, especially DRM that relies on 3rd party check-in servers that won't be around forever, actively work against that possibility. It seems to me that any game developer looking to make money should be clear on which of these business philosophies it ought to embrace.