It is a weird take. It is utterly insane to argue that there are no people who would purchase the game if you take the free illegal option away from them. If that was true, then the Anti Piracy business and practices wouldn't exist because there would be no point for them.
Piracy leads to a loss in sales. It doesn't mean that games aren't selling despite of piracy. The fact that Hogwarts Legacy is selling well doesn't mean that there aren't lost sales due to piracy.
I'm not arguing that "no people" would purchase the game, I'm arguing that "no signficant amount of people" would.
I even said: "No, because the
majority of pirates likely weren't going to buy it in the first place."
It's hard to quantify how much, but it's not a significant amount, otherwise sales of cracked games would fall off a cliff because the free version became available, and for games like Cyberpunk which were DRM free on day on torrent sites that would have been disaster for their sales, right? Since that doesn't happen, those lost sales probably aren't really worth bothering amount.
Based on which Data? Certainly not based on a reduction in anti piracy measures, which are as prevalent as ever.
(...)
Based on what? The amount of Anti Piracy measures suggests otherwise.
The vast vast majority of retail PC game in the 00s shipped with DRM like SecuROM, StarForce or some variation of it, given that Denuvo is comparatively only on a small subset of games, that Steam DRM isn't even on most Steam games and you have an online shop that sells day 1 modern titles PC DRM free games maybe it is based on a reduction of anti piracy measures. DRM was much worse in the 00s.
Based on what? The amount of games releasing day to day with the console versions, the reduction in console only exclusives, when even MS and Sony are starting to release on PC, when Epic's Tim Sweaney or Ubisoft went from saying it was worthless to release on PC to setting up their own PC store. Talk to any PC gamer for the 00s and ask them how much better the situation is. None of this would have happen if the absurd piracy numbers from the 00s were still the same as they are today.
The Playstation 1 had a much larger library of games and the games were significantly cheaper precisely because it went with a CD format instead of cartridges. You're continuing with the fallacy that a system being successful means there is no loss in sales due to piracy. That's simply not how any of this works.
And you continue with the falacy that the loss in sales is significant, yet of all the infamous "cracked" consoles only the PSP showed any abnormal drop in attach rate.
If PS1 games were more readily available, cheaper and produced by more third parties, maybe the N64's problem had a service problem, right? Hence the lower sales of software?
It's nowhere near as easy as you make it seem on a PS4. How "Crackable" it is depends entirely on the firmware of the PS4 and many games wouldn't even work at all. You could get banned from playing online when you use a cracked copy of a game on a PC but ONLY for that particular game. If you mod your PS4, your entire system will be banned from accessing any online functionality of PSN, including online play for ANY of your games. Besides, PS4 is a last gen system now. Piracy on PS5 and XSX is virtually nonexistent.
It's relatively easy yes, if you want it you can easily get a modded PS4 today. I still don't understand why you keep bringing online, yes you get banned but if you are financially motivated to pirate why would that bother you? You weren't going to be paying for games in the first place much less for a PSN subscription. If the problem is only financial and not related to service, then being banned shouldn't matter.
Of course PS5 and XSX is virtually nonexistent because they are uncracked at the moment, but that is usually the case, hell even affordable PS1 modchips only started to appear in 97/98.
And PS4 is last gen, but Switch is still Nintendo primary system.
Sure, but the point remains that an increased amount of service/availability has not led to a decrease in piracy.
It decreased the relation between legal consuption and piracy, legal consuption might as well be 0% in the 00s, outside Narutos and Dragon Balls. The piracy numbers are still high, because day to day availability is still very low.
Put out every anime and manga day to day, translated and you'll see that number drop, how is that not a service problem?
That's not what I asked.
You said "Yet,
Piracy has remained high and is actually on the rise."
I even consided that it may be on the rise YoY, my point was has is actually remained high?
Is piracy post Netflix et all actually comparable to what it was before? Do you have that data?
Hell even your own source says this
Over the past two decades, this audience has been largely dismissed as not valuable, niche and irrelevant. This is somewhat understandable because the very act of watching a film on a piracy website means it is obtained illegally and for free. However, many studies and surveys have found a correlation between digital piracy and increased spending on legal content.
This is because many people who pirate content are avid consumers of media.
They turn to piracy to access content that is not available in their region or is not affordable at the time, but this audience will still spend significant sums on legal content when given the opportunity.
Gee man, lack of availability? Will spend sums of legal content? That sure sounds like a service issue to me!