Its also rational if it allows them to move away from custom designs entirely, and save a truckload of money, more than they lose to the nebulous spectre of "piracy".
People usually cite narrow cases where an AAA game succeeds in spite of lacking DRM as if piracy helped, or games that didn't spend anything on marketing and get big through marketing, which is an exceedingly rare lottery to win.
No one ever cites games like Crysis 3 which had been pirated more times than it ever sold days before release
The major boost in sales was improving the sales process (Steam and similar stores) and dropping prices, not attacking legitimate users with DRM rootkits. People keep repeating this DRM suppor mantra when up until now there STILL hasn't been any good proof that it does any good. If anything, it only damaged sales due to people not buying games that randomly stop working when internet fails.
Piracy will obviously cause some non-zero number of people not to buy games because it turns a games cost from a price, to a suggested donation.
"I'll pay if I like it" isn't the profit model a publisher who puts out a multimillion dollar game wants to support.
Not to mention, paying for something can be a great motivator. It's a lot easier to dismiss a a game saying "I wouldn't have wanted to pay for this" at the slightest flaw when you haven't paid for it.
But today, you can do it with a few clicks, so if someone really wants to play a game because it looks cool/interesting/whatever, I'd say a lot of people will just pay for it if they can't find the crack.
1) Developing a second SKU is expensive.
2) It seems that much of the PS4 hacking has been enabled by the minimal "open" surface provided by simply having a browser available on the PS4. The protections of an "open" SKU would likely be a roadbump.
3) Piracy is not the only problem. Hacking undermines multiplayer competition, the value of leaderboards, achievements, ...
Frankly, the cheapest option to solve all these problems would be to simply bundle an extra PC to make your "open variant". But of the question is: Why would they? What's the profit in it?
They're just locked behind the dev kit licensing costs and NDAs.
But yes, theoretically, "anyone" can buy a devkit and have access to the full architecture of PS4/X1 is they want to.
At the time, PS4's tooling seemed much more polished/complete/reliable - I only needed to resort to the command line interfaces for integrating with our existing custom tooling, and CI processes, exactly as you'd hope. The APIs were mostly solid, retro, C style APIs - with sane error handling, few edge cases, and no callback hell.
I'm sure the XB1 has caught up somewhat in the tooling department at this point. Also, you may already support D3D11, and get to reuse a lot of code there. Not so much reuse with other WinRT APIs (for Win8/10 apps) although the APIs feel very similar.
Manmal seemed to be positing some kind of mass access semi-open SKU that didn't completely defeat the purpose of having a closed SKU in the first place. I'd argue that mass access to devkits would defeat the purpose of having a closed SKU in the first place.
I suppose you could argue I should've said "developing a third SKU is expensive", though.
At the very least, it makes it possible to not lose sales at launch, which is when most of the money is made iirc.
Pretty interesting.
Are you saying piracy has an impact that isn't economic in nature? If so can you clarify?
With current generation consoles, piracy has so far been impossible. Perhaps in the future this won't be the case, but currently every purchase is legit. I can't see any scenario where going from 0 piracy to who knows how much piracy would be rational