I implemented anti-piracy techniques into my Indie PC title and saw about a 20% improvement in sales as a result.
I implemented anti-piracy techniques into my Indie PC title and saw about a 20% improvement in sales as a result.
Your example isn't even meaningful. You had a game for sale and during some period say a 20% improvement in sales. You attribute this to your anti-piracy technique like you added that in isolation of everything else. You have no way of knowing what generated your increase of sales.
What's far more likely than the anti-piracy techniques having anything to do with sales is the upload date updated on your distribution platforms and people not only saw it in the "new" section but it had more (or more positive) ratings than the last time you pushed an update.
There's only customers and non-customers. There's no difference to you between someone playing a competitor's game, just not buying your game, or pirating your game. They're all just not your customers. There's seven (eight?) billion non-customers on the planet.